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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.

final ultimatum.jpg

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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How many affinities can you “collect”? Can you dabble in all the affinities at once, or are you limited to the mono/duo split?
We could see in the first dev diary that you can have at least 3 different affinities (even opposing ones; see order vs chaos), but there's nothing so far to suggest that there's something preventing you from having dips in all possible affinities. If i'm not mistaken, you could theoretically pick starting culture feudal (order + nature) and then pick Prolific swarmers (chaos) and Great builders (materium) as Society traits, giving you 4 different affinities from the very start. Hope that helps.

Empire tree which shows points invested in 3 branches, as well as the neutral one., thanks to 12 nature affinity, 1 order and 1 chaos.
 
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We could see in the first dev diary that you can have at least 3 different affinities (even opposing ones; see order vs chaos), but there's nothing so far to suggest that there's something preventing you from having dips in all possible affinities. If i'm not mistaken, you could theoretically pick starting culture feudal (order + nature) and then pick Prolific swarmers (chaos) and Great builders (materium) as Society traits, giving you 4 different affinities from the very start. Hope that helps.

View attachment 942430
Pretty much this, but also, an Astral or Shadow tome for a 5th.
 
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"It grants you 10 points of good alignment, which improves your diplomatic relations with the other (non-evil) factions that you meet, and..."

Yes! This is one of the things that really frustrated me about AoW3: Good characters get a ton of dip buffs, but A) on higher levels (as in pretty much anything past Squire) it's much harder than it's worth to try and forge an allliance anyway, and B) Evil characters are also more likely to ally good characters than other evil characters, there is really no accounting for how much sense that makes from the standpoint of the good (NPC) character.

In general, I felt AoW3 really treated diplomacy as a balancing point rather than a narrative one. Which works if you want more of a Warhammer feel, but for all the options we had to really invest in our characters, it seemed shallow that diplomacy was all over the map. Absolutely loving how much emphasis this new one is getting!
 
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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.
Yeah, those were my thoughts as well.

A fifth rank would be pretty cool, especially if you can only get it with certain specializations. But it's probably just the starting with a rank thing we know from the previous titles.
 
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.
As someone else said, "race" is the full set of starting conditions, the meaning is closer to 'civilization' in this game. It's a little confusing, but what you describe in your example is possible.
 
As someone else said, "race" is the full set of starting conditions, the meaning is closer to 'civilization' in this game. It's a little confusing, but what you describe in your example is possible.

race is NOT civilization, the definition given by google search for "race definition" is: "a population within a species that is distinct in some way, especially a subspecies."

a race describes species and not their form of government or their culture. in many 4x or other strategy games we just simply say "human race" or "insect race" because in most cases the primary defining features of that entity in those games is the species and how we view it.

if you put together all the steps in the creation part of AoW4 then you could call that a civilization which you stated in your post rightfully so. a civilization is the combination of species / race, culture, government forms and other features which form the unique civilization. but race does not mean the same or isn't on the same level as civilization. an apple isn't a fruit basket, the ladder is a culmination of different types of fruits.
 
So, say I make a race of the Magiciest of Cats, pure Arcane Affinity all the way, and then I conquer some Feudal Elves who went hard on the Nature Affinity. Do I get that Nature and Order affinity?
 
race is NOT civilization, the definition given by google search for "race definition" is: "a population within a species that is distinct in some way, especially a subspecies."

a race describes species and not their form of government or their culture. in many 4x or other strategy games we just simply say "human race" or "insect race" because in most cases the primary defining features of that entity in those games is the species and how we view it.

if you put together all the steps in the creation part of AoW4 then you could call that a civilization which you stated in your post rightfully so. a civilization is the combination of species / race, culture, government forms and other features which form the unique civilization. but race does not mean the same or isn't on the same level as civilization. an apple isn't a fruit basket, the ladder is a culmination of different types of fruits.
I don't know if you know this, but searching for a definition in an english dictionary when you're talking about a game mechanic is... really dumb? The game isn't being designed by a dictionary. Bringing up the dictionary definition is completely and utterly pointless. It's a game term. In this particular context, "Race" means "A player's starting conditions." Pulling out a dictionary doesn't change how Baron's Palace is described to work by the developers, which is the only thing anybody is talking about in this particular conversation.
 
