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no0ne86

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Jun 16, 2018
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Well, at last I found time (three months old daughter leaves little time for games, lol) to play AoW4 with last DLC and Golem patch.

First of all, I really love new forging mechanics and how it made magic materials really useful. New culture is interesting with their aggressiveness and expansionism. And I was really glad to see new racial traits system. But no matter how good game is there is always place for improvement.

Bugs:

  • When you remove item from hero and if there is at least one more of the same item in the arsenal then all these items would be unavailable for one turn.
  • Bastions summoned by defense buildings are underground (just check and see what I mean).
  • Iron Golems got low res textures on their army icon.
QoL and interface:

  • Some way to see exactly how many figures left in stack. Yes, you can count it yourself but it is not very convenient when you have like 12 T1 stacks in one fight.
  • Province borders on “ink-map” screen. Sometimes it is hard to distinct different provinces.
Cities gameplay:

  • Some way to move citizen from one province to another. Maybe do it as special city action and block all production for 1 or 2 turns so players would not abuse it too much.
  • Biggest problem with cities in game: you just don’t need T3 or T4 city. It doesn’t give you any real profit. What does it do:
    • More buildings. Useless mostly because all buildings you need are opened on T1-T2 level – it is all economy and special improvements. You get only some defense structures and unique cultural structure.
    • Wider city expand. Not so useful since you can build forts to control distant provinces and you can take Empire trait in Nature branch that gives all your cities extra +2 radius (T3 and T4 upgrade in one trait almost for free!)
    • Access to T3 units. Absolutely useless. Why do you need to build something when you can just research T3 or even T5 unit and buy in T1 city? Yes, it will cost you some gold but in late game you usually got thousands of it. And solution for all problems is very easy: just make it so you need T2 city for EVERY T2 unit not only cultural, T3 city for T3 unit and T4 city for T4-T5 units.
  • Maybe add some food sharing mechanic like it was in Planetfall. Or even not only food but also production and draft.
Heroes:

  • Signature perks. They are mess. Maybe implement some perk tree or point-based system so it won’t be so random (since some of them are MUCH stronger than others). And increase number of signature perks.
  • Unique cultural perks for all cultures like dragon and feudal leaders have.
AI:

  • Why AI can create items for selling but not using it?
  • Why do I have to pay for making an AI player my vassal? He is almost dead, I have like one turn before annihilating him but he is still don’t surrender and if I ask him to become my vassal he wants me to pay him money! I thought in real wars it works the opposite way.
  • Once I had situation: I was at war with empire A and to defend my rear I signed a defensive pact with empire B. Next turn empires A and B signed a defensive pact themselves. That’s really weird…
Race relations and morale:

Is there any way to return old race relation mechanic? What I mean: in previous games if I destroy three goblin cities and capture one that city would get big stability penalty and units would have low morale and could even rebel against me. In AoW4 I can level the empire and none of it’s units would give a s**t about it.

That’s all for now. Maybe I’ll write something more later.
 
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Heroes:

  • Signature perks. They are mess. Maybe implement some perk tree or point-based system so it won’t be so random (since some of them are MUCH stronger than others). And increase number of signature perks.
  • Unique cultural perks for all cultures like dragon and feudal leaders have

I hear there's a good mod for this...
 
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Ah, remembered a few things! What must be added:
1. Global (cosmic) events.
2. Secret spells that can be found only as loot like it was in AoW3.
3. Fishmen form. Hail to the Great Murlock Empire!
 
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I agree but still map in AoW4 has limited number of races and most of are belong to empires. So it will work anyway.
No, it does not have a limited number of races in any meaningful sense. It has a limited number of custom races per map generation. Even as far back as AOW 1-2 dark elves and high elves / wood elves do not share race relations. This was only different in AOW 3 because they were united apart from a minority (probably still mostly the case lore wise.)
 
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From all the 4x games i've played this one has one of the dumbest AI's and not just dumb but also very very weak. Even on it's hardest difficulty the AI is hopeless.

And the AI for neutrals is nonexistent. They just sit there and spawn an army from time to time. Sadly that's one of the biggest telling points how bad the AI is. It needs an event to spawn armies for it mimic that it does something.
 
QoL and interface:

  • Some way to see exactly how many figures left in stack. Yes, you can count it yourself but it is not very convenient when you have like 12 T1 stacks in one fight.
  • Province borders on “ink-map” screen. Sometimes it is hard to distinct different provinces.

