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Paradox 4X game Age of Wonders 4 has a huge new DLC and free update

If you prefer your strategy experience with a splash of magic, Age of Wonders 4 is for you. The Paradox-published 4X game is a deft blend of traditional fantasy, tactical decisions, and customizable cat people. Like any game in the genre worth its salt, though, you've got to contend with rival empires and use a range of deep systems to come out on top. Now, an all-new DLC and free update massively expand the game, making it the perfect time to try it out.


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After a giant update, Paradox 4X game Age of Wonders 4 is free to play right now

Gigantic Paradox 4X game Age of Wonders 4 just got even bigger with new DLC

New Age of Wonders 4 DLC suddenly drops, with much more on the way

Giant Kings and Ogre Update Out Now!


[h3]Tremble before the might of Myrrida[/h3]

[previewyoutube][/previewyoutube]

Restore the Elder Giants to their rightful place as masters of the Astral Sea as they return to the myriad realms in Age of Wonders 4: Giant Kings. Rise descendants of the Elder Giants and rule over the mortal empires with unmatched power, as mighty Giant Kings. Explore the ruins of Myrrida - the giants’ fallen empire, seek out forgotten crystal magic and delve into the depths for lost treasures.

Accompanying these Giants is the Ogre Update, the Free Update available to all owners of Age of Wonders 4. Despite its name, it is by no means lesser than its bigger cousin. The Ogre Update brings with it the Feudal Authority, a Subculture rework for the Feudal Culture. The Siege System has seen a significant update to improve your conquesting experience and for those that dwell below we’re bringing a Underground Generation Rework & Lava Gameplay.

https://store.steampowered.com/app/3181500/Age_of_Wonders_4_Giant_Kings/

Check below for all the details on the Giant Kings Expansion and the Ogre Update.

Game Version: 1.010.001.105705
[hr][/hr]
[h2]Giant Kings Expansion[/h2]

New Godir Origin: Giant Kings
Descendants of the Elder Giants, Giant Kings are formidable shapers. Crafting extraordinary items in their forges and refashioning realms with the elemental force of their Runestele. Choose from one of four mighty clans and transform the world around you!
  • Gain a unique Giant King Governor Trait, Origin Skill Tree and special Giant Weaponery with the Giant Axe, Warhammer and Obelisk.
  • Gain access to the Item Forge, alongside a unique Skill Tree focused on crafting equipment and powerful runes.
  • Gain access to unique Runestele Spells that allow you to finetune the landscape to your favored terrain.

Check out the Dev Diary & Overview video

New Tomes
The Earth is your oyster with these two new Tomes. The Tome of the Dungeon Depths lets you build a grand underground empire and protect it at all costs. Transform your provinces into a new dungeon theme with economic bonuses and four special province improvements. Craft eternal Clay Soldiers and deadly traps to defend your territories. Become attuned to the Ley line energies beneath you with the Tome of Geomancy and channel them to supercharge your army’s damage and resistances. Recruit Geomancer units to harness the powers of the earth, and encase your forces in razor-sharp crystalline armor.

Check out the Overview Video by Guthuk

New Dwelling: Crystal
A towering structure that houses souls of the ancient Giants encased in crystalline matrices. Meet the Lithorine Units, beings made of magically animated rock, powered by crystal cores. Earn the favor of the Council Prolocutor, by helping them expand their knowledge through the acquisition of Units, Items & Special Equipment and access a unique shop offering exclusive skills, magical equipment, and artifacts.

Check out the Overview Video by Guthuk

New Content: Fated Regions
A new realm trait, Legends of Myrrida, introduces three sets of Fated Regions containing three unique story-driven regions each, linked to the forgotten history of the Giants. Embark on a journey to uncover the mysteries of each region and complete their quests to claim legendary artifacts that grant powerful bonuses. Collect the artifacts hidden in each Region to trigger a special endgame event with a unique reward!

Check out the Dev Diary & Overview video

New Content: Landmarks and Natural Regions
New massive regions will appear in your realm that you can annex to your empire for economic benefits — magnificent waterfalls, the remains of ancient dragons, majestic underground monuments, and more are waiting for you to explore! Furthermore, the worlds of the Astral Sea have been enriched with the addition of 38 meticulously crafted decorative regions that have been seamlessly integrated into the existing environments.

