• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dev Diary #22: Underground Changes

Greetings everyone! My name is Jamie, I’m a gameplay programmer at Triumph Studios and one of my main responsibilities is the Random Map Generation (RMG, not to be confused with RNG, although it plays a big role!). I’d like to give you an update on some of the upcoming changes to the Underground, and we’ll start off with a bit of general insight on how maps are generated in Age of Wonders 4.

Map Generation​

For Age of Wonders 4 we’ve made an iteration on the Random Map Generator based on the foundation created in Planetfall. One thing you might have noticed is that the size of our provinces is considerably smaller than they were in Planetfall, but we still wanted to make sure that connecting provinces could feel like they are part of a whole. This is why we’ve opted to adapt this system to generate the map based on Regions of variable types and sizes. These regions are then subdivided into the provinces you see when you play on the map. This means we can create large mountain ranges and oceans, while having smaller provinces for Ancient Wonders, or create a player starting area with neighbouring provinces that will always have a set number of resource nodes to exploit.

Underground Generation​

To give you an idea of the process involved in generating the Underground map layer, these are the steps we take:
  1. Start with an empty map, with a size based on the maximum number of players on one of the map levels.
  2. Generate positions for players and free cities.
  3. Generate regions by using the generated positions.
  4. Generate passages between the underground and surface.
  5. Generate caverns around existing locations, cities, passages.
  6. Generate additional caverns to reach the desired amount.
  7. Generate Ancient Wonders inside existing caverns.
  8. Generate Bedrock/Lava/Water on the remaining regions.
  9. Generate region flavors (empty regions, valuable regions).
  10. Generate themes (general, hot, cold) to create variations on a per cavern basis.
  11. Generate large sectors by combining bedrock.
  12. Generate overlays (rock, mushroom forests, snow, etc) based on the theme of the cavern.
  13. Generate rivers.
  14. Generate tunnels to connect the caverns.
  15. Generate structures, magic materials, pickups, etc.
  16. Generate provinces that can be excavated, filling up provinces that have something of interest
  17. Generate roads to connect important locations on the map

The Underground​

When we set out to create the Underground map layer for this game, we had the following design goals in mind:
  • Players should be able to create viable underground empires; especially for players with the Underground Adaptation.
  • The Underground should have a unique feel in terms of gameplay, look, structure, and encounters.
  • The Underground should be readable and visually appealing.

For this update we used these as a starting point to improve the overall experience of the underground.

Underground-min.png


City Expansion​

The main issue with starting in the underground was the fact that a lot of the time, cities couldn’t grow to their full potential. It could be stuck in a corner of the cavern, or the cavern itself was simply not big enough. Even when there is some value to be gotten in smaller values with Ancient Wonders and valuable nodes, the city could never grow big enough to be worth it compared to the surface.

UndergroundAnnex-min.png

Quarry-min.png


What we’ve done for the Watcher update is that cities can now expand through Underground Passages to the other map layer. This allows those you players to capture the smaller caverns full of value from the surface, or grab a couple of farms on the surface while creating mines in the underground.

For players using the Underground Adaptation mind trait, we added a little bonus to their cities with one additional annex range, allowing them to make full use of the caverns they settle in.

Excavation​

Many provinces in the underground are filled with earth and need to be excavated to create usable terrain for cities and exploration. In the wyvern update we’ve added Nodes and Magic Materials to be uncovered by this process, but the experience could still feel lacking and too dangerous for scouts to handle due to the roaming armies that could spawn as a result of this. The roaming stacks were initially added to reach the quota of fights to level up your stacks during the early game. But besides being forced fights, they also didn’t give any rewards.

Excavation3-min.png


For this update we’ve decided to change things up a little bit. The first thing you’ll notice is that some provinces will now be glowing, this means they have a structure underneath them, this could be a Resource Node, Magic Material, or an Infestation! This should help you find a good settling spot for a new city at a glance, rather than first having to excavate all provinces. When excavating a province, you will uncover these structures with defenders on them, these structures still include their rewards for clearing them. This way you can decide how you want to react, but do be careful with those infestations, as they will directly claim their territory and give you limited time before they wake up.

Structures​

We’ve made a couple of adjustments to the structures in the Underground. First of all we’ve made the Ores group of Magic Materials be the only materials that spawn in the Underground and in greater numbers. There is now a better distribution on the rarity of Ancient Wonders in the underground, leading to a more varied pool. When traversing the water you can find the occasional pickup, making traversal through these rivers even more worth your time.

