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Dev Diary 8 - Cities and Expansion

Hello everyone!

My name is Sam Minh Ly, a designer at Triumph in charge of the economy of Age of Wonders 4. In this dev diary I would like to talk about the economy and city development. Shoutouts to Glenn and Lennart who did a lot of work to design the systems of the economy in Age of Wonders 4.

Spoiler: There is a small teaser in the end of this Dev Diary, so make sure to read it till the very end!

Cities are at the core of your empire. They will use the surrounding land to provide you with the resources to raise armies, research Tomes of Magic and provide the mana to fuel your spells. They will also prove to be a good way to exert your control over the world. Cities lay claim to the surrounding area, making it difficult for enemies to come close without diplomatic penalties. And during war, cities are bastions that require a serious effort to breach.

City Income​

City Screen Crop.png

Let’s start off by explaining all the resources that cities produce.
Resource_TML_Food.png.png
Food is required to make a city grow in population.
Resource_TML_StructureProduction.png
Production is used to build city structures, which in turn provide resources or other benefits.
Resource_TML_UnitProduction.png
Draft is used to recruit units for your armies.
Resource_TML_Gold.png
Gold is mainly used to build city structures and recruit units, but it can also be used in other manners, such as diplomacy.
Resource_TML_Mana.png
Mana is used to cast spells and summon magical units.
Resource_TML_Knowledge.png
Knowledge is used to research new skills from your tomes, which unlock new spells, units and more.
Resource_TML_Influence.png
Imperium is used to further your empire as a whole. Its main use is for unlocking Empire Skills and acquiring new cities, but it can also be used to grow cities and in diplomacy.

Food, Production and Draft are all used in the same city that produced that resource, while Gold, Mana, Knowledge and Imperium are added to your global resource pool and can be used anywhere.

City Structures​

City Tree General Rersource Only.png

The primary way to gain more resources is by building city structures. There are four buildings for every resource and a well planned city can build all of these in a single city except for the Tier 4 structures, which are mutually exclusive. All structures have a gold and production cost, the latter of which determines how long it takes for your city to build that structure. You will see that all these structures have a boost requirement. We will cover that a little further in this dev diary.

City Tree Town Hall and Fortifications.png

In this diagram you can see a few different types of city structures. The Town Halls unlock new structures and special province improvements, which will also be covered later in this dev diary. A city always starts with the 1st Town Hall, providing a bit of a background income to get you started.

To the right of the town halls are the fortification structures. They provide Fortification Health, which determines how long it takes for enemies to siege the city before they can attack it. Many of them also provide an additional benefit during the actual battle, giving the defender an advantage in the fight.

On the left you can see the city stability structures. A city’s stability goes down as the town grows in size. You want to avoid your city to have a negative city stability.

City Tree Wizard Tower.png
Finally we have the Wizard Tower. Which is exclusively built in your capital, the Throne City. It provides empire wide benefits for your Godir. It is also the main way you can increase your Imperium income.


Building Queues
Queue Ration TT.png

Much like in previous Age of Wonder games, your cities can construct buildings which provide passive income each turn. Unlike previous games, the queue to build structures and units has been split in two, allowing you to construct structures and recruit units at the same time. This is paired with the new Draft resource, which is exclusively used for recruiting units. We made this decision so players could more easily bounce back after losing units in battle without destroying their city development progress.

When a queue is empty, it automatically starts to produce resources at a conversion % instead. Production is converted into Gold and Draft into Food.

City Domain​

City 4 Pop.png

Cities project a sphere of influence around the city called their domain. This domain extracts resources and ensures rival players can’t just enter it without consequences (more about diplomacy in a future dev diary!)

In Age of Wonders 3 and prior, this domain was a hexagon-shape that grew equally in all directions out from the city. This allowed it to exploit the natural resources of nearby resource nodes but gave the player no control. In Age of Wonders: Planetfall this was changed to a sector system, which resulted in player control over growth and more natural shapes that follow the environment. But these choice moments were few and far between and it was hard for many players to comprehend the impact of these choices.

Age of Wonders 4 uses a new province and expansion system. Provinces also follow the natural features of the world. They are smaller than sectors and unlike Planetfall you will gain a new province every time you gain a new population. Cities can easily get up to 15 population and 15 provinces, making your cities grow more organically in byte-sized chunks. This allows you to “steer” their expansion towards high value resources or to cut-off bottlenecks with your territory.

