(This is part of my journey going checking out Master of Magic. You can follow the entire series on the Retro Gaming page.)
Master of Magic is not quite like all of the other 4X games out there. The magic/fantasy angle lends itself to some weird features, such as a second plane (think “mirror world”) that you can eventually explore/invade/settle.
Above you see my entire domain, a continent with six cities and no enemies present. Let’s hope the bad guys keep “boat building” down in their priorities while I build up an economic and mana powerhouse.
Huzzah! Another city to fill up that empty space in the south, named for my friend Professor BJ. This is soon followed by an eighth hamlet in the far north called Ari. Thanks again to my Twitter feed for providing these names!
It’s a quiet age, a golden age for the Merlin empire. The eight cities grow as I build new structures — I’m prioritizing marketplaces, building halls, sawmills, and city walls for good foundational purposes. With walls and at least two units of troops in each town, I’m feeling a little more secure. Next up, archers!
The city of Weakness is turning into one of my most prosperous centers. It’s already churning out gold and mana like crazy and has built a city wall for protection. One of my growing goals is to make a shipwright so that I can start mapping out the rest of the world and maybe start settling other continents or islands.
I spend around 650 gold to quickly build a ship wright hall in Ranni and my first lil’ boat. I’m a sailor! I’m sailing!
Unsurprisingly, Werit proves to be a rather virile burg. Babies for all!
What fortune! My first and only ship — the entirety of my naval fleet — circles around a nearby continent and discovers that there appears to be no one living there. I quickly churn out some settlers to get over there ASAP and claim the land for Syponia.