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Dev Diary #2 — Affinities

Hello Everyone and welcome to a new Dev Diary issue about Affinities!

My name is Tom Bird, and I’m a senior developer at Triumph Studios. Today I’d like to talk about affinities, one of the systems that sits at the heart of Age of Wonders 4. Each affinity represents an archetypal, cosmic force that defines the type of magic you can use, the elemental forces you control and the type of society your faction has.

There are 6 affinities in the game, but today we’re mostly going to be talking about Order affinity. Order is the power that brings structure to the Cosmos and to the lives of mortals. It is associated with light, faith, justice and the government of empires. In gameplay terms, Order has a focus on diplomacy, healing and city stability.

Culture

You first start defining your faction’s affinity by choosing your culture and society traits. Your faction’s culture represents who they are before you take control of them, and mostly affects your starting units. There are 6 cultures in the game and the one most strongly associated with Order is High Culture.

high elves.jpg

Here we see some High Culture elves, standing in the Magehaven, preparing to tread onto a new world!

Order is associated with Spirit Damage, a type of holy energy that is particularly effective against the undead. High Culture’s defining feature is that their units can become “Awakened”, allowing them to channel Spirit Damage through their physical attacks!

Society Traits

After choosing your culture, it’s time to choose Society Traits. These traits represent the general philosophy your people follow, as well as how they live and govern themselves. Each of these traits is associated with an affinity, and I’ve listed a couple of the order traits below.

chosen uniters.jpg

The Chosen Uniters trait is the epitome of Order as a force for diplomacy. It grants you 10 points of good alignment, which improves your diplomatic relations with the other (non-evil) factions that you meet, and grants you a bonus to income from Vassals, which are cities that join your empire via diplomacy instead of conquest.


imperialists.jpg

Of course, Order isn’t always about being nice to people! The Imperialists trait represents Order as a force of political and economic domination. It grants a bonus to Imperium income, which is vital for building an empire with many cities, as well as buying skills from the Empire Tree.


Tomes

The final, and most important, aspect of your faction’s affinity are the Tomes of Magic which you choose to research. Each Tome contains a number of spells, units and upgrades all centered around a particular theme, and each Tome is associated with one affinity.

There are 9 Tomes of Order in Age of Wonders 4, leading your empire down a path of righteous and lawful domination.

tome of faith.jpg

The Tome of Faith is an early game tome that is focused on healing and support units. It’s perfect for a religious faction that wishes to shield its armies with holy power!

chaplain.jpg

The Chaplain is a powerful healing unit who can Bless units to boost their combat prowess.

staves of mending.jpg

If you’re more interested in using your Culture’s own support units, then the Staves of Mending enchantment will grant them extra healing powers, as well as making them cheaper to support.

convent.jpg

The Convent is a unique structure you can build in your city that provides benefits that grow more powerful the more content and happy you keep your citizens.



tome of subjugation.jpg

Focussed on the more repressive aspects of Order, the Tome of Subjugation is a mid game tome focused on the domination and control of other races.

tyrant knight.jpg

The Tyrant Knight is a powerful shock unit, who specializes in delivering a devastating charge that shatters enemy morale.

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Once an enemy has been routed, the Final Ultimatum spell gives you a chance to convince a fleeing unit that their lives would be better if they switched sides.


baron_s palace.jpg

The Baron’s Palace gives a huge amount of income for a city structure, however it can only be built in the cities that you have conquered from your foes.

The Empire Tree

Until now, every choice we’ve made has granted affinity points to out faction, if we’d made a starting faction on High Elf Imperialists, we’d end up with:

  • High Culture: +2 Order
  • Imperialists: +1 Order
  • Chosen Uniters: +1 Order
  • Tome of Faith: +2 Order

That gives us a start with 6 Order. So what does that mean to us? Well, one system that is greatly affected by your faction’s affinity is the Empire Tree:

empire tree.jpg


The Empire Tree contains the economic and social bonuses of the game (as opposed to Tomes which are more focused on military bonuses), and is divided into 7 branches: One branch for each of the six affinities, and one general shared branch.

Since our faction has 6 Order affinity, we will start rapidly unlocking skills from the Order branch of the tree (as well as the general branch) but we won’t be able to get anything from any other branches unless we get some other affinities!

The Order branch of the tree is focused heavily on diplomacy and vassals, giving you such skills as:
diplomatic channels.jpg

A Whispering Stone is a magical stone you give to a free city to help sway it to your side, since most empires only have one, this allows us to try and vassalize twice as many cities at once!


exemplar.jpg


The Rally of Lieges is a mechanic that allows you to recruit units directly from your vassals and ancient wonders. This skill means any unit you recruit via the rally starts as an experienced veteran with extra health and other bonuses.

Also, as you can see this skill will take us 10 turns to unlock. If we had fewer points in Order affinity, this would take longer!

rite of allegiance.jpg

As well as permanent upgrades, the tree also contains Rites, which are one off rewards you can trigger to help you out of a tough spot or to optimize a particular plan. This rite grants you a friendship boost with every free city on the map, helping you vassalize them faster.

Of course we don’t expect the player to stick to just one affinity, by mixing and matching affinities you can find synergies to help supercharge your empire! For example, Shadow affinity has many skills themed around deception and the darker sides of diplomacy.