Check out the Dev Diary & Overview video

New World Map Content: Ancient Wonders, Infestations & Shops
Explore the new Giant Throne and Lava Prison Ancient Wonders, created by the Giants of Myrrida, and gain access to powerful Giants and Primordial Creatures. Defend your empires against hostile Lithorine Units originating from the Lithorine Infestation. Meet Merchants, Ogres that roam the land and offer powerful services and rare goods.

Check out the Overview video by Guthuk

Even More Content
While we’re sure the above has given you gold fever, there’s even more that you can enjoy. Further included in the Giant Kings Expansion are:
  • 8 Achievements
  • 4 New Music Tracks
  • 3 New Premade Rulers
  • New Realm Template & Realm Traits
  • New Giant Kings Interface Skin & Banner Emblems

[h2]Ogre Update[/h2]

Feudal Authority
The Feudal Culture has been updated and now supports two different forms of Authority. Feudal Monarchy is the default Feudal Subculture and provides the most direct system of control, the Ruler is undisputed and grants powerful benefits to their accompanying force. Feudal Aristocracy must maintain a balance of power disseminated between the player’s cities, in doing so each house can field their own army effectively and exceptionally cheaply as long as the units in that army belong to that house.

Check out the Dev Diary about Feudal Rework

Siege Update
The Siege System exists to ensure players cannot rush the conquest of cities and grants defending players time to assemble armies to defend. It was also designed to grant an epic conclusive battle to conquest in the form of a siege battle. Throughout the game’s life, the system has achieved its goal of stopping rushing, but has not achieved its goal of creating epic conclusions of conquest, and has been met with plenty of frustrations.

We’ve given Sieges a pass with the main aim to increase the amount of battles being fought on the city siege map with siege projects and defense effects active, reduce the max amounts of Fortification Health and Fortification Damage players can accumulate and lower the average time sieges take.

Lava Gameplay
We hinted at it when discussing the post-release Road Map back in 2023 but with this Update we’re introducing Lava Gameplay. Lava in Age of Wonders 4 used to be identical to the Void hexes: completely unpassable and unusable for empires and units, having the role of being a dead space. However, there are plenty of fire related fantasies a player can create with their race and empire, therefore we wanted to make lava into something that could be explored and exploited, just like a forest or a mountain!

Check out the Dev Diary about Lava Gameplay

Underground Generation
We’ve taken another look at the way the Underground is generated and determined that it wasn’t providing the desired gameplay experience. Originally we tried to achieve an Underground generation that would work both for players that started on the surface and wanted to explore the underground for treasure and for players who wanted to build an empire in the network of caverns in the Underground. By trying to go for 2 target experiences at once. We instead landed on a generation that couldn’t comfortably achieve either, so we’ve changed course.

Check out Dev Diary about Undeground

Quality of Life and more
With each Major Update there’s always more to share then we have space to dedicate to. Everything we’ve covered above is only the tip of the Lithorite Peaks. Giants are natural world shapers and terraformers, so we found it only appropriate to send some love to the World Map with a ton of Visual Improvements, brand new Combat Maps and brand new Ancient Wonder Events. In the realm of Quality of Live improvements we offer features such as Outpost Renaming, Combat Banner Resizing and To-Do Event Improvements.

Beyond the physical Realm you’ll find improvements to the way Realms & Game Settings are saved, a variety of filter options for your Realm Content and more Faction Customization Options. And one should not miss the Item Forge Update and a slew of new unlocks for the Pantheon, including new Mounts, Hero Loadouts and a Society Trait.

Like a true Dwarf, you can always dig deeper and uncover more about the Ogre Update.For the full list of change notes, please visit Our Forum

https://store.steampowered.com/app/3181500/Age_of_Wonders_4_Giant_Kings/

Moreover, do not miss your chance to get the Watcher Plushie on Makeship!

Follow us and be the first to know when we drop new content!

Ogre Update Patch Notes and Giant Kings Highlights — All info in one place!


Dear Godirs,

The Giants Kings and Ogre Update will be released tomorrow! To make sure you have all the important information, we are putting all the videos, links, streams, and details in one place for your convenience. Enjoy!

[h2]Ogre Update Patch Notes[/h2]


Feudal Authority
The Feudal Culture has been updated and now supports two different forms of Authority. Feudal Monarchy is the default Feudal Subculture and provides the most direct system of control, the Ruler is undisputed and grants powerful benefits to their accompanying force. Feudal Aristocracy must maintain a balance of power disseminated between the player’s cities, in doing so each house can field their own army effectively and exceptionally cheaply as long as the units in that army belong to that house.

