We need diversity! Only one tipe of minion or only special minion is not enough. If player want to use general without minion it's their strategy. As I see DG, the strategy part is not having general but making decision (wich equipement, wich spell, where can i go, do I need to attack and push forward or do I need to defend my citadel, etc). But some change in the idol system could be usefull.
For exemple:
Give player to choose their army (3 tauren idol or 2 priest and 1 siege archer), this create complexity. Add more generic minion type
Use your idea of minion icon to select them and heal them, dev could add minion XP (instead of buying lvl 1 2 3 or 4)
For smaller minion squad could be usefull, this way we can see how the fight is going. Once we have lost some units we can heal the squad, call reinforcement. (near portal or near health crystal or with idol) A General could have a reinforcement spell to bring back units during the fight
Minion have to be more meaningfull (stat are hidden like attack, hp, regen, spell etc)
We need basic unit control (defend position, attack move) for exemple in defensive mode priest will focus on regen.
Currently Demigod is a new gen strategy game.
The problem with general's minion is that it's note userfriendly to use them. They aren't meaningfull and we haven't a lot of option with them. But because of the small number of minion we can control (30-40 max) we need to micro them. Add control, create squad, this will increase minion utility and micromanagement will keeping the same number of units on the map.
+ The citadel upgrade are for the team, General have access to a special skill that increase their minion. A game should be playable with only assassin.
I have to say that, all together, your ideas would make an interesting style of play. The "mindless minions" i mentioned before would stop being mindless and would be a compact group or squad to whom you could order specific objectives or behaviors. And the lvl and regen ideas would save lots of time and money of the general giving him the chance to make citadel upgrades or buy some items.
In my idea, even if i didnt lose much time to it, one can also add details/ features to make it more complete and add diversity. The point i meant for keeping only the special creatures is to suppress the buying, rebuying, sumoning (again and again) of the default minions. It would save time and money, much like in your ideas. The point of having skills that would require to have some minions sumoned is to transform the generals in smth that would be much diferent from the assassins, for instance:
- QoT sacrifice for health (implemented already and imo a nice skill and smth diferent from any other demigod)
(and from here some imagination)
-QoT Bramble could be dependent of having minions too for intance.
- Oak "Wall of Souls" (Oaks spirits join to surround him and create a defensive barrier around him Absorbs damage ## x souls and reflects #% dmg)
- Oak "Soul Reckoning" (Target enemy minion is possessed by you spirit and becomes controled by you)
- EB "sacrifice minion" (area dmg for instance, or poison, or mana)
- EB "master sumoner" (sacrifice all your minions and sumon a powerfull creature to fight along your side)
- Sedna "yeti enrage" (enrage one of your yetis giving him + dmg and speed, the yetis enter bezeark and cannot be controled by you anymore)
What i mean is that this could be a viable way of changing Generals in a interesting way, would change gameplay a lot even for the assassins. Since they would gain smth for killing the generals minons, prevent them from using certains skills.
Not saying the it better or worse than your idea. To be honest if they can implement everything that you said (that i doubt), i like your idea more than mine.
But one thing we can agree for sure, generals cannot stay just like they are now.