Master of Magic
I will finally complete the epic quest of describing all of the great old PC games. And this final installment has the best of the bunch: Master of Magic. [Cue the epic music]
You start off in a city, with two units (one swordsmen and one spearmen). And from this you have to forge an empire, conquering not one world, but two (Arcanus and the alternate plane Myrror).
The best part of this game is that there are many variables to change the difficulty of the game. You first choose the wizard you will play, or customize your wizard. You have five different magical styles to choose from (Life, Death, Sorcery, Nature, Chaos)--and can choose up to four of those (you can't choose both Life and Death). You also choose how many spell books you have of those. [You can find more spell books later in the game.]
You simultaneously choose "retorts"--as many as you can have along with the magic you select. These aid the wizard in how one uses magic or interacts with the other wizards--like artificer, which allows you to create artifacts cheap; or death mastery, which makes death spells cheaper and stronger. [You can earn new retorts later in the game as well.]
Your next choice is which species to start with. This will have a serious impact on the difficulty of the game; some species grow very fast, some slow; some are strong melee warriors; some have great range warriors. Some fly, some walk on water. I recommend taking a species that has tough low-level warriors and then capturing cities of tough high-level warriors later. I usually start with Halflings and try to capture High Men, Elves or Nomads later. [Halflings are "lucky" which gives them a powerful advantage in combat. They also make more food / city dweller, so they can host larger armies.]
As you grow in fame (from winning battles) you might have heroes volunteering to join your army. I recommend only accepting the ones who can cast spells--this allows you (the main wizard) to save mana to convert to gold as needed [via alchemy] or to use in the tougher battles; or for overland enchantments [like Crusade--every one of your units gains one level]
This game is pretty complex for its era and fans have been clamoring for a remake basically since the day it was released.
I will say one thing though: I have proof the game cheats. Yesterday I found myself up against an enemy hero that had 99 attack, 99 defense, 99 resistance and 99 hit points.
You start off in a city, with two units (one swordsmen and one spearmen). And from this you have to forge an empire, conquering not one world, but two (Arcanus and the alternate plane Myrror).
The best part of this game is that there are many variables to change the difficulty of the game. You first choose the wizard you will play, or customize your wizard. You have five different magical styles to choose from (Life, Death, Sorcery, Nature, Chaos)--and can choose up to four of those (you can't choose both Life and Death). You also choose how many spell books you have of those. [You can find more spell books later in the game.]
You simultaneously choose "retorts"--as many as you can have along with the magic you select. These aid the wizard in how one uses magic or interacts with the other wizards--like artificer, which allows you to create artifacts cheap; or death mastery, which makes death spells cheaper and stronger. [You can earn new retorts later in the game as well.]
Your next choice is which species to start with. This will have a serious impact on the difficulty of the game; some species grow very fast, some slow; some are strong melee warriors; some have great range warriors. Some fly, some walk on water. I recommend taking a species that has tough low-level warriors and then capturing cities of tough high-level warriors later. I usually start with Halflings and try to capture High Men, Elves or Nomads later. [Halflings are "lucky" which gives them a powerful advantage in combat. They also make more food / city dweller, so they can host larger armies.]
As you grow in fame (from winning battles) you might have heroes volunteering to join your army. I recommend only accepting the ones who can cast spells--this allows you (the main wizard) to save mana to convert to gold as needed [via alchemy] or to use in the tougher battles; or for overland enchantments [like Crusade--every one of your units gains one level]
This game is pretty complex for its era and fans have been clamoring for a remake basically since the day it was released.
I will say one thing though: I have proof the game cheats. Yesterday I found myself up against an enemy hero that had 99 attack, 99 defense, 99 resistance and 99 hit points.

