Yeah, a taken thing would be cool, but I'm currently on a different black company-ish endeavor, we will see how it goes. I went heavy into researching Forgotten Evil lore, and I've discovered the binding site of Lpanixhailpa, an ancient "devourer beast," along with various pacts and marks that improve my shadow mastery and the power of shadowy types of units. So I'm currently making my way in that direction, looking to see if I can bind the thing to my will. Dunno if that process is possible yet or actually does anything useful, but interested in finding out.
Edit: The resting site was already occupied by a stronger wizard. I'm doing my typical maneuver with games like this early on, starting numerous new games to slowly piece things together.
A question about workers: Does a site like a lumber camp need an attached worker to function, or is it just a way to apply the worker's traits to its base output?
You get a bonus to output from having workers at sites - if their skills match the site type you get a higher bonus. I can't remember the formula, and the UI should really show it. Characters also buff output according to their class and some traits. A Farmer is going to be better at leading a Farm than an Arsonist, etc.
About that devourer beast, it is implemented, but it hangs around in a hiding place, causing various events and monsters spawns - both categories of which have "non-ancient evil" duplicates, so you don't immediately know there's a local Ghoul King if you get ghoul packs spawning, etc.. When followers learn new skills (e.g. Ambition event) outside of levelling up that can be an unrelated event or it can be the ancient evil corrupting/marking the follower. It's relatively limited what the end result of these interactions are (you can lose a follower, or he/she stays but gets the insane trait, etc) but I want to expand on that in future updates.
I guess it's kind of spoiler territory, but don't expect too much from the devourer beast, it's mostly something to up the threat level mid and endgame. You can't "recruit" it, but you can figure out where it hides and have some limited interactions with it. As mentioned I'd like to expand more on these in upcoming updates, but right now I am still in post-release hypercare frenzy, and 1.0.1 is going to be about Cities, 1.0.2 is more stuff for Warlords. 1.0.3 is going to be what people pester me about - so if enough players want ancient evils expanded upon, that's what I'll do. Currently it seems a lot of players like the Golem Customization, so I might give that some attention soon with additional options for Build-a-Golem.
I'm definitely looking forward to shifting time from bug fixing and improving the UI to again working more on content and mechanics. I seem to remember you had some thoughts and ideas on ancient evils (guess your name is a hint), so if you're bored enough do feel free to share any such ideas on how I can integrate them better into the game. I won't promise when or if I can get stuff into the game, but I've actually managed to implement a fair amount of the suggestions I've gotten, and while I do not have the bandwidth to power out a 'play as Cthulhu' DLC any day soon, I'd like to at least make them into more interesting mid/end-game threats. Hopefully things will pan out so I can set aside a nice chunk of time to working on nothing but Eldritch horrors. I'd very much like to do that. But realistically there is a lot on my plate still before I get to that.
@EuchreJack: Thanks for the kind words! I did notice your encouraging posts on the Steam forums when I released, and it always warms my heart to see some of the old guard still around cheering this on.
Edit Addendum: I added the option to raise the ghost/spirit of a defeated rival Wizard to the next patch. Another player had suggested this already, and while it's probably not outright vassalizing them at a Faction-level, is relatively similar on a conceptual level.