I think a good way to show the number of figures in a unit is to put some "divisions" in the health bar. Like, for example, showing the hearth bar of a Bastion in 6 "blocks" since it has 6 figures. (or 3 if they have a Mount Trait)

Cities gameplay:


  • Some way to move citizen from one province to another. Maybe do it as special city action and block all production for 1 or 2 turns so players would not abuse it too much.
  • Biggest problem with cities in game: you just don’t need T3 or T4 city. It doesn’t give you any real profit. What does it do:
    • More buildings. Useless mostly because all buildings you need are opened on T1-T2 level – it is all economy and special improvements. You get only some defense structures and unique cultural structure.
    • Wider city expand. Not so useful since you can build forts to control distant provinces and you can take Empire trait in Nature branch that gives all your cities extra +2 radius (T3 and T4 upgrade in one trait almost for free!)
    • Access to T3 units. Absolutely useless. Why do you need to build something when you can just research T3 or even T5 unit and buy in T1 city? Yes, it will cost you some gold but in late game you usually got thousands of it. And solution for all problems is very easy: just make it so you need T2 city for EVERY T2 unit not only cultural, T3 city for T3 unit and T4 city for T4-T5 units.
  • Maybe add some food sharing mechanic like it was in Planetfall. Or even not only food but also production and draft.

If City Tiers also counted for Tome Units, and possibly the Tier of the Throne City counted towards summons, maybe there would be more incentive to even rush Town Hall upgrades. (research needed to unlock Tome units could be reduced a little to compensate if this ends up being a problem)

And I don't get why they introduced the Food mechanic from Planetfall in this game and not a way to share Food like that game did. It would make Farm Guilds worth building in my opinion.

And speaking of Guilds, I think the way they work need some change. Already did a thread about this:
 
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And speaking of Guilds, I think the way they work need some change. Already did a thread about this:
Yeah, i forgot to say about Guilds. They need to give some bonuses (like +2 unit lvl from Magic Guild). In current state they are mostly useless and Builders' Guild is the most useless building: who would ever need a building that won't give you anything after you got all structures. Yes, it is supposed to convert 25% of production as gold but if you need gold you just build Merchants guild.

Also i thought about some kind of caravan mechanic (like in Civ6). Their number can be equal to Markets number and income from them can be upgraded with each tier of "money-buildings" and gain some unique cultural bonuses with Merchants' Guild built.

And about sieges and razing mechanic:
  1. Sieges work very strange right now: you have to waste time even on cities and forts without any garrison. Why? Why don't just make it so you instantly capture enemy city without at least one unit in it (like it was implemented in Eador which has similar siege mechanic).
  2. Due to limited number of heroes and the fact that you need at least one hero to siege something it makes seiges even more tedious. Maybe it can be changed so you can start siege with any army (even without hero) but only heroes can start siege projects. It will speed up capturing small forts and towns.
  3. Razing provinces counts as evil deed. So if you play as "good" leader you have to leave such thing as Spelljammer intact or become "bad person". Maybe it would be nice to give another alternative to "raze province" - "disable improvement". Disabling will destroy improvement as well but won't give you any money and will be counted as neutral deed.
  4. Also it would be nice to give player extra resourses from razing depending on province type: extra gold for mines, science for research stations, food for farms and so on. Something like that was implemented it Planetfall as i remember.
From all the 4x games i've played this one has one of the dumbest AI's and not just dumb but also very very weak. Even on it's hardest difficulty the AI is hopeless.

And the AI for neutrals is nonexistent. They just sit there and spawn an army from time to time. Sadly that's one of the biggest telling points how bad the AI is. It needs an event to spawn armies for it mimic that it does something.
Main issue with AI for me is marauder AI. They does almost nothing to players (especially AI players). They just roam here and there. In one match i've used global spell that destroys province improvement and summon army of astral creatures (can't remember it's name). I've summoned 4 armies with this spell and they've done NOTHING at all. Not a single provices was razed and no army was attacked. I think marauder armies' aggression must be maxed out so they would attack and raze anything in their vicinity.

PS Excuse me for my bad english, it is not my native language.
PPS I hope devs read this forum lol.
 
Razing provinces counts as evil deed. So if you play as "good" leader you have to leave such thing as Spelljammer intact or become "bad person". Maybe it would be nice to give another alternative to "raze province" - "disable improvement". Disabling will destroy improvement as well but won't give you any money and will be counted as neutral deed.

Actually, they fixed that. Don't remember in which patch but now razing Spelljammers and any kind of Teleporter does not count as a Evil action.

The worst part is, they forgot to mention that in the patch notes if I recall correctly.
 
Actually, they fixed that. Don't remember in which patch but now razing Spelljammers and any kind of Teleporter does not count as a Evil action.

The worst part is, they forgot to mention that in the patch notes if I recall correctly.

There it is, under world map.

Though, i cant blame anyone for missing a specific thing. It was huge.
 
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