Province Improvements​

Annex Province.png

Whenever you annex a new province you can immediately choose what type of province improvement will be built here.
The choice of improvements depends on what features that province has.

Province_TML_Farm.png
Farms can be built on grasslands and provide 5 Food.
Province_TML_Quarry.png
Quarries can be built on rocky terrain and cliffs and provide 5 Production.
Province_TML_LumberCamp.png
Foresters can be built in forests and provide 2 Food and 3 Production.
Province_TML_Mine.png
Mines can be built on provinces with Iron Deposits or a Gold Vein and provide 5 gold.
Province_TML_Conduit.png
Conduits and
Province_TML_Research.png
Research Posts can be built on provinces with a Mana Node or Magic Material. The Conduit provides 5 mana and the Research Post 5 Knowledge.
Province_TML_Fishery.png
Fisheries can be built on coastal provinces or in underground lakes and provide 5 Food.
Province_TML_Hut.png
Huts can be built when trying to settle in inhospitable regions, such as a frozen tundra or a scorching desert. They provide 3 Food and do not count as farms, which is important for other economic systems that we will cover further down. Choosing an adaptation allows you to build farms in those regions instead.

City Structure Boosts​

Library Requirement.png
Library Boost.png

For those that want to optimize their city development, we have the Boosting system which ties building city structures in your city to choosing new province improvements in your domain. Almost every structure has a boosting requirement in the form of specific province improvements. For example, the Library requires 1 Forester in a City’s domain to become boosted. If it is, the structure will require 30% less Gold and Production to build, making the boosts worthwhile to chase after and plan for when developing your cities and choosing province improvements. Of course higher tier structures require multiple Province improvements to be present.

Monolith Requirement.png

Building structures often unlocks more structures that are more expensive, but also provide more resources. Higher tier structures also require specific province improvements to be present in your domain. So you will need to make sure that the environment around your city can support a variety of province improvements and think about which improvements to build

Special Province Improvements​

As you progress through the game and unlock Tomes, you will acquire Special Province Improvements. These use the city construction queue, are often quite expensive and need to be built on top of any existing province improvement. But they provide more income than the basic province improvements, especially because they come with extra bonus income that is dependent on the type of adjacent province improvements, adding another dimension to planning your city.

Here are a few examples of what effects these Special Improvements can have:

The Mob Camp is an early game Special Province Improvement from the Tome of the Horde and fits with the Tome being about amassing an army of cheap units. It also allows you to set a province as a Unit deployment location, allowing your units to be recruited at the edge of your domain.
1.png


The Frostspire is acquired from the Tome of the Cold Dark. It benefits from the terraforming effects you get from the Tome and provides friendly visiting armies a buff for their next combat.
2.png


The Sanctuary specializes in another angle and instead provides defensive bonuses to your domain. Preventing enemies from pillaging and casting spells in the domain.
3.png



Capstone City Structures: Guilds​

Mages Guild.png

At the peak of your city's development are the Guilds, which are capstone buildings that provide a huge amount of income based on the number of province improvements of a certain type. For example the Mages Guild, the final mana structure that unlocks if you built all three mana structures before it. It provides 10 mana per Conduit in the domain! But only a single guild can be built per city. So you will have to choose what you want the city to specialize in. Of course this is dependent on the environment, so keep an eye out to the surroundings of your cities.

Faction Differentiation​

There are 6 cultures in Age of Wonders 4. Each with their own specializations in combat and in their economy. Each culture has multiple global bonuses that are unique to them which change how you play. For example, the Dark culture disables the negative effects from low City Stability, the High culture gains global bonuses based on whether you have a good, neutral or evil alignment. Aside from that, every culture gets unique units, Hero Skills, unique city structures and a unique Special province Improvement.