Siege Update
The Siege System exists to ensure players cannot rush the conquest of cities and grants defending players time to assemble armies to defend. It was also designed to grant an epic conclusive battle to conquest in the form of a siege battle. Throughout the game’s life, the system has achieved its goal of stopping rushing, but has not achieved its goal of creating epic conclusions of conquest, and has been met with plenty of frustrations.

We’ve given Sieges a pass with the main aim to increase the amount of battles being fought on the city siege map with siege projects and defense effects active, reduce the max amounts of Fortification Health and Fortification Damage players can accumulate and lower the average time sieges take.

Lava Gameplay
We hinted at it when discussing the post-release Road Map back in 2023 but with this Update we’re introducing Lava Gameplay. Lava in Age of Wonders 4 used to be identical to the Void hexes: completely unpassable and unusable for empires and units, having the role of being a dead space. However, there are plenty of fire related fantasies a player can create with their race and empire, therefore we wanted to make lava into something that could be explored and exploited, just like a forest or a mountain!

Underground Generation
We’ve taken another look at the way the Underground is generated and determined that it wasn’t providing the desired gameplay experience. Originally we tried to achieve an Underground generation that would work both for players that started on the surface and wanted to explore the underground for treasure and for players who wanted to build an empire in the network of caverns in the Underground. By trying to go for 2 target experiences at once. We instead landed on a generation that couldn’t comfortably achieve either, so we’ve changed course.

Quality of Life and more
With each Major Update there’s always more to share then we have space to dedicate to. Everything we’ve covered above is only the tip of the Lithorite Peaks. Giants are natural world shapers and terraformers, so we found it only appropriate to send some love to the World Map with a ton of Visual Improvements, brand new Combat Maps and brand new Ancient Wonder Events. In the realm of Quality of Live improvements we offer features such as Outpost Renaming, Combat Banner Resizing and To-Do Event Improvements.

Faction Creation Updates
  • Added custom Horse Visuals - These visuals are available to the default Horse Mount and can be adjusted separately for (Mortal/Godir) Rulers and Army units. The first tick functions as a random option.
  • Added Voice (emote-) Overrides - T can be adjusted separately for both (mortal/godir)rulers and army units.
  • Added a Lighting button - This setting alternates the Lighting while customizing your appearance to showcase what your Ruler/Race looks like in different environments.
  • Expanded Body Customization Options
  • Added Body Shape selector
  • Added Head Size Slider
  • Added Hand Size Slider
  • Expanded Banner Customization Options
Pantheon Update
  • Added 13 new Pantheon Rewards to unlock.
  • 2 Mounts for your Race & Ruler
  • 6 Hero Starting Loadouts
  • Added 4 Banner Icons
  • Added 1 Society Trait - Subterranean Society [Materium]


Item Forge Update
Item forging has a few issues that impact the balance of the game. Chief among these is the ease of access for high tier items, particularly weapons which benefit significantly more from the tier increase due to gaining damage based on it. With this Item Forge Rebalance we’re addressing both the accessibility and the speed at which items can be crafted.

And much MUCH MORE!



Read Ogre Update related Dev Journals for more details:
https://store.steampowered.com/news/app/1669000/view/802308936293157383?l=english
https://store.steampowered.com/news/app/1669000/view/508450241724285193?l=english

[h2]Giant Kings Content[/h2]
Dev Diaries:
https://store.steampowered.com/news/app/1669000/view/532092240505340446?l=english
https://store.steampowered.com/news/app/1669000/view/802308936293154907?l=english
Dev Streams: Feature Highlights by Guthuk:
https://www.youtube.com/watch?v=n7Ih1SZmHPg
https://www.youtube.com/watch?v=5v7rsgK8Ryw
https://www.youtube.com/watch?v=eB0zVKnaCh4

Moreover, do not miss your chance to get the Watcher Plushie on Makeship!

Follow us and be the first to know when we drop new content!

Dev Diary #42 - Giant Kings: Underground and Lava



Hey Subterranean Dwellers and Extremophiles! I’m Bas, you may know me from the Hand-Crafted Region dev diary. I’m back to bring you more on the changes that are coming to the landscapes of Age of Wonders 4 in the free update alongside Giant Kings.

It’s time for us to delve into the depths and the scorched south of the realms, as we’ve made various updates and improvements to Lava and the Underground! Put on your hardhat and keep all arms, legs and other appendages inside the mine cart during the tour.

A Giant Ruler gazes on his personal Lava pool.

Lava Update

We start off with all the updates on Lava. Lava in Age of Wonders 4 used to be identical to the Void hexes: completely unpassable and unusable for empires and units, having the role of being a dead space.

