![]() Sure, the game snaps you back to the story at certain points, like when a formerly-stalwart ally becomes an enemy (another of Paradox's favorite tricks). Not that there weren't narrative elements at play during the rest of my campaign - there's plenty of exposition before beginning a storyline - but they fade behind mundane micro-managing. I cheered when he ascended from mortal to Godir.Īfter that, I lost the plot. This already gets you invested in the plot: I created Caseus Maximus. I gleefully created my own race of magical rat-like beings called Mystic Trash, testing out each tiny customization until I was satisfied. So how is the story in Age of Wonders 4? It's. Mercifully, the work of researching Tomes and balancing resources is somewhat mild compared to other Paradox games like Stellaris. Never let mechanics get in the way of a good story Herein lies what Triumph and Paradox tote as ultimate flexibility in Age of Wonders 4: You can transