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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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This looks quite interesting and complex on a mechanical level, can't wait to try it out! I do have some UI concerns though: There doesn't really seem to be any way to differentiate between the different types of unlocks in the tomes (some have different borders but it doesn't appear to be related to type in any way,) and it also doesn't show a production/casting cost in the tooltips. I always lean towards having more information to help make more informed gameplay decisions.
 
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Aside skills, tomes also give stuff like the Abbey and the seed of order. So what about that stuff? :)
The Whispering Stone thing sounds interesting a limit to conducting diplomacy but also a venue to use mechanics. Just to know can we get more?
The DD says:
since most empires only have one
But i can see that having some more could be useful. Not five but two at least. Unless they are only required when you want to convince people to join you instead of convincing them of joining you by conquering their cities, burning their homes, killing their soldiers and enslaving their sons. If you don't need Whispering Stones to tell people their impeding doom i am okay with most empires only having one :)

Also is just me or the tomes progress kinda like research on Frostpunk? Well intentioned at first and dystopic the more you dig in it? :)
 
Do we know what the 7 paths are all called yet? There is order, shadow, nature, and 4 others right?
It was listed in previous DD
Players will need to harness the newly unleashed magic to best their rivals. This is done by researching arcane knowledge contained within ancient tomes. We have broken up the game’s “tech tree” into 54 Tomes of Magic, spread over 6 Affinities to the cosmic powers (Order, Chaos, Astral, Materium, Nature and Shadow)
 
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Brilliant ! This aspect of the game I always wished was even more expanded in previous games, and this is exactly what AoW4 will give us. I can't be more hyped !
 
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Some thoughts/questions.

1. I notice there's an alignment as well as affinity, is that purely diplomacy-based (sorta like in Planetfall) or does it have other gameplay implications? (spells target a specific alignment, etc.)
2. I don't see any, but are the "crossover" affinity bonuses? (say, something specifically for having Order and Shadow, in addition to the stuff you get for having order OR shadow) if not it feels like an obvious thing to expand on.
 
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Synergy fishing in affinities looks very solid. :)

Personally, I'd love to know if there is also some sort of single player meta-progression similar to Empire mode in Planetfall. Either at launch or further down the line.
 
It makes sense that the T1 Tomes do not require any affinity points beforehand to unlock, since if you, for example, go mono-Materium, you will be stuck with just Materium tomes. But I wonder if there will be a limitation to unlocking higher-tier Tomes? i.e. You need a certain amount of their corresponding affinity to get them or you need to research a Tome of the same affinity in the previous tier to unlock them.
Do we know what the 7 paths are all called yet? There is order, shadow, nature, and 4 others right?
Order, Shadow, Nature, Chaos, Materium, Astral, and then a general/unaffiliated path.
Does anybody know what these icons mean?

View attachment 942098
Probably Strategic and Tactical Casting Points.
I assume order and shadow imply chaos and light. Give that icon opposite from nature is an eye maybe it's animal? The shared path might be mech? Or just shared?
Eyeball in the upper-left is Shadow and is probably the opposite of Nature, given it has a lot of death/necromancy-related Tomes vs the beast/plant/life-themed Tomes in Nature. You can see which starter Tomes belong to each affinity if you rewatch the gameplay reveal from last week. White path in the middle bottom is very much the shared path, since it does not correspond to any of the six Affinities that they showed in said gameplay demo.

The affinity dichotomy appears to be: Order vs Chaos, Shadow vs Nature, and Materium vs Astral.
 
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If the city is no vassal any longer, because you absorb the city, will you still have access to those units, or do you need to make it vassal again?
If you absorb a City it becomes owned by you and you can produce those units yourself.

How do you get new Tomes? Do they unlock over time?
As you Research Tome Skills you'll naturally unlock a new Tome to pick.

Can society traits be acquired or exchanged throughout the gameplay?
Society Traits are static throughout a game.

The Whispering Stone thing sounds interesting a limit to conducting diplomacy but also a venue to use mechanics. Just to know can we get more?
The Dev Diary already shows you one way of getting more :p

Personally, I'd love to know if there is also some sort of single player meta-progression similar to Empire mode in Planetfall. Either at launch or further down the line.
We briefly touched upon the Pantheon system during the Announcement Show and will explore it further at a later point in time
 
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If you absorb a City it becomes owned by you and you can produce those units yourself.
What about Rally of Liege units from Ancient Wonders, like the Ogre units from the Fortress of Woes shown in your playthrough with Lennart and Cknoor last week? Will we also be able to draft those units normally if we fully control the Cities that they are attached to?