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==Game Mechanics, a.k.a Why is /tg/ creaming its pants over this vidya?== Everything is turn based, and battles are concluded rapidly with a very complicated calculator which takes every bit of detail of every unit, formation and spell into account. (Which is like Dwarf Fortress on crack level detailed, but you need to pre-program a combat routine that can't be changed after end of turn) And we mean every unit with its uniqueness: yes, it is possible the 102nd nondescript human archer in your army might have his arm amputated due to an infected wound from an incoming arrow or spell, and you might see him in a siege stabbing people with one arm if you actually care to read the details. Every unit out of millions in the game has its own character sheet and experience. Armies move similar to those in the Heroes of Might and Magic series, heroes followed by armies of dependent on their leadership limits. The "heroes" themselves aren't necessarily badass, sometimes it's just a dude with some leadership and maybe magical skills, but they can be outfitted in every part of their bodies. This is where the game goes crazy modular. Wearing Chi boots and a shield on each arm can simply make your hero kick while blocking like a Muay Thai instructor. Heroes also often have 2 auxiliary magic item slots allowing you to stick a third arm on his chest for another sword arm, or even replace his heart with a magical one. Maybe a crystal battery for magic, or a heart made from sacrificing several virgins, pumping with extra life, like a magitek Frankenstein. If you have an Ettin, you can use two helmets on him, if you have a hero that lost an arm, better make a small dagger for the fella or make a replacement if he is valuable. Oh, you have a Hindu avatar with six arms? Put stamina boots on the legs, speed amulets on the neck and give him SIX SWORDS OF SWIFTNESS to make a threshing machine that eats curry and shits gamer tears. Giant snakes can only wield crowns or laurels, whereas more angular-skulled beasts can wear helmets. Every blow and corresponding protection is calculated for every unit in combat, like Dwarf Fortress. The amount of magic items, spells, abilities and status effects are in the thousands, impossible to count here. You don't do much in terms of empire building. Basically, it's the strategic map of the (Shogun/Medieval 1) [[Total War]] series where you buy units in each territory and attach them to heroes or leave them to defend. Your national units can only be raised in fortified territories, and you can recruit unique quirky units in territories you inhabit and if you like, add them to your national ones, for example Niefelheim giants joined with the local human territory's cavalry since giants don't come with fast horses but could use a few supporting swords. You can fortify a territory to boost production and buy national units, buy a temple to spread your Dominion (which is your primary goal), or a laboratory for using magic rituals and recruiting mage commanders in said territory. That's it, destroy neutral unit filled territories and spread out. The rest is up to you to be the One God.
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