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Age of Wonders III Review: 12 Years On, the Strategy Still Rewards Patience

A grand fantasy empire-builder of gods, races and hex-grid battles, demanding patience and reward.

By mitch·3 min read
An epic fantasy battlefield where empires clash beneath a stormy sky.

Age of Wonders III lands on Linux, PC and Mac as a grand strategy game that asks a lot of its players and mostly delivers. It is a turn-based war game built around fantasy races, gods and magic, and it expects players to build empires, manage armies and plan battles across a hex grid.

Trailer, via Triumph Studios.

The Setup

Players pick a race — humans, elves, dwarves, lizardfolk, giants and more — and start with a small settlement. From there, the goal is simple: expand, conquer and hold territory. Each turn involves moving units, building structures, researching spells and managing resources. The game rewards patience and planning over brute force.

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The Races

Each race plays differently. Humans can build large armies and strong cities. Elves move faster and fight better in forests. Dwarves dig tunnels and fortify underground. Lizardfolk are tough in open fields but weak indoors. Giants hit hard but move slowly. This variety means no two campaigns feel the same, even when playing the same race twice.

Combat

Battles happen on a separate battlefield map, where each unit occupies a square and moves through terrain like hills, woods and rivers. Range, elevation and cover matter. A spellcaster standing behind a hill can hit enemies while staying out of harm. A charging cavalry unit loses momentum on rough ground. These mechanics reward careful positioning, and the game rarely lets a player win purely by numbers.

The Gods

Every race worships one of several gods, and pleasing them earns favor. Favors grant bonuses, new units and special abilities. Ignore a god for too long and they punish the player. This system adds a layer of risk management to every decision about worship. Players must balance devotion to multiple gods or focus on one, depending on what their current campaign needs.

The Campaign

The main campaign sends players through a series of missions tied to a fantasy plot involving ancient relics and rival factions. Missions vary from conquest to diplomacy to stealth infiltration. The campaign does not always explain itself clearly, and some missions rely on scripted events that feel forced. Still, the story gives the strategic gameplay a reason to exist beyond mere expansion.

What Holds It Back

Age of Wonders III is not perfect. Its user interface is dense, and the menus require repeated visits to learn what each button does. Some players will find the early hours overwhelming, especially those used to simpler games. The campaign also suffers from pacing issues, with some missions dragging while others rush past key moments.

Where It Shines

The game shines brightest when it trusts players to think tactically. Multiplayer battles, which pit human commanders against each other, bring out the best of the combat systems. Watching an opponent plan a clever ambush or exploit a weakness feels rewarding. The base-building systems also offer depth, allowing players to specialize their cities in production, research or defense.

Ranking the Systems

Here is how the game’s core systems stack up:

  1. Unit positioning and range — the strongest mechanic, giving battles a chess-like quality.
  2. Worship and favor — a clever system that adds constant tension.
  3. Campaign missions — decent but uneven in pacing and clarity.
  4. Base building — deep, but not always easy to grasp.
  5. User interface — the weakest part of the package, dense and confusing.

Age of Wonders III succeeds because it trusts its players to learn its rules and then apply them creatively. The combat systems are sharp, the racial variety is broad, and the god mechanics add a layer of risk management that few strategy games attempt. It is not an easy game to jump into, and its interface demands patience, but those who stick with it will find a rewarding experience.

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