You'd choose ability levels ("spell books") in one or more fields of magic (Death, Life, Fire, Chaos, Nature or Sorcery), and this would limit what spells you could research later in the game - and the kind of spells a nasty old Death wizard have were very, very different from the healing balms of the Forces of Niceness. You'd begin each game by creating your wizard, and unlike the leader characters in other games, where giving yourself a name and a portrait is fairly cosmetic, here your characteristics actually mattered. ![]() There was also a lot of Master of Orion in there too, which shouldn't be too surprising, since the development team was the same - Steve Barcia and the lads over at SimTex, working under that same magical MicroProse name. ![]() As with Civ, you began the game with one little town and a couple soldiers, and set out to build a globe-spanning empire on a fantasy world. There was a lot of Sid Meier's Civilization in Master of Magic, which shouldn't be too surprising, considering it was released during the Golden Age of MicroProse, and by the same company. First released in the dark old days of 1994 or thereabouts (it's hard for us old-timers to be specific about the years sometimes), it was a crafty blend of numerous strategy game elements so tightly woven together and neatly balanced, and adorned with so many nifty little features, that it still holds up today as a paragon of how to make a game not suck. For my money, the best fantasy strategy game ever made was Master of Magic.
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