However, there are plenty of fire related fantasies a player can create with their race and empire, especially with the recent addition of a Fire Giant ruler. These fantasies could never be fully fulfilled without the ability to use lava to your advantage, therefore we wanted to make lava into something that could be explored and exploited, just like a forest or a mountain!

First off, Lava now appears in annexable provinces in Desolate regions on the surface. The lava in the Underground has also been changed from large unannexable regions to smaller and annexable ones.

Lava appears in smaller and annexable regions. Lava will also still show up in smaller quantities mixed with land hexes.

When lava is at the center of a province, you’re able to build 2 Lava Province Improvements on it instead of the normal Land or Water improvements:
  • The Smelter Mine, which works exactly like a mine and looks like a steel forge powered by lava.
  • The Cinder Conduit, which works exactly like a conduit and looks like heated obelisks rising out of the lava.
This means that Lava is a valuable place to get more Mines and Conduits, which are otherwise a lot harder to build.

The Cinder Conduit in all its glowing glory

The Smelter Mine in all its smoldering splendour

All empires, even those without any special adaptations, can annex lava with these new province improvements. But since they are valuable and are an extreme type of environment. We add a base -15 City Stability penalty to provinces with lava. This represents the harsh conditions and difficulty of extracting resources from the lava.

Luckily, there are ways to ignore these penalties if the city’s race has one of the following adaptations or transformations:
  • Desolate Adaptation
  • Underground Adaptation
  • Scions of Flame Transformation
  • Demonkin Transformation

So, you can either start out with an adaptation to make sure you can benefit from Lava without worry, or you can pivot your race into that direction if you notice there’s plenty of Lava around in the realm!

Next to the new Lava improvements, there is a whole new chain of Lava City Upgrades if you annex lava into a city’s domain. With its very own guild upgrade at the end that scales off the amount of Lava Provinces in your domain.

The new Volcanologists’ Guild City Structure.

Next to being annexable, Lava also now has become traversable! Much like Water, only a few units have the ability to traverse Lava. Unlike Water however, there’s no lava embarkation/transport, meaning that lava will be very difficult to access. The following units have access to traversing Lava:
  • Units with Lava Walking
  • Units with Floating or Flying movement

Lava walking is a new property on some units. Several units have access to this inherently, such as Giant units (including the new Giant Rulers!), Fiend units and some Construct Units. Next to that, you can grant Lava Walking to your entire race via the Scions of Flame transformation.

Some units taking a nice dip in the lava.

Of course, this means you may not be able to traverse entire armies across the lava, but fret not, Lava walking units have the ability to build Roads across the lava! These roads create paths for the other units to cross the lava. You can simply do this by unlocking the Road Building society trait and sending a unit through the lava with road building enabled.

The humble, non-lava walking piglet thanks the stellar, lava walking Chaos Eater for building the way forward.

Next to building in Lava, you can also find 2 new pickups in the Lava - the unguarded Molten Treasure and guarded Molten Weapons. These give more than other pickups, since they are harder to reach.

The Molten Treasure pickup.

The Molten Weapons pickup.

With the new lava update, lava has become more interactive, especially for those who want to pursue the fantasy of pyroclastic industry or a fiery elemental society. Note that the lava that came from most special realm traits will now also be annexable and we’ve added new Void variants of Lava realm traits to preserve the experience the other realm traits provided.

Now, time to steer this minecart down into the depths!

The Underground

Originally in Age of Wonder 4’s Underground we tried to achieve an Underground generation that would work both for players that started on the surface and wanted to explore the underground for treasure and for players who wanted to build an empire in the network of caverns in the Underground.

Furthermore, to create some variation in the Underground, we also included the Ashland, Snow and Ice overlays in the Underground. Appearing in some of the caverns and allowing players with arctic or desolate adaptation to also benefit from some areas of the Underground.

However, we identified following issues:
  • The Ashland, Snow and Ice feel placed at random, and don’t nicely fit in with the rest of the Underground visuals.
  • By trying to go for 2 target experiences at once. We instead landed on a generation that couldn’t comfortably achieve either.
We’ve been tackling these with some big visual and generation changes, let’s go over those now!

