Quoting Burress, reply 66They are rpg-players, they will not want to deal with complexity of dealing with empire-building and building a 20-30 turn army for each champion to get what they want, if they even realize this is how they have to do it.
For someone who is all about the FSP, you sure are obsessed with min-maxing. Tell you what, stop thinking about maximizing XP gain and just play the game the way that feels the most fun to you.
If you want to have your champs in a stack, put your champs in a stack. They will still gain XP and still level. They probably wont even level that much more slowly.
Champ A attacks an enemy and earns 10XP
Champ B attacks an enemy and earns 10XP
How much experience would each champ get if you put them both into the same army and attacked those same two enemies?
10XP! The exact same amount. IT'S A MIRACLE!
The game is not forcing you to employ this one-champion strategy you say you hate; you are doing it to yourself. Stop it.
Having said that, there are some really bad ideas where the game lets you fiddle with XP gain (specifically the +XP traits) that throw off the XP curve for the game entirely. Unfortunately, the way the game is now, you should always pick those traits first on every champ. Stardock should do away with those traits entirely, have mobs and quests provide more XP in general, and leave +XP for rare magical items.
I am really sorry to say, but this is just plain wrong.
Again, you are completely forgetting this game is RPG + 4X, and this analogy only works on RPG games, not RPG + 4X.
Champ A attacks an enemy and earns 10XP
Champ B attacks an enemy and earns 10XP
This gameplay has 3 massive advantages compared to
How much experience would each champ get if you put them both into the same army and attacked those same two enemies?
This.
[1] Actions-per-turn advantage.
Let's say moving to a destination and cleaning a lair takes three turns. If I split the armies into two. It will take three turns. If I combine both heroes, it will take about six turns. Do you see a problem? By combining two armies, I essentially increased the time needed to clear lairs = far less XP/turn than split army way. If it were RPG, it would had been hardly mattered. But this is RPG + 4X where time is also a resource in 4X.
[2] Area exploration advantage.
With splitting the armies, I see more area explored = more chance to find good city spot + resources + quest, etc. Moving two units at same time gives far more sight and area control than moving just one unit. This is so basic strategy knowledge, yet it seems so many people in this forum fail to recognize.
In an ideal situation, those two points should had been compensated by the fact that with one-hero army is far less capable of killing more difficult camp, thus split-army needs to spend more production for producing the troops. But here comes the problems with compensation, caused by 4X elements of the game:
1) Hero himself/herself is fairly weak early game. Unless the hero has fire2 and/or summoner profession, he/she has no offensive, direct-damaging spell or strong support spell. Any troops with maul-type attack can do serious damage to low-level heroes in general. And even if the hero's level is higher, he/she needs proper armor and weapon with right traits to be useful. This makes combining two heroes does not suddenly make the army stack better until mid-game.
2.) Army composition in this game is very small. Even with max upgrade, total of 9 unit is the max amount of unit I can have. Unless I research the Drill asap, the size of army in the early game is 5. With two heroes, I have one less slot for a troops, making the whole composition less effective unless hero's level is higher..... but this is early game, not mid game.
Because of these two effects, the compensation effect is rather weak. And by trying to overcome those compensations, the game style essentially becomes using very few heroes and some use of scouts..... to use those extra heroes as scouts to mend the problem further. This leads to:
[3] Production saving advantage.
This is combine effect of several points. First of all, using only few heroes needs fewer maintenance fees. Say using only 1 additional heroes instead of 3 will save me about 2 gilders per turn, after about 70 turn it is essentially a free pioneer. Regarding early game, it is a very crucial aspect. It also means with less spending, I can prolong 'no-tax' period so I get the most production and research.
Thanks to those three points, 4X elements overshadow RPG element unless some good change on XP gain comes.