Let’s have a look at what the Industrious culture gets that other cultures don’t. Their unique structure after building a Tier 3 Town Hall is the Bastion’s Barricade. Which exemplifies Industrious’ aspect of fortification perfectly. It provides 20 Fortification Health other cultures can never get and the two Bastions are the strongest units the Industrious culture has, Tier 3 Shield units with immensely high physical defense.
Bastions Barricade.png


The Tier 1 and Tier 2 Food structures of the Industrious culture are replaced. Instead they gain the Workers Farmstead and the Grand Mill. Which provide less food than their normal counterparts but they also provide Production, which they normally don’t.
Workers Farmstead.png
Grand Mill.png


Their Special Province Improvement is the Builder’s Quarters. Which is a quarry that provides more production for each adjacent quarry. As you can see these bonuses can get really high if you get the right spot for them.
Builders Quarters.png


Now with all that extra production you can either continue to build high tier structures or you can use the Produce Merchandise option every city has. It normally converts 25% of a city's unused production into Gold. And while that is already good for the Industrious culture as their Production can become really high, they go even further. If you build their Tier 4 Town Hall, it not only provides the bonuses any Tier 4 Town Hall provides, but it also increases your Produce Merchandise conversion rate from 25% to 35%!
5.png

To wrap up this example I will give you an idea of what kind of synergies you can use to optimize your economy. As you might have seen in the Builder’s Quarters screenshot, there is a +2 gold bonus coming from something called Great Builders. This is one of the Society Traits you can choose when creating your faction. It itself combo’s really well with the Empire Skill Specialist Districts. Now your Special Province Improvements cost less Production to build and provide gold. The Materium tomes have many Special Province Improvements, some of which count as quarries, which will maximize the benefits from all these synergies.
Great Builders.png
Specialized Districts.png


City Cap and Automation​

Growing your empire by acquiring new cities is vital to growing your economy, but you cannot spam new cities indefinitely. If you over extend, you reach your City Cap. If you do so, every city in your empire will suffer a hefty -25% income penalty. This cap is meant to pace city acquisition and to stop rampant expansion. This will force you to either increase this cap via the Empire Skill Tree, or invest in your established Empire.

Another way to reduce micromanagement is the City Automation system. It allows you to set a focus (if any) and let the city grow on its own without having to choose every single province you can acquire.
6.png


For those that do want to micromanage and control their Empire in every detail, you need not worry. You can invest your Imperium into extra City Cap indefinitely, but it will cost you more Imperium each time.

Vassalization System​

And for both players we also have another way to exert your control over the world, namely the vassalization system. There are many Free Cities in the world that you can vassalize. If you do so, they will provide a portion of their income to you, depending on how strong your bond with them is. Moreover, you can decide to vassalize any city you conquer. These vassals do not count towards your city cap but they do provide you with income and a safe place to return to and recover between your campaigns. You can also integrate them later if you decide you want a particular city. Or you can vassalize your own cities directly to free up a city cap slot. Via vassals you can spread your rule over the entire world without limit.
Vassals.png

Conclusion​

There are many layers to the development of your city, which unlock as you progress through the game. The core loop of growth and immediate province exploitation is direct and meaningful. You can choose to engage with this in a casual manner but also choose to highly optimize your economy which is a necessity in the higher difficulty levels.

While there are other factors that influence your economy, such as the Society Traits and the Empire Skill Tree, this will do it for this dev diary. So, what do you think you will do? Plan the development of your city meticulously, go with the flow, or automate? or will you simply take cities by force? It is up to you to decide what path to follow.

While the next diary will be dedicated to the Ancient Wonders, there is also a new stream coming up!
We will let the community pick the faction, form, and tomes for our Developers to start with, so keep an eye on the Forum as we will let you vote next Wednesday!


Stay tuned for a new dev diary next week and consider adding the game to the Wishlist!
 

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So does food production eventually cap out then? I hope there is something to allow more druidic themed empires to use their food for something else if they have a max sized city.
In Planetfall, excess food could be either sold or shipped to other cities. Hopefully they keep that, it was fun to specialize one city in food and use it to accelerate the growth of smaller ones. Especially when you make a new outpost, it allows you to spend your resources to grow it more quickly.
 
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This sounds really good and more in-depth city management and choices is going to be fun. Will 100% micromanage and plan out.

Hopefully the AI has improved from planetfall regarding city building and expanding, They sure made some dumb decisions o_O
 
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Appreciate the very meaty DD :)
It all looks great both visually and mechanically! It seems that splitting unit and building queues not only removed some of the clunkyness of the city management in previous games, but also freed you up to create a much more in depth building system. As someone for whom the main draw of the 4x and grand strategy genres is the feeling of development, which AoW has always satisfied mainly with its roleplaying mechanics, having this added feels awesome.
 
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The Archer and Arcane Battlements just say "+5 Siege Health" Do they also modify any properties of the siege? Like do you get any structures added or anything?
 
