1. Age of Wonders 4
  2. News

Age of Wonders 4 News

Dev Diary #8 - Cities and Expansion



Hello everyone!

My name is Sam Minh Ly, a designer at Triumph in charge of the economy of Age of Wonders 4. In this dev diary I would like to talk about the economy and city development. Shoutouts to Glenn and Lennart who did a lot of work to design the systems of the economy in Age of Wonders 4.

Spoiler: There is a small teaser in the end of this Dev Diary, so make sure to read it till the very end!

Cities are at the core of your empire. They will use the surrounding land to provide you with the resources to raise armies, research Tomes of Magic and provide the mana to fuel your spells. They will also prove to be a good way to exert your control over the world. Cities lay claim to the surrounding area, making it difficult for enemies to come close without diplomatic penalties. And during war, cities are bastions that require a serious effort to breach.

[h2]City Income[/h2]



Let’s start off by explaining all the resources that cities produce.
  • Food is required to make a city grow in population.
  • Production is used to build city structures, which in turn provide resources or other benefits.
  • Draft is used to recruit units for your armies.
  • Gold is mainly used to build city structures and recruit units, but it can also be used in other manners, such as diplomacy.
  • Mana is used to cast spells and summon magical units.
  • Knowledge is used to research new skills from your tomes, which unlock new spells, units and more.
  • Imperium is used to further your empire as a whole. Its main use is for unlocking Empire Skills and acquiring new cities, but it can also be used to grow cities and in diplomacy.


Food, Production and Draft are all used in the same city that produced that resource, while Gold, Mana, Knowledge and Imperium are added to your global resource pool and can be used anywhere.

[h2]City Structures[/h2]

The primary way to gain more resources is by building city structures. There are four buildings for every resource and a well planned city can build all of these in a single city except for the Tier 4 structures, which are mutually exclusive. All structures have a gold and production cost, the latter of which determines how long it takes for your city to build that structure. You will see that all these structures have a boost requirement. We will cover that a little further in this dev diary.



In this diagram you can see a few different types of city structures. The Town Halls unlock new structures and special province improvements, which will also be covered later in this dev diary. A city always starts with the 1st Town Hall, providing a bit of a background income to get you started.

To the right of the town halls are the fortification structures. They provide Fortification Health, which determines how long it takes for enemies to siege the city before they can attack it. Many of them also provide an additional benefit during the actual battle, giving the defender an advantage in the fight.

On the left you can see the city stability structures. A city’s stability goes down as the town grows in size. You want to avoid your city to have a negative city stability.



Finally we have the Wizard Tower. Which is exclusively built in your capital, the Throne City. It provides empire wide benefits for your Godir. It is also the main way you can increase your Imperium income.

[h2]Building Queues[/h2]



Much like in previous Age of Wonder games, your cities can construct buildings which provide passive income each turn. Unlike previous games, the queue to build structures and units has been split in two, allowing you to construct structures and recruit units at the same time. This is paired with the new Draft resource, which is exclusively used for recruiting units. We made this decision so players could more easily bounce back after losing units in battle without destroying their city development progress.

When a queue is empty, it automatically starts to produce resources at a conversion % instead. Production is converted into Gold and Draft into Food.

[h2]City Domain[/h2]


Cities project a sphere of influence around the city called their domain. This domain extracts resources and ensures rival players can’t just enter it without consequences (more about diplomacy in a future dev diary!)

In Age of Wonders 3 and prior, this domain was a hexagon-shape that grew equally in all directions out from the city. This allowed it to exploit the natural resources of nearby resource nodes but gave the player no control. In Age of Wonders: Planetfall this was changed to a sector system, which resulted in player control over growth and more natural shapes that follow the environment. But these choice moments were few and far between and it was hard for many players to comprehend the impact of these choices.

Age of Wonders 4 uses a new province and expansion system. Provinces also follow the natural features of the world. They are smaller than sectors and unlike Planetfall you will gain a new province every time you gain a new population. Cities can easily get up to 15 population and 15 provinces, making your cities grow more organically in byte-sized chunks. This allows you to “steer” their expansion towards high value resources or to cut-off bottlenecks with your territory.

