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Welcome to Age of Wonders 4’s first Dev Diary!

Hello everyone!

Welcome to Age of Wonders 4’s first Development Diary! Here we’ll talk about the game’s inception, big new features, and what you can expect in the coming months leading up to release on May 2nd! You can wishlist the game on Steam today!

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Inception

First, a bit of history:

The premise and focus of Age of Wonders 4 has been two decades in the making. At the conclusion of 2003’s Age of Wonders Shadow Magic, the warring Wizard Kings were banished from Athla along with the Shadow Demons. We knew that if the stars of game business aligned we’d bring them back, bigger and scarier than before.

After Triumph’s Overlord period came 2014’s Age of Wonders 3. This long-awaited sequel was developed and published independently and was set in a lower-magic era. It saw the rise of the Human Commonwealth’s renaissance empire in the void left by the aforementioned archmages. The scheming Shadowborn plotted to bring back the Wizard Kings and the magical times of old, and in the canon ending, they succeeded!

After joining Paradox, we released Age of Wonders: Planetfall (though development actually started prior to the acquisition). This sci-fi sister game allowed us to experiment with new angles, allowed us to bring the game to a new audience on consoles, and taught us a lot about IP building, ranged combat, meta empire systems and unit mods.

Now, after three and a half years of development, we are ready to announce the newest sequel to the fantasy saga. The biggest Age of Wonders game to date: Age of Wonders 4.

The Return of the Wizard Kings

Age of Wonders 4 starts with the banished Wizard Kings breaking free from their otherworldly prisons. Corrupted by centuries of torment in eldritch domains, they have returned to the world of Athla and now seek other realms that lie within their grasp. Not merely satisfied to reclaim their thrones, they seek to establish themselves as gods over mortals.

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The mortal leaders scramble to rally their populations against the invaders. Choosing to be a mortal champion or one of the returning Wizard Kings, you must master the forbidden arts and prepare for a confrontation the likes of which the universe has never seen; taking the conflict to Athla and other worlds within the Astral Sea.


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Vision

The central theme that emanates through Age of Wonders 4 is Creation; which ties closely to the returning wizard kings with their god-like powers. If AoW3 was autumnal, then AoW4 represents a fresh spring, heralding an age of new beginnings where the magical forces of creation flow freely. This spring theme is actually part of the art style guide, leading to fresher, green and blue tinted color palettes.

The series has always featured a strong in-world player avatar whose empire embodies their traits. With Age of Wonders 4 we take this further with unprecedented faction creation and evolution systems, as well as new ways for players to create realms to conquer. Next to enhanced avatar character creation, you can build your own starting race. Your choice of physical form, culture, traits and magical tome defines your unique race at the start of the game. You can go for an existing trope or create your own unique vision. Mystic Toads, Cannibal Halflings, or Isolated Deep Dwarves are all examples of what is possible. The modular nature of this fantasy race construction set will also make it easier for modders to add content compared to previous games.

But this is only the beginning; our goal is to instill a great sense of progress and agency during the many hours an AoW game takes. No longer stuck in a predefined research/building path determined at the start of the game, you can now evolve your faction in the direction that suits you during play. You rule an empire of your own design, crafting a personal journey.

Gameplay Depth

With each iteration of the Age of Wonders series we have added more gameplay depth: systems that allow players to develop their own strategies and stories through the game; adding agency and replayability. Age of Wonders 4 continues on this path of evolution. Here are some of the new features:

The Tomes of Magic and Other Progression Systems

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). Each Tome is centered around a strong theme (Pyromancy, Necromancy, Faith, Teleportation, etc) and includes a number of spells and upgrades for your empire you can then research. You can start with goblin barbarians, and follow the path of Shadow with tomes of necromancy and cryomancy that create a frozen empire of death, or use Nature’s tomes to create an empire that lives in harmony with the creatures of the forests. As well as tomes, you can use the Empire Tree to unlock skills that improve your empire. Each affinity has its own branch that follows a particular playstyle. Chaos focuses on leading armies in wars of conquest, while Order looks to conquer the world through vassalage and diplomacy.

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As you play the game, picking new tomes and skills from the empire tree, your empire will change to reflect your choices. Your unique path and developing Cosmic Affinities affect the spells you use, the cities you build, and the units you field. You control how your people evolve both physically and socially. This all instills a strong sense of progress and roleplaying, while respecting the medieval high fantasy setting.

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New Narrative Engine

New to the game is a narrative engine that laces encounters, diplomacy and many other aspects of the game with narrative flair. How you respond to these events tests your judgment as a leader. The events react to who you are, while immersing you deeper in the living world. Of course, many of the events shine new lights on the universe’s rich lore, while the game’s story missions drive a new epic plot forward.

