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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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As someone that always wanted more roleplay and narrative elements for AoW3, this sounds amazing! I love the idea of more intricate diplomacy and events that weave more of a story!

Really hoping to do an AoW4 AAR eventually. I have wanted to do AoW3, but so many things just didn't make sense.
what's an AAR ?

EDIT: i clicked on your signature and understood a bit what it is. dumno if it gonna work with AOW4 tho, as the game may not be as sandbox-ish as stellaris. we'll see :)
 
what's an AAR ?

EDIT: i clicked on your signature and understood a bit what it is. dumno if it gonna work with AOW4 tho, as the game may not be as sandbox-ish as stellaris. we'll see :)

One can hope.

edit: main issue I had was that to me, AoE3 diplomacy seemed more like a mechanical way to adjust difficulty and keep things fun, but generally had no relation to the behavior of any civilization. There were some small things, like the peaceful thing you can take gives dip buffs, and good gets dip buffs while evil gets dip penalties. But it was still mostly balancing.

If it actually makes sense relative to the behavior of each faction, it could work.
 
Insanely excited about the announcement of Age of Wonders 4!
A year ago I got acquainted with this beautiful series of games, played thousands of hours in total in age of wonders 3 and planetfall. Really liked that this part will focus on replayability, roleplay and improved narrative! (as for me, it was very lacking in the past games)
in general, looking forward to this game, already anticipating that it will spend a VERY long time!

And finally, let me ask a very interesting question: "will be displayed artifacts and armor, found as the game, on our leader and the heroes? (or will it be like in planetfall, where only weapons, vehicles and some modifications are displayed)
 
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And finally, let me ask a very interesting question: "will be displayed artifacts and armor, found as the game, on our leader and the heroes? (or will it be like in planetfall, where only weapons, vehicles and some modifications are displayed)
All Enchantments and Transformations have visuals but some will overwrite pre-existing ones if they affect the same part of the body. As for Hero Items, it will mostly be the Weapons & Mounts that show visually.
 
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Super hyped for this. Glad they kept warfare.

Why wouldn't they? 6 units per hex is more than manageable, and not too micro intensive. If you have something surrounded or whatever, I am sure they kept autoresolve if desired. If you are thinking Vic3, that's just because Vic2 units could get cumbersome if you were playing countries with a lot of divisions (like China or Russia), or if you were playing island nations (like Britain or Japan). It isn't like Paradox is going to phase it out of everything.
 
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After the short burn of Planetfall, and seeing the **immediate** similarities between it and AoW4 (from that one featured screenshot), I'm a bit skeptical about AoW4 just going to become a moneygrab reskin of AoW:p.

Prove me wrong, I wouldn't mind getting a fresh and well-made fantasy 4X.
Personally, I find the "fresh" approach to to games new versions to often be a mistake. Too many games want to "re-invent" themselves as they move from one version to the next, often dropping great features and mechanisms to change too much for the next version. The Heroes of Might and Magic series is an example, with all the changes from vesion 3 to the newer versions.

In my mind, Age of Wonders 3 is close to the perfect 4x fantasy game. It is full of well-thought through features, elements, and mechanisms. Why then make a "fresh" approach? If Age of Wonders 4 is strongly based on version 3 + the best additions from Planetfall, then that will be the best game I could want.
 
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I am glad they removed this nonsense along with "every turn do damage to enemy behind walls" buildings in Planetfall. Defenders should have an advantage, but not so overpowered one.

Hm? Are you sure you aren't misremembering it? I do recall the cities gaining ability to fire upon enemy units but they only could fire at enemy units outside the city walls. Once they're inside, the city can't shoot at them anymore. And the damage done is usually just scratch damage unless its shooting at tier 1 unit or militias.

Instead planetfall replaced this with four turrets. The turrets can damage enemy units inside walls but that's only because the turrets can rotate in all directions xD
 
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Hm? Are you sure you aren't misremembering it? I do recall the cities gaining ability to fire upon enemy units but they only could fire at enemy units outside the city walls. Once they're inside, the city can't shoot at them anymore. And the damage done is usually just scratch damage unless its shooting at tier 1 unit or militias.

Instead planetfall replaced this with four turrets. The turrets can damage enemy units inside walls but that's only because the turrets can rotate in all directions xD
Yes, outside the walls which is like 90% of the battle. As non-native English speaker sometimes I have issues finding proper prepositions of place.
Major difference between aow3 and planetfall is that planetfall does not force you to rush, you can take your time preparing for the assault maneuvering outside of turrets reach.

Aow3 city walls gate can be attacked by a single melee unit which blocks the path. As Druid defender can cast a spell which regenerates the whole wall every turn, it means you cannot break the gate no matter how many and how strong units you have.
 