[h2]Province Improvements[/h2]


Whenever you annex a new province you can immediately choose what type of province improvement will be built here.
The choice of improvements depends on what features that province has.

Farms can be built on grasslands and provide 5 Food.
Quarries can be built on rocky terrain and cliffs and provide 5 Production.
Foresters can be built in forests and provide 2 Food and 3 Production.
Mines can be built on provinces with Iron Deposits or a Gold Vein and provide 5 gold.
Conduits and Research Posts can be built on provinces with a Mana Node or Magic Material. The Conduit provides 5 mana and the Research Post 5 Knowledge.
Fisheries can be built on coastal provinces or in underground lakes and provide 5 Food.
Huts can be built when trying to settle in inhospitable regions, such as a frozen tundra or a scorching desert. They provide 3 Food and do not count as farms, which is important for other economic systems that we will cover further down. Choosing an adaptation allows you to build farms in those regions instead.

[h2]City Structure Boosts[/h2]


For those that want to optimize their city development, we have the Boosting system which ties building city structures in your city to choosing new province improvements in your domain. Almost every structure has a boosting requirement in the form of specific province improvements. For example, the Library requires 1 Forester in a City’s domain to become boosted. If it is, the structure will require 30% less Gold and Production to build, making the boosts worthwhile to chase after and plan for when developing your cities and choosing province improvements. Of course higher tier structures require multiple Province improvements to be present.



Building structures often unlocks more structures that are more expensive, but also provide more resources. Higher tier structures also require specific province improvements to be present in your domain. So you will need to make sure that the environment around your city can support a variety of province improvements and think about which improvements to build

[h2]Special Province Improvements[/h2]

As you progress through the game and unlock Tomes, you will acquire Special Province Improvements. These use the city construction queue, are often quite expensive and need to be built on top of any existing province improvement. But they provide more income than the basic province improvements, especially because they come with extra bonus income that is dependent on the type of adjacent province improvements, adding another dimension to planning your city.

Here are a few examples of what effects these Special Improvements can have:

The Mob Camp is an early game Special Province Improvement from the Tome of the Horde and fits with the Tome being about amassing an army of cheap units. It also allows you to set a province as a Unit deployment location, allowing your units to be recruited at the edge of your domain.


The Frostspire is acquired from the Tome of the Cold Dark. It benefits from the terraforming effects you get from the Tome and provides friendly visiting armies a buff for their next combat.


The Sanctuary specializes in another angle and instead provides defensive bonuses to your domain. Preventing enemies from pillaging and casting spells in the domain.


Capstone City Structures: Guilds
At the peak of your city's development are the Guilds, which are capstone buildings that provide a huge amount of income based on the number of province improvements of a certain type. For example the Mages Guild, the final mana structure that unlocks if you built all three mana structures before it. It provides 10 mana per Conduit in the domain! But only a single guild can be built per city. So you will have to choose what you want the city to specialize in. Of course this is dependent on the environment, so keep an eye out to the surroundings of your cities.

Faction Differentiation
There are 6 cultures in Age of Wonders 4. Each with their own specializations in combat and in their economy. Each culture has multiple global bonuses that are unique to them which change how you play. For example, the Dark culture disables the negative effects from low City Stability, the High culture gains global bonuses based on whether you have a good, neutral or evil alignment. Aside from that, every culture gets unique units, Hero Skills, unique city structures and a unique Special province Improvement.

Let’s have a look at what the Industrious culture gets that other cultures don’t. Their unique structure after building a Tier 3 Town Hall is the Bastion’s Barricade. Which exemplifies Industrious’ aspect of fortification perfectly. It provides 20 Fortification Health other cultures can never get and the two Bastions are the strongest units the Industrious culture has, Tier 3 Shield units with immensely high physical defense.


The Tier 1 and Tier 2 Food structures of the Industrious culture are replaced. Instead they gain the Workers Farmstead and the Grand Mill. Which provide less food than their normal counterparts but they also provide Production, which they normally don’t.