First off, we’ve actually split up the Underground into several climes instead of one generic Underground clime. The Underground now consists of 3 main climes:
  • The regular Underground clime (also called the Rock clime in the studio). This hosts all the regular Underground visuals you’re familiar with.
  • The Arctic Underground clime. This has all the original overlays of the regular Underground except cavern floor, which is replaced with Snow and Ice.
  • The Desolate Underground clime. This has all the original desolate overlays except the Cavern Floor, which is replaced with Ashland and Lava.
The main result of this is that all the other overlays found in the underground now feature unique visuals depending on the clime, allowing you to locate Arctic and Desolate Underground by simply looking at the bedrock and diggable earth!

The old Underground cavern with snow and ice.

The old Underground cavern with ashland and lava.

The new Arctic Underground clime.

The new Desolate Underground clime.

With these changes you can easily identify the clime of a cavern as you approach its bedrock and earth walls, making it easier to find these caverns in case you’re looking for lava, or perhaps if you have the Underground adaptation trait.

While we’re on that topic, in order to support Ashlands and Snow even better, Underground Adaptation now allows you to build farms on Underground Ashlands and Underground Snow too. Finally, terraforming effects that spread Ashlands, Snow or Ice now also work in the Underground!

You surely have heard by now that we have a new Dungeon overlay in the Underground, which can be found in some of the Hand-crafted regions and can be built by your empire with the new Tome of the Dungeon Depths (sold as part of the Giant Kings DLC). The Dungeon visuals even changed based on the clime they’re in!

Dungeon visuals in regular Underground, spread by a player.

Dungeon visuals in the Arctic Underground

Dungeon visuals in the Desolate Underground

Lastly, let’s cover the changes to Underground map generation. As mentioned before, we have two target fantasies for the player for the Underground. We’ve focussed on making the standard Underground better suitable for the players that like to settle in the Underground, as we noticed the tendency for players to ignore the Underground when playing on the Surface.

We’ve made caverns form in a less stretching pattern, made them more spacious overall, filled them with more nodes and added more connections between caverns. This way Underground settlers will less frequently run into dead ends or have difficulty expanding or finding suitable locations to found cities.

Some example of old Underground generations. Note that caverns tend to stretch into singular directions. And not all caverns are connected with one another.

Examples of new Underground generations - more spacious caverns, and more connections going between them.

We still wanted players to also be able to experience the Underground as an explorer - mainly playing and settling on the surface, but being able to gain treasure in the depths below and even annex partially underground in order to grab more nodes or Ancient Wonders. Therefore, we added a new realm trait called Explorative Underground. The realm trait is pretty self-explanatory, so check it out below!

The new Explorative Underground misc trait.

Some example generations of the new Explorative Underground.

And there you have it. There are also numerous smaller tweaks to the Underground, but we’d be digging for a while to show them. So discover all the ins and outs of the new Underground and Lava in the upcoming free Ogre Update to Age of Wonders 4, released alongside Giant Kings on April 1st!

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

These (units) were made for lava walking:

Dev Diary #41: Feudal Culture



Greetings Giant Kings and other, more respectable Godir. I am Thomas Schuiten, Designer at Triumph and today I get to share with you the details of the rework to our oldest Culture: Feudal!

Alongside the release of Giant Kings on April 1st we are as always releasing a free update to the game alongside it, the Ogre Update, which features improved underground, lava gameplay, more options for your faction creation and most importantly for this particular development diary: a rework of the Feudal Culture.

Queen Lyanne is not to be trifled with. (ok maybe a little as a treat)

Why Feudal?

So, why did we choose Feudal to be the next priority to update?
  • It is the oldest culture, made at the start of AoW4’s development, when our style and the implied “power level” of cultural units wasn't really laid down as strongly yet. Peasants started looking a bit odd sharing their tier with Dawn Defenders and other more professional unit themes.
  • Strategically they had very little going for them, at release they had the Feudal Lord hero skills which gave them a bit of identity, but didn’t really do much in the grand scheme of things. This was made even more glaring after the Hero rework which left no space for these old skills to be made available.
  • Lastly the fantasy of a Feudal empire was not really satisfied, no noble lords leading their house to war, and not enough cavalry or classic feudal associated units.
The goal then is to rework Feudal into a culture that can work as a solid, uncomplicated starting point, but also give enough for veterans and players who seek to go into that particular flavor something to sink their teeth into.

To achieve this, we’ve split Feudal into two subcultures:

Monarchy, where the ruler is absolute, an uncomplicated culture ideal for beginners that rewards keeping things simple, benefiting a playstyle focused on the Ruler’s armies and defense.

And Aristocracy, where each of your empire’s cities is host to a noble House, led by its governor, which each field cheap and effective armies under their banner.

