Solium Infernum Released, Impressions
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In other words, it's a game which embraces the idea of an aristocratic and a bureaucratic hell, and spins it out in as many ways as it can think of. For example, you don't build armies, but purchase what's available from an infernal bazaar. So you're bidding against your opponents for units. And, much like Armageddon Empires, it's a game that's based on a strict limitation of actions. You only get to give two orders a turn, unless you've upgraded your archdemon a little. At a maximum, you can get six. Me? In the two games I've played, I've only ever got three and that's because I purchased a special ability giving me an extra one. When (demand resources) as in, get stuff which you can use to do stuff counts as an action, you can imagine how much you have to calculate what needs to be prioritised. You gather resources. You move an army. And. no, that's it, this turn. If you want to use rituals, upgrade your archdemon, start a diplomatic drive or go shopping, you'll have to stop one of them this turn.
In other words, intense. When my second game was cooking towards its conclusion which I won things were hectic in terms of me working out ways to prevent all the demonic wrath descending on me. Where to move my forces? When's best to submit? How much can I get on my knees to Belial while still staying ahead of him? Fun, unique strategic stuff. Mechanising the diplomacy to such a degree is a terribly clever move.