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Realistically, it depends a bit on what tomes you're picking up. Wizard King's bonus to casting points and mana gains means that you'll have an easier time incorporating summon/magic origin units into your armies, which is great if you're going heavy into astral tomes especially. You're also able to fling around more combat magic, which can be nice. Either way, I suggest making sure you have a summon spell available to reinforce your armies, since you don't have as good of access to cities and gold.
Make sure you're gaining levels with your ruler. Remember, it's +5 casting points for every level, which means more the more he's fighting and gaining levels, the more casting points you have. It really adds up.
The main downside is that you don't get the nice stability bonus that Champions get, so you have to be more aware of that. It's pretty easy to lose significant income if you're not keeping up with your stability structures in your cities.
Champion is better economy. And it's GREAT at economy, but you REALLY feel the bleed on enchantment stacking, where Wizard Kings can easily have 3x your casting speed for world buffs.
Endgame as a Wizard King, when I have over 200 casting points and was defending my magic victory, I was killing *stacks* via orbital striking them off the map.
i would say that the champion is better at preparing big armies, the wizard king is a bit weaker in terms of flat out bonuses but it allows you much more flexability.
the wizard king has extra mana income and casting points, this can be spend in multiple ways to improve your army. this allows the wizard king to do one or multiple of these things:
the champion has a better economy but it is quite dependent on preparation.
Therefore I had more income and I had may armies buffed. Therefore I had more of ressources.
My problem with the Wizard Kind was always to get the Mana for an army of Summons.
But I´m sure I also skilled the WK wrongly.
Personally, I think that Wizard is way stronger than Champion, due to how many overpowered tactical and strategic spells there are.
But basically, they aren't that different, especially if we compare this game to something like Wizards and Warlords. More like different lords of the same faction in Total War Warhammer.
Increased Casting Ability... When a Champion is throwing around 60 the Wizard King will be dishing out 120. Ohh and they can cast twice (not that this is important... Some spells are good enough on their own that you don't need two)
This is the equivalent of having an additional enemy army in every single fight.
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That said Mystic culture BEGS to be controlled by a Wizard King.
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Ultimately the Champion rules the early game... But the Wizard finishes the late game.