I will tell you about these in detail further below, but first we must speak of the characteristics they share, the Feudal Culture as a whole.

Feudal as a Culture

The Feudal culture represents the more “mundane” type of empire, it covers the classic fantasy trope of the more grounded kingdom as compared to the magic and otherworldliness around them.

Thus to start with we identified the key aspects of the Feudal “fantasy”, what are their associations?
  • The King’s divine right to rule
  • The Feudal Systems reliance on lesser lords and their levied armies.
  • Cavalry, Knights and Bannermen charging into battle.
When designing the Culture’s rework, we sought to ensure we could effectively represent these 3 fantasies in gameplay and theme.

The unit line-up of the Feudal culture has seen some pretty significant changes to accommodate these new themes. Perhaps most notably, their old passive effect “Stand Together” was removed, in favor of the benefits both subcultures grant their units based on their Monarch or Liege Lord.

Stand Together, the old feudal unit passive

Stand together worked in the sense that it created a specific type of gameplay, one where formations are vital to success. It however also had flaws; it made choosing form traits that grant other adjacency benefits a no-brainer and it was easy to accidentally lose the bonus by moving units in the wrong order.

Most importantly, it runs counter to the behavior one would expect or desire of a Cavalry focused culture, requiring the player to move their cavalry into melee range, send a second unit adjacent to them, before attacking with their charged cavalry unit to get the maximum benefit.

For the units, feudal had a unique feature in their tier 1 Peasant units, who evolved into Tier 2 Defenders upon reaching max rank. A clunky feature that could throw people off, as the unit's role would change between evolutions.

Moreover we judged that the concept of a Peasant of all things evolving into effectively the noble warrior class was simply counter to the very essence of the Feudal system. But as the gameplay implications were interesting we reworked it into something more natural and controllable: promotions.
These are contained within the new Aspirant traits, which function similarly to evolve but with two key differences: They do not benefit from effects that modify evolution (they are not evolving after all) and they require a particular condition to be met before they are able to promote into the higher tier unit.

The Aspirant Knight trait, letting the Aspirant Knights promote into full Knights.

[h2]Unit Line-up[/h2]

[h3]Tier 1[/h3]
Militia (Formerly known as the Peasant)

A tier 1 polearm unit, militia are weaker than most tier 1 units, but extremely cheap to maintain and obtain. Not able to be recruited in cities, but rather “summoned” through a strategic spell that creates two militia in the target owned city. A great way to get a new army up and running, or to scramble a defense!

Their visuals got updated as well to grant them a little more in the way of armor, representing their role as militia to fill out your ranks.

Scout
The scout is unchanged, remaining an uncomplicated scouting unit.

Defender
The Defender is now a Tier 1 unit, filling the role of the primary frontline combatant for Feudal cultures. They retain their heavy shield passive, ensuring they remain a stalwart, simple shield unit to keep the enemy at bay.

For the Aristocracy Subculture, the defender has the Aspirant: Liege Guard property, allowing them to be promoted into the Tier 3 Liege Guard unit when reaching max rank and the appropriate structure is built in the empire.

The Defender also gained “Optional Cavalry” letting them function as an early mounted unit for cavalry focused builds.

Archer
The Archer is a mainstay of the Feudal culture, the baseline ranged unit all others vary from. They have gotten a slight buff to help them fulfill a more synergetic role with the cavalry; their attacks now inflict Sundered Defense. Ensuring that the follow up charge of the nobles will hit all that much harder.

For the Monarchy Subculture, the archer has the Aspirant: Longbow property, allowing them to be promoted into the Tier 3 Longbow unit when reaching max rank and the appropriate structure is built in the empire.

[h2]Tier 2[/h2]
Bannerman
The Bannerman has long been an excellent support unit, AoE buffs provided it a powerful niche, though the way it functioned incentivized stacking up early to spread the buff, rather than being mobile as a cavalry culture would wish to be.

Thus a rework on them was necessary, but in a way that seeks to retain their theme.

The bannerman has a new passive effect; War Banner.


This ensures the Bannerman is a constant benefit to the units it joins near the frontline, and though this effect doesn’t stack with other bannermen, it does stack with the benefits of Defense Mode: warding.


Its abilities got rolled into a singular, low cooldown, touch range heal. This can be used every other turn, even while engaged. Healing the target, improving morale and putting the bannerman in defense mode, making them an even more effective anchor for their adjacent allies!

Lastly the Bannerman gained the “Optional Cavalry” trait, letting them follow the cavalry charge closely should you wish to lean into the cavalry theme harder.

