Tutorial
- Location
- Canada
Welcome to a let's play of Age of Wonders 3. If you have no idea what this game is, well, that's half of the reason I'm doing a let's play in the first place. It's a turn based fantasy strategy game where you build up a civilization and slam it into other civilizations. A lot of people call it a 4X game like civilization, but it is closer to Heroes of Might and Magic or Total War, if Total War had turn based tactical combat.
The game was released in 2014 in a less than perfect state, but since then has received several major patches and two expansions, which really expand the depth of the game. I've managed to beat the game and all the expansions once on normal, but will be playing on hard during this LP unless I get hopelessly stuck. Without further ado, let's begin with the tutorial.
Unlike every other mission in the main campaign, the tutorial just shows up via popup in the middle of the briefing of the first mission of the first campaign. It's not part of that campaign though, even though you play as the same character, nothing carries over like it does in the campaign proper. This is both so you can skip the tutorial if you don't want to bother, and because the tutorial didn't actually exist at launch. It got patched in around the time the second expansion pack was released because the original tutorial sections were kinda terrible at explaining the game in any depth.
We will be controlling Princess Sundren of the elven court for this mission, and our job is to kill some goblins who are intruding on a historic site of the elven people. Guiding us through this little excursion is Werlac of Ilsidur, he of the creepy glowing eyes above. We also learn that Welac has some serious issues with goblins. A callback to if you played the first Age of Wonders, you may recognize the island and Elwyn from the first Cult of Storms mission. You know, the one where you assassinate her.
Our first order of business is the management of our starting town. Towns in Age of Wonders work similarly to how the work in civilization games, they produce resources from the territory around them, marked out in white, and use those to make units or upgrades for the town. There are three global resources that go to a global pool, and two local resources that only determine how well the city functions. The global resources are gold, mana(blue crystals) and research(white candles). The local resources are Productions(grey hammers), which determines how quickly cities complete build orders, and population(brown figure), which increases domain range and resource production when it hits certain thresholds.
Werlac "suggests" we make a store house to give our city more population. We comply, though honestly this map is so short and easy any investment into economy is a waste of time.
Once the boring job of feeding our populace is completed we can start to play around with our army. We have Sundren, two swordsmen regiments, two spell caster units, and a mission to stomp on some goblins at a local gold mine.
When we get there, another swordsmen unit and caster unit are waiting for us. They suggest the inspired tactic of "Drown them in bodies". (Also, for some reason the text is from the swordsman unit but it uses the picture of the casters. This is the quality you get in patched in tutorial missions) And now we transfer from the overworld game of turn based strategy on a hex grid to . . .
. . . The combat game of turn based strategy on a hex grid. If you have a problem with turn based strategy or something against six sided shapes, you may just want to leave now. Anyway, as benefiting the first battle of the tutorial we have the goblin vandals massively out numbered. Actually losing this fight is virtually impossible, only a matter of how flawlessly we can grind their lives into the dirt.
The elven forces advance through the mining compound, but pretty much everyone is still out of range. The flanking caster unit gets a single potshot off, and the goblins take their turn. In which they do nothing, despite having ranged attacks. Because this is the tutorial. There goes any chance of this fight being a challenge. Anyway, now that we are in range (And I have pictures) we can start doing real damage.
In this picture you can see both the movement range (Coloured hexes) and the shooting range (grey circles) of one of our caster units. What a unit can do in a given turn is governed by it's three action points, which are used to move, attack and use abilities. The different colours on the movement range show how many action points you have remaining, 3 for green, two for yellow and one for orange. Since the caster doesn't need to move to get her target in range, she can fire a serious barrage of lightning.
And Sundren can charge in to finish them off. Two to go.
The rest of the elven forces move in and fire some more ineffectual potshots from behind swordsmen units. Though perhaps Sundren shouldn't be sitting out all that way from the rest of my army. . .
Well, there go half of her hit points in one activation. Now would be a good time to point out that most ranged units only do half damage at long range. (you can see the dotted circles in the previous picture) When you, like Sundren, end your turn in a ranged unit's short range zone, you'll have a bad time. It doesn't help that Sundren has a weakness to poison damage, on account of being an elf.
The other goblin unit charges on of the swordsmen regiments. Whenever a unit is attacked in melee in this game it will make a retaliation strike if it's still alive. This isn't free damage though, for every retaliation strike a unit makes it will start it's next turn down an action point. A unit that makes three retaliation strikes will be forced to skip it's next turn, and won't be able to make any more retaliations. This rule comes back to bite me later in this fight, as this swordsman unit won't be able to reach the goblin casters next turn.
