

The TLDR is that players who in other contexts appreciate naval/maritime/amphibious themes might dig up much to enjoy in this specific expansion. Others may not find it worth their money. So if you’re an aficionado of such themes, read on: The package looks modest: 1 alluring new faction, 2-4 each of new resources, heroes, units, lairs. & then some new traits - Sea Master, Sea Hunter, Pirate, Tactician - which I consider this DLC’s true engine, basic though each trait seems on its own. A warning however about the most radically alluring (but still optional) trait, Pirate. It’s a VERY different way of playing: In essence, you ditch “Xpansion” - from one of the most crudely 4X of all 4X games ever… It’s thus debatable whether it can even be played - I couldn’t. Ragequit multiple attempts, despite usually doing fine on the game’s hard difficulties - & despite finding much in these attempts refreshing & instructive. Note that, because (for the logistics sim of it) I still wanted to play men who must physically get in/out of ships, I didn’t play here as the new faction, “Scourgers”, which seems more tailored for this mode. So the devs did right to invent this trait - even if it might end up more gimmicky than truly functional. But synergy is the key. True, none of the new units, lairs, resources &c look - or even play - that great stand-alone. But together they synergise impressively. So if you resolutely opt for a *maritime* run, strongly centred on such strategies, you gain a surprisingly fresh Master of Magic. Yet 100 % recognisable as the base game (once I finally decided to avoid picking the Pirate trait). M of M was always decent on the naval/amphibious side, & now, once again, it becomes an above average such offering even within *today’s* turn-based strategy/4X domain. This alone is an accomplishment for so old-school a game, so critiqued, often justly, by us newer players. Again, if you like sea flavour, give the DLC a good chance, otherwise perhaps don’t.

Ignore the hate. AND yet-another-infuriating-Paradox-decision (abandoning this gem, before it got enough updates to smooth its edges). It’s still a 5-star game. Not a 10/10 AAA, but a 9/10 indie, with minor warts but vast loving attention to minute details. Game modalities (team members, timer) are highly flexible. But even a strict timer is very doable & - mild spoiler - if one did miss the deadline, in-game failsafes help you win exactly the same. It could do with 5-6 more than c20maps for the c40 missions, but never feels repetitive, once one resists playing only DPS/attrition, & starts experimenting with the truly impressive options for indirect manoeuvre. Plus every boss run (8 missions, with a less “procedural” feel) features a unique, often gorgeous map. Same if some characters become later-game OP: Experiment. But do include Isaac, young Lord Greymoor. (Free DLC.) Jazzy battle music, some unfamiliar skill combos, precise dialogue & voice. VERY underused interwar pulp adventure theme (think Howard + Lovecraft + Teslapunk - & their UK forebears Rider Haggard, Conan Doyle, Stevenson)… All of which lends itself more credibly, btw, to recent norms of cosmopolitanism & gender parity than Euromedieval fantasy. There’s even some smoking & booze. Real-time stealth phase is *huge* fun & well thought out - if a little fiddly. Best Harebrained by far since Shadowrun Dragonfall, even superior in limited key respects: Stealth, number of missions & team members, music & aesthetics, skill options, cards (enough randomness & not too much). Worldbuilding is on par; but story & gameplay is way more procedurish, was more “handcrafted” in earlier products. Not convinced? Gog does genuine refunds. Buy at its 50 % sales (a must, that) & give it a few hours. Or if you don’t want the timewaste risk, check my profile to see if you & I have similar enough taste. Also remember to back up your main saves in a fully separate file, because *that* (now rare) bug, alas, still lurks.