I’ve leave the forum for a while & not so sure what feature has already been implemented to the Sovereign.
I am happy that “sovereign dying is a non-negotiable”. I just need to make sure “sovereign dying is NOT Game Over”. Whether a game is over or should not ONLY depends on the sovereign’s life. “Sovereign dying = Game Over” MAYBE the most popular game style in multiple player, but it does not means this is the only way to determine the win/loss of a game. The Game Over of a game should be determined by whether a game Goal (e.g. rescue the princess) is achieved or failed.
A “Heir” mechanics is badly needed in this game. When a sovereign dies, his empire may (or may not) turn into chaos, it is very nice for gamer to continue playing even with the less powerful, younger heir. Gamer are attached to the Sovereign, but gamers also feel attached to the kingdom he spend hundreds of turn developed.
Heir mechanics also makes the AI Sovereign hunt less mandatory. The hunt still rips tremendous benefit but it does not means it is a number 1 priority. Nerf it.
Rgds to Sovereign dying in something “tactical” like in combat, I like it. However, STRATEGIC mechanism should exist so the gamer can prepare before his inescapable fall in battle. So far I like the idea of “Amulet of Life Saving (Evasoion) ” mentioned in this thread the best. When you wear such amulet in combat, you know your Sovereign will be teleported to safety even you lost the battle.
Developer will need to make a very nice gameplay balance on how & how difficult this amulet can be obtained. There should be many ways to do it. For example, each player (or AI player) are equipped with one such item at turn 1. The amulet will only have 90% chance of functioning when the wearer dies. When the amulet functions, it is consumed. Or essence is spend to purchase one such amulet in a goodie hut. Or this 90% chance will become 70%, 50% etc chance when you are using it the 2nd time in the current game.
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Sovereign dying is intimately related to the reason WHY it needs to be fighting tactical battle every turn, or WHAT benefit it get when it is not fighting tactical battle. Say, if I let him sit in castle for many turns without leveling him up much (while speeding up spell research), I will then be very hesitant to bring him out fighting again. Say, if I leveling him up every turn fighting tactical combat, he might then be not very useful doing spell research.
Is the only way to level up the Sovereign is to let him gain experience in Tactical battle? I don’t think so, & I don’t want to. For example, if he has been researching spell & sitting in city, every turn gives him 1% permanent bonus to the Sovereign’s spell research statistic. And if he has been sitting in city casting a huge spell for X turns, X permanent bonus is given to his spell power, so his next spell will be more powerful/damaging. And if he is training troops in city, he may gain leadership skills for during tactical battle.
When he is in a city and taking some action, some permanent bonus will be granted.
When he is fighting, permanent bonus will be granted to his combat/melee related statistics, may it be ATT, DEF, DAM, leadership skills etc.
I dont want to spend most of my game time leveling up Sovereign's MELEE skills so he can survie in battles or being a 1 man killing machine. This is boring.