Triumph has a clear understanding of the frisson of excitement players feel as they push back the fog of war and march ever onwards into unexplored territory. Elves the most dickish of all the fantasy races. Hero units can also be customised with loot drops that randomly occur when defeating certain enemy units or exploring some of the many structures and raider sites spread above and below ground across the world map. Each of the six races and classes boasts a range of unique attributes, predispositions and intolerances that determine how well they thrive on varying terrains and what spells, empire upgrades and passive bonuses they can research. These range from the typical snooty high-elf sorcerer to the more exotic theocrat draconian. Nowhere is its personality more apparent than in its varied hero units. Triumph has done a fine job of honing a handful of unique features to a fine point with which to carve out a niche beside its contemporaries, and it's one that belies the series' long absence. However, thanks to a host of cleverly interconnected elements, a refreshing combat system and a goofy-looking golden wyvern or two, Age of Wonders 3 reveals itself as a strategy title brimming with personality. The second is that, despite its aesthetic differences, Age of Wonders 3 looks to owe a lot to Civilization 5.Ĭertainly, its uncluttered UI, hexagonal base tiles and colour-coded delineation of territory suggest that Triumph Studios has paid close attention to advancements in the 4X space since 2003's Age of Wonders: Shadow Magic. The first is that its fantasy-themed world is really very pretty - tall spires tower over lush forests that gradually give way to craggy peaks and glistening clear glacial waters, while quarries, mines and mana nodes pulsate with an industrial glow. Cast a glance at screens of Age of Wonders 3 and you'll notice two things.
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