The Eternal Lords expansion adds a three mission campaign, additional special sites, a racial upgrade system, and brings the total number of races to nine and classes to seven. While this is true, the addition of the class system in AoW3 increases the number of possible configurations dramatically over previous entries in the series. One major criticism of AoW3 is that it didn’t live up to the diversity of races seen in previous AoW games. AoW3 has received continuous developer support through a series of extensive patches, the Golden Realms expansion last fall, and now the Eternal Lords expansion. It includes a hearty dose of RPG elements, a clever magic system, empire building, detailed tactical combat, campaigns, scenarios, a random map generator, and multi-player modes. Prior reviews ( Age of Wonders III and AoW3: Golden Realms) have covered the basics of AoW3 that it is a high-fantasy, turn-based 4X strategy game. I’ve continued to be a part of the closed testing group for the second expansion and have received one copy each of Golden Realms and Eternal Lords.Īge of Wonders III (AoW3) from Triumph Studios was released March 31st, 2014. Proceed with one site at a time until the last one of them falls and you control every single trading post site.Disclosure: I purchased Age of Wonders III on release and was later invited by Triumph Studios to join the closed testing group to help beta test the Golden Realms expansion. The enemy will have mahout elephants, so you’ll probably need some zamburaks or howdah elephants too in order to decrease losses.īuild trading posts at trade route and at the saltpeter sites, from which you get some resource crates, so bring along villagers. Build another castle and a few barracks there so that your units don’t have to walk too far. Don’t hesitate to build a third town center, if you need the gold. You will be attacked periodically in your base, so train units both at your base and at your forward economy/attack site. Eventually you’ll have the resources for it anyway. Keep on pushing and producing villagers, you don’t actually need to go to Industrial age, if you keep producing sepoys and gurkhas. You will run out of gold soon, so build another town center there to expand your economy faster. There will be some units, a caravanserai, barracks and a castle. Keep training more units, as you will unavoidably suffer casualties. Once you have about 15 gurkhas, 15 sepoys and 2-3 siege elephants, start pushing forward at east. Don’t worry, there’ll be a lot of elephants used in the next scenario. For this scenario, we’re aiming for an army, which consists of Gurkhas and Sepoys, with Siege elephants for siege. Build a barracks, upgrade your sepoys and train some gurkha. Go take out the barracks to the east with your army, remember to use Nanib’s Eye of the Assassin and Fire Command special abilities. The 500 wood shipment is pretty good, since Indians get experience points from the herdable animals (even more so when you build the sacred field) – you can have most of your villagers on food and gold for unit production. Build a market and keep expanding your economy with upgrades and constant villager production. A few enemies come to your base from the west, so send 5-6 sepoys there. To reduce losses, it’s a good idea to hit and run the enemies. Once the sepoy shipment is out, go claim the trading post. After that, you can continuously send the 500 wood shipment, as the other shipments you have aren’t that useful. Claim the treasures and herdable animals nearby and start building an economy. Build your town center right away, the area is good.
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