![]() ![]() And that's really what Master of Magic is about. Here, you have to waste too much time giving build-commands in the later game. Unfortunately! I like it the way it is in MOO: Just giving general rules. Only two aspects of the game remain because of that. That makes diplomacy (the strongest point in MOO) almost impossible most times. ![]() The disadvantage of this: The other sorcerers judge you mainly based on your kind of magic. But playing a magician of life is different! Your spells do protect your units and make your cities prosper. And you'll use them to attack you opponents. If you have much talent in chaos magic for example, you'll get many offensive, deadly and destructing spells. Your character predetermines your strategy roughly. They're of course divided into the five types of magic. On the whole there a huge amount of them. There are two kinds of spells: The ones you cast on the map and the ones that effect battles. Instead of technologies, you research spells. You may know from Civilization or MOO what comes next: Build up an empire starting with a single city. And as if this wasn't enough to choose, there are also many different races which all have their advantages and disadvantages! You can design your alter ego choosing from 5 different kinds magic (life, nature, death.) and many special abilities such as 'warlord' which lets you have more powerful units or 'gold to mana'. Set in a cliché fantasy world, it adds a lot of stuff to the concept. ![]() On the surface, Master of Magic is far more complex than MOO. I'm a fan of really complex games that are easy to learn at the same time. If you had read my review about that (I know you didn't.), you'd know MOO is my favourite game ever. Master of Magic is the sequel to Master of Orion. Views: 45461 Screenshots Review by Mr Creosote () ![]()
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