To me, Master of Magic has a pretty clearly defined beginning game, midgame, and endgame. Which part of the game do you like playing the best, and why?
I define the part of the game up to your first Miner's Guild as the beginning. Once you have that Miner's Guild in your capital, you're making 30-40 hammers per turn and can really start cranking out units. I call this the midgame. When you can make top-end units like paladins and magicians, I call that the start of the endgame.
I like the beginning the best. It's such an uphill challenge, you have to explore the map, see what's happening in this world, and there is always a worry of losing the game outright. There is the anticipation of your first hero: will it be the lift of the heart that Zaldron, or Serena brings? Or will you crap out and get Brax. I really like building a hero stack and then doing low level ruins, and maybe a neutral city. A group of bowmen and cavalry against ghouls or swordsmen is always fun. The piddly rewards from low level ruins can make a big difference, too. 100 magic crystals can be a big boost at the right time.
The midgame is good too, you're getting some good units that will change the game. That and doing lots of building. Those universities and cathedrals take a while. You can clear out some ruins with your hero stack and get going. Conquer some neutrals if they exist in your game, and the computer players declare war on you after you contact them. Still, spending too many hammers on military units at this point will hurt your long-term growth. But building a huge army is the only way to get a badly-needed peace treaty in place.
The endgame is really in two parts: when paladins and such start appearing, and when paladins are as common as infantry. This is when you can really start kicking ass, taking on Great Wyrms and other huge creatures. You've got the casting skill to finally cast those world-busting spells like Flame Strike. But sometimes this part of the game can lack tension, as you've got your Stack-O-Doom which functions like a queen on a chessboard, winning wherever it goes. I like that the CPs actually defend their capitals now, it's much more of a challenge to beat them.
I define the part of the game up to your first Miner's Guild as the beginning. Once you have that Miner's Guild in your capital, you're making 30-40 hammers per turn and can really start cranking out units. I call this the midgame. When you can make top-end units like paladins and magicians, I call that the start of the endgame.
I like the beginning the best. It's such an uphill challenge, you have to explore the map, see what's happening in this world, and there is always a worry of losing the game outright. There is the anticipation of your first hero: will it be the lift of the heart that Zaldron, or Serena brings? Or will you crap out and get Brax. I really like building a hero stack and then doing low level ruins, and maybe a neutral city. A group of bowmen and cavalry against ghouls or swordsmen is always fun. The piddly rewards from low level ruins can make a big difference, too. 100 magic crystals can be a big boost at the right time.
The midgame is good too, you're getting some good units that will change the game. That and doing lots of building. Those universities and cathedrals take a while. You can clear out some ruins with your hero stack and get going. Conquer some neutrals if they exist in your game, and the computer players declare war on you after you contact them. Still, spending too many hammers on military units at this point will hurt your long-term growth. But building a huge army is the only way to get a badly-needed peace treaty in place.
The endgame is really in two parts: when paladins and such start appearing, and when paladins are as common as infantry. This is when you can really start kicking ass, taking on Great Wyrms and other huge creatures. You've got the casting skill to finally cast those world-busting spells like Flame Strike. But sometimes this part of the game can lack tension, as you've got your Stack-O-Doom which functions like a queen on a chessboard, winning wherever it goes. I like that the CPs actually defend their capitals now, it's much more of a challenge to beat them.