My chosen leader was the star of the show at this early stage. I had a handful of units to command, and sent them out to explore the countryside. My various empires all started the same way: a simple homestead in some forgotten corner of the world. Playing as a dwarven dreadnought, with all their flame tanks and other heavy war machines, felt different from playing as an elvan theocrat, who relied more on healing magic and powerful summons. Choosing a leader in Age of Wonders III impacted every aspect of how my empire was managed since it determined the race of my people, such as elves or orks or humans, and what types of magic or technology they had access to. I could see where the game took some of its creative inspiration, but it also built upon those ideas in interesting ways and wrapped it all up in a high-fantasy wrapper that was easy to enjoy.Įach game-whether it was a story-driven campaign or a randomly generated map-started with leader selection. I could see where the game took some of its creative inspiration, but it also built upon those ideas in interesting ways and wrapped it all up in a high-fantasy wrapper that was easy to enjoy. However, Age of Wonders III didn't just feel like a copy of these two games slapped together. I settled cities and expanded my empire much in the same way as in Civilization, but when it came time for war, I dove into a separate, more-intimate screen where the turn-based battles played out. By clicking 'enter', you agree to GameSpot'sĪt the risk of sounding too grandiose, playing Age of Wonders III felt like playing through a highlight reel of Sid Meier's Civilization V and XCOM: Enemy Within.
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