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Looks fantastic. Will 100% control development of my cities in detail, since this is a core element of the game for me.

p.s. would love to see racial (form) bonuses to city development.
 
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15 sectors. Dear god. Although I would like to have more info on how it interacts with stability and what happens when you do get negative stability. E.g. how much stability you need per pop and does the cost change.

Also is there food sharing system? Do you get higher food cost for each additional pop? Can you transfer pops between cities or reduce total population if you go over your stability or reduce population by other means? Can you pause growth?

Do vasals expand their territory? Do they research their own tomes? Can you trade sectors between your own cities or grant them to vasals? Can a vasal become a full fledged empire?
 
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This system sounds really good. I am curious how I will end up using it.

I do have some questions:
-> Can we change/replace a province improvement later? Not just with a special improvement, but with another basic one?
-> Can we swap provinces between cities, provided the province is in range for both?
-> Will there be a food sharing system again?
 
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Do vasals expand their territory? Do they research their own tomes? Can you trade sectors between your own cities or grant them to vasals? Can a vasal become a full fledged empire?
They at least grow their city:
Yes, Free Cities annex provinces around their City (as many as allowed by their Tier) and construct buildings. When Vassalised they'll be able to move beyond their Tier limitation so they'll be able to grow alongside your Empire. The logic here is the same as you have access to, to automate your own city management.
 
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Thank you all for your responses! You will have to wait for a bit longer but I hope you will enjoy the game when it comes out!

Allow me to anwser some questions that I have seen come by.

Can you replace the exclusive Tier 4 buildings if you later want to re-specialise your cities? What about province improvements?
Yes to both. You can Dismantle existing city structures at any time. And you can change any province’s improvement at any time as well. Though it will take three turns, during which the province will not produce any income.

A huge leap from AOW3!
I wonder does population itself generate any resource or just a cap of provinces?
Population by itself do not provide any income, but they do provide income indirectly. Population is directly tied to the amount of provinces your city has. For every population, you can annex another province which will grant you income.

I have seen some other related questions about food and growth. Every time you gain a new population, the food requirement to gain the next population increases. So your growth will slow down if you don't invest in more food income. You will (almost) never reach the population maximum of a city. So food will always still be valuable to have to make your cities grow even more throughout the game. That said, city growth and food income is definitely more of a focus in the early game and becomes less important in the late game. When your focus shifts towards more militaristic or diplomatic engagements.

Some intruiging things as well, like the Teleport province improvement unlocked by the Townhall IV and the Teleportation Circle. I wonder how that exactly works...
Or the Tower-cells where you can execute or convert a hero. What could be possible advantage to execute a hero if it gives you 2 knowledge per turn, I wonder?
The teleporters are actually unlocked via an Empire Skill! The diagram I used here was from one of our design sheet, which I updated it but this slipped through.

The Teleportation Circle unlocks a spell that you can use to teleport a friendly army back to your capital.

Executing a Hero sends them to your crypt. You will gain their items, and if you have the Tower Crypts, you will gain 2 Mana income from them. But other people won't like it if you start to execute their people of course.

I don’t remember if this has been answered previously: can we play as the vassal of another player? (I might be able to entice a particular family member to join in if I offer to play as a vassal).

This is even more niche: will I be able to use the hotseat feature to play several different factions on the same map? I’m a rotational-household Simmer, and I even enjoy rotating between dynasties in CK3. I’m already dreaming of several different factions I’d love to play in rotation! :po_O:D
At any point during the game, you can propose or demand a vassalization with another player. If both sides agree, one player will now be the vassal of another player. This works differently than having a Free City as a vassal. Other rulers still play the game as per normal, but they have to follow the overlord into war and they cannot declare war themselves. If the vassal wins the game, that victory will be dedicated to their overlord.

Hotseat is available in the game!

You showed off the Wizards Tower. Is that exclusive for Wizard Kings? Would other leader types receive a comparable structure?
All rulers can build a Wizard Tower. You can choose between starting as an Ascended Mortal, a leader of your race elevated to become a new Godir, or as a Wizard King, a banished Godir that has returned from the Astral Sea to rule again.
 
