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Dev Diary #21: Watcher Update: Research and Magic Victory

Hi champions, wizard kings and dragon lords! I’m Bas, a game designer at Triumph who has written some Development Journals in the past about Sieges and Ancient Wonders.

Today we’re going to be taking a look at some of the major changes we’re working on for the upcoming Watcher update. In particular updates to the Research system, and a shiny new Magic Victory system featuring Gold Ancient Wonders! Some of these changes were put into the open beta last week, while others will be coming some time today. Make sure to keep an eye for when that goes live!

Tome Requirements and Research Speed​

Since the release of Age of Wonders 4, lots of players have made all kinds of combinations and builds using the tome system. Stacking all kinds of bonuses and sometimes reaching incredible research incomes in order to make the most powerful builds! While this is where a lot of the fun lies for players, we also identified some issues:

  • Many early tome unit enchantments increased damage for units, which when stacked by researching a lot of early game tomes, you could create incredible damage output on early game units for little mana, research and gold.
  • After players have built up their research economy. Low tier tomes become incredibly quick to research. This also meant that players who had finished their tier 5 tomes would be able to go through the rest of the tome library fast. And some would even have completed the entire tome lineup in a single realm, let alone finish up several tomes in a single turn!

Screenshot 2023-07-12 144359.png


By stacking early-game damage unit enchantments you can essentially double a unit’s damage output


In order to fix these issues but keeping the flexibility and fun of the tome system, we’ve made the following changes:
  • Skills in a newly picked tome increase in research cost, based on how many tomes you’ve already picked.
  • We’ve paced the overall speed of completing tomes a bit slower.
  • We’ve added separate game settings you can set in a realm for Research Speed, which is separated from the Game Speed setting.

This means rushing through early game tomes can still be done, but comes at a cost of delaying access to high-tier tomes. Vice versa for when you rush through high tier tomes. Coming back to low tier tomes will have increased the research cost so you no longer will complete that tome in a few turns.

It paces research a lot better, and makes sure that within a normal playthrough you don’t rush through the entire research system, so that in the next playthrough, there’s plenty of unexplored tomes to pick from!

We also included some other rules to change the availability of certain tomes:

  • Instead of requiring 2 tomes of the previous tier, new tome tiers are unlocked by simply having completed 2 more tomes of any tier. So to unlock tier 3, you can simply have researched 4 tier 1s, instead of 2 tier 1s and 2 tier 2s.
  • In addition, Tier 3 and higher tomes require a small amount of affinity of the associated type in order to become available.

These changes present a tome lineup more in line with your current empire affinity, but still allows you to make all kinds of tome combinations! The change in tier-specific unlock requirements makes sure that you can still progress to higher tier tomes by researching low-tier ones. Giving you more freedom in which tomes to pick without sacrificing the ability to unlock higher tier research.

With these combined changes. Your tome picking preferences might’ve really changed, so make sure to check out the open beta and tell us how you feel about these changes!

Magic Victory with Golden Ancient Wonders​

In the current version of Age of Wonders 4, players can achieve magic victory by building 3 specific affinity special province improvements. Then upon unlocking your tier 5 tome, the Age of Affinity spell would become available. Casting it will bring a global effect to the world and start a final countdown which wins you the game. Other empires, including some marauders, will try to stop you in the meantime by launching assaults against your special province improvements!

However, what we found is that this magic victory could feel rather boring and would often have players stumble upon it:
  • By having enough affinities, you’d automatically see one of the new province improvements available in your cities. Which besides being required for victory, also grants several spell casting buffs, it was worth taking just for these buffs.
  • While requiring to be built in different cities. Players can easily hunker down and place all three improvements adjacent to one another. Making it incredibly difficult to reach and take when the final countdown has started.
  • It was the most defensive of all the victory conditions and didn’t require you to interact with other empires or explore.
  • AI would often also stumble upon this victory condition, especially on harder difficulties would start building the improvements early. Which made players feel like they were behind.

It was clear to us that the Magic Victory required a revamp, our main goal was to lure the players out into the world, require active steps to get on the road to magic victory, and to include more of the research and spell casting system into the victory.

In the end, we came up with using the Gold Ancient Wonders on the map as points of interest for Magic Victory players. These Gold Ancient Wonders are full of powerful ancient magic, and by bending that power to your ruler’s will, they are able to cast powerful magics capable of transforming the world and ascending your ruler!

Screenshot 2023-07-12 171717.png

  • Upon reaching your first tier 3 tome, a new research skill is available in addition to your normal research skills: the Bind Gold Ancient Wonder spell.
    • This slot does not rotate skills and does not disappear until you have researched this spell.

