

The game offers five story-based scenario maps, weaving the tale of magical reawakening, astral seas, and godlike figures, but you can honestly skip all that and play custom games. There is a lot of exploring, expanding, exploiting, and extermination. Like its predecessors, Age of Wonders 4 is fantasy 4X at its core. As in Stellaris, you get the solid collection of pre-baked races and maps by default – if for nothing else, those are useful as examples of how far can you go with experimenting. You can even opt for playing in simultaneous turns instead of classic turn-based mode. Fancy making a synergy between your people and the map, like placing seafaring, water-loving Toadkin in an archipelago? Or going the opposite way, putting cute amphibians into infernal landscape suffering from volcanic eruptions? The sky is the limit here, or rather, imagination. You can easily spend hours experimenting and tweaking the factions and maps before you even start playing. “Dragon territories” creates the map as a domain of dragons, triggering dragon infestations.
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“Disdain for Evil” makes every AI faction or free city accumulate grievances (more of that later) with evil-aligned empires. “Domain of Mayhem”, for example, makes everyone bloodthirsty Every faction you encounter will be hostile, and in tactical battles, all units will roll the berserk dice at every turn. Miscellaneous characteristics offer additional flavor. There are literary HUNDREDS of possibilities to fine-tune everything, from geography, climate, inhabitants, wildlife, supernatural invasions, the size of the underworld, the number of AI factions, and other features. Options for customizing the maps are too numerous to mention. Those are either fixed, if you play story maps, or completely random if you choose the self-designed map. Will you end up giving everyone angelic wings, enabling your troops to fly over the terrain? Or perhaps the affinity for living underground? Evolution can also be initiated with a spell, related to quests or ancient wonders.

Decisions you make modify your alignment, often presenting you with dilemmas concerning your people. Your faction can further evolve during the game by accepting various magical boons, depending on the scenario script, gameplay circumstances, and your input. Everybody knows about High Elves, but how about High Orcs, with the (shuffles cards…) penchant for seafaring and settling cities? Or barbarian Elves who engage in ritual cannibalism? Maybe industrious, empire-building Haflings? Or noble paladin Toadkin, feudal Goblins, or mystic, imperialistic Humans? You can freely mix and match physical form, culture, and societal traits, defying the established fantasy archetypes. The ability to create open-ended factions with the potential for magical evolution is chief among those freedoms. Like its intergalactic counterpart, Age of Wonders 4 gives the players tools to completely control their experience from start to finish. Stellaris, the closest comparison that comes to mind, has the same publisher, the venerable Paradox Interactive.
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This fourth iteration of the beloved turn-based fantasy 4X series offers unprecedented customization options, enabling the player to go wild with imagination. The games like Age of Wonders 4 can help bridge the gap between the present and the future.