Their Special Province Improvement is the Builder’s Quarters. Which is a quarry that provides more production for each adjacent quarry. As you can see these bonuses can get really high if you get the right spot for them.


Now with all that extra production you can either continue to build high tier structures or you can use the Produce Merchandise option every city has. It normally converts 25% of a city's unused production into Gold. And while that is already good for the Industrious culture as their Production can become really high, they go even further. If you build their Tier 4 Town Hall, it not only provides the bonuses any Tier 4 Town Hall provides, but it also increases your Produce Merchandise conversion rate from 25% to 35%!



To wrap up this example I will give you an idea of what kind of synergies you can use to optimize your economy. As you might have seen in the Builder’s Quarters screenshot, there is a +2 gold bonus coming from something called Great Builders. This is one of the Society Traits you can choose when creating your faction. It itself combo’s really well with the Empire Skill Specialist Districts. Now your Special Province Improvements cost less Production to build and provide gold. The Materium tomes have many Special Province Improvements, some of which count as quarries, which will maximize the benefits from all these synergies.


[h2]City Cap and Automation [/h2]
Growing your empire by acquiring new cities is vital to growing your economy, but you cannot spam new cities indefinitely. If you over extend, you reach your City Cap. If you do so, every city in your empire will suffer a hefty -25% income penalty. This cap is meant to pace city acquisition and to stop rampant expansion. This will force you to either increase this cap via the Empire Skill Tree, or invest in your established Empire.

Another way to reduce micromanagement is the City Automation system. It allows you to set a focus (if any) and let the city grow on its own without having to choose every single province you can acquire.



For those that do want to micromanage and control their Empire in every detail, you need not worry. You can invest your Imperium into extra City Cap indefinitely, but it will cost you more Imperium each time.

[h2]Vassalization System[/h2]

And for both players we also have another way to exert your control over the world, namely the vassalization system. There are many Free Cities in the world that you can vassalize. If you do so, they will provide a portion of their income to you, depending on how strong your bond with them is. Moreover, you can decide to vassalize any city you conquer. These vassals do not count towards your city cap but they do provide you with income and a safe place to return to and recover between your campaigns. You can also integrate them later if you decide you want a particular city. Or you can vassalize your own cities directly to free up a city cap slot. Via vassals you can spread your rule over the entire world without limit.

[h2]Conclusion[/h2]
There are many layers to the development of your city, which unlock as you progress through the game. The core loop of growth and immediate province exploitation is direct and meaningful. You can choose to engage with this in a casual manner but also choose to highly optimize your economy which is a necessity in the higher difficulty levels.

While there are other factors that influence your economy, such as the Society Traits and the Empire Skill Tree, this will do it for this dev diary. So, what do you think you will do? Plan the development of your city meticulously, go with the flow, or automate? or will you simply take cities by force? It is up to you to decide what path to follow.

While the next diary will be dedicated to the Ancient Wonders, there is also a new stream coming up!
We will let community pick the faction, form and tomes for our Developers to start with, so keep an eye on the forum as we will let you vote next Wednesday!






https://store.steampowered.com/app/1669000/Age_of_Wonders_4/


Age of Wonders 4 is the first 4X to let me play as cannibal dwarves

It's tough to break out of the wheel ruts laid down by the likes of J.R.R. Tolkien, Dungeons and Dragons, Warhammer, and Warcraft when creating a new fantasy world: orcs, dwarves, elves, and humans tend to reprise their roles over and over again thanks to how large those established properties loom on the fantasy world's horizon. Age of Wonders 4, the upcoming 4X game from Triumph Studios and Paradox, is taking a different approach by casting players themselves as the fantasy authors - so if you want to play as a race of animist mole people who live in a volcanic forge world inhabited by dinosaurs, you can do just that.


Read the rest of the story...


RELATED LINKS:

Magical 4X game Age of Wonders 4 is launching in May

Все чудесатее и чудесатее: Наши первые впечатления от Age of Wonders 4

Вышедшая в 2014 году стратегия Age of Wonders III стала первой игрой, которую я обозревал для сайта GameMAG.ru. За прошедшие 9 лет многое изменилось, однако это сложно сказать в отношении жанра 4X-стратегий, события которых разворачиваются фэнтезийном сеттинге. 

