Rowan Kaiser, ApScore: 7.1Īlong the way, you can unlock neat new stuff from ruler cosmetics to functional combat items, to challenge maps like a frozen wonderland ruled over by a Chronicles of Narnia-esque ice queen that I really liked. I have no doubt that the strength of the tactical combat will help find a strong niche, but for me, that just makes the relative weakness of the strategic side of gameplay all the more disappointing. Still, it's a fairly successful return for a game series and style that seemed undeservedly buried. Only non-support units produced in Metropoles are produced as elites.Ĭaster's Metropoles suffer a -100% base population penalty."Ībout the -100% base population penalty (Warlord), in the end game, you still have a positive demographic rate.The quest for the ultimate fantasy strategy game will continue for a while longer, as Age of Wonders III only partially fits the bill. Replaced 80% spirit weakness with 20% weakness to each type except physical Replaced Strong Will buff with Mind Control Immunity In addition to the usual buffs, all units also get: Backstab, Hero/Leader Slayer, Shadow Step Here is my take on reworking them so that they do not simply end the game.Īdded: +4 Move Points, +1 Resist, Mind Control Immunity & True Sight One could resolve this issue by simply removing them. "The ultimate world enchantments of each Class in this game are normally considered game-enders, but for players like me who enjoy extremely long games it can be hard to enjoy the game when a Theocrat disables every other players natural regen, a Rogue makes all your cities extremely unhappy, a Warlord spawns seemingly endless amounts of elite manticore riders or a Sorcerer casts way too many high-level spells per turn for way too cheap. And he was pissed off by class ultimate spells. I am no one to vote for any balance considerations.īut my solo games last for a very long time, and it appears that one modder, Varegi, plays long games as well.
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