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In addition, their Protector-ranked Economy Racial Governance increases gold income and population growth on cities with a harbor. Born Under the Sail: Human units have the Mariner ability in Age of Wonders III, which allows them to embark on water without any of its penalties and has three more movement during embarking.Maybe I'll give the Gray Guard thing another try it's weird flip-flopping in order to remain neutral, but it has its advantages.Age of Wonders Units: Human Archer, Human Swordsman, Battering Ram, Human Pikeman, Human Priest, Human Medium Cavalry, Catapult, Ballista, Human Charlatan, Human Cavalier, Human Musketeer, Human Air GalleyĪge of Wonders II Units: Halberdier, Infantry, Crossbowman, Cavalry, Swashbuckler, Knight, Witch ( The Wizard's Throne), Herbalist ( Shadow Magic), Chaplain ( Shadow Magic), Air GalleyĪge of Wonders III Units: Human Civic Guard, Human Longswordsman, Human Archer, Human Halberdier, Human Priest, Human Cavalry, Human Knight Aesthetically I like the water element, but I've been disappointed with the spell choices it brings, so I've moved away from that. I almost always choose Explorer or Expander, and I don't like settling for being an adept at anything if I can have mastery instead. Right now I'm playing as a creation master (which clashes with my Rogue class), just because I haven't tried it before. I'm all over the place when it comes to specializations. Odds are I'll eventually land on either Warlord or Sorcerer. I recently had a great game as a Theocrat, though, and I tend to automatically drift toward good anyway, so maybe that will end up being my favorite class after all (I don't like the fact that the Shrine of Smiting is a machine, though also, there's way too much Judeo-Christian imagery in the Theocrat class for my liking). Theocrat, Rogue, and Necromancer all seem to be kinda tricky to play and thematically they seem to each go with a particular alignment (Theocrat with good, Rogue and Necromancer with evil), which seems restrictive to me. I can probably rule out the Dreadnought and Archdruid, because I don't like machines or wild animals that much.
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I'd been teetering between Sorcerer and Warlord, but right now I'm trying a Rogue game again. I know flying units rule, but I only like dealing with small numbers of them, at least until later in the game. And I'd like to explore what can be done with a navy on an islands map (I get the impression navies are only marginally useful, but we'll see). Thematically it seems like kind of a boring choice, but I really like the cavalry orientation-the extra mobility and charge bonus. Lately I'm gravitating toward the humans.
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I've put about 800 hours into it, but I'm still trying things out and getting a feel for all that's in it. I've only been playing AoW3 since last September.
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