Screenshot 2023-07-12 170606.png

  • Once unlocked, you must cast and sustain a number of these spells on Gold Ancient Wonders that are annexed to one of your cities.
    • The number required is based on the amount of Gold Ancient Wonders in the realm.

Screenshot 2023-07-12 171246.png

  • Upon reaching your first tier 5 tome, similar to the Bind Gold Ancient Wonder spell research skill, the Age of Affinity spell becomes available to be researched in addition to normal research skills. The affinity of the spell is determined by the affinity of the tier 5 tome you have unlocked.

Screenshot 2023-07-12 171410.png

  • While channeling the final Age of Affinity spell. You must make sure to keep a sufficient amount of Bound Gold Ancient Wonders under your control!

Claiming a Gold Ancient Wonder is in itself no easy task. They contain powerful enemies and other empires won’t take a liking to you claiming them if they are near other territories.

Researching and casting both the Binding and the Age of Affinity spells also cost a lot more mana, research and casting points. So having built up a good research and mana economy makes these gargantuan spells a lot faster to cast.

This creates a much more active and interesting path to achieving Magic Victory, exposing you to a lot more of what the realm has to offer in boons and threats as you explore to find those wonders and build up a robust magic economy.

In conclusion, these new research and magic victory changes are going to change up your magical journeys! With now a more exciting journey in case you’re going to cover the world in a blanket of your arcane glory! Good luck on your new magical conquests and we hope to hear from you in the upcoming Open Beta!


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Super, the research changes are more ore less exactly what I was hoping for!
Especially that one (of course in addition to the rest):
  • We’ve added separate game settings you can set in a realm for Research Speed, which is separated from the Game Speed setting.
 
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Super, the research changes are more ore less exactly what I was hoping for!
Especially that one (of course in addition to the rest):
  • We’ve added separate game settings you can set in a realm for Research Speed, which is separated from the Game Speed setting.

I'm not a fan of research cost exclusively scaling off of when you acquire a Tome (unless that's been changed since the Open Beta's initial patch notes?), and would rather see research cost being a mix of the number of previously researched Tomes (or even previously researched Tomes in that tier) and the tier itself.

Other than that, I do like the changes, and the one you pointed out in particular. Late-game research was just too quick.
 
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I personally would like to see even more restrictions on ones spelltome collection, similar to the older titles. But since I also havn't tried the open beta, the changes may be already restrictive enough.
 
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Happy with the changes. Just want to confirm, though. Having a Golde Ancient Wonder annexed by an outpost will still qualify the requirements, correct?
 
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From description you're kinda failing to hit your mark. Player who decided to simply stack all four elemental T1 enchants can do this AND will still be able to research T3 tome right after this
 
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From description you're kinda failing to hit your mark. Player who decided to simply stack all four elemental T1 enchants can do this AND will still be able to research T3 tome right after this

Except it will take a lot longer now - they didn't want you to be able to do this as early as you are currently able - not that they never want this to be a viable strategy.
 
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Does this mean that Gold Wonders will appear in all realms with Magic Victory enabled? Currently the beginner realm prevents Gold Wonders meaning that beginners can't learn about Magic Victories.
 
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I like the direction this patch is taking, there's a lot more to tweak with the game and I feel with magic research itself, but it's heading in a more pleasing direction where I've enjoyed playing it again!

An example of more that could be tweaked imo is stricter limits on enchantments and minor transformations, perhaps introducing a soft cap on them. Soft cap example could be after 3 enchantments the upkeep starts to go up more than the base cost. For minor transformations it's harder to think of something that may work, you could add an imperium upkeep cost when you start going beyond a certain amount of minor transformations, not per unit but just by the transformation, as I don't think adding mana upkeep will do much as they don't work the same as enchantments and I think they should remain the way they are.

Previously I suggested a hard cap for minor transformations at around 3, but then you got the problem of having dead spells in your tomes and it also puts hard limitation on people who just wanna do whatever. Soft caps however, similar to with the soft cap of heroes and settlements, tries to push you towards a strategy and penalize the other, but you can still go for it and if you're rich on mana/imperium you can go for that strategy as well or sacrifice something else for it, which adds more to the game when you have choices to make rather than "omnom I want everything".

