AoW vs HoMM vs Disciples

civvver

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With the current gog fall sale going on I was curious if anyone has played games from all three of these series and can give me a run down of the differences. I own the heroes of might and magic series but have only played 1-3, and own a age of wonders shadow magic but I haven't gotten around to playing it yet. I was wondering if Disciples is any good as well.

As I understand it age of wonders you can build cities and research more spells and the combat is more random than homm. It's more like a cross between civ and homm and I've heard it compared more to master of magic (haven't played that either) than homm.

I have no clue what disciples is like! Guess I'd have to google a review or two.
 
For AoW2 + Disciples 2+3 there are still demos out there at the bigger download platforms.
I've played HoMM4 (which I've heard wasn't a great title), Disciples 1+2 (+ demo of 3) and the demos for AoW 1+2.

For AoW, the things you're mentioned are right, but the building of new cities is probably minor (I say probably because I couldn#t finish the demos, was just not good enough), because setting up new settlements is difficult. The upgrading of the cities + spell research seemed to be nice though.
Also important: In combat, the neighbouring armies participate. Your party has a limited amount of units (I think 9, or so), and when you attack another party, then all the parties in the surrounding fields will participate. So it might be important from where you attack, because it might drag in more enemy or allied groups (incl. your own) into the fight.

For disciples 1+2 (3 is vastly different), you don't build new cities, and the only city you upgrade is your home city, and that mostly to unlock upgrades for your units. Spell research is limited to 5 levels * 5 spells (or 4, forgot), highest level spells are only available for a specific class of player. You can trade + buy spells though (from allies + random merchants on the map).
The "allies" part is not to be taken seriously. There are a max of 3 other players on the map, and there's no real diplomacy besides gifting stuff. Normally you're allied with one of them, fighting against the 2 others (and the fighting common enemies is what influences it most).
Your party is limited to max. 1 hero + 5 units. The units per empire are limited to 4 types of units, 1 close combat, 1 distance combat, 1 magic unit, 1 support/other.
You can upgrade some of them into different directions (determined by the buildings in your capital), but for some there's only 1 route.
e.g. humans can upgrade their close combat units into ...er....1 of 5 different units, depending on what buildings you built (choice is final; if you want to have witch hunters, you'll not get knights, but you can upgrade them further into inquisitors), but e.g. your distance unit goes archer -> huntsman -> assassin, no choice there (that varies between the factions).
Might sound boring, but through the campaigns you unlock the higher buildings (e.g. in the first 2 missions you can only built the second level, later 3rd level, etc), you get a nice progression and you can get used to the special abilities.
Units get experience and auto-upgrade (if you have the right buildings), so you should keep them.
That's different from HoMM, because if some of your 5000 skeletons die, then you'll have to re-fill them somewhere, but in Disciples you'll have to heal your 1 ice giant instead, so that he can later become a stronger frost giant. You can re-surrect units to, in case they die. That can make progress a lot faster, because you can buy healing and resurrection potions, and just travel faster into enemy lands, without having to go back and re-fill your half dozen of killed low-level units.
Battle is also different. You have 2 lines, 3 units in the front, 3 in the back (max.; you start with 4). Each unit can attack "neighbouring" units, e.g. the units in the front line can attach the other neighbouring units in the front line. In the line on the back the distance/magic/support units need to stand (else they can't attack anything). You then attack in the order of the initiative value of the units (so not per player, but per unit).
So there's no moving, but that increases the speed of the combats, making it IMHO less tedious (nothing more boring than having to move your high level party for a few rounds over a battle field to then kill the 1 low level unit within one turn).

If I remember right, then in both (AoW + disciples) the only real resource is money. In both cases you get it from occupied mines (or similar). In AoW you need to occupy the things by sending your parties there and kicking out whoever is occuping it. In Disciples your capital leads to a progression of your terrain in the surroundings (if you have more cities -> faster), and you can send out special (and weak) parties to occupy these mines. Means also if an ememy gets stronger in the surrounding of some mines, his terrain might spread there, and you'll lose the mine.
In Disciples you also have 4 (in expansion: 5) different type of mana resources (work the same as gold mines), and the different spells might different amounts of mana from the different types. I'm not sure anymore about AoW. There's mana too, but I forgot if it's different.

mmhh....that's everything I remember right now, I think.
 
I'd recommend getting Disciples 2 if it's cheap. Great art and atmosphere. Gameplay is quite nice too, simple and tactical enough. Of the three series I've just scraped the surface of the other two, while in Disciples, I've played through the undead campaign. I think I got through the dwarven campaign too. It was several years back I played it and generally I'm quite picky, but if you're into these kind of games, Disciples 2 is worth getting, imo. It does take a while to play through, but it's almost a piece of art. The whole thing with leveling up the creatures in your 'squads' are really well done. Be sure to get the whole saga if you do.


Link to video.
 
Nice vid, fits.
Disciples 1 +AoW1 are probably too old in the meantime, the visuals are not anymore appealing, but the 2nd of each series are still good looking enough to not give anyone eye cancer.

And yes, takes a while. Each of the races have a campaign of 7 missions (+3 for each in the expansion, + 1 new race with a campaign of 8), plus a bunch of skirmish maps, which are all nice as well.
If you calculate 2 hours per map...yeah...(less for the first, more for the last)
The story is in general nice. You get for all of them (besides the elves, which are in the expansion) sort of the same story, but they'll go in different directions, because you're just doing different things. In one campaign, you need to kill a certain unit as one faction, as the other faction you have to rescue it. The third faction will not see this at all, but you'll understand something from the story progression of this faction a lot better if you see afterwards what might have happened there.
It's just nicely done.
 
I'd really recommend HOMM V + its 2 expansions.

Imho, it took all good parts from II and III and nicely built on them. IV tried a different approach and while I didn't hate it like some did, it wasn't exactly HOMM.
 
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