

Once you have acid arrow and fire arrow adding lightning arrow to your arsenal isn’t at all exciting. That said, the spell options are sort of limited, overall. True to its spiritual forefather, the options seem to appear more or less randomly, so players are best off picking whatever appeals and hoping that another exciting choice presents itself the next go around. Or, y’know, harvest boost or whatever… There’s no tree here, no set steps of progression from one magical miracle to another. Just click, wait a few turns and voila! Instant, killer death ray spell. Options for research are shown in a massive spell book (just like MoM !). What’s available will depend on what spell schools you selected for your sorcerer. Just as in MoM, PQ offers no technological research – all buildings and units are unlocked from the start – though some buildings must be built before others become available. Another possible reward? The chance of an ol’ fashioned butt whoopin’ Towers and caves and the like are fairly frequent, offering mostly military challenges with rewards of gold, mana, stat boosts, and rare magical items. There are also plenty of encounters to, ummmm, encounter.
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There are all sorts of goodie boxes in various shapes and type literally littering the world map – chests of gold, arenas full of XP, piles of magic-y doodads, etc. The world, itself, does a good job of getting you to wander around.

As is now standard fare for these things, there’s a whole world to eXplore (possibly a whole seven of them, depending on how you many planes you put in at the start) full of dangerous monsters, possibly rewarding adventures, and up-jumped AI opponents who dare to think they deserve the throne. Making many magical choices.Īfter making their selections, players are popped onto the game world map, given a city and an army, and set to work. There’s the usual fire, air, water stuff but you can also choose categories like biomancy and destruction that let you do all kinds of fancy things. Again, the options on offer are impressive, topped with a diverse range of spell schools. Players can also roll their own with a veritable buffet of stat modifiers and magical focuses. The game provides a generous helping of pre-made candidates, each with their own unique pic.

If you’re dying to kill you some Elves, you’re just gonna have to hope the game offers them up.įinally, you’ll be able to pick your leader/sorcerer/avatar person. However, there’s no way to control what enemy races you’ll be up against. You can also choose the number of opponents you’ll face and how hard they’ll try. There’s even an undead race with completely unique needs that turns the whole playing experience on its head. Players are also given their choice of race to lead to glory: humans, Elves (in two Elfy flavors: dark and grey!), Dwarves, Orcs, etc. And each plane has its own ‘theme,’ as well, allowing for a totally multi-dimensional (pun so intended) experience. Further, there are multiple geographic distributions available for each individual plane – from pangaea, to multiple continents, to a massive archipelago. Player can fill their fantasy realm with up to seven different planes. Planar Conquest provides plenty of options for setup at the start. Does PQ finally provide a modern, mobile take on my beloved MoM, improving upon the old systems while still capturing what made the original so amazing? Well, Wastelands is taking another shot with Planar Conquest (PQ), now available on mobile on the App Store and for Android. The game was… Not totally awful ? Let’s be kind and say it was a really good first effort at a Fantasy 4X game. Poland-based Wastelands Interactive saw the opportunity and went after it with Worlds of Magic on Steam.

Nowadays, you can’t swing a dead Kilrathi without hitting a MoO clone, but games made in MoM ’s image are few and far between. MoM didn’t keep me from getting into a good college, but man, that wasn’t for lack of trying (Also, I’m old). The game took everything that was great about Civ – the city building, the eXploration, the research, the empire management – and added magic spells, heroes, monsters, and quests and then threw in a tactical battle mechanic, just because. I thought MoO was just OK when it came out (I know, blasphemy), but I loved MoM. In 1994, Microprose released the all-important third leg of their Civilization stool: Master of Magic – complementing the previous year’s release, Master of Orion, and the original Civilization. Editor’s Note: As a “Legacy Article”, this article does not have its original images (we migrated to a new URL in early 2020).
