![]() That being said, it’s baffling that you are given the option to let your units battle automatically. It plays as a turn-based isometric shooter, and there’s focus on unit positioning, cover, and hit probability that has become a mainstay in the franchise. The combat is where most of the fun comes in Planetfall. I make sure all the good numbers are high, all the bad numbers are low, and put in building projects to keep it that way. With the resource production and colonization, I was sleepwalking through it after my first game. Just as in previous games within the franchise, this one is divided into two distinct modes of play: the resource management and the combat. The Age of Wonders franchise has always been a more conquest-centric experience, trying to give us deep combat over diplomatic and nonviolent solutions that games like Civilization have become known for, and the difference in sensibilities is palpable from the moment you boot it up. These disparate franchises have taken their systems into the future and into space, with the design tendencies manifesting very differently within the setting. The comparison kept coming to my mind while playing the game, but Planetfall kept reminding me that it wasn’t Alpha Centauri and that I should be ashamed for even trying to put them in the same box. Both are turn-based strategy games that took to the stars after more ancient-themed predecessors. In a lot of ways, Age of Wonders: Planetfall feels like critically acclaimed Sid Meier’s Alpha Centauri.
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