Intricate Diplomacy and Relations

Diplomacy, both with rival rulers and free cities you encounter on the map, has received a great deal of attention with new types of pacts, grievances and AI personalities to deal with. AIs have better awareness of who you are and their own place in the world.

Cities and Economy

Cities can develop in multiple new ways: we’ve introduced a new province system where population growth directly results in new territory that can be added to your city’s domain, allowing you to shape your domains and expand towards high value locations. Other features include separate production queues for structures and units to ensure that new units can be drafted faster without stalling city development. There are special province improvements for you to build around your cities and a new empire management resource called Imperium. The game’s economy alone will likely be the subject of multiple dev diaries!

Combat and new Siege System

Combat has always been at the heart of the game and is better than ever. There’s a new morale system which can cause units to rout; adding a new dimension to combat. We have added clearly defined unit roles, which make it easier to identify the many units in the game. And, of course, there are a ton of new units and clever abilities that look and animate better than ever.

There are more links between the world map and combat, like narrative event options that impact battles and most importantly a new siege system that takes the preparations to the world map and gives defenders a window to break the siege. More on these things later!


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What’s Next

This is just a short overview of things we’re doing with AoW4. Of course many loved features make a return: multiplayer, underground, heroes and their arsenals; all have seen evolutions big and small. This is a fully loaded sequel!

From the time of this announcement to our release on May 2nd, there will be an intense barrage of development journals and other community activities, where we’ll take a deeper look at the many facets of this game: gameplay features, art, etc. We hope you like what we have to show and we’re looking forward to your feedback.

Check back next week where principal designer Tom Bird is going to take a closer look at the building and evolving factions using the Cosmic Affinities and Tomes of Magic !

If you like what you’ve seen - please Wishlist the game! Thank you!
 
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I really loved the class system from 3, and how much of an impact that had on your unit choices, as well as the secret techs from planetfall. That level of customization and mixing and matching of different traits to create a more interesting empire I always loved. I'd love to see 4 build on this even further!
 
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Wow. I expected there had to be an upcoming sequel; it's more surprising to me that Age of Wonders 4 is coming so soon after this reveal.

The new innovations to the game look very interesting to me. The upgrade in visual quality is also clearly noticeable. From these screenshots the game looks very sharp en clear. The readability of the map and units was already great in the previous titles, but it looks like a step up in this direction as well.

A small gripe I initially had with Planetfall was that it felt a bit lean compared to AoW3, which at that point had the expansions. Planetfall had less races, less victory conditions, etc. compared to AoW3. It's good to see that in AoW4 there are so many races, traits, spells etc from the get-go. The flexibility seems endless.

Some quick burning questions that pop up in my head I hope you can answer:
  1. Is Michiel van den Bos back onboard for the soundtrack?
    I think I heard his signature in the snippet of music in the announcement trailer, but I am unsure.
  2. Is Raymond Bingham (and/or his alter ego Ham Binger ;)) back to continue writing the story? And not to forget the world building through those witty, funny and always interesting to read unit descriptions?​
  3. Does the undo movement button in tactical combat return?
    This quality-of-life feature was something I didn't know i needed until you added it in one of the updates in Planetfall, it single-handedly improved my enjoyment of playing the game tenfold. No exaggeration!​
  4. Will status effects be easier to check during battle on your own and enemy units? Like a small icon next to the banner or something, with a popup when hovering your mouse over explaining what it is. Because my only major gripe in all the previous titles was that your only way to see what status effects were affecting the unit was click the unit, click the unitcard en check it in the long list of unit abilities; very time consuming.​
I'm excited to learn more in the upcoming weeks through these dev diaries!
 
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As AoW Planetfall has a mac version, will this be available on macOS as well?
On Steam the specs make no mention of macOS at this point, sadly. But surely it will be available eventually? AoW 3 was also available for macOS until the 32-bit thing happened.
 
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I played AoW 3 long time ago, so details are foggy.

So in the end of AoW 3 (Silver DLC with frostlings) campaign main shadow gate in cave got activated.
If we are playing as escaping wizards, do they come out trough heavily guarded place ready to be bombed with thermobaric bombs (mana cores or something)?
Or do they all are entering home trough portals, that are less guarded by factions - or even create portal in equivalent of Sahara desert or Siberian tundra, so equivalent of USA military can't get them easily?

It would be cool to have taste of power roguelike scenario, where you try to blast your way towards freedom.

Yes, when I finished all missions in scenario, I always researched all techs, got all mythical/legendary items, and had several 3x6 stacks full of Tier IV units.
That is my Athla is well developed and armed ready to use their equivalent of spy satellite network and launch their ICBMs.

