It's so awesome to find a Master of Magic community in 2015! I didn't think any existed anymore! I used to chat on a forum of an old MoM 2 rally website 10 or so years ago but after that vanished I hadn't seen any others until now.
Eight months ago I re-installed MoM in Dosbox and loaded my old savegames from 1998 and picked up right where I left off conquering Myrran and then invading the earth like world. I spent a lot of my teenage years in the 90s playing MoM so it was so much fun to play it again all these years later. When I finally finished my game I decided to make a tribute page on my retro website paying tribute to MoM along with listing the great many successful & sadly unsuccessful MoM related fan remake/sequel projects out there to make sure that they are never forgotten and can inspire talented MoM fans to create new MoM projects in the future. I also created a list of other games out there that are similar to MoM as there are many spiritual sequels these days. For these lists I collected pics, vids, demos, and information for as many of them as possible. I could use some help from the community with this list as I'm sure there's more I don't know about. This is my latest summary of the website list below.
Website: http://blakessanctum.x10.mx/Games/MoM/ (Note: Originally built in 2001 this website is still deliberately very late 90s early 2000s retro in design. So if you’re not nostalgic for old retro websites with music, animating gifs & left click browsing then you probably won’t like it)
----------------------------------------------------------------------------------- Master of Magic Legacy Games list (Updated 10/11/2021) : Official MoM Games
- Master of Magic
- Civizard - Majutsu no Keifu (Official Japanese Playstation conversion of MoM)
- Caster of Magic I & II
- Master of Magic Remake (New official remake coming in 2022!)
Very Similar Games
- Age of Wonders Series
- Master of Magic Civ2 Fantastic Worlds Scenario
- Worlds of Magic / Planar Conquest
- Elemental / Fallen Enchantress / Sorcerer King Series
- Endless Legend
- Warlock Series
- Eador Series
- Deity Empires
Similar Games
- War Barons
- Last Days of Old Earth
- Armello
- Thea: The Awakening
- Dominions Series
- Conquest of Elysium Series
Sort of Similar Games
- Lords of Magic - Special Edition
- Heroes of Annihilated Empires
- Celtic Tales - Balor of the Evil Eye
- Heroes of Might & Magic Series
- Disciples Series
- Warlords Series
Fan Games/Mods
- Master of Magic - Implode's Multiplayer Edition (HD)
- Leylines
- Caster of Magic I & II
- Master of Myrror - Civ3 Conquests Mod
- Master of Mana - Civ4 BTS Mod
- Realms of Hope
- Xarvh
- Master of Magic The Resurrection
- Magic Master Project
- Magic Master Java Shell
- Master of Magic Clone
- Master of Magic .NET
- Master of Magic Restoration
- Age of Magic
- Re-Master of Magic
- Master of Magic Java Emulator
- Taranthor's Master of Magic - Civ 3 Mod
- MoM 32
- Master of Magic Spin-off Project
Normally when I do these pages I get a lot of help from the forum communities to find all the long lost projects out there but until now I thought there was no MoM communities left so I've been searching on my own. Now that I've found this place I bet there's a whole bunch of projects you guys know that I don't. So if you know of a game series I've missed that's very similar to MoM, a fan game based on MoM, or a large scale mod project related to MoM please let me know!
Welcome to my PB27 Spoiler thread! I won't have Adrien around to bounce ideas off of this time out, so I'll be counting on the lurkers to hang out a bit more and answer my silly questions.
I am also piqued at the prospect of reporting for another game when I have done such a bang-up job at it in PB25 recently. Don't call it a comeback, but I think I will do okay here once we get rolling.
Come for the overly dry insights and lead balloon memes, then stay for the poor decisions!
Host: Caledorn
Admin: BRickAstley (and a sub-admin or two TBD for if I'm not immediately available).
Map maker: German Joey & BRickAstley
Starting date: When the map and picks are done.
Mod: RBmod's latest version. Krill will be posting a cumulative changelog, which I will add the link to here when it's ready.
Leaders/civs: 'PB13' Method - Random roll - Players have 2 chances to pass - Can't pass 3rd roll. All passed leaders/civs come back to rerolling rounds.
Difficulty: Monarch
Speed: Normal
Vassals: off
TT: off
Map Trading: off
Huts: off
Events: off
Barbs: on
Espionage: on (only passive)
Diplomacy: "Pitboss-AI-diplo"
You can make any offers for any item the trade window allows you to make.
Any trades offered to another player are treated as valid trade offers.
You my not communicate using: chat box in diplomacy window, unit names, city names, outside communication, in game chat, anything else in this vein.
You may not gift units to another player.
City trades are now disabled by the mod (city names still visible).
Double moves: "Don't be a jerk."
Peace time or when you're not planning to start war: play as soon as you are able, no need to worry.
During war preparation turn (at least 1 turn before) and during war, double moves are not allowed. When you declare on your opponent (and then end turn), he must complete a turn before you can play another one.
When going to settle a city, and you see that another player has sent out a settler in the general vicinity as well, you must attempt to alternate turns, to avoid double moving someone to claim a city site.
If there is a situation not covered above, where a player gains a clear and 'underhanded' advantage over another player in an area of contention due to a double move, that situation can be appealed to the game admin, who can determine if the game needs to be reloaded or is fine to carry on at his discretion.
If there is a problem with play windows making it impossible to observe a turn split, or a tangled web of wars that need to be straightened out for turns to be practically played, please PM the game admin for assistance resolving the situation.