And why 3? I feel it's a good number before things starts mixing too much and effects just overlap or your race starts losing its unique identity you've created. You also got major transformation which makes it 4, and I think 4 transformations being the goal (also what I believe was showcased as an example in a diary, or was it 3?) for what you might feasibly get in a game feels good and also enough to create whatever immersion you have. I always feel as someone who also likes to roleplay that going beyond your race loses its identity anyway and starts being at risk of becoming a clown blob or less unique cause there's only so many transformations.

Otherwise I've enjoyed the new magic victory, it feels more in line with the other as something to work towards rather than just a woopsy you stumbled into cause you couldn't focus on the others.
 
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1. General branch still goes way too fast. Around turn 25 i'm already on 2/3.
I don't think this branch should be a cumulation of all the affinity points. Maybe just the two or three biggest ones.

I even think the branch should be split up in two: A) Empire skills (stone, city cap, portals) and B) Movement skills (excavation, road building, seafaring)
 

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With the first verion of the watcher beta i had serious concerns if i could keep loving this game as i first did. With this newest version of it i surely can.
I still find the magical victory too contrived, made-up and artificial (low-point of the game for me) I do hope overall it can be a step forward. I was a magic victory fan (mechanic wise), but now i am completely the opposite. The old version had its flaws, but a revamp?
I do hope the spawning unit mechanic is now actually doing what you would like it to do.
And thanks a bunch for reinstating ranged as a decent tactic.

Keep an eye out for mana production, this is through the roof lately.
 
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Does this mean that Gold Wonders will appear in all realms with Magic Victory enabled? Currently the beginner realm prevents Gold Wonders meaning that beginners can't learn about Magic Victories.
We've removed the restriction the Initiation Realm had on Ancient Wonders as Ancient Wonders don't actively pressure the player, so there's little risk in allowing them.
Will Chosen Destroyers have a path to magic victory?
Actually yes, single City Playthroughs can get the Magic Victory now as you can annex and bind Ancient Wonders using Outposts.
 
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I'm not a fan of research cost exclusively scaling off of when you acquire a Tome (unless that's been changed since the Open Beta's initial patch notes?), and would rather see research cost being a mix of the number of previously researched Tomes (or even previously researched Tomes in that tier) and the tier itself.

Other than that, I do like the changes, and the one you pointed out in particular. Late-game research was just too quick.
I think this is important. The cost for new tomes should increase based on the number of tomes you have researched *in that very same tier*. That makes sense in terms of depth progression, and it would discourage even further from the «crazy wide tier 1 builds».
 
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Any chance the single world magic per turn gets fixed? I understand the exploit of casting multiple spells and keep them on hold until you meed to nuke someone to oblivion, but perhaps that could be fixed by adding an increasing mana cost per turn per spell per tier? That way you would need a wealth of mana to keep so many spells locked in.
Edit: nevermind, I just saw the patch notes.
 
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Any chance the single world magic per turn gets fixed? I understand the exploit of casting multiple spells and keep them on hold until you meed to nuke someone to oblivion, but perhaps that could be fixed by adding an increasing mana cost per turn per spell per tier? That way you would need a wealth of mana to keep so many spells locked in.
Edit: nevermind, I just saw the patch notes.

You mean that you would have to pay mana and/or casting points every turn to keep a primed spell ready to cast? I like that idea.
 
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You mean that you would have to pay mana and/or casting points every turn to keep a primed spell ready to cast? I like that idea.
Yes, that would be the idea.
I was thinking more of extra mana costs
Instead of locking a part of the casting points, but I guess that one could work too.
 
Yes, that would be the idea.
I was thinking more of extra mana costs
Instead of locking a part of the casting points, but I guess that one could work too.

With all the restrictions to casting my mana is always through the roof. This upkeep would somewhat mitigate that. I like it.
 
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And ... we need more different Landmarks now, I mean Ancient Wonders (there is only 3 gold ones atm). Especially considering Ancient Wonders supposed to be one of the ways how you get neutral units and there is way too many neutral units that are inaccessible.

  • World Tree, Hidden Wellspring, Castle Ruins, Ancient Cave (this one could get Hunter Spider now after it was removed from Wildlife Sanctuary) - are imo fine.
  • Lost Wizard Tower and Golden Ziggurat have cool Ancient Wonder effects, but could get an extra unit.
  • Magma Forge needs something like Magma Spirit.
  • Crystal Forest needs Astral Wisp and something else like Astral Serpent (it is T3, but so are every Fairy from Hidden Wellspring and both are bronze Ancient Wonders)
  • Secret Temple and Lost Tomb definitely need extra units, but I'm at a loss which ones. Lost Tomb is imo the most boring one after Corrupt Soul was added as a tome unit.
 
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