It sounds really good. The Master of Magic system can work but you must avoid its pitfalls.
Things I dislike in Master of Magic:
- The very tight relationship between buildings, maintenance and military
This was one of the worst things for me. The more military units you had, the less workers you had and the slower your cities grew. In combination with powerful monsterlairs, this made earlygame military useless and delayed your cities development. It promoted a turtlerstyle and that was such a bore.
However, buildings that take a while to build are GOOD as long as units have high movementpoints (MP) and can make a difference like in Age of Wonders.
Units moving ONE goddamn square/turn made it take forever to move even half a screen. See Age of Wonders on how to do movement correctly.
"Scouts have sighted an Earth Elemental" I read when I went to a lair. I had a full stack of nine units (lowtier and a lowtier hero) so I attacked. I knew I was gonna take some losses but I'd win in the end.
But what awaited me in that lair..? TWO Earth Elementals and SEVEN WARBEASTS(!)
Seriously, WTF?? My useless scouts (which I sacrificed with my deathmagic afterwards) tell me there's an Earth Elemental in the lair and instead there's TWO of them and SEVEN Warbeasts....
Needless to say, I was crushed.
This is also known as the Heroes of Might & Magic syndrome but can exist in most strategygames.
In Master of Magic it's manifested in that you take your eight or nine most powerful units and heroes and move them around together. They can defeat anything the A.I throws at you, heal quickly and are enchanted to the teeth!
Age of Wonders solved this with a player being able to field MANY more units (due to how the games economy works) and most units having high movementpoints so while you have your stack(s) of DOOM I got heavily defended cities and some small parties that capture every single mine, windmill, furnace and lightly defended city of yours essentially starving you out (draining him of gold so his units desert).
When you attack an enemy unit, every single one of YOUR units must punch through the enemy units shields AND the enemy unit gets to retaliate as much as he wants with FULL POWER! It was the same in Age of Wonders which made me stop playing it since it heavily promotes highend units and especially heavily enchanted highend units. However, Age of Wonders II (and Age of Wonders II: Shadow Magic) solved this beatifully with retaliations draining movementpoints. So if I got six Orc Swordsmen and you got two Iron Maidens (Elven tier 3 units) and it's my turn, I attack with one of the Swordsmen who gets in two attacks (attacked units only retaliate as many times as they are attacked) and your Iron Maiden retaliates twice. Every retaliationstrike your unit does drains your MP by 1/6th or so (if memory serves, otherwise Magog_AoW can correct me ). Now lets say she gets drained completely by the third Orc and now my remaining units can strike her without fear of retaliation. Your turn, the Iron Maiden can't move or attack since she's drained! But don't worry, when it's my turn again she gets back all her MP so she can retaliate again.
In summary, it's a beatiful system that Derek should steal borrow.
Things that disturb me in other games:
- See this Master of Orion II game where he builds every building he can build on every single planet he conquers....he just researches and builds all the damn time and lets the turns pass. Can it be ANY more dull??? If Fallen Enchantress is like that....