A major addition to the combat in this game is flanking other units. If a unit makes an attack from the back three hexes the attacker gains bonus damage on the first attack, and the target won't be able to retaliate against the first attack, instead it turns to face it's attacker. So not only are you doing more damage, you will also take much less in return. There are also some defensive abilities, like shields, which don't function when being flanked.
The real power of a well done flank, is that since a unit turned to face it's attacker, it will now be vulnerable to being flanked by the units that used to be in front of it. There's no limit to the amount of times this can happen, It's very possible for a swarm of weak units to take down a much more powerful one without getting touched by always attacking from a flank. The technical term is "getting surrounded" or "doing the flanking dance". The AI is very good at executing this, and will not miss opportunities to wreck any unit that gets overextended.
With that demonstration done, we finish off the last goblin with mages and Sundren. All we've lost was 3/5th of her health. Victory gives us a small pile of gold and a congratulatory speech from Werlac, who is sounding both increasingly evil and seriously peeved at goblins.
Werlac: "How does it feel Sundren, victory on the field of battle? I can see you have it in you to become a capable Leader. Those Goblins are nothing but filthy poisonous creatures, relying on weakening their enemies and spreading their blighted diseases. We had best rid ourselves of them entirely."
Moving on, we claim a watch tower a short ride up the road from our new gold mine, revealing a loose pile of crystallized mana, and an enemy spy drone. This, predictably triggers another rant by Werlac who has basically stopped pretending to not be evil and openly advocates taking over the world! Lovely fellow.
We're going to skip killing the solitary enemy scout for now, because our army is out of movement. Before we end the turn, we're going to do some magic. From the strategic map you can cast global spells that alter the map, buff every unit you own, improve cities, or summon new units. In this case we'll be summoning a basic scout unit, Grimbeak Crows, our equivalent of the spy drone we just saw. It takes forty casting points(the white stars) to summon them, and we only start with twenty per turn, so they will be available next turn.
Next turn comes around without any activity on behalf of the enemy scout. We summon up our own scout, which can be dropped in any hex beside one of our cities or Sundren, and reveal a neutral elven settlement. These are apparently the people who called us in, so let us see what we can do for them. Also note the pile of scrolls at edge of the fog of war, thats a research pickup.
It turns out they want us to kill some innocuously named wisps that are sitting on the local mana node. If we succeed the node will produce mana and the settlement will join our side. They do give us some helpful warnings about our targets, another example of the game being nice to you in the tutorial. No other independent quest giver in the entire game will give you any extra intel on whatever they just told you to kill.
Cont.
The game was released in 2014 in a less than perfect state, but since then has received several major patches and two expansions, which really expand the depth of the game. I've managed to beat the game and all the expansions once on normal, but will be playing on hard during this LP unless I get hopelessly stuck. Without further ado, let's begin with the tutorial.
Unlike every other mission in the main campaign, the tutorial just shows up via popup in the middle of the briefing of the first mission of the first campaign. It's not part of that campaign though, even though you play as the same character, nothing carries over like it does in the campaign proper. This is both so you can skip the tutorial if you don't want to bother, and because the tutorial didn't actually exist at launch. It got patched in around the time the second expansion pack was released because the original tutorial sections were kinda terrible at explaining the game in any depth.
We will be controlling Princess Sundren of the elven court for this mission, and our job is to kill some goblins who are intruding on a historic site of the elven people. Guiding us through this little excursion is Werlac of Ilsidur, he of the creepy glowing eyes above. We also learn that Welac has some serious issues with goblins. A callback to if you played the first Age of Wonders, you may recognize the island and Elwyn from the first Cult of Storms mission. You know, the one where you assassinate her.
Our first order of business is the management of our starting town. Towns in Age of Wonders work similarly to how the work in civilization games, they produce resources from the territory around them, marked out in white, and use those to make units or upgrades for the town. There are three global resources that go to a global pool, and two local resources that only determine how well the city functions. The global resources are gold, mana(blue crystals) and research(white candles). The local resources are Productions(grey hammers), which determines how quickly cities complete build orders, and population(brown figure), which increases domain range and resource production when it hits certain thresholds.
Werlac "suggests" we make a store house to give our city more population. We comply, though honestly this map is so short and easy any investment into economy is a waste of time.
Once the boring job of feeding our populace is completed we can start to play around with our army. We have Sundren, two swordsmen regiments, two spell caster units, and a mission to stomp on some goblins at a local gold mine.
When we get there, another swordsmen unit and caster unit are waiting for us. They suggest the inspired tactic of "Drown them in bodies". (Also, for some reason the text is from the swordsman unit but it uses the picture of the casters. This is the quality you get in patched in tutorial missions) And now we transfer from the overworld game of turn based strategy on a hex grid to . . .
