Abandoned Watchtowers can be taken to scout the area monster dens will spawn armies of spiders, beasts… and flaming ponies, until you purge them. These nodes are often guarded by neutral NPC armies which you need to beat, and the fog of war means that you never know what’s around the corner. Resources aren’t built, they just exist, and it’s up to you to go find, secure and then exploit the various nodes scattered through-out the land. The game map of Age of Wonders three isn’t just a blank canvas that you and the other AI factions simply draw all over – it’s alive. On the other hand, you have a strong adventure-RPG element. It’s all resource management and build-queues. Anyway – you build, conquer or absorb new cities into your domain, you develop them, and you fight other-such empires looking to do the same thing. But still, there is a fairly robust empire element to it. It’s not quite a 4X game in the same way Civilization is – it’s mainly about war and conquest, and there’s a fully realised tactical battle mode to support it. Let me explain.Īge of Wonders III attempts to walk a delicate tight-rope – on the one hand, you have a pretty clear-cut turn-based strategy game centred on empire management. We’re still excited, and optimistic, for Wonder’s release, but its funny how things that *sound* awesome can actually be a little jarring when put into practice. We liked what we saw of the game back then, and suffice to say we were looking forward to going hands-on with it when the code came in. Think Total War meets Civilization and you’re in the neighbourhood. For the uninitiated, it’s essentially a fantasy themed turn-based strategy game that incorporates both empire management and turn-based tactical battles. This is the long-awaited sequel to a ten-year old franchise. You’ll remember Age of Wonders III from our GamesCom 2013 write-up back in August.
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