![]() ‘Expansion’ in Age of Wonders doesn’t just have to be about plonking extra cities down though – you can also build ‘Forts’, which have a more limited area of control, but they do collect any resources. Expanding across the different levels is interesting, from a tactical perspective, but so far I’ve not seen any ‘unique’ resources to either area – they’re both kind of the same, and apart from the fact that you have to keep an eye on any tunnel entrances/exits within your domain, there’s little incentive to actually expand onto the ‘other’ space.Īs well as the standard strategic interface, you can zoom out a bit to get this more stylised view of the grand map. ![]() Your starting city will usually be in a place where your race is happy to live. There is both an above ground space and an underground space with which to expand into, and depending on which race you are, your citizens will be more or less happy depending on where you set-up shop. Ultimately, this is a game of conquest – you have to fight until you’re the last faction (or last team of factions) standing. The 4X’s do apply here, although Diplomacy is a relatively minor thing. ![]() Age of Wonders III, the long awaited sequel to Triumph Studio’s classic ‘Age of Wonders’ series, has its own unique take on this problem, and is all the better for it.Īt its core, Age of Wonders is a pretty standard civ-esque empire-strategy romp. Warlock 2 – an upcoming game from Paradox – physically breaks up the worlds into chunks so you HAVE to move around and be creative with your city placement. Civilization, for example, gives you so much to do and so many enemies to fight, that you don’t really worry about it. ![]() Different games deal with this issue in different ways, of course. The problem with empire-based strategy games is that designing the experience around your cities is actually pretty limiting. ![]()
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