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Looks like I was little late but glad I was right!
I don’t remember if this has been answered previously: can we play as the vassal of another player? (I might be able to entice a particular family member to join in if I offer to play as a vassal).
There is an achievement for that so very likely
IMG_20230309_122327.jpg

This is even more niche: will I be able to use the hotseat feature to play several different factions on the same map? I’m a rotational-household Simmer, and I even enjoy rotating between dynasties in CK3. I’m already dreaming of several different factions I’d love to play in rotation! :po_O:D
We expect there to be a hot-seat so I think that can work
 
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Would you consider renaming the final structure in the stone workers’ building tree to “Masons’ Guild” instead of the wildly generic “Workers’ Guild?” Every guild has workers of some sort.
 
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Wow lot of info to digest.
I like the idea that there is a "siege health" meaning enemies cannot just rush an undefended city and take it right away, but have to besiege it, by which time you can arrive back to rescue it.
Also, the hero resurrection/capture system is great. Especially the conversion, unlike in AoW2-3 where unless you dominated them, you could never get an enemy hero.
The new province system seems interesting. 15 provinces sound like a lot, but there seems to be less to do with them than with Planetfall's. However, this allows you to more organically grow your territory.
Weird though that there is only one wizard tower. I assume this means there is no longer a range requirement for spellcasting?
 
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Looking at the intricate planning possible for each city, will there be an ability to place 'tags' (cosmetic reminders) to remind yourself of your overall build plan? (for example, I plan a mob camp here, a quarry here, etc)
 
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A guild for workers is pretty much a labor union, right? Seems like that's the name they should use.
Every guild is pretty much a labor union.
 
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I would appreciate the "tech tree" view for buildings in cities in game, not only in dev diary. It is clean, it is readable, and it shows easily all dependencies and requirements to reach spiecified building. Even if it is to late for such thing so close to premiere, I'm asking you to add it in later patch.
This graph is just what I would love to see in game, just a bit prettier graphics instead of colorful squares with text =]
(can't repost image, so I will just reference it as the one below "City Structures" text)
With this I can easily tell the direction in which a city is going to, or I can tell what early game structure I'm missing on mid/late game. It also shows all requiremets for the building I want. Please add such view for city.
The tiles can be like in the current list, or similar to tiles in list, with mouse-over tooltip about building details. Distinguishable by colors or shapes of tiles which are already built, which are ready to build or in building queue and which have requirements not yet met.
 
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It seems to me that water tiles do not provide enough value to be worth it. Farms and Fisheries both provide 5 food. As land tiles are already inherently more valuable, costal buildings and upgrades should be 'more efficient' so people won't ignore them completely. In one thread, a dude said he played 50 hours and said he never did a fight on the water tiles. That tells me the water sectors are trash. If they are only as good as land sectors, they are are infact inferior.

So, perhaps the fisheries should provide 3 food and 3 gold.
Shipyard: 10 gold and 3 production
Fishmonger: 15 food and 3 draft (15 food is less than the food equivalent building by the way.)
Grandwharf: 20 production and 3 knowledge (Planetfall ocean tiles gave knowledge)
Seafarers Guild: 3 to production, knowledge, draft, food, gold per fishery

I mean, otherwise, I don't see why I would bother with costal tiles at all. Just in my opinion. I know the Experienced Seafarers make fisheries better. But unless you get that society trait, water tiles are to be avoided at all cost unless they are buffed. Where as every other non adaptation tile is desirable for all cultures. Seems weird man. At the very least though, can we add knowledge back to water sectors some how. lol. Like Experienced Seafarers should add 2 knowledge to fisheries too.
 
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Very cool Dev Diary!

Is the "Teleporter Province Improvement" a means of allowing players/AI to quickly move armies from one city to another? As in, you move an army onto a Teleporter in one province, and you can then transport that army to another owned Teleporter anywhere on the map? If so, I'll be delighted; I think a lot of players often end up in a situation where they find a good location for a "Military" city that produces the bulk or best of their military units, only to spend 10 or 15 turns moving that army halfway across the map before it can be used.

Also, it was mentioned in a previous Dev Diary that Free Cities have a randomly-generated hero who acts as the city's leader. Let's say you release a captured city as a vassal; does the new vassal city gain a leader, and if so, how is that character determined? Is it a randomly-generated character based on the race/form of the city's population?
And what happens if you have a hero assigned as a governor of own of your own cities, and you decide to release that city as a vassal? Does the player get an option to allow the governing hero to "leave" their faction to become the leader of the new vassal city? Or is a character randomly-generated to serve as the leader?
 
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