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Signs point to yes, considering they've devised a system that breaks Chaos out to different tomes for (for instance) Pyromancy and Demonology, and that tracks alignments separate from pure affinity.

Speaking of, I see a lot of people here assuming a lot about the relationships between the affinities i.e. Order vs. Chaos, Astral vs. Materium, etc...

But on the surface it seems like the affinities probably have much more complex and nuanced relationships with one another. For instance, taking the Order affinity and the Tome of Faith seems to immediately give tools to the player to become a terror to someone going for some kind of Dark Lord Bad-Gaius player whose taken up the Shadow Affinity with Tomes of Undeath and/or Chaos with Tomes of Devil-Worshipping & U. The Chaos mage whose focused exclusively on Pyromancy and FREEEDOOOM probably doesn't give a crap, and may even be natural allies with Paladin-Bro, The Faction. Conversely, our rhetorical Dark Lord will probably end up having common interests with a player whose gone straight Order but has exclusively elected for Tomes of Tyranny and Imperialism.

Just saying, seems like the systems as shown so far are actually quite flexible and multi-purpose.
 
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Signs point to yes, considering they've devised a system that breaks Chaos out to different tomes for (for instance) Pyromancy and Demonology, and that tracks alignments separate from pure affinity.

Speaking of, I see a lot of people here assuming a lot about the relationships between the affinities i.e. Order vs. Chaos, Astral vs. Materium, etc...

But on the surface it seems like the affinities probably have much more complex and nuanced relationships with one another. For instance, taking the Order affinity and the Tome of Faith seems to immediately give tools to the player to become a terror to someone going for some kind of Dark Lord Bad-Gaius player whose taken up the Shadow Affinity with Tomes of Undeath and/or Chaos with Tomes of Devil-Worshipping & U. The Chaos mage whose focused exclusively on Pyromancy and FREEEDOOOM probably doesn't give a crap, and may even be natural allies with Paladin-Bro, The Faction. Conversely, our rhetorical Dark Lord will probably end up having common interests with a player whose gone straight Order but has exclusively elected for Tomes of Tyranny and Imperialism.

Just saying, seems like the systems as shown so far are actually quite flexible and multi-purpose.

I really hope you're right, that would be incredible!
 
We know personnalities are based on starting affinities, which includes the starting tome but doesn't differentiate between different tomes of the same affinity. So while something like this will likely exist, it will be based on secondary affinities (eg Order + Astral) rather than Faith vs Zeal or Unifier vs Imperialist.
 
We know personalities are based on starting affinities, which includes the starting tome but doesn't differentiate between different tomes of the same affinity. So while something like this will likely exist, it will be based on secondary affinities (eg Order + Astral) rather than Faith vs Zeal or Unifier vs Imperialist.
Yes and no; that developer post "A personality determines which Victory Condition to focus on, which Tomes they’ll research, how they develop their cities etc."

That reads to me as "A pure Order Affinity faction (like High Elves) will have a personality selected from a pool of 4 options. Unifier, Imperialist, Personality C, Personality D; those options will then end up affecting the first pick Tome that that entity will choose."

Unifiers will pick Tome of Faith, Imperialist will likely pick Tome of Zeal.
 
Unifiers will pick Tome of Faith, Imperialist will likely pick Tome of Zeal.
I thought you'd select the first tome before the game starts. Or did they just happen to mention tomes when discussing faction creation?
 
I thought you'd select the first tome before the game starts. Or did they just happen to mention tomes when discussing faction creation?
That’s a good point! I don’t think we know that yet; and Tome of Faith would still probably allow for an Imperialist Personality to snag The Tome of Goose-Stepping later during the game
 
Semi-related question: Are the Empire Upgrades from research still a thing? We know that Tomes offer strategic and tactical spells, unit enchantments (a.k.a magic mods), new units and buildings, but from what I saw things like Dreadnaught's "+5 Gold from Farms" or Necromancer's "All Heroes become Undead and turn units into Ghouls" are no more, and passive upgrades are instead earned from unlocking Tomes and through Affinity Tree. I don't have an opinion formed about it yet, but I would be glad if it was clarified.
 
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