Autoresolve is probably going to be too costly to win a campaign with in the long run.And then there's the hero to pay attention to. Not too surprising, but it's annoying if you're tired of directing your troops around by hand. I've fought battles with manual combat and come out with every unit intact, only to reload and autoresolve the battle and find half my units wiped out. (Ranged units feel a bit overpowered, especially in the early game.)You can also autoresolve combat, though the game seems to overly punish you in the process by killing off some of your best troops. This is the mode where Age of Wonders III shines most, despite a couple of small but exploitable balance issues. More than that, and I started making dumb mistakes trying to rush through battles.Chaos reigns.Still, it feels great when you pull off the victory against overwhelming odds through expert use of cover and flanking. Each army on the overworld map is limited to six units-so, say, your hero, two archers, and three melee units.Each army is limited to six units, but you can field multiple armies.Battles, however, include the defender's hex and all six surrounding hexes, with individual armies positioned in each individual hex. The strategic levels feels a bit thin: You always know (or at least have a decent idea of) the optimal building to construct next, and there were numerous points where I had cities completely idle because there was no benefit to building new structures.But the turn-based, tactical battles are fantastic chaos once you delve into the various tools available to you. That's not exactly a rousing endorsement.Underneath it allBuilding buildings.What's truly a shame is that, as I said, there's a good game in here. And that's the key to the entire game, really-forcing yourself to care about the game until you actually kind of do. Elves, orcs, dragons-somebody started a war and somebody else felt betrayed and on we go.The writing and lore aren't bad by any means, but you have to force yourself to care.
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