

Of course nowadays we have HotA, which has all those basic upgrades along with some more tastefully done new artifacts and creatures. Then there are the innocent UI improvement options like being able to rename towns - oh, the horror! And that's underselling it because a few of its settings fix some big complaints with the game, like lowering Phoenix growth rates for Conflux towns, Necro nerfs and options for banning certain spells like Fly or Dimension Door without getting shafted when they appear in your Mage Guild or having to edit them out of maps yourself. Tons of options, all of which can be turned off individually, and even with everything turned off it's still more enjoyable than vanilla SoD due to animated tree sprites. Not really, WoG was pretty much the JA2 1.13 of HoMM3. must check later what was so captivating in this abomination. After spending that much time with a game, one may expect that you understand some advantage strategy, unfortunately I have no clue about any decent gambit in this game. I play this game for 47 hour (according to steam) but most "play" time I recruit unit, adjust squads and move it to next province, rest of the "idle" time I spend reading unit lore and manual (and comparing stats in Inspector ). Step aside visuals and UI, Dominion didnt really have any interesting in execution mechanics, only tons of content.

Only the pixel unit are hard recognizable at first, and top-view, square grid of main map looks ehh. Combat is very plausible, fast and with squads of men per unit (like it more than Age of Wonders 1, AoW3). The base building is similar to MoO2 (you raise individual structure instead adjusting slider). Since no one answer yet, I only touch MoM, but I was thrilled (didnt start cause still have other game to play/finish).