Aspirant Knight
The Aspirant knight may look familiar, mostly retaining the look of the old Feudal Tier 3 knight. The Aspirant Knight is instead a tier 2 shock cavalry unit with some unique benefits over other shock units, leaning into more of a skirmisher role than a full knight would.

Aspirant knights have exceptionally high damage for their tier, but they function best against isolated targets. Isolation Slayer means that their damage is reduced if they strike non-isolated targets, while Slippery gives them the ability to reposition rapidly and seek out those isolated targets.


As their name implies, the Aspirant Knights uniquely are able to promote into a new unit. A Tier 4 shock unit, the Knight. This is the only way to acquire Knights, as they cannot be directly built, making them rare and valuable assets to your kingdom.

[h3]Tier 3[/h3]
Longbow (Monarchy Subculture)


A powerful ranged unit with an exceptionally long reach, not only do their base attacks have additional reach thanks to their “Longbow” trait, they also have access to the Longshot ability, a powerful full action shot that reaches out to a whopping 7 tiles away!

This range advantage lets them support even an aggressive cavalry charge and take down high value targets that other ranged units would struggle to strike.

Liege Guard (Aristocracy Subculture]


The Liege guard are guardians of their Liege lord, sturdy and uncomplicated shield units, retaining the Heavy Shield property of their lesser colleagues, and uniquely having the Sworn Bond ability.



The Liege Guard is the ideal protector of your valuable Heroes, able to suck up damage that would otherwise lay their mighty lord low and strengthen them in the process.

[h3]Tier 4[/h3]

Knight
Yes you see that correctly, that is a cultural Tier 4 unit. The Knight is an archetype that we wanted to do more justice, especially for the Feudal culture where it is so quintessential.

The Knight is uncomplicated but potent, only accessible by the promotion of an Aspirant Knight unit.
It retains the Slippery trait of its squires, but gains Giant Slayer in addition, ensuring that the valiant knight may be the one to strike down the beast.

Knights also gain Graceful Charge, letting them take engagements other shock units would potentially avoid. Lastly, Inspiring Killer lets them grant more morale for any opponent they successfully bring low!

[h2]Subculture: Monarchy[/h2]


Your rule is absolute, the people follow their Monarch and fight to defend them and their kingdom.
Monarchy subculture is relatively uncomplicated, serving as a good introduction to the game while supporting the classic kingdom fantasy.


When playing as Monarchy all your units gain “For the Monarch”, a simple but always welcome boost to their effectiveness as long as they are either within the kingdom’s borders, or fighting in battle alongside their beloved Monarch.


In addition, the Monarch’s own army follows them without question, requiring no Upkeep for the privilege. This lets the Monarch field expensive units earlier, and form a powerful early economy.

Monarchy additionally has access to the Tier 3 Longbow unit, a powerful ranged unit that their Archers are able to Promote into if their service proves valuable enough.

City structures also vary for the monarchy, the Workshop and Blacksmith are replaced with the Militia Barracks and Royal Smith respectively, each granting additional stability to reinforce the Monarch’s rule.
Their Unique structure, replacing the Lord’s Manor is the Retainer’s Estate, granting a powerful economic benefit as long as the city is connected to the throne city's domain.



The special province improvement is the Farmstead, and is shared among both subcultures, and provides a very effective source of food for Monarchs or Liege’s who wish to grow their population rapidly.


Monarchy features three skills, 2 of which are shared with the Aristocracy as well and will be explained below.



Call to Glory is available to both Feudal subcultures and provides a battlefield wide bonus to morale over the course of 3 turns, the seemingly small bonus stacks up rapidly with the amount of units it affects.

Call Militia has been discussed in the Militia unit’s section, suffice to say it is a cheap, gold-costing Strategic Summon spell that can only target friendly cities. This gives a quick influx of expendable tier 1 Militia units to defend your kingdom or rapidly replace losses during your campaigns.

Lastly, uniquely for the Monarchy subculture there is the Monarch’s Decree. A combat enchantment that lets the units on the battlefield know they fight with the blessing of their monarch, activating “For the Monarch” for 2 turns as though the monarch themselves were on the field. A useful tool for when the Monarch is busy elsewhere.

[h2]Subculture: Aristocracy[/h2]


The lords and ladies muster on the fields of battle, their house banners flying high over their armies. Each ready to follow their Ruler’s house to war.

The Aristocracy subculture places emphasis on each house and their own armies, with each of your Liege Lords fielding their own army to take the field in your name.

