Age of Wonders 4 review: create high-fantasy civilizations, at a cost

After starting, immediately start Age of Wonders 4,, I decided to make a custom race of molekin for the tutorial realm — a swarming, mana-channeling people ruled by High Matriarch Enam’ru Onimole. As a 4X strategist, I was tempted to make a feudal race or a poisonous one, but the thought of building an empire in secret and making it appear like a mob of gophers appealed to me. Unfortunately, there is great hubris in getting too creative before learning a game’s systems and synergies, and as a result, the proud mole-folk of Holemind paid a dear price.

This is the first Age of Wonders game since 2019’s Planetfall, and a return to the series’ original high-fantasy theme after nearly a decade. It is similar to the previous games. Age of Wonders 4,It has a single player campaign that is story-driven, tactical combat with turn-based tactics, and an extensive spellcasting system. It’s my first time playing any Age of Wonders game, but playing within the 4X genre is largely learning how to apply the same titular principles: explore, expand, exploit, exterminate. Once things started to click, I wholeheartedly embraced the 4X school of justification that leads an otherwise serene and unbothered person to ruin — if not their own, then most certainly someone else’s.

The real magic of 4X games lies in watching shit happen: an opposing civilization’s capricious reaction, or the reveal of a fatal weakness that nobody saw coming. It’s in moments in multiplayer when staid friends turn into rabid enemies (and vice versa). It’s in sinking hours into an esoteric victory condition and getting backstabbed by a bunch of primitive hermits. There’s a wonderful kind of emergent storytelling that rises up in these games, and in theory, Age of Wonders 4,The fertile soil of fantasy stories should be the perfect place for them to grow.

The race creation screen in Age of Wonders 4, showing customization options for the ruler of the molekin race

Image: Triumph Studios/Paradox Interactive via Polygon

Behaviorally, Age of Wonders 4, is fairly unremarkable — it usually does what you expect it to do, sometimes a little too predictably, at least on easy and normal difficulties where I could play several games to completion. But as the first 4X I’ve played with a much more developed RPG narrative, Age of Wonders 4, pushed me into new territory.

As in previous Age of Wonder games, there’s a good/evil alignment agenda system that affects the nature of random events, public perception, and socioeconomic and combat benefits (cannibalistic factions are always evil). The Godir, an immortal wizard group, travels to other worlds. They recruit heroes, unique units required for founding cities, starting sieges and exploring the wonders of the map. Every game takes place on a different realm, with a variety of environmental or scenario conditions. A small army is given to the player, along with either a mortal ruler or a Godir depending on his/her backstory. Winning allows the ruler to ascend to the player’s Pantheon, where they can be called on to appear in subsequent playthroughs.

The campaign story involves two opposing factions within the Godir — the orderly Covenant and chaotic Shad’rai alliance — and features familiar faces from previous games, like elf princess Sundren of the dysfunctional House Inioch. The player begins each chapter either as an agent of the Covenant or the Shad’rai, tasked with finding rogue Godir or investigating odd phenomena.

An aerial view of the overworld map in Age of Wonders 4, showing a High Elf city surrounded by a large forest on three sides, and a coastline to the southeast

Image: Triumph Studios/Paradox Interactive via Polygon

While the Covenant and Shad’rai aren’t explicitly pushed as good versus bad, it’s difficult to avoid associating them with that simple duality. For instance, in the third story realm, the player must search for a magical artifact for the Shad’rai. It’s tougher to play a good-aligned faction here because the realm is in a perpetual state of war, which better supports an evil agenda if the player follows a straightforward approach of pillaging, vassalizing, and conquest.

The good/evil agenda might be a useful system in a regular game, but feels undercut by the story’s persistent moral overtones. Sure, I want to believe that a cannibalistic hero named Nekron the Risen can somehow jive with the “good” Covenant’s goals — but in practice, trying to reconcile Nekron’s inherent evilness with a noble cause feels inconsistent. I tried forcing him to be good to see if anything interesting came of it, but like most 4X mistakes, it ended up being a waste of time and resources, since it doesn’t leverage any of his racial benefits. 4X has the potential to create a variety of emergent storylines. Age of Wonders 4, isn’t the best candidate to play around with for this purpose.