Excavation4-min.png


Continents Map Type​

The continents map type could feel a bit repetitive when played multiple times. You would always end up with similar overall land shapes and a large ocean area in the center. To combat this we’ve decided to give the generation process more freedom, this includes that we no longer force the shape of the ocean. But we also allow it to generate small islands in the ocean. This gives us more opportunities to generate underground passages on these islands, and with the change to annex provinces across map layers, will make for worthwhile and defendable settling positions.

OldContinents-min.png

Original Continents Map

Continents2-min.png
Continents1-min.png

New Continents Map

In conclusion, we’ve made a number of changes to make your adventure through the underground more exciting! And hopefully the insight into the generation process made for a good read. If you have any more questions about the process, feel free to ask!

If you already want to enjoy these changes and start your own expedition through the underground, then you can join us on the Open Beta branch on Steam, to get an early start on the Watcher Update.


Find out if we are Team Barbie or Oppenheimer:
 
Last edited:
  • 38Like
  • 12Love
  • 6
Reactions:
Amazing stuff! Finally a reason to get underground adaptation. I am happy with this update so far! Will we have a DevDiary next week?
Have an awesome Summer, everyone!
 
  • 1Like
Reactions:
Looking good!

I've already noticed some improvements in the previous updates, I'm eager to see what more is coming.

As a side note, I am a big fan of reducing the size of provinces compared to Planetfall. The sectors in that game were far too big, imo (same with the areas in Humankind and such). Provinces like they work in AoW 4 allow for far more granularity.
 
  • 1
Reactions:
I love it, but are you adding completely new ancient wonders to the underground or just moving the existing ones there? Also any chance you could flesh out the underground enemies/ wildlife so enemies feel different? What about more varied underground battlemaps as well?
 
  • 1
Reactions:
Love the new continents map generation! hopefully this fixes AI players sometimes spawning underground without any way up.From what i've seen this has always happened when they spawn under the ocean.
 
  • 2Like
Reactions:
Much as it feels weird to argue for a nerf: It would make underground adaptation feel more thematic if you only got the +1 annex range if the city itself is underground. Giving it to their overground cities too make them more "we like building large cities" than "we're adapted to living underground".
 
  • 3Love
  • 2Like
  • 2
Reactions:
Can we keep both Continental map options? They both have different feels to it, one being an English Channel feel and the other more of a full World map.

For the underground, although I love the city province annexation between layers, I'd also like to be able to annex through tunnels, if the annexation range allows. As an example for a city with a 6 annexation range that is boxed into a 3-ring cavern, meaning the city effectively has an annexation range of 3, but a 2 province tunnel exists into another cavern, I'd like the option to grab the province at the end of that tunnel... Alternatively, and even better tbh, please allow me to link outputs to a city, so that local resources are not wasted, but added to the city. Bonus points if you let the linked city annex provinces through the linked outpost! (think Work Camp but tied into the normal city population mechanic and letting me annex each range-1 province around an outpost)

Also, lava needs some form os use. The underground having un-escavetable walls (reverse mountains) and unusable lava creates too much limitation. Being able to put some for of special forge/mine on lava costal privinces would be great. Please understand that annexing provinces on the surface gives the player an option to expand, but I should be able to still build 100% underground empires, if for no other reason thematic reasons. Putting farms on the surface still mean, lore-wise, I have population up there, which is not always thematic.
 
  • 4Like
  • 3
Reactions:
The underground changes look really nice. I do think that making further adjustments to make sure a fully underground empire is accessible is important though. Bedrock being so completely uninteractable and the requirement of terraforming to annex tunnels are the main barriers to making good underground cities currently, and it doesn't help that with underground starts you often share too much of your space with your starting free city.
 
  • 2
  • 1Like
Reactions:
What we’ve done for the Watcher update is that cities can now expand through Underground Passages to the other map layer. This allows those you players to capture the smaller caverns full of value from the surface, or grab a couple of farms on the surface while creating mines in the underground.
Are you also changing map generation such that resource nodes can spawn in the same provinces as Underground Passages? Currently, even with this rule, one would need to go through two featureless provinces to reach something valuable on the other layer.
 
Much as it feels weird to argue for a nerf: It would make underground adaptation feel more thematic if you only got the +1 annex range if the city itself is underground. Giving it to their overground cities too make them more "we like building large cities" than "we're adapted to living underground".
We totally agree, this is indeed the case only for cities they build in the underground.

lava needs some form os use. The underground having un-escavetable walls (reverse mountains) and unusable lava creates too much limitation.
Keep an eye open for future updates.

Are you also changing map generation such that resource nodes can spawn in the same provinces as Underground Passages? Currently, even with this rule, one would need to go through two featureless provinces to reach something valuable on the other layer.
Currently this rule is still set, so they can not mix with other nodes in the same province.
 
  • 2Like
  • 1
Reactions:
please add no underground and only underground option

really want to try some underground only game

Or maybe a "Lava Seas" realm trait, which enforces a large Underground, Underground start for everyone, and has only pockets of Desolate lands on the surface, surrounded by seas of impassible lava.

Basically, the idea would be that everything takes place underground because the surface of the planet is molten.
 
  • 3Love
  • 2Like
  • 1
Reactions:
These are great changes! I personally hope that a late game option can be added to be able to excavate bedrock (maybe in Tome of the Creator, or upgrade Earthshatter to be able to target it), as well as a way to traverse lava (which I believe is planned already -- maybe add it to Tier 4 Tome of the Crucible?)
 
Liking the new continents maps! But would it be possible to make sure that all major water bodies on a continents map is connected with water, so it's not like Civ6 where oceans are often disconnected which discourages naval play?
 
  • 3Like
Reactions:
Hello ! First of all, I want to thank you for continuing to make this wonderful game, which I love since the second part :)

I want to offer you some interesting things that would make the process even more interesting.
I am engaged in the Middle Ages and have been to events where cavalry was used. they were professionals who very slowly and very carefully attacked the formation of soldiers. even knowing this, and realizing that I was safe, when an attack was made, the system broke down, everyone pushed in confusion, and even sometimes knocked each other to the ground due to rhinestones and panic. and in general, this is the most important task of the sazhen cavalry on the battlefield - to break the formation and bring chaos into the enemy's ranks. for this reason, I would like to suggest that you rework the heavy cavalry of all types of knights. which will give more tactical options and make battles even more colorful and interesting. besides, at the moment, the cavalry is a very weak type of troops that is not directly a formidable force :(

take out heavy cavalry as a separate type of troops. give them an ability in a full three actions that cannot be used in the opponent's zone of control. range from 3 to 6-7. which combines the ability of the object of a cloud in a bottle that pushes the enemy along the cone and the advancement of the rider to the point where the first warrior stood, which was attacked by the rider. at the same time, an increase in damage without a limit of three cells passed exactly to the first target and 2-4 damage to everyone who fell under this ability (since in the turmoil and panic, the troops injure themselves and each other), since during this attack the soldiers will be really scared then at least a minimum morale penalty of 5 units to everyone who is affected, and also because of the turmoil, everyone will lose their defensive position and will be disoriented and possibly even distracted. but heavy cavalry also has a minus, in fact, after such an attack, I can do almost nothing while in the enemy’s ranks. for this reason, it would be sensible and balanced to make it a normal attack as a single action, the same as a ranged hero (something like a one-handed weapon strike)
since knights are not particularly numerous warriors everywhere and always, but especially elite ones, it is for them that it is worth raising the cost of hiring, paying and daily salaries, to the point that even knights of feudal lords and darkness must consume 1 crown unit. Separately, I want to highlight the fact that knights have distinctive good and unusually expensive horses, for which it would be plausible to add, say, 6-8 food to the daily price, which are confiscated from the nearest city or from the city where the knight was hired. add the same type of attack to all cavalry spears for heroes and remove the ability to use such weapons while on foot, otherwise there were funny incidents before that when my ruler ended up with a knight's lance and could wield it without a horse

perhaps I want too much, but I dare to suggest another interesting mechanic, but already applicable to all Pippi riders. this mechanic was in the Fall planet, though it was only applicable to heroes. when the hero is in a transport and he runs out of hp, he jumps off of it, remaining at 10 hp (as far as I remember) and with the loss of all the capabilities of his transport. it would be great to use this mechanic for cavalry in this game as well. for ordinary soldiers on horseback with the ability to automatically find a new animal after the battle (or for an additional fee that will be charged automatically) and for heroes with the loss of their animal (again, there are a lot of them during the game and there is no point in this, otherwise it will make sense to have in stock even a seedy nag, and not immediately sell it because of uselessness)

it would also be sensible and plausible if animals demanded the consumption of food rather than manna or money. otherwise it’s funny to imagine how a wild boar gnaws a manna crystal or goes to a tavern and spends gold for lunch besides, this will give more variety and economic opportunities, and make the game even more interesting and multifaceted :)

if you do something like that it will be sooooooo cool!!!!
even despite the fact that this game is already the best in the world, it can become even better, since there is no limit to perfection