RE: Let's Play Age of Wonders III: User Input Required
01-19-2015, 05:32 AM
(This post was last modified: 01-19-2015, 08:07 AM by Sai.)
Well, Draconians won by a landslide. The class part was closer, but it appears as though Dreadnought was victorious. There is synergy in that if we nuke the whole battlefield with fire, our Draconians will be less hurt than the other guys. We do suffer from pretty much only having access to physical and fire damage, but that shouldn't pose too much of a problem.
Now comes the Specializations and the fluff.
Specializations work like this - we have a total of 3 slots. There are 7 branches of magic and 3 empire specialties that we can use our slots on. These specializations give us things that we can research once the game gets underway. Magic has an 'Adept' level, which grants some spells and boosts, and a 'Master' level which grants more advanced spells and boosts from the same general field. The magic branches are:
Fire, which does what it says on the tin. At the master level, this lets us burn people, summon fire elementals, and terraform our empire to be tropical.
Air, which gives bonuses for ranged units, penalties for ranged units, a speed boost spell, and some lightning stuff. Like most of the features in Age of Wonders, it keeps to the tropes pretty well.
Water, which really should be 'ice' gives cold magic. This would give us some versatility in damage type, but we'd need to be really careful about where we aim.
Earth, which is all about physical damage and resilience. It also has a spell that makes walls regenerate, with which it is possible to make a siege last forever in certain situations against a human opponent. AIs are more patient than us, unfortunately, so the trolling tactic does not work.
Creation, contrary to its name, is not about building stuff. That's what we do as a Dreadnought. It is instead about healing and peace and love.
Destruction, on the other hand, does give a spell to destroy stuff - at least on the Master level. The adept level is less impressive - it just gives a damage buff, helps us pillage faster, and a garbage spell that lets us destroy our own cities.
Wild Magic is the last branch of magic, and gives unreliable buff, debuff, and 'swap' spells.
The Expander empire specialty gives research options that let our cities grow faster and an ability that is absolutely vital for genocide - called 'Swift Migration,' it lets us use the 'Migrate' option (which replaces the race of a city with that of another race within your empire by, presumably, ousting the existing population and replacing it with migrants) instantly rather than forcing us to wait several turns for the effect to kick in.
The Explorer specialty lets us research bonuses for our 'irregular' units, which is pretty useless since we have to spend time researching them instead of something useful, and by the time we're done we don't want to build irregulars anyways. Also, as a Dreadnought, our only class summon is the 'scout drone' which is a mini dirgible. It's fast, it flies, and it explodes upon death (like any good scout should).
The Partisan specialty gives our units bonuses to guerilla warfare. Unfortunately, most of these bonuses do not apply to our monstrously sized, forest crushing tanks.
That's it for specializations. I'll post some sample appearances in a little under an hour. Feel free to start suggesting personality features or names like Warbob Sexlizard before then.
Now comes the Specializations and the fluff.
Specializations work like this - we have a total of 3 slots. There are 7 branches of magic and 3 empire specialties that we can use our slots on. These specializations give us things that we can research once the game gets underway. Magic has an 'Adept' level, which grants some spells and boosts, and a 'Master' level which grants more advanced spells and boosts from the same general field. The magic branches are:
Fire, which does what it says on the tin. At the master level, this lets us burn people, summon fire elementals, and terraform our empire to be tropical.
Air, which gives bonuses for ranged units, penalties for ranged units, a speed boost spell, and some lightning stuff. Like most of the features in Age of Wonders, it keeps to the tropes pretty well.
Water, which really should be 'ice' gives cold magic. This would give us some versatility in damage type, but we'd need to be really careful about where we aim.
Earth, which is all about physical damage and resilience. It also has a spell that makes walls regenerate, with which it is possible to make a siege last forever in certain situations against a human opponent. AIs are more patient than us, unfortunately, so the trolling tactic does not work.
Creation, contrary to its name, is not about building stuff. That's what we do as a Dreadnought. It is instead about healing and peace and love.
Destruction, on the other hand, does give a spell to destroy stuff - at least on the Master level. The adept level is less impressive - it just gives a damage buff, helps us pillage faster, and a garbage spell that lets us destroy our own cities.
Wild Magic is the last branch of magic, and gives unreliable buff, debuff, and 'swap' spells.
The Expander empire specialty gives research options that let our cities grow faster and an ability that is absolutely vital for genocide - called 'Swift Migration,' it lets us use the 'Migrate' option (which replaces the race of a city with that of another race within your empire by, presumably, ousting the existing population and replacing it with migrants) instantly rather than forcing us to wait several turns for the effect to kick in.
The Explorer specialty lets us research bonuses for our 'irregular' units, which is pretty useless since we have to spend time researching them instead of something useful, and by the time we're done we don't want to build irregulars anyways. Also, as a Dreadnought, our only class summon is the 'scout drone' which is a mini dirgible. It's fast, it flies, and it explodes upon death (like any good scout should).
The Partisan specialty gives our units bonuses to guerilla warfare. Unfortunately, most of these bonuses do not apply to our monstrously sized, forest crushing tanks.
That's it for specializations. I'll post some sample appearances in a little under an hour. Feel free to start suggesting personality features or names like Warbob Sexlizard before then.