

AoW2 cities, on the other hand, were nearly identical apart from the units they could produce. The minimum-ten-hexes-per-city rule for settling in AoW2, on the other hand, is purely to stop players from city-spamming their entire territory – without it, there’d be no disincentive to tessellating cities together like a honeycomb for as long as you were willing to keep investing in settlers – no city actually cares about more than the surrounding two rings of hexes (and that’s with a Water enchantment in play, normally it’s just the adjacent hexes) and the city can still reach maximum population and build all buildings without crops.įurthermore, Master of Magic had much bigger differences between cities – some races could build all or nearly all of the tech tree while others were fast off the bat and cut short, some races can make more or less use of some terrain types and/or resources, and so on. In Master of Magic, things like maximum population, building availability, and so on were determined by the surrounding terrain, and the minimum-three-squares-distance-between-cities rule had a clear reason for being (cities that close together would be competing for resources too much). AoW2 does allow for settling and has some minor bonuses for the immediately surrounding terrain (in the form of access to farmland and morale modifiers) but Master of Magic’s system is much more mature.
