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There's also certain missions where you need to use spells though. I forget the name of the mission, but there's one where they start you off with a third level wizard's guild and you're rushed with minotaurs at the very start (As Dorgath was saying). If you don't use the lightning aoe, you lose to the very first wave. After that it's a bif of a cakewalk though.
I do like having the range of spells available, because it adds a lot of thematic texture and a bit of added tactical interest, but I feel like throttling back the availability might be to the game's benefit. (Totally agreed about Quest for the Crown, btw, that mission is painful without lightning storm. So yeah, might be some balance tweaks needed.)
One thought that crossed my mind was that maybe you could arrange some kind of 'role-playing' system as a way to earn currency for sovereign spells- e.g, if you support, heal and shun violence, you gain favour with Agrela, or if you honour treaties and uphold the law you gain favour with Dauros. Helia or Krolm might like it when you beat overwhelming odds, and Krypta would not be above the occasional blood sacrifice.
I wonder if it might wind up being a bit circular- e.g, you use Agrela's favour to get spells that heal and pacify, which in turn gets you favour from Agrela- but it might be an interesting route to explore.
I personally dislike missions that force a given win-or-die tactic with very little in the way of advance training or hints, particularly in a low-micro game that doesn't really revolve around quick reflexes (as you can't even brag that the script was hard to follow.)
Now I think of it, I wonder if the 'fussing nanny' thing was actually stronger in Necromancer's Domain- given that hero deaths were not only permanent but actually made the enemy stronger. Ooh, yes... how very Ice and Fire. I like.
I didn't find Valley of the serpents all that hard, my best time on it was 11 days. It was just that initial rush that you have to watch out for, since your economy won't be great by the time those medusas show up. At least with Ixmil you're not under as much of a time constraint, so you can build up as much as you want before deciding to attack the tower.
Call to Arms is effectively a kind of sovereign spell as well, given it's a long-range teleport for all your warriors. It might seem a little more natural if the cost was reduced and your guildies just ran home lickety-split.
@VikesRule: Well, uh, hmm. I... guess I'm curious what kind of tactics you use to beat a quest?
Since there's no penalty to losing a mission, I chalked it up to a learning experience in itself. As in, this strategy didn't work so try something else. I personally would have disliked if most of the missions were "open ended" like freestyle because in all likelihood, you would just use one strategy since it can "beat all" with that environment/setup.