Add to this the new neutral Merfolk and it is clear that the developer has listened to the demand for more colonies.Īnother note from last year was the lack of non-military victory options. Not the most accessible of the group, but deep enough to keep the die-hard fans busy for a while. They play intuitively for veterans, but have enough unique aspects to stand their ground next to the now seven other breeds. The Sphynx shoots hot lasers around.īoth peoples are well developed. Their Mystics transform themselves into panthers to quickly jump across the battlefield and attack the enemy from behind. These felines build pyramids in the desert and specialize in rapid fire attacks. The Frostlings’ nemesis is the new Tigrans, who literally put them to the test. They make very strong combos when the weather elements play into their cards, but have difficulties keeping their cool in subtropical temperatures. During turn-based combat, she unleashes a whirlwind that shakes enemies to the bone, then an Ice Scraper freezes them to the ground with a snowball. On the world map, she changes an entire area into a snowy tundra in an instant the terrain where your troops’ morale is highest. The Frostqueen is one of the most interesting new units. Their existence and special skills therefore revolve around ice and freezing cold. These Eskimo trolls thrive in frigid temperatures. You know the Frostlings from the previous games in the series. While Age of Wonders III is already overcrowded with several races, this expansion adds two new ones. A big chunk of new content that not only improves their fantasy strategy game, but also gives it a breath of fresh air. With Age of Wonders III: Eternal Lords the studio wants to offer a classic extension. The Dutch developer does not believe in small DLC and sequels that only introduce a handful of new features. Triumph Studios calls itself a team of old school gamers. However, more content and depth also mean less accessibility for newcomers.
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A classic expansion that the fans were asking for.