Or is incoming enemy is so vastly superior, that its like aliens trough wormhole and invading early Space Age earth?
 
I'm quite ambivalent on that 'customize your race' idea (sorry, I hate being that guy). What I loved in the original Age of Wonders was to see so many races with different styles and touches: elves had forestry, dark elves had cave crawling, lizard men swam, etc. You could put these groups on the world map that came with the game and imagine them allying or opposing each other, just like that they do in-game. That made for excellent world building, I read and re-read the manual like a novel.
But when any race can turn into pretty much anything else, won't they just blend into each other? If my first game has teleporting goblins, chaos orcs and nature-loving dwarves, and the next is frozen orcs, cannibalistic halflings and tropical elf necromancers, and the next one is completely different again, I might just think "OK, whatever".

Stellaris may be helpful to illustrate what I'm trying to say: customisation is great for your own faction, but other civilizations are forgotten as soon as the game ends, because they have the flavor and personality of a random number generator. The only exceptions are the enclaves, the crises and the Prikkiki-Ti, because you see these multiple times. In that case, extreme variety paradoxically lead to bland civilizations.

I don't know the exact breadth of customization in AoW4, so I could be completely wrong. It's just that, to me, a good story is more dependant on worldbuilding than variety. Age of Wonders had buckets of worldbuilding, in no small part due to the diverse but flavorful list of races.
 
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Another question: How many units can you have in stack?
6 like in AoW 3, or 8 like in AoW 2?

Either way doing triforce - that is three stacks right next to each other ensured that always all same units joined combat.
If enemy had smaller clumps - like 2 stacks next to each other or singular stacks, then you can encircle them with 5 or 6 stacks.
 
Actually, there's something I'm super curious about.

So, in the Tome of Magic selection screen you only got a T1 book, does that T1 book lead into the higher tiers via research or some other guaranteed access or do you just need to hope you can get ahold of the higher tiers of your preferred school? Like, if I want to do some super dedicated "I only do Fire Stuff" guy/girl who eschews all other magic as inferior, can I pick the Tome of Pyromancy and rest assured that I'll unlock the other tiers or am I potentially going to find a realm with no fire magic available and be left with just the T1 tome?
 
So I noticed in the stream, that there are official "scenarios" or something like that and custom made ones and, as a third options, you can create a totally new one. And they have tiers like tier 1 and tier 2 assigned to them.

What is the meaning of the tiers here?

I guess, it is a difficulty progression?
There are Story Realms, Custom Realms and Challenge or Pantheon Realms as I call them. Those are pre-made realms that provide a different experience from a typical game, some are easier, some are harder. We'll touch more on this when we discuss the Pantheon system though.
 
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So, apparently you cribbed some notes from my "features my ideal fantasy 4X has" notebook. Please inform me how your spies entered, for we all know gaps in the insulation are putting a burden on the environment.

Stellaris may be helpful to illustrate what I'm trying to say: customisation is great for your own faction, but other civilizations are forgotten as soon as the game ends, because they have the flavor and personality of a random number generator.

That can be addressed by say weighting the randomness or other methods. Even Stellaris had more noteworthy species and empires at launch as primitves could have more ethics and species trait points distributed, making some random lucky ones quite dangerous.

However say that default elves are foresty and astral aligned. And while there is a chance that any elves you find are different, each step removed is less probable.
That way races have an identity, without being bound by it.
 
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Minor faction (free cities) rulers are on the map as heroes yes.
But it goes further.
When you annex their cities through diplomacy they join you as heroes (and are the assigned governor of the town)
Some free cities have secondary heroes around which you can recruit, improving relation to their house.
captured heroes can be traded for ransom.
If you want to take a free city by force you their lord on the battlefield.
Dead rival heroes go to your crypt.
Which you can resurrect
or sell their bones
etc.
:D
will there also be monsters neutral cities? like cities only inhabited by giants, fairies, etc? (just like in aow3)
 
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LOVE this! Sooo many questions I don't know where to begin...

Will there be damage types, as in AoW 3? That's one of the aspects that really set AoW apart.

Will you be able to craft artefacts in cities as with the Arcane Forge? Again a highly distinguishing feature.

Will there be mounts for heores? Flying mounts?

What about Dragons? I guess they will still be in the game?
 
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this all looks amazing, so pleased this game franchise lives on!

if i had to critique it would be the texture of the horses looking a tad plasticine-ish (it might be the tail of the white horse throwing me off) - perhaps this would look different if i watched the vid?
also the customization of the races sounds wicked in theory but i worry it might feel too same-y but i won't make assumptions till i play it

I really can't wait!
 
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