Age of Wonders 4 Pre-Orders Available!


Rulers!

We are happy to announce that Age of Wonders 4 is finally available for pre-order on all supported platforms. Don’t miss the chance to rule a fantasy realm of your own design!

https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

A new story trailer, showing the return of the terrifying Wizard Kings, was released today.

[previewyoutube][/previewyoutube]

The game now is available in two editions: Standard and Premium, which includes an Expansion pass with a decent discount of 18%. Regardless of which edition you buy, a special pre-order bonus will be waiting for you in the game after the release:



In the Age of Wonders 4 Expansion Pass, players will receive the following content:
  • Archmage Attire: The Wizards of Magehaven dress to impress, representing their grand personalities and ambitions. This outfit pack unlocks a new set of clothing you can wear as a whole, or to be mixed and matched with other in-game items. The Archmage Attire pack will be available instantly with the launch of Age of Wonders 4 for all Premium Edition players.
  • Dragon Dawn: Embrace the power of the Ancient Dragon Lords in the Age of Wonders 4: Dragon Dawn Content Pack. From your Dragon Throne, forge empires inhabited by reptilian minions and use draconic magic to evolve your people into dragon hybrids. This content pack includes a new Dragon Ruler type, a Reptilian Form, and New Tomes of Magic.
  • Empires and Ashes: The empires of mortals resurge after the devastation brought forth by the Wizard Kings! In the Age of Wonders 4: Empires and Ashes Expansion, players fuse magic and steel to unleash devastating war machines to drive the Godir back into the Astral Sea. This full expansion, includes a new Culture, new Tomes of Magic, new Empire Building options and a new Story Realm.
  • Primal Fury: Channel Nature’s Spirits in the Age of Wonders 4: Primal Fury Content Pack. Create races using new beastly forms and a primeval culture, with new Tomes of Magic that tap nature’s hidden powers and the Fey realms. Your surroundings will be able to contain new forms of wildlife, creatures and bountiful resources.
  • Eldritch Realms: The Age of Wonders 4: Eldritch RealmsExpansion opens portals to realms filled with arcane marvels and unspeakable horrors. New forces threaten the rule of the Godir of Magehaven. With new strange monsters, new racial forms, magical realms and locations, this full expansion will bring a new dimension to the game.

[h2]F.A.Q.[/h2]

What is a pre-order?
A “pre-order” allows you to place a reservation for a product prior to its scheduled release date.

Is there a pre-order bonus?
Yes! Pre-orders of both the Standard and Premium Editions of Age of Wonders 4 will award players with an additional ruler and armor set: Aric Rex, a Tigran High King, and his elegant Lion Plate armor, Imperial Cape, and Athlan Crown.

How can I pre-order the game?
You can do it here!

What are the Age of Wonders 4 editions?
There are two editions: Standard and Premium.

What will the premium edition include?
The premium edition includes the Base game and Expansion pass with an 18% discount.

What will the expansion pass include?

The following content:
  • Archmage Attire: Special outfit pack unlocks a new set of clothing you can wear as a whole, or to be mixed and matched with other in-game items.
  • Dragon Dawn: This content pack includes a new Dragon Ruler type, a Reptilian Form, and New Tomes of Magic;
  • Empires and Ashes: Full expansion includes a new Culture, new Tomes of Magic, new Empire Building options, and a new Story Realm.
  • Primal Fury content pack: Create races using new beastly forms and a primeval culture, with new Tomes of Magic that tap nature’s hidden powers and the Fey realms!
  • Eldritch Realms: With new strange monsters, new racial forms, magical realms, and locations, this full expansion will bring a new dimension to the game.
Please note: The content listed above will be available over time when the packs are released.



https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

Dev Diary #7 — Exploration and Meeting the Neighbours


Hello there and welcome to a new Development Journal! My name is Lennart, Game Director for Age of Wonders 4. Today we’ll be looking at the early game exploration and “player versus environment” phase, where you'll get your bearings using your scouts, identify allies and threats, while looking for opportunities in the mythic lands around you. Scouting is more important than ever due to the large variety of Realms you venture to (see previous Dev Diary) and the decisions you make in the early game will have a big effect on the development of your empire.