Personally, I find the "fresh" approach to to games new versions to often be a mistake. Too many games want to "re-invent" themselves as they move from one version to the next, often dropping great features and mechanisms to change too much for the next version. The Heroes of Might and Magic series is an example, with all the changes from vesion 3 to the newer versions.
I would agree with you if you used HoMM5 as example. HoMM3 has broken spells like Mass Slow with Earth mastery and mandatory skills like Wisdom.
 
Hi guys!!!
First of all I would like to thank you some much for this great news.
I am à Huge fan of AoW games since AoW 3.
I have play countless hours to all your games since then.
For what i see, this game seems to keep the ambiance of AoW3 one and add à lot more in term of fun and gamins.
I was just wondering if we can expect a dev diary this week?
I am so impatient to learn mor about it !!!
Keep the good work going guys and have a great day !!!
 
Dear developer, I am looking forward to the release of the game.
Everything looks interesting and beautiful, but why are all your mounts dwarfed? This is noticeable in all screenshots and videos, I hope you pay attention to it!!! Now it looks as if the proportions are not met in EOW 3 there was no such thing.

Thanks for attention.
 
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Yes, outside the walls which is like 90% of the battle. As non-native English speaker sometimes I have issues finding proper prepositions of place.
Major difference between aow3 and planetfall is that planetfall does not force you to rush, you can take your time preparing for the assault maneuvering outside of turrets reach.

Aow3 city walls gate can be attacked by a single melee unit which blocks the path. As Druid defender can cast a spell which regenerates the whole wall every turn, it means you cannot break the gate no matter how many and how strong units you have.

That's because the defenders don't really have that much of way in options for when the walls is breached in aow3.

As for your claim of being unable to take your time to assault the defenders in aow3, i have to say that if you want to be able to take your time and position your units, you have to make some concessions in form of bringing some trebuchets along with you in tow and then use them every other turn to hit the most unprotected section of walls at least once to reset the timeout counter.

As well as that spell from Druid defender.... it only assists against weak assaults onto the walls. An determined sieging force will breach the walls immediately. If a player struggle to bring just one unit or two to do damage against the gates or walls and can only bring it down over 2-5 turns as long as the walls isn't repairing through several various methods.. that means the sieging force is rather weak. And the advantage goes to the defender if they can draw out the battle into their favor.

Its a classic sieging player mistake, not bringing enough forces to siege battle.

If you think it is stupid and trivial matter then I would recommend you to visit some of the walled castles still standing in Europe and then think about how you would assault it with medieval tech. You'll think twice after realizing that you're quite likely to die in the process with archers shooting at you from the top of walls. And that is without the advantage of magic granting ability to repair light damage slowly in an active siege fight for the defenders lol.

To be honest, if druid's wall repair spell is what resulted in sieging force's defeat, it just didn't bring enough units to the fight. The same could be said for Dreadnought's single hex repair spell that affects walls or gates, if it completely blocks you from assaulting successfully. It just means enemy didn't bring enough forces to battle with.
 
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Yeah sieges in AoW3 are heavily reliant on bringing a lot of Trebuchets, Cannon or Flying/Floating/Pass Wall units. Wall Climbers can also be used, but they are generally the weakest and riskiest for the job.
 
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That's because the defenders don't really have that much of way in options for when the walls is breached in aow3.

As for your claim of being unable to take your time to assault the defenders in aow3, i have to say that if you want to be able to take your time and position your units, you have to make some concessions in form of bringing some trebuchets along with you in tow and then use them every other turn to hit the most unprotected section of walls at least once to reset the timeout counter.

As well as that spell from Druid defender.... it only assists against weak assaults onto the walls. An determined sieging force will breach the walls immediately. If a player struggle to bring just one unit or two to do damage against the gates or walls and can only bring it down over 2-5 turns as long as the walls isn't repairing through several various methods.. that means the sieging force is rather weak. And the advantage goes to the defender if they can draw out the battle into their favor.

Its a classic sieging player mistake, not bringing enough forces to siege battle.

If you think it is stupid and trivial matter then I would recommend you to visit some of the walled castles still standing in Europe and then think about how you would assault it with medieval tech. You'll think twice after realizing that you're quite likely to die in the process with archers shooting at you from the top of walls. And that is without the advantage of magic granting ability to repair light damage slowly in an active siege fight for the defenders lol.

To be honest, if druid's wall repair spell is what resulted in sieging force's defeat, it just didn't bring enough units to the fight. The same could be said for Dreadnought's single hex repair spell that affects walls or gates, if it completely blocks you from assaulting successfully. It just means enemy didn't bring enough forces to battle with.
I don't care about realism, AoW3 walls were bad for game balance and I am glad the issue was fixed in planetfall.