After my failed frankenmole experiment during the tutorial, I began the first chapter with a preset faction — the First Elves led by Zaethyl Silverleaf (a dead ringer for Cate Blanchett’s Galadriel) — and actually having functional synergies was an enormous relief. I built a vast, thriving empire through the First Elves’ affinity to nature and beasts, and made a good amount of progress into the Astral affinity tree; when I finally unlocked the Astral Relay building, a mid-to-late-game gold-boosting structure, it was easy to maintain a huge army in order to nail a military victory.

A turn-based tactical battle plays out in Age of Wonders 4, between an army of molekin, which is spread out across several hexes, and spider-like enemies

Image: Triumph Studios/Paradox Interactive via Polygon

I also dabbled in several other factions: Dwarven ruler Tugrum Hammerhall was unsurprisingly production-focused, which made it easy to pump out major construction projects like the all-important Wizard Tower — a unique capital city building that unlocks powerful city features. Experiments with Cinren Tolrath — ruler of the elven Ashborn Hedonists — were less successful, mostly because I had become so enthralled by the moneymaking success of my previous approach that it was hard to integrate Cinren’s strengths into my newfound greed. All the factions I tried — with the exception of the aforementioned Nekron, whom I abandoned early — felt well rounded and cohesive, with the potential to thrive under different play styles and affinities.

There are both manual and auto combat options. Encountering an enemy unit on the world map will trigger a battle that is turn-based and reflects terrain in the map. Auto-combat was my favorite way to speed through low-risk, but unavoidable battles. This cut down on a lot of tedious clashes with dinky little marauders, and helped me focus on bigger fights, which can suck up a lot of time — there’s a cap of three armies on each side, but it’s still a lot of careful maneuvering, spellcasting, and positioning that can get even more complicated with barriers and environmental dangers. It’s important to move your units carefully and pay close attention to the hex grids in the overworld. It became a bit tedious in the third section, where there is a great deal of military mass movement.

There are plenty of minor frustrations: When looting new hero equipment, for instance, the “open hero screen” prompt defaults to show the player’s ruler, even if their gear slots are all full. This meant unnecessary steps to access my list of minor heroes — a small but meaningful quality-of-life tweak when you consider the high baseline micromanagement in 4X games to begin with. Two units can’t swap hexes, which was occasionally the cause for Huge Mistakes. Lastly, characters who use two-handed weapons can’t also have a mount, which is silly; if you’re going to borrow so heavily from the most successful high fantasy adaptation of all time, you kind of have to let elves use staves on horseback.

A conversation screen between the molekin ruler and Ham Binger, the ruler of the Wholesome Halflings in Age of Wonders 4

Image: Triumph Studios/Paradox Interactive via Polygon

The pain of having to learn 4X on a deadline in one week is worth it. Age of Wonders 4,This is a good time as it’s an entertaining mix of all the things I like. It does fantastically well at injecting earnest humor and sprinkles of cheese into its high-fantasy setting; clicking on each unit produces hilarious grunts and approximations of “hey” that are terrific bits of audio dorkery in an ostensibly serious genre. The slice-of-life scenarios that pop up during gameplay are nice diversions, too, like dealing with your citizens’ neurotic superstitions, or deciding whether to snub someone’s dinner banquet. I did hit a wall after around 30 hours of play, though, mostly because of the ramped-up combat difficulty in the fourth chapter, which didn’t mesh kindly with my single-minded attempts to nail a magic victory.

Age of Wonders 4, isn’t as well-oiled a machine as my longtime 4X ball-and-chains — Civilization 5You can also find out more about the following: 6 — but even in the moments where the writing seems to go in three different directions at once, it’s got the right blend of charm and heart to smooth over its flaws.

Maybe my attention to the story tempered the thrill of watching the computer screw me over. Perhaps the alignment agenda, although useful for a fantasy moralistic setting, undermined the chaos spontaneity which makes 4X games such a delight. It might be more unpredictable if you played in multiplayer, since no one can sabotage your 4X game like a buddy. The reality of 4X games that nobody likes to admit is that they aren’t as fun if you’re not winning, so half the battle is trying to keep new players engaged while they learn how to improve. Tending to the drama of an immortal pantheon is enough to keep me around, though I’m not sure for how much longer. If the repetition doesn’t kill you once you start struggling through higher tier realms, maybe the marauders will.

Age of Wonders 4, The game will be available on Windows PC on 2 May. Paradox Interactive supplied a download code to review the game. Vox Media is affiliated with other companies. Vox Media can earn affiliate commissions, but this does not affect editorial content. Find out more about affiliate links. additional information about Polygon’s ethics policy here.

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