[h2]
Vision on the World Map [/h2]

Unexplored Terrain is covered in animated mists that swirl around mountain tops. We rendered silhouettes of terrain features into the mist so you have some rough awareness of the lay of the land. The units you send out explore this terrain, revealing terrain features and the presence of settlements and armies. If explored hexagons exit the vision range of your units or structures, then they become part of the fog of war; meaning you can’t track enemy armies.

Some Units have Camouflage abilities allowing them to hide in particular terrain features. Sensor Range from Planetfall makes a return, as Remote Sensing. This allows you to sense enemy presence into the fog, and acts as an early warning system. A number of upgrades improve the range of this ability. At default this Remote Sensing is zero.



Scouting around a starting location. You can rotate the camera to appreciate the surroundings.


[h2]Scouting[/h2]

Every race has a Scout Unit coming from its culture. Scouts combine high mobility with far vision and have perks pending cultures. Their primary use is on the world map, in combat they can work as skirmishers pelting enemies with their ranged attacks. Examples:
  • The Dark Outrider has extra vision in the enemy domain and has camouflage abilities.
  • The Floating Mystic Projection has the ability to find Astral Echo pickups which grant knowledge and mana.

Scouts are best sent out into multiple directions from your starting town to explore for opportunities, threats and grab up undefended pickups here and there. Here are some noteworthy enhancements that help with scouting and exploration. Especially when playing on bigger maps it makes a lot of sense to invest in these early:
  • Wayfinder Enchantment and Enchanted Crows: These Enchantments (spells sustained by mana) enhance scout movement rate and scout vision ranges respectively.
  • Seafaring: This early skill can be bought from the Empire Skill Tree. A significant investment (Imperium is also used for expanding your realm), but worth it as the first players to embark can retrieve floating treasures scattered across the seas and can use knowledge of the coast lines to their advantage.
  • Excavation: Another skill that can be acquired from the empire tree (though underground races start the game with it) that allows units to dig through earth. Excavated provinces reveal treasures but also threats. So be careful!
  • Advanced Sensing: An Empire Skill in the General Branch. Allows you to detect enemies in unexplored terrain.
  • Force March: This comes in towards the later stages of the early game and allows players to spend mana to double a stack’s movement in a turn; helping them cross large distances. The cost varies on stack size and the marches cause units to take damage so rush tactics are less effective.

Of course there are other skills in the Empire Tree and Tomes that can help your scouts, but that will need to wait for a later diary!

[h2]Map Locations [/h2]

You’ll discover points of interest that will help you in your empire building endeavors. While scouting you can snap up some unguarded pickups here and there (which can be highly lucrative in itself) the main point is to identify expansion targets, as well as threats looming in the mists. Here are the main location categories you can encounter on the map:
  • Pickups: These stashes of resources boost the early game economy. Lower tier ones are unguarded and can be picked up by lone scouts. In addition to base resources we have things such as Creature Cages which give you a free unit as well as Battle Standards which increase rank/level of all units in an army.
  • Resource Nodes. All provinces provide income but Resource Nodes such as Pastures, Deposits and Mana springs provide a good bonus and unlock special province improvement types for your cities (more in a future dev journal about Cities and Economy).
  • These provide a unique benefit when located in your domain; and if you gather all three of a type another bonus kicks in. Given their rarity you may have to trade with other players or free cities to complete your sets. Heavily guarded unless positioned in enemy domains.



This UI gives an overview of your Magic Materials. Trade to complete your sets.
  • Ancient Wonders: These landmarks are of exceptional value and require an army led by a hero to explore. Quite a few improvements have been made to these sites, warranting a separate upcoming development journal.

These locations listed above may be found in the uncharted wilderness, but some are unfortunately located inside the territories of NPC factions: The Free Cities and the always hostile Infestations.

[h2]Clearing Nodes and Leveling Up[/h2]

With the area around you scouted, it’s time for your army to clear the baddies off of the nodes so your settlement can annex and start to draw income from them. Node clearing in itself is also lucrative; giving significant rewards after the battle. The battle experience levels up Heroes and units, and you can kit your heroes out with the retrieved loot.

In AoW3 losing a unit during these early PvE battles could be very painful as the development of your starting city would stall building replacements. With AoW4’s separate production queues for units and buildings, that's much less of an issue. So don’t sit idly with your army at the start of the game; clear those nodes and get a head start!

[h2]Outposts[/h2]

If you’ve found and cleared a cluster of resource nodes some distance away from your capital you can claim them by building outposts with a hero-lead army. Outposts can later be turned into a full city at the cost of Imperium. Outposts project province claims around them too and are a source of early tension with other players and free cities.

In Age of Wonders 4 outposts can be upgraded in multiple ways: there’s walls, watcher towers and they can even annex a nearby province such as an Ancient Wonder.

[h2]Infestations[/h2]

Infestations replace the monster spawners found in earlier games. These are the territories of various baddies; from brigands to crazed cultists as well as various monsters.

In AoW4 Infestations have a domain as indicated by an ominous red border, with a spawner at its heart. Infestations come in three power levels, but all increase in size and strength as the game progresses.

Encountering an Astral Rift while scouting the mountains.


High level Spawners like the Astral Rift have battlefield enchantments.

  • At the very start of the game infestations are asleep; meaning they don’t have patrols and do not send out raids.
  • When their sleep timer runs out they wake up. The player gets a warning when nearby Infestations send out raids.They will pillage your provinces and may even besiege towns.
  • Players should prioritize destroying nearby Infestations before they become a problem; but this may come at the expense of taking over another significant location in the early game (like an Ancient Wonder or City)
  • Infestation domain gradually grows province by province. When it overlaps with your own cities raids on your province improvements will be frequent.
  • Taking out the Spawner will destroy the domain and provide some treasure, generally a significant resource reward and Hero Items.
  • Infestations Territories often contain clusters of resources, making them great settling spots once they are cleared.
  • Note that new Infestations can appear later in the game, depending on world threat level.



The Karagh is one of terrifying Infestation Monsters with its ability to eat your units.
[h2]Free Cities [/h2]

Free cities are the minor factions of Age of Wonders 4; they consist of single cities controlling a cluster of provinces on the map that are pre-placed. Some are nearby; while others are more distant or hidden away in the underground. In the conflict between the Godir, they will join the larger empires through diplomacy or force, where they can turn into loyal vassals or be absorbed into your empire. A lot has changed since Age of Wonders 3.


Meeting a friendly neighbor.


Free Cities often have rare resources in their domains.

  • Free Cities are led by a hero; who is the Free City’s face during negotiations and narrative events. When a Free City joins peacefully the lord or lady joins you as one of your heroes. (or if you attack, you face them on the battlefield!)
  • Free Cities are inhabited by one one of the main races in the Realm. Generally one of towns near to your starting location is of the same race as your starting race.
  • Free Cities vary in power, affecting the territory they control, the units at their disposal and their city defenses. Some High Tier Houses are Attuned to a particular Affinity, giving them access to magical powers and transformations. These can work against you in battle but also for you if you are able to befriend them.

High Tier Toadkin: Masters of Shadow modifying their units, spells and domain.

  • You start negotiations with Free Cities by handing them one of your Whispering Stones, which opens up direct communications with them. Most factions start with a single Whispering Stone, but you can increase the amount through Empire Skills and starting Traits.
  • Note that some Free cities start off hostile towards you or may turn hostile if your relations diminish. As with Infestations; they may send raids towards your lands. Leave them be at your own peril! (You can try and befriend them though; especially a valid strategy for Good / Order Players)
  • Free Cities will also have defenders outside of their domain, guarding valuable resource nodes and magic materials. This creates interesting trade offs. If you want them removed from their location you can fight them but there is also a more diplomatic approach through narrative map encounter events:



