![]() It's removed so many of the easy shortcuts - that an orc fighter plays like x, and an elven archer is countered with y - and so tactical fights could be incredibly dense to parse if you were solely relying on tooltips and recognising models. Therefore: mystical, arctic-dwelling wolf-riding dwarves.ĭespite this complexity, I'm surprised to find Age of Wonders 4 to be incredibly approachable. It's a kind of depth that allows for incredible min-maxing, but Age of Wonders 4 makes a point to advise you not to worry about the numbers, and to explore themes and aesthetics you find interesting. Watch on YouTube Here's an Age of Wonders 4 trailer to show it in action.Īs you play across the strategic map, the units you can recruit and how they play vary even further, as cities you vassalise and ancient wonders you explore will also free up unique units. Even with a nature tree in common, it's druidic paladins versus primal hordes. Mixing Order and Nature tomes within a feudal culture feels distinctly different to mixing Chaos and Nature tomes within a barbarian culture. But taking enchantments through the Tomes of Magic - whether its unit enchantments that apply to just support roles, or racial enchantments that apply to all dwarves in my empire - can take base armies down a very different route, especially with the ability to mix tomes of different affinities. A dwarven knight in a feudal society is the same as a human knight in a feudal society - but I can upgrade them very differently. Here, I find myself picking my way through a menu that feels a lot more like RPG character creation: choosing a body type (with swappable perks), culture, society, and early specialisations by way of that first Tome of Magic - and, of course, appearance customisation.Ĭulture, and your first Tome of Magic, determine the pool of units you get. Where in Age of Wonders 3 you could alter your leader's appearance, your empire was functionally a combination of race and class - Orcish Theocrats, or Dwarven Dreadnoughts.
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