Why is Master of Magic still the best fantasy 4X game?

Why is Master of Magic still the best fantasy 4X game?

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Because devs put fun over balance back then, and you need to prioritize fun with a magic system.

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Because it takes the simple but solid core of the old Civ games and adds a ton of depth and opportunity for a variety of approaches with the interweaving combination of race, spells, heroes, and tactical combat. Most other games that have tried the same have less choices outright and/or tend to limit the interaction between different aspects of play.
That is, in MoM you can build a strategy around a spell, or a hero, or a specific unit, or an economic plan, and then align the entire rest of your strategy with it for synergy, whereas in another game, Age of Wonders for example, you might decide to try focusing on a particular unit, but still wind up defaulting to a more general "good strategy" for other elements of the game, making that particular run not much different from any other.

It is a mystery.

On that note, can anyone here recommend a fantasy 4X game with lots and lots of unit customization? For reference, I've played Endless Legend, Age of Wonders III and Fallen Enchantress. Fallen Enchantress had the most, but it still left me thirsty.

thats a great fucking question

you're a great fucking question

I like AOW Shadow Magic a bit more, but Master of Magic is cool.

Warlock the Exiled or something like that.
You craft weapons, armor and accessories that you equip to every single one of your units and even consumables they can use in battle. It's pretty neat and the game has some interesting mechanics too, like a corruption counter that unleashes the villain when it's full, goes up every turn but you can speed it up in exchange for power.


There's a remake of that already, though. Planar Conquest or something similar (there was another iteraction by the same company with a different name that was the same but much more buggy)
It's essentially the same game but with modern graphics and some more options for world gen like more planes besides Material and Myrran.

Sounds sweet. Time to see if there's a GoG rip floating around or something.

Same really.


Warlock 2 is in the rebooted Majesty world and it plays like a mod for CiV. Still, not a bad game all things considered.

i could never get the game to save properly

Looks like shit, OP. How is it any better than other 4x games?

can you stick the game in a mega for me fam?

ib4 dolphinporn


Just get a newer crack

Yeah I got no idea what you mean

Oooooooooooooh
fucking kikes and their copyrights

And here's actual Master of Magic:
mega.nz/#F!KN9nDIBA!xJxI5oAbuBfp8FUwM4tL0g

Huh? Myrror is not the Shadow Plane from Age of Wonders II. Both Arcanus and Myrror are as material as they come. Myrror has higher level of background magic, that's all.

what post got shoahd?

That was fast.

a link to an expired link

I wasn't talking about Age of Wonders 2.
There's a recent remake of Master of Magic called Planar Conquest (or a different name but done by the same company) that's essentially Masters of Magic but instead of only 2 planes, you get Arcanus plus one plane for each school of magic. Elemental planes for all 4 elements and another 2 for Life and Death.
Different races start in different planes and there are portals to connect them.
It's a pretty neat game with more content than the original.


That was me, I posted before checking if the link was active so I deleted it to not disapoint that dude.
Someone post the correct link or upload it, we all know you have it stashed in your C: drive anyway so that user knows the joys of fishpussy.

f-f-f-fishpussy?!?

maybe its a problem with the expansion?

Planar Conquest is kind of broken though. At least, last time I played it. Not really bugs wise, but you could break the game with what I hesitate to call exploits. More like poor design decisions. One I can mention off the of the bat is some drawbacks being basically free points, as there is no mutual exclusivity with their opposites, which cost less than the drawbacks give back, and give a larger boost than the drawbacks take away. And there's another drawback called "ascetic", where you can only have 1000 gold in your bank at any time, which gives you something like 3 points. But the alchemist advantage lets you change between mana and gold freely, giving you an essentially endless gold supply anyways, which only costs something like one or two points.

It was kind of fun for the time that I played it, but it wasn't really too memorable otherwise.

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