Some Node Guards belong to free cities; attacking them will have consequences.
  • With a Whispering Stone assigned, the town will build up Allegiance towards you. The organic rate is determined by your Relation with the town; the higher your relation the faster the town can be integrated. The UI Contains an Allegiance progress bar with Pacts marked on it. If a rival ruler is in negotiations with them their shield is rendered on the gauge too. From neutral up, the Diplomatic Pacts are:
    • Pact of Cooperation: Opens the Borders and enables basic trading.
    • Pact of Loyalty: Shared Vision. You can now build in claimed provinces. Will join in fights against nearby marauders using the reinforcement system and will join in the Rally of the Lieges.
    • Pact of Vassalage: Shares Income and Magic Materials; joins you in wars. Negotiations can further be improved to lead to more benefits and eventually Full Integration.
  • However, you might not be the only one chasing after the loyalty of the Free Cities as other rulers intend on gaining vassals as well. In this fierce competition you may upset other rulers when you achieve vassalage with a Free City.
  • Your Relation gets initialized at the start of the game depending on affinity and alignment compatibility. Rulers with a Mortal Champion Origin get a +100 relation bonus to all Free Cities.
  • During gameplay your relationship can be modified positively or negatively. Some common modifiers include:
    • Narrative events: them asking your aid, inviting you to banquets or requesting that you defeat a rival lord in another free city. Your response will generally affect your relation and/or allegiance.
    • Trespassing through their domain or claiming territory near them will negatively impact your relation if you don’t have the appropriate treaties in place.
    • Heroes hailing from Free Cities may join your services. Hiring them will increase your relationship. Don’t get them killed. (al though if you keep their body it may have interesting options down the line…)
    • Other events involve captured heroes you see here:

Defeating heroes in battle sends them to your crypt or prison, leading to interesting possibilities.
  • You can boost the Allegiance once per turn by spending Imperium. This can help you get the town quicker, and surpass other competitors. Spend Imperium wisely as burning through it in negotiations will mean you have to delay acquiring empire skills and it will take you longer to turn a vassal into a fully integrated town or build new towns of your own.
  • When you reach high enough Allegiance the town becomes a Vassal; meaning that you have won the race of and other players can not get them except through force.
  • From here on you can decide to keep them as vassals, especially if your empire can not administer more towns due to its city cap being reached. You can even turn your own cities into vassals to prevent penalties coming from the city cap. As vassals, the cities provide income and points for the Rally of the Lieges, which is a good way to levy troops from outside your domain and own unit roster.
  • These bonuses from vassals can still increase further (or diminish!) as the allegiance and vassalage state of the City changes, ranging from “Denying Tributary” to “Flourising Vassalage”, eventually allowing you to fully take over the city and integrate them.
  • The lower end of this scale is for Vassals with low allegiance; particularly Vassals that have been forced into submission after taking the town from an enemy ruler and choosing to vassalize them instead of going for full integration.


[h2]Rally of the Lieges
[/h2]
The Rally of the Lieges is an event that spawns after a number of turns; allowing you to recruit units from Free Cities and the Ancient Wonders that you have cleared. You can recruit units to your Capital or use them to bolster the Free City itself.
  • Gathering Vassals helps secure extra resources and units through the Rally of the Lieges. Choosing the right Empire Skills can also lead to several tactical advantages against other players if you time these unlocks well. For example:
    • Playing Order grants access to powerful unlocks that help you gain allegiance faster and to gain an extra whispering stone but it also makes it possible to, only once, start a Rally of the Lieges instantly where all the units are free and you have added points for recruiting them!
    • Shadow Affinity allows you to profit from Free Cities in different ways by having whispering stones give extra vision and also by allowing you to assign your whispering stones to someone else’s vassal and gaining tribute from that city equal to their own!


[h2]Wrapping Up[/h2]

I hope this journal gives you an idea of what the early game of Age of Wonders 4 is like. By themselves the systems have seen a strong evolution since AoW3, but where I think the biggest differences lie is the extent that these systems are interwoven with each other, leading to interesting trade offs, surprises and varied gameplay. Following Dev Journals will go in depth on Ancient Wonders, Combat, Cities, and PVP Diplomacy.



https://store.steampowered.com/app/1669000/Age_of_Wonders_4/