Playing Feudal Aristocracy is a balancing act, requiring investment in multiple cities, and balancing the capability of each city to recruit and field their own house armies, which follow their Lord or Lady into battle.

In the most simple of gameplay terms, this functions as the following:
  • Each Feudal city in your empire has its own Feudal House, led by that city’s Governor, who becomes its Liege Lord.
  • Units produced in these cities become part of that Feudal House, gaining Experience as their Liege Lord gains Renown.
  • When a unit is in battle with the Liege Lord of its house, it gains powerful bonuses that scale with their Liege Lord’s renown.

The basic effect this has is that your heroes become much more important, since their Renown improves their army as well as the city they govern. Match each Liege Lord with an army of their house and reap the benefits!


When you first assign a governor to a city the new House is born, it’s given a name and banner that you can edit any time to make them what you want them to be. Note that any units produced in that city before this point will still join this house, so no need to wait with starting to draft your new house’s army!

You can change the name, emblem and secondary color of any house at any time to be what you want them to be!

The banner and sigil of the house will be visible in the army panel as well as on the city, letting you easily match which units follow which ruler (also a neat little detail is that it calls out which house the army belongs to).

The Liege Lords give benefit to both their own army and any units of their house that may join them on the field of battle. Units in their army that share the same house gain increased regeneration and reduced upkeep, while any unit of their house in a battle alongside their Liege Lord gains increased max HP and Morale. Both of these benefits increase as the Liege Lord gains higher Renown levels, so show your Lieges the way to glory and they will bring you victory!



The Feudal House mechanic has a bunch of complicated rules under the hood that you won’t have to know of as intimately. But I will call out a few here regardless since they were explicitly included in this design to make the experience as natural as possible:
  • Summoned Units and Units gained through pickups or events join the House of the nearest non-scout led army.
    • If the unit is summoned in the domain of a city, it will always join that city’s House instead.
  • Units recruited through Rally of the Lieges join the House of the city they were sent to, letting you reinforce your noble houses through your Vassals.
  • If a House’s city is lost, captured by the enemy or destroyed, it remains the home of that House and must be retaken if they are to gain new members. The Liege Lord and their units remain however, and still get the benefits from fighting alongside their Liege Lord, letting them quest to retake their ancestral home!
    • Even if another empire absorbs it, as long as you retake it and absorb it once more, the house is restored.
  • If a Liege Lord is replaced, the city and units of that house will suffer a Stability/morale penalty for a few turns as they adjust to the sudden change in leadership.
    • Note that a Hero remains the Liege Lord even in death, in case they are revived. They have to be actively replaced should you wish to do so.
  • The Liege lords themselves benefit from the morale and HP bonus they grant their house as they gain renown.
  • Units built in a city before it has its governor assigned (and thus “founds” the house) are still assigned to that house, it just isn’t visible until the house is founded. Thus units built in a house city before the house is founded will still join that house as one would expect.

These rules are complicated if you go in depth, but as a player you will not have to think of these, the experience should work as you expect it to, supporting the fantasy of a kingdom of noble houses naturally.

Economically the Aristocracy subculture leans more into Food and Draft than the Monarchy does, since they want to get new cities up and running quickly to field their House armies. They have alternate structures for the Store House and Granary; the House Hunting grounds and Serf Quarters, each giving Draft in addition to their regular food benefit to help the house field its new army quickly.

Their unique structure is a redesign of the old Feudal Lord’s Manor:


This is quite a hefty bonus for a Renowned governor, befitting their status as the House’s Liege Lord.

Aristocracy shares most of its research skills with the Monarchy, but uniquely has access to Hold the Line.


This is a unique buff spell, letting you prepare for an incoming charge or otherwise augment your defense for the upcoming enemy turn while still dishing out the damage with your units.

And that should be it for the Feudal Culture, they are relatively straightforward in both their units and mechanics, and should reward a playstyle that leans into their themes.
If you wish to create an equivalent to Rohan, the kingdoms of Westeros, a classical fantasy kingdom or anything in between or beyond, this should be the culture for you!

I sincerely hope you enjoy playing with it and find your conquests interesting. May your reign be prosperous!

Next week we will take another peek into Bas’s mind, as he elaborates on the Lava and Underground gameplay updates. All of that (and this Feudal rework) will be in the Ogre update, if you play the game through Steam there is currently an Open Beta available if you wish to give it a try early. Otherwise, you wont have to be patient for too much longer as it is releasing for everyone for free alongside Giant Kings on April 1st!

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

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