This means that, once we’ve done enough research into our starting tome, we could pick a Shadow Tome, such as the Tome of Souls to add a religious death cult feel to our faction. This would give us 2 points of shadow affinity that would allow us to get skill such as this:

all seeing.jpg

This skill would allow us to use our extra whispering stones to speed up our magical research and keep an eye on distant lands!

Conclusion

This concludes our brief introduction to the affinity system! There’s a lot more to talk about here, your affinity also affects your diplomatic relations with others and your access to the Magical Victory Condition, but that will all have to wait until a future dev diary!

Next Diary will feature more details about Lore and Story Realms — stay tuned!
 
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The fact that the Empire tree paths get "unlocked" by the cumulative generation of you total affinity is interesting. I'd expected it to only need a flat absolute amount, but instead it's something that you build towards over time. This means that the earlier choices you make are more meaningful than the later ones, as they'll have had time to generate more "empire tree affinity points" for you.

So, if you took Order, Astral and Nature books during playthrough 1 and Nature, Astral and Order in playthrough 2, the accumulated affinity points will be completely reversed. If we assume no other affinity sources and for the sake of simplicity you get a new book every 10 turns, then at turn 30 you'd end up with:
Game 1: Order 30 / Astral 20 / Nature 10.
Game 2: Nature 30 / Astral 20 / Order 10.

So the possible Empire tree nodes you could have unlocked by that point can be wildly different, even if you base affinities are the same. So when not going mono-affinity, the order by which you acquire your affinities matters quite a lot.
 
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Oh, I do like that! I like that a lot! And the system is easily expandable, so I hope eventually we will get a full suite of Light is Not Good, Dark is Not Evil, Nature is Not Nice etc. Tomes. Love me some expectation subversion and cultural mix-and-match!

Two questions, though:
1. I half-recall from announcement stream that some Enchantments work only on some kinds of units. Will the spell description inform which ones? And how common are universal vs. specific Enchantments?
2. Am I correct in understanding that your Affinity affinity (I'm almost certainly making a mistake) is effectively how much Affinity XP you get per turn and that way you unlock further Empire Tree options? I like that, much more than what Beyond Earth did.
 
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AoW 4 is looking so good! Thanks for walking us though this and the idea of complementary affinities should make each play though very different! Also love the more serious art style. One of the things I really did like with AoW 3 was some of the more silly/cutesy looking units. Hopefully if they are in AoW 4, they’ll be few and far between.
 
There's 54 tomes and six cultures, and however many culture traits... With a bunch of math and enough game knowledge, you probably can actually figure out roughly what to expect just from seeing people's Affinity numbers. You'll probably need to see some examples from a few tomes to narrow it all the way down though...

It seems like even more of a game of "Guess that Secret Tech" but with many more variants. Potentially interesting.
 
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I am very glad you're doing these dev diaries.
Way better than marketing material for me. Certainly makes it a lot more likely for me to get a game if i get a view of how it's designed rather than fancied-up footage and marketing buzzwords.

Looks great. I really like the tomes and affinity tree mechanic. Definitely looking forward to what more you will show us. :)
 
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I'm sorry if this has already been answered elsewhere already, but will we get subterranean maps back again? Like in AoW 2 and 3?

I really miss making a tunnel-riddled Underempire while the clueless surface-dwellers have no idea what danger lurks in the deep....
 
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"Shield units have +1 rank"

Does that mean they can reach an additional fifth rank (assuming there are four ranks like in the previous games) or does it mean that they start already leveled up to the first rank?
 
"Shield units have +1 rank"

Does that mean they can reach an additional fifth rank (assuming there are four ranks like in the previous games) or does it mean that they start already leveled up to the first rank?
Probably the latter, though I would not be surprised if Triumph added a fifth medal before Champion rank. Going beyond Tier 4 seems to be a recurring theme in this game. T5 units, T5 Tomes, possibly even T5 ranks.
 
Could you change the Baron's Palace to be also possible to be built in cities of other race that were not built by the player? I feel it would be very helpful in cases when there are mirror matches, like Order aligned Elves vs some other Elves.
 
The feeling I got from reading the first dev diary, and I may be completely wrong, is that we will not be able to research just any other path we do not have affinity with unless we discover the related tome during the game.

Could be cool to have to venture into forests in hope to find a nature related tome in some sort of grove or explore an old construct workshop to get a materialist oriented tome, etc...

That would make for good story telling. Also, that would add an element of having to deal with the hand you are being dealt (the type of surroundings at your starting position on the map). And finally a strategic aspect to prevent enemies from accessing certain paths (assuming the tomes are finite and unique and maybe even limited in the sense not all maps have all 54 tomes available).

But then again, I may have completely misunderstood how the game works. I hope still there are mechanics to avoid falling into a preferred routine past the discovery period with the game.
 
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Could you change the Baron's Palace to be also possible to be built in cities of other race that were not built by the player? I feel it would be very helpful in cases when there are mirror matches, like Order aligned Elves vs some other Elves.
It seems that if you have say, a High Culture Elves with certain traits and tomes, and the other guys have High Culture Elves with the same traits but different starting tome, that's probably a different race. And if they have different traits anywhere, form or culture, they are definitely a different race.