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Diovidius

Second Lieutenant
5 Badges
Mar 28, 2023
164
419
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
Greek/Roman dlc + free patch (I hope the Archon dlc delivers on this)

New Culture: Greek/Roman
Form: Minotaur
Mount: Chariot, Gryphon
Major transformation: Centaur
Units: Archon Titan, Hydra, Manticore
Gameplay additions/changes: ?
Other: Paladin class


Desert DLC + free patch

New (sub)culture: Nomads
Form: None?
Mount: Camel, Roc, Scorpion
Major transformation: None?
Units: Roc, Djinn, Efreet, Sphinx, sand wurms, possibly mummies
Gameplay additions/changes: Update to Desert Gameplay, update to desert aesthetics, Traderoutes, possibly something like a wondrous bazaar
Tomes: Tome(s) dealing with the sun/daylight, drought, sand and the like.


Dark DLC + free patch

New (sub)culture: Rogues (shady underworld vibes)
Form: ?
Mount: Giant bat, snake, giant rat
Major transformation: Drider/Arachne
Units: Bat swarm, Rat swarm
Gameplay additions/changes: (counter)intelligence, spycraft, assassination, stealing (such as resources) and the like
Tomes: Shadow/Nature tome(s) dealing poisons, webs, disease, mold and the like, Shadow/? Tome dealing with the night/moon, Shadow/Astral Tome dealing with illusions, things like that.
Other: Rogue class


Water DLC + free patch

New (sub)culture: Merchants/Traders/Pirates (I was thinking maybe renaissance Italy vibes for the (sub)culture)
Form: Fish, maybe squid/octopus
Mount: Amphibious mount (turtles, frogs, possibly lobsters)
Major transformation: None?
Units: sea serpents, Plesiosaurus, Mossasaur, selkies, whales, Sirens
Gameplay additions/changes: update to aquatic visuals, update to aquatic gameplay, weather effects (rain, hail, winds and the like), lans masses created with lakes.
Tomes: A tier 1 and a tier 3 tome dealing with water magic (including tide elementals), a tier 2 and tier 4 tome dealing with ice/cold/winter.
Other: Coastal Adaptation Form trait, River subculture for the Primal culture.
 
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  • 4Like
  • 1Love
Reactions:
Vampires and Werewolves.

Vampirism and Lycanthropy minor transformations.

New Fated zones

- A gothic castle on a hill, ruled by a vampire lord and his court that we have to defeat, but first we have to find an artifact to weaken him by eliminating his underlings.

- A boneyard with a massive skull as a den, home to a pack of werewolves. The Alpha resides inside the den, so must challenge his guardians before he comes out to face us.
 
  • 2Like
  • 1Love
Reactions:
Vampires and Werewolves.

Vampirism and Lycanthropy minor transformations.

New Fated zones

- A gothic castle on a hill, ruled by a vampire lord and his court that we have to defeat, but first we have to find an artifact to weaken him by eliminating his underlings.

- A boneyard with a massive skull as a den, home to a pack of werewolves. The Alpha resides inside the den, so must challenge his guardians before he comes out to face us.
A gothic horror dlc with vampires and werewolves would be quite popular with players so in that sense I'm in favor of it. However, personally I'd rather have Driders than Vamps and Werewolves.

In the end I'll be glad to see more content, regardless.
 
Desert DLC + free patch

New (sub)culture: Nomads
Form: None?
Mount: Camel, Roc, Scorpion
Major transformation: None?
Units: Roc, Djinn, Efreet, Sphinx, sand wurms, possibly mummies
Gameplay additions/changes: Update to Desert Gameplay, update to desert aesthetics, Traderoutes, possibly something like a wondrous bazaar
Tomes: Tome(s) dealing with the sun/daylight, drought, sand and the like.
Never knew I needed sphinxes until I saw this, gotta get some desert worms too. This was probably work well thematically with a sun-themed angel empire with Archon Prophecy (I hope?).

Trade routes could be fun too, they are one of my favourite things from Civilization that might not feel too out of place in AoW4. Could beef diplomacy up more.

Dark DLC + free patch

New (sub)culture: Rogues (shady underworld vibes)
Form: ?
Mount: Giant bat, snake, giant rat
Major transformation: Drider/Arachne
Units: Bat swarm, Rat swarm
Gameplay additions/changes: (counter)intelligence, spycraft, assassination, stealing (such as resources) and the like
Tomes: Shadow/Nature tome(s) dealing poisons, webs, disease, mold and the like, Shadow/? Tome dealing with the night/moon, Shadow/Astral Tome dealing with illusions, things like that.
Other: Rogue class

I do think intelligence/episonage could really add a lot to the game. It could be really fun and help spruce up shadow game play (thinking invisible ghosts that decrease morale, vampires living right under your noses, sabotaging research of other empires/stealing it, etc). Could work well with the trade routes idea. It might be hard to ensure it's not intrusive tho...

A Shadow/Shadow (Shadow/Chaos?) tome for nightfall and an Order/Order (Order/Nature?) for daybreak would be really cool if implemented alongside a day/night cycle.