
Wizard Warfare 2: Cephalopod Wars is the sequel to Wizard Warfare, a fantasy-themed, 4X-style, turn-based strategy game with a strategic empire management layer supported by a detailed tactical battle simulation layer. Now includes fully simulated naval battles.
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About
Wizard Warfare 2: Cephalopod Wars is the sequel to Wizard Warfare, a fantasy-themed, 4X-style, turn-based strategy game with a strategic empire management layer supported by a detailed tactical battle simulation layer. It is a game of exploration, conquest and magic.
- Fully simulated complex naval battles, including ships, sea monsters, flying creatures, ship crews.
- Enhanced land battles, including destructible terrain.
- New magic paths - water and weather magic, more complex hybrid paths.
- New spells for existing magic paths.
- Larger and more complex world generation with more varied terrain types, including rivers.
- Larger numbers of enemies.
- Better support for modding and localisation.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
The thumbs up comes with reservations. If you have the first game I'm not sure its worth buying again, the changes aren't sufficient to warrant a new release, things that were annoying they haven't fixed and some of the new changes are bland and not terribly interesting. I would probably frame that by saying I've not experienced meaningful naval combat because its bugged. However, if you haven't got the first game, this is like a single player kinda bland Dominions 4x game. You take on the persona of a Wizard and battle the other AI players in a traditional fashion. Each wizard has a different magic preference (holy, water, life etc) - this determines the spells they can cast and the spells any priests etc can cast. This is exactly the same as the previous game and is woefully limiting. Battles are like Dominions; its not too bad to be honest. They've added items to the game; maybe the idea is to make the Dominions equivalent of a thug but in my experience they add negligible abilities. City building looks the same apart from the addition I think of specialisations, which is ok but in a small game really limts what you can build. Some of the buildings (Arcane Jeweller) sound great but really as far as I can tell give incremental advantages (10% cheaper monks / mages / priests for example) so in practice they are dull. So still ok but could and should have been so much better. All in all an incremental
Коротко: Пошаговая гексагональная стратегия взявшая-вдохновившаяся от серии игр Civillization (глобальную карту, строительство, ресурсы, перемещение войск). От серии игр Dominions (проработанные статы каждого юнита и пошаговый авто-бой, глобальные заклинания) В итоге игра скучноватая, пустоватая, из-за несогласованности её механик между собой. Глобально карта так же не имеет никаких интерактивностей на масштабе. Развитие всегда идёт +- по одним и тем же лекалам. Глобальные заклинания, скучны и прямолинейны. Но несмотря на это, игра доступная и простая в освоении, может прийтись по вкусу тем кто любит, более легкую категорию стартегических игр без напряга. Есть не мало других образчиков вроде Deity Empires, Shadow Empire и прочих. Имеющих куда более выраженные механики и их презентацию, что делает их привлекательнее. К слову, визуал далеко не самое главное в таких проектах, но он утомляюще яркий. Желаю разработчику доработать и сделать куда более явными механиками, чтобы они действительно значительно влияли на представленные в игре масштабы. Не хватает персонализации (опять же на масштабах) событий.
Civilization with more magic. Quite fun indie game :) Could use bit more tooltips, there is a lot of trial and error.
Poorly designed, poorly balanced, with terrible timing and flow and the barest, minimalist UI. Disappointing.
Imagine Dominion 6 but much much more friendly to casuals, it has some flows (like lack/clarity of information, lacking a tutorial for different and specific thing. As others pointed it out, you will face multiple turns just clicking the NEXT TURN button. (So we need to modify the "Just one more turn" phrase to suit the game)
Great game that's heavily reminiscent of games like Dominions or Civ, yet has enough of it's own personality to stand out in it's own right! Although the game does have some oddities like the fact that whales are size 1, which is VERY NOTICEABLE when you cast magical flight on them in order to lift them out of the ocean, only to notice that they're even smaller than imps for whatever reason. Seriously, why are whales so small?! THEY'RE WHALES!!! MAKE THE WHALES BIGGER DAMN YOU!!!!!!!!!!!!!!! Great game, would recommend, make whales bigger!!! Edit: Wait, whales don't even have any attacks, strength, or stamina either. They're just a strange size 1 damage sponge?! I'M SO CONFUSED ARE THE WHALES OKAY!?!? IS THIS INTENDED!?!?!
Great 4X with smooth gameplay and an easy to navigate UI. The empire management part is intuitive and magic allows to impact all tactical layers. There's no story or quests to follow here, it's pure gameplay and all information provided is informative and factual. The in-game encyclopedia tackles anything you'd like to know that is not already tooltiped. The auto-battler part is usefull to check troop behaviours but is optional, which greatly speeds up the experience. Even with a somehow large empire, it's still easy to keep track of what to do thanks to small icons appearing each turn as reminders of serious business to tackle. Replayability seems quite high with procedural maps and different rules for each Faction.
Well, interesting, still to hard ot play since NPCs overgrow you, but you can reduce them in settings, like the way its developing.
This one would get a neutral rating if you could. Most comparisons seem to be to CoE or Dominions, though I dont think it plays like either. I own both this and the predecessor. For the money they are fun CIV like games, and honestly, to me, thats the best comparison - a deceptively more enchanting CIV clone. Good? easy to play, smooth gameplay, charming and turn spending time, fun units engages your imagination. The basic graphics actaully are a plus IMO Bad? *this is a game breaker* no way to gauge how you'll do in combat before you attack. You'll spend dozens to hundreds of turns building armies. If you lose one you be reloading a save or starting over. to see what the other army has strength-wise you'll be clicking into a LOT of units and trying to remember what yours have stats wise. will you start to remember that 5 of these is tough to beat or 10 of those are a cakewalk? yes, is it tedious to get there YES! so much so that youll realize there are better options to scratch that basic CIV"lite" itch...
If you like Wizard Warfare, you will like this one as well. More of the same, and a better UI. If you don't know what Wizard Warfare is, imagine Master of Magic blended with some of the early-days Civlization series. Well worth the money, there's a lot of love put into the game!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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