The first expansion, Golden Realms, added several new units and races, including the Halflings from the previous games as a playable race, and mystical city upgrades, buildings a city can build depending on treasure sites within its domain. There are two DLC that expand the race and class selection. While many of the races don't return, a new class system adds a lot more variety to the returning races, and the base lineup of each faction has also been diversified more. Units are also more explicitly categorized as Infanty, Archers, Cavalry, etc, with each group having innate abilities and weaknesses (Cavalry is weak to pikemen but can Charge, Infantry can climb walls, etc). New to the series, units in combat are vulnerable to flank attacks weaker units earn their place on the battlefield by being distractions, setting up attacks to be delivered by your bruisers. ![]() Wizards (or rather "Leaders") are back to being frontline units (casting from outside the battle costs twice as much), but are much safer from sudden death and empire failure. The gameplay of AoW3 mixes many aspects of the prior installments. Really, it was inevitable considering the type of game this is. Set many years after the events of Shadow Magic, the world is going haywire again as the traditional, tree-hugging Elven Court and industrious Commonwealth head to war. ![]() The third official installment of the Age of Wonders series, Age of Wonders 3 is a turn-based strategy game released by Triumph Studios on March 31, 2014. Maybe I'll give the Gray Guard thing another try it's weird flip-flopping in order to remain neutral, but it has its advantages.- Merlin, the trailer of Age of Wonders 3. Aesthetically I like the water element, but I've been disappointed with the spell choices it brings, so I've moved away from that. ![]() I almost always choose Explorer or Expander, and I don't like settling for being an adept at anything if I can have mastery instead. Right now I'm playing as a creation master (which clashes with my Rogue class), just because I haven't tried it before. I'm all over the place when it comes to specializations. Odds are I'll eventually land on either Warlord or Sorcerer. I recently had a great game as a Theocrat, though, and I tend to automatically drift toward good anyway, so maybe that will end up being my favorite class after all (I don't like the fact that the Shrine of Smiting is a machine, though also, there's way too much Judeo-Christian imagery in the Theocrat class for my liking). Theocrat, Rogue, and Necromancer all seem to be kinda tricky to play and thematically they seem to each go with a particular alignment (Theocrat with good, Rogue and Necromancer with evil), which seems restrictive to me. I can probably rule out the Dreadnought and Archdruid, because I don't like machines or wild animals that much. I'd been teetering between Sorcerer and Warlord, but right now I'm trying a Rogue game again. I know flying units rule, but I only like dealing with small numbers of them, at least until later in the game. And I'd like to explore what can be done with a navy on an islands map (I get the impression navies are only marginally useful, but we'll see). Thematically it seems like kind of a boring choice, but I really like the cavalry orientation-the extra mobility and charge bonus. Lately I'm gravitating toward the humans. I've put about 800 hours into it, but I'm still trying things out and getting a feel for all that's in it. I've only been playing AoW3 since last September.
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