So I decided to start a game with the new expansion with extra champions enabled. The tooltip told me that these were shared between human players and could be accessed via individual UIs, which sounded rather unwieldy, but, well, shared resources is never easy to deal with.
It worked, but unwieldy doesn't begin to describe it.
Little had I expected this separate UI to carry fully over to singleplayer when playing normal+champion with extra champions added, but it is indeed the case. There is one player controlling everything, but:
- In singleplayer you also manually switch between UIs to issue orders, and most orders can only be issued with the primary UI selected - a frequent ground for confusion is having a champion UI active and the UI not responding to the normal orders when hitting a hotkey because the buildings that allow those orders, while present, belongs to the main player and are only accessed via the primary UI.
- The champions can only belong to control-groups belonging to their own individual UI, the first of which is the same as the player-UI, the others not. So you need to select them individually, via multi-selection, or via cycling through champions to issue them orders if their own individual UI is not active.
- The champions saved ship-designs are likewise on a per-UI basis, so if you make one design for e.g. your champion #1 and save it, you cannot use that saved design for champion #2, but must manually make the same design for champion #2 and save it, and so on and so forth. Each extra champion has its own list of saved designs.
- The main bar shows the champion stats for the UI that is currently selected, not the champion that is currently selected. (I.e. when the UI is your primary UI, it shows the champion UI when the primary champion is selected, the normal income UI otherwise, and when the UI is one of the extra champion UIs, it shows that champion's UI regardless of what is selected.)
Now, this is a poor way to control extra champions in singleplayer, as I am sure you'll agree, since there is no gameplay difference to the player between the various champions, the only difference is that their presence complicates the performance of standard actions that are already present in the game in singleplayer with one champion.
Since recent development has focused a bit on much needed UI improvements, I thought it proper to bring this up, since regardless of whether the
game engine treats extra champions as separate players or not, there doesn't seem any good reason to let the
interface do so in singleplayer, when playing normal+champion with extra champions: Ideally the singleplayer player deals with ONE UI at all times with no switching between instances of the same UI, all the units he can use can be in control-groups under that one UI, stored ship designs are shared by all his champions, and the UI in all ways treats one champion the same as another.
So that's my little wishlist for turning this feature from something that is cumbersome to use in singleplayer and feels like third-rate UI work into something that would be, at least in singleplayer, up to the UI standard of the rest of the game.
Disclaimer: As I have not tried this functionality in multiplayer, it is not obvious to which degree, if any, having extra champions use their own separate UIs is beneficial in that case.