Other:
This version of the mod disables city trades. Cities are still viewable in the diplomacy window, but are 'redded' out as in single player games, and are therefore unable to be selected into the active trade window.
Turns, at least in the first 100+, will be played within a 26 hour period. Anything not played will be covered ideally by a roving sub, either set up beforehand or just taken over. If you and the lurker-helpers miss, you miss. If you think you might have time of possible missing turns, please leave plans in your game thread. This is necessary to keep the game moving, because with such a large roster, pausing for everyone will kill the game.
I mean, that's why we're all here, right? To try to make a large game, even if it isn't on the scale of PB18? Then again, should Barry count for that total? What about the lurker civ? (and for that matter, is there a lurker civ in PB27?)
<b>UPDATE</b> For those of you who didn't read to the second page, the game is due to start in Mid September. If you can't play then please let me know and I'll take you off the list. If anyone else is good to join in that time frame (Around the 16th) please feel free to join up.
I'm looking to host another round here in a few days to a week. I have in mind a setup that is fairly power intensive, but beyond that it will be a closed setup. Prior to start I will run the setup by Jowy and Qg, to verify its validity and balance. My setup is very flexible, so I can handle a wide range of players, but I would prefer at least 10 players, otherwise it might not work. This time I will also make sure I don't screw up things like role messages etc :P
Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.
Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.
Protective: Free City Garrison 1, Drill 1 promo for archery and gunpowder units. +100 production of Granary, Walls.
Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House
Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.
Philosophical: +150% Great Person production, +100% production of University
Organized, Industrious, Spiritual: No change from BtS
Civs:
America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.
Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.
Babylon: Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights). Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.
Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.
Celts: Dun now gives G2, not G1. Dun civilopedia updated to list unit classes that recieve G2 promotion.
Eygpt: War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.
France: Salon +1 free specialist, -1 free artist.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.
Greece: Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.
India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.
Maya: Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Mongolia: Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.
Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.
Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining. Seowan: Korea Unique Building: University replacement: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.
Russia: Research Institute: Russian Unique Building: Univeristy replacement :+25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.
Zulu: Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.
Leaders:
Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.
Civics:
Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.
Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.
Mercantilism: +2 free specialists, High cost, requires Liberalism.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Econmy column civic. Medium cost, requires Constitution.
State property: Now Medium upkeep
Wonders, Projects:
Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
Palace: +9 commerce
Rushmore: Now -50% WW, (from -25%).
Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.
Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.
The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.
Versailles: Cost: 500 hammers, requires Divine Right
Colossus: +2c to water tiles only in that city.
Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.
SDI: Removed from the game
Base unit changes:
Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +50% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +100% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
Swordsman (and all replacements): +50% city attack
Archer (and all replacements): +30% defense against Swordsmen.
War Elephants: Now 7 str, +50% vs. Mounted units.
Trebuchet: Now requires Machinery, instead of Engineering.
SAM Infantry: 70% interception chance (up form 40%)
Paratrooper: Starts with Blitz
Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
iCost: 450h
iAirCombatLimit: 75
iAirCombat: 160
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 12
iAirRange: 36
Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
iCost: 200h
iAirCombatLimit: 75
iAirCombat: 80
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 5
iAirRange: 4
Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
iCost: 60h
iBombRate: 16
iAirCombatLimit: 75
iAirCombat: 40
iCollateralDamage: 100
iCollateralDamageLimit: 50%
iCollateralDamageMaxUnits: 1
iAirRange: 4
Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.
Buildings:
Barracks: increased cost to 60 hammers, +1 culture.
Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.
University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.
Promotion changes:
Quote:Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.
Technology:
Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:
Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Rennaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)
The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.
Hunting: Enables pastures. No longer enables camps.
Animal Husbandry: Enables camps. No longer enables pastures.
Archery: cost 60.
Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.
Metal Casting: Cost reduced to 300.
Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.
Writing: Enables Map trading, no longer enables OB.
Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Constitution] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]
Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Late game tech costs adjusted accordingly: check in game for alterations.
Education: +10%
PP: +10%
Nationalism: +10%
Gunpowder: +10%
Astronomy: +10%
Economics: +20%
Liberalism: +20%
Replaceable Parts: +20%
Military Tradition: +20%
Constitution: +20%
Chemistry: +20%
Democracy: +30%
Rifling: +30%
Corporation: +30%
Military Science: +30%
Steel: +30%
Steam Power: +30%
Artillery: +40%
Assembly Line: +40%
Scientific Method: +40%
Railroad: +40%
Cost of all subsequent techs increased by arbitrary amounts and are unlisted.
All medieval and earlier techs are untradeable:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking
Espionage:
Active missions removed.
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Tile Changes:
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles (not corner plots). Requires 5 worker turns.
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium
Aluminium: Revealed by Scientific Method[spoiler]
Game Mechanics:
[spoiler]The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
Corporations: Completely removed from the game.
Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000
Events:
The following events have been removed from the game:
Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment
Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain techs from the first row of the tech screen:
Toroidal maps: Now return city maintenance as if the map were Cylindrical.
Maximum number of players is now 40, up from 18.
Jungle: No random growth
Global warming: removed from the game
No City trades option now available
No Barbs option disallows map trading
Included additional bug fixes:
Trade route turn order bug.
Spaceship launch bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.
Observer mode
Observer mode is enabled and functional. Requires pitboss logging enabled, and for the host to run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from the following links.
Anyone interested? I'd be happy to run another light-role game.
(August 12th, 2015, 12:59)Jabbz Wrote: I have two games in mind for running. One of mine is power role heavy, the other is a completely closed setup with some powers and nothing more to be told about it, other than to a reviewer before it's played.