. . . The combat game of turn based strategy on a hex grid. If you have a problem with turn based strategy or something against six sided shapes, you may just want to leave now. Anyway, as benefiting the first battle of the tutorial we have the goblin vandals massively out numbered. Actually losing this fight is virtually impossible, only a matter of how flawlessly we can grind their lives into the dirt.
The elven forces advance through the mining compound, but pretty much everyone is still out of range. The flanking caster unit gets a single potshot off, and the goblins take their turn. In which they do nothing, despite having ranged attacks. Because this is the tutorial. There goes any chance of this fight being a challenge. Anyway, now that we are in range (And I have pictures) we can start doing real damage.
In this picture you can see both the movement range (Coloured hexes) and the shooting range (grey circles) of one of our caster units. What a unit can do in a given turn is governed by it's three action points, which are used to move, attack and use abilities. The different colours on the movement range show how many action points you have remaining, 3 for green, two for yellow and one for orange. Since the caster doesn't need to move to get her target in range, she can fire a serious barrage of lightning.
And Sundren can charge in to finish them off. Two to go.
The rest of the elven forces move in and fire some more ineffectual potshots from behind swordsmen units. Though perhaps Sundren shouldn't be sitting out all that way from the rest of my army. . .
Well, there go half of her hit points in one activation. Now would be a good time to point out that most ranged units only do half damage at long range. (you can see the dotted circles in the previous picture) When you, like Sundren, end your turn in a ranged unit's short range zone, you'll have a bad time. It doesn't help that Sundren has a weakness to poison damage, on account of being an elf.
The other goblin unit charges on of the swordsmen regiments. Whenever a unit is attacked in melee in this game it will make a retaliation strike if it's still alive. This isn't free damage though, for every retaliation strike a unit makes it will start it's next turn down an action point. A unit that makes three retaliation strikes will be forced to skip it's next turn, and won't be able to make any more retaliations. This rule comes back to bite me later in this fight, as this swordsman unit won't be able to reach the goblin casters next turn.
A major addition to the combat in this game is flanking other units. If a unit makes an attack from the back three hexes the attacker gains bonus damage on the first attack, and the target won't be able to retaliate against the first attack, instead it turns to face it's attacker. So not only are you doing more damage, you will also take much less in return. There are also some defensive abilities, like shields, which don't function when being flanked.
The real power of a well done flank, is that since a unit turned to face it's attacker, it will now be vulnerable to being flanked by the units that used to be in front of it. There's no limit to the amount of times this can happen, It's very possible for a swarm of weak units to take down a much more powerful one without getting touched by always attacking from a flank. The technical term is "getting surrounded" or "doing the flanking dance". The AI is very good at executing this, and will not miss opportunities to wreck any unit that gets overextended.
With that demonstration done, we finish off the last goblin with mages and Sundren. All we've lost was 3/5th of her health. Victory gives us a small pile of gold and a congratulatory speech from Werlac, who is sounding both increasingly evil and seriously peeved at goblins.
Werlac: "How does it feel Sundren, victory on the field of battle? I can see you have it in you to become a capable Leader. Those Goblins are nothing but filthy poisonous creatures, relying on weakening their enemies and spreading their blighted diseases. We had best rid ourselves of them entirely."
Moving on, we claim a watch tower a short ride up the road from our new gold mine, revealing a loose pile of crystallized mana, and an enemy spy drone. This, predictably triggers another rant by Werlac who has basically stopped pretending to not be evil and openly advocates taking over the world! Lovely fellow.
We're going to skip killing the solitary enemy scout for now, because our army is out of movement. Before we end the turn, we're going to do some magic. From the strategic map you can cast global spells that alter the map, buff every unit you own, improve cities, or summon new units. In this case we'll be summoning a basic scout unit, Grimbeak Crows, our equivalent of the spy drone we just saw. It takes forty casting points(the white stars) to summon them, and we only start with twenty per turn, so they will be available next turn.
Next turn comes around without any activity on behalf of the enemy scout. We summon up our own scout, which can be dropped in any hex beside one of our cities or Sundren, and reveal a neutral elven settlement. These are apparently the people who called us in, so let us see what we can do for them. Also note the pile of scrolls at edge of the fog of war, thats a research pickup.
It turns out they want us to kill some innocuously named wisps that are sitting on the local mana node. If we succeed the node will produce mana and the settlement will join our side. They do give us some helpful warnings about our targets, another example of the game being nice to you in the tutorial. No other independent quest giver in the entire game will give you any extra intel on whatever they just told you to kill.
Cont.
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