Wizards and Warlords is an indie turn-based strategy game, where you play in a randomly generated fantasy world, filled with rival wizards and warlords. It is published by Valravn Games and the developer is dedicated to realizing the potential of this complex game through regular patches and updates and interaction with the players. I first learned of this through a now outdated series from DasTactic and I’ve been playing this since release and would say it is a complete game but still a work in progress. Despite the fact that the developer admits that not all the systems and features are complete yet, and improved documentation/more intuitive UI are needed, I would recommend folks give it a try. This game is not in Early Access, though it is not finished.
You start by choosing to play as a Wizard or a Warlord with loads of customization options. And you start with an initial province and a base (Wizard Tower if you play as a Wizard), Over time you will upgrade your base in order to summon or recruit better troops, gain more powerful magic, acquire more resources and stuff. You will also need to fully search the province to find places of interest, like dungeons for your followers to explore and plunder (or die trying).
Eventually you will explore other provinces and annex them and meet other wizards and warlords. You do this through followers (heroes). The sheer variety of things you can do with them make for interesting tradeoffs. They can search other provinces, train your workers, serve in various offices, lead dungeon expeditions, become generals of your armies, petition for offices such as Advisor or Spymaster, level up and acquire unique items. Follows have their own professions and traits, and represent different races, and some don’t get on well with others making for more interesting choices of which ones to partner when leading armies or dungeoneering. Heroes also interact with the site where they are stationed. If you build a library in your wizards tower and station a mage follower there, the mage will gain xp faster.
Your workers also represent various races and have initial skills that can be further developed through training or can acquire new skills. They are necessary for creating the farms, logging camps, mines, etc. and then they will work those sites. Managing them and upgrading them is a minigame unto itself. Assigning a follower with the appropriate skill, say a Prospector to a jade mine, will produce additional jade that can be sold in the marketplace, or consumed in the creation of Jade Golems.
There is a research tree of sorts, where you can research new Masteries, begin new projects to acquire more powerful spells, and a Lore section with 10 levels for each area of lore.
There are a lot of resources, gold and mana being the two primaries, the rest can be produced at sites or looted from dungeons or purchased through the market or traded with other NPCs. Some of those can be sold off for gold, some you will need to keep a stockpile on hand to create outposts and upgrade them into fortifications or cities, or to accomplish other goals. Most of this you will learn by trial and error, but the marketplace is there if you sold off a bunch of ichor and later learn you should have hung onto it because reasons.
I think that if you like a game like Deity Empires that you would enjoy Wizards and Warlords, especially if you can tolerate the quirks and have the patience to untangle a slightly messy UI. The developer is responsive as I said, and humble when called out on some of the nuttier Rube Goldberg ways he has coded things.
Available on Steam