Much as the name would suggest, Vikings: War of Clans implements the MMO base-building strategy game that the successful series of Supercell’s Clash of Clans brought to the mobile platform. This time around however there is a more detailed array of strategy building, offensive/defensive development and an overall more lucrative means of customization. Implementing the same level of detailed building in today’s PC exclusives.
As with any base building MMO the fundamentals start with the development and gathering of resources. Food, Lumber, Iron, Stone, Silver and Gold are the precious resources needed for further progression in the game. Each specific building has their means of resource gathers but all equally aid in the development of the Home Village. For example, the Lumber Mill produces the Wood which has the same principles of the Food but has the additional benefit of healing wounded Troops. The Mine provides Iron which also has the same properties in healing wounded Troops. Each resource material hold equal value as there is a minimum and variation of 3 needed for any ungraded/building. In turn, even with the implications of Gold and Silver, all the compounds of Food, Wood, Iron and Lumber all serve as equal means of exchange.
Knowledge is the power as it is used to upgrade and developed the Economic, Military, Espionage, Training and Invaders aspects of the game. Subsequently serving as the games Status and Level dictator. The Economic category deals with all farming’s related buildings and upgrades. The Military focuses on unlocking and increasing the stats of Troops. Espionage unlocks and increased the states of the Scout Troop elements. Training increases the cool-down time of Trainings Troops and Scouts alike. Invaders serve as the games boss like elements, for essentially they are Creatures or Warriors set throughout the Map that can be defeated to gain great riches. The Oracle is the Knowledge headquarters, playing a similar role to the Palace, both need to be upgraded and provide a level cap in progression of higher levels.
The Palace serves as the games HQ as well as the options settings of the game. Through it the player can change the Town name, name and design of the Hero as well as very their Skill Tree. The higher level the Palace the higher levels the player can construct the buildings of the Village. The Palace is upgraded by the means of Food, Lumber, Iron, Stone, Gold, Experience, Influence and Clansmen Helps. Making it the most expensive and the most crucial building to upgrade.
In the aspect of Combat there are a total of 24 types of Troops/Warriors, employing every bit of medieval mythology and history. The type of Troops that can be developed and used range from simple as Horsemen and Archers to the higher levels of Demons and Phantoms. Each are represented in their strengths of these 5 categories: Melee, Cavalry, Range, Killer, Siege, and Scout respectively. Sadly however all aspects of combat are stats versus stats based strategizing and provide no means of live interaction. Simply put when going into the World Map the player choices the base of attack and sends the troops over waiting for them to reach the destination. Then upon reaching destination the fight is over, the only thing left to do is look at the damage report. Leaving the experience to be a lack luster one as the player is only allowed to slowly train Troops and use the implied speed Boasts for them to reach their destiny in a properly manner. Needless to say without the Boasts they are sure to show up fashionably late.
Quests and Tasks serve as the games mission aspects that guides the player’s progression and enables a heavy amount of rewards upon completion. Quests are separated in the three categorized of Warriors’ Training, Contraction and Knowledge learning. All Quests are simple enough and even guide the player to their completion, providing a headache free/rewarding experience. Tasks on the other hand employ a more time based approach. For example a Task described as “Simple” takes 5 minutes and is only the action of spending resources and waiting the time. Then on the opposite side of the spectrum there is a Legendary Task entitled “Share the Offerings” and has an allotted time space of 2 hours. Tasks also are separated between Personal and Clan, invoking cooperation/strategy. Even being labeled as Recommendations, these two aspects simplify the gameplay and provide a guiding light on what to do/complete next in the plethora of tasks to pursue.
With the establishment of closed Clans and sometimes summiting an application/request to join, the Clan aspect of the game caters to the high level/dedicated player base. Once joined the Clan provides various amounts of team based Tasks and great rewards upon completion. This providing the main interaction of gameplay as Clan members can send resources/reinforcements and even participate in joint attacks of other Villages.
Catering to the hardcore based builders at heart, Viking War of Clans does not hold back in the immense amounts of time based strategy and euphoria of developing a Kingdom of architectural marvelous. Patience is as not much as a virtue than is the attention to detail as ones Kingdom expands to the complexity and awe of real world Ancient Civilizations.