I'd like to see two new spells which would lessen the impact of bad starting positions that plaque me and the AI at times.
1. Summon hero: summons an hero to aid the sovereign. The caster still has to pay the recruitment fee otherwise the summoned hero vanishes.
Depending how the early phase goes and the hero distribution is, especially regarding their faction membership, you can either get a full stuck easily or just one or two. But as important as heroes are, being bereft of any possibility to enlist additional heroes when most of them already recruited or killed of by the opposite faction / wandering monsters is neither fun nor real balanced.
Stardock should also add a limit of how many heroes can be in service with the sovereign at any given moment. (how about 4 Heroes max.?
)
2. Alter shard: the spell changes the shard to a chosen type
The random nature of the shard distribution makes planning very difficult. Especially as in some cases they allow snowballing, such as having a sovereign proficient in fire magic and access to 3 fire shards early. In other cases they don't offer much beyond the extra mana, when for example they are of a type the caster has no spells of.
What do you think?