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  • 20 August 2025
  • By dave
  • review
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Type review: In the footsteps of heroes and civilizations

Hello, with you in touch Darkar Mentem, and today I want to tell you about the project in the genre of economic and step -by -step strategy in fantasy setting. The project, which took the best from two legendary series and reinvented for himself, while making a unique hybrid in his kind. This is Age of Wonder 3.

Age of Wonders 3 is a game in the 4x genre, a step -by -step strategy with a view of. Released in 2014. Published and developed by Triumph Studios. The game contains both a single plot and a network component, the slope is made both on a strategic component using all available means and on a well -developed tactical component.

AW3 gameplay (Age of Wonders 3) can be divided into a tactical part and strategic. The choice of the “commander” will affect both of these parts. The race of your faction, class, specialization, certain types of units, bonuses, debafa, a spell and a technology branch will depend on the “commander”.

All classes, against the background https://vegasmoose.co.uk/ of custom commanders.

All specializations, against the background of custom commanders.

All races, against the background of custom commanders.

After choosing a commander, the player gets a card consisting of hexagonal cells. Where by managing the army and the state, he will have to fulfill the task set by the game (which is in the multiplayer, in the single). The tasks can be diverse, from a simple stripping of the map and defense of the point, to the execution of a whole chain of tasks where at the end it will be necessary to fight the army of the “boss”. But what instruments the player should perform this task. In the strategic part, the player will need to build cities, hire an army, explore the map and study the random book of spells/technology. Why random? Because in each session, affordable technologies and spells will mix, change in order and replace with their analogues, exception is perhaps the key studies of classes. The player learns many nuances of the entire tactical system during more than one or two, but a dozen game sessions. Such nuances as a system of karma, happiness, great accomplishments of empires, types of spells and how to use them,. D. The basis of the strategic part in the AW3 is the collection of resources and its correct distribution on the army and the city. This is if it is compressed as compressed, but informative for new players. But the tactical part is much more fun and interesting. To begin with, the player’s army cannot be more than 6 units, but there is a nuance. Namely, as a player will place the army during the strategic part. They are all placed on the same hexogen. That is, if the instigator is on the same cage, then only the armies placed around the perimeter of the hexogen on which the instigator can join the battle. And then, in a small confrontation there will be a maximum of 6 × 6, and in large battles you can count a maximum of 42 detachments. And how the battles themselves go? The player’s army and his opponent appear on the battlefield, which depends on the cells in strategic mode (for example, if you start a battle on the tundra cage, then the battles will be in the tundra area, if at the junction of two biomes, then the field will combine the couple of these biomes). Units in a pre -made army participate in the battle. All units in the game have three basic actions. Such as moving, strengthening and attack. In addition to these, actions may be abilities added depending on the class, type, race, specialization and altars. There are also commanders, both main and hired, participate in the battle. Moreover, the main commander can participate in the battle and remotely using spells (if the commander uses spells while personally on the battlefield, he spends all his actions). The hired commanders can also use spells, but only their class and only if they are present on the battlefield. The main and only task in tactical mode is to destroy the enemy. Well, probably this is all the main in Heimlei. But in the game itself there are still a bunch of nuances that can be lit, such as the battle on the water, dungeons and objects that are expressed in the caves, etc. D. But you will discover it for yourself if you are interested in the project. Then we have the schedule in line.

You can say very little about graphics in AW3. It is maximum of average quality and lack stars from heaven. And even at the time of release, the picture was at least inexpressive and blurred, as a maximum outdated. Art design does not save the game in which there is no originality. Any design of mobs, buildings and peace is enough secondary. Everything is recognized in all styles taken from other fantasy works such as cinema, tables, books or the same games. And if it were not a frequent case or just an inspiration, a particular work – it could be attributed to naught. But unfortunately, in the game this manifests itself quite often.

Plus, the amount of light effects from the use of different types of mass spells can both decorate the game and turn it into hell for an epileptic

But maybe in the sound segment the game will be able to please? First we find out who the composer was. The composer in AW 3 performed, Mihil van Den Bos.

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