![]() Some units will have to be recruited at a city for gold, but others appear as magical summons, helping you out in a pinch. The tomes also let you unlock new buildings and recruitable units, so they aren't exclusively a source of spells. It's genuinely exciting when you get the opportunity to grab a new spell, as you try to figure out how it fits into your repertoire and what role it will have in your conquest of the world. Granted, series veterans will recognise a lot of the spells that crop up, but the way that magic evolves your empire, and the synergies these transformations create, is extremely novel. ![]() If you've transformed your species so that it's faster when travelling through forests, for instance, then you'll definitely want to select the spell that lets you create new forests, transforming the land itself so that you can better traverse it. The impact these spells can have is gargantuan, especially when working in tandem. If you have an empire with a love of order, you can still pick whatever tomes you want, though these choices will start to change your affinity, and thus how other empires and free cities (unaligned city states who can be vassalised or conquered) view you, and how your empire develops as new affinity skills are unlocked in the separate empire development tree.īy researching spells from these tomes, and unlocking new tomes, you'll rather quickly find yourself with a rich bounty of city enhancements, summons, transformations and enchantments, as well as all sorts of defensive and offensive spells. In keeping with the game's love of experimentation, there are no restrictions here. There are five tiers of tomes, and for every affinity you get two possible tomes for each tier. Tomes are connected to the game's cosmic affinities, like order, chaos, nature and so on. Instead of a conventional research system, Age of Wonders 4 doles out tomes of magic, each containing a variety of spells. That's what Age of Wonders 4 calls a "major transformation"-one of several ways you can enhance your empire's denizens. Your long-term goal might be to transform your empire's citizens into undead monstrosities themselves. If you've crafted an empire of evil doers who use soul magic, for instance, you'll want to start getting into fights quickly, stealing enemy souls to fuel an undead army. While those early turns can be a bit repetitive, the creation process still ensures that you'll start with a well-defined empire and thus some clear goals in mind. Once you start building on top of these foundations, however, your experiences will start to become more distinctive, leading to a much stronger mid and late game. You're not going to get the sort of wild variety that you'll see in, say, Amplitude's Endless series, where each faction has dramatically different, bespoke playstyles with unique systems at their disposal. In the early game in particular, you won't notice a whole lot of difference between your industrious goblins or sinister mole-people. ![]() The downside of this style of empire creation is that, while some of the choices you make can have a big impact, a lot of it is highly situational or under the hood, or more flavourful than practical. ![]() Rulers, and the heroes you'll recruit later, represent the most powerful units in the game, and while they can benefit your empire by governing cities, where they really shine is in the tactical battles. Initially you're just selecting their physical appearance and starting weapons, but over the course of the game you'll find plenty of new gear and XP to bolster their power. If you pick a mortal champion it will be from the same species you just created, while Wizard Kings can be from any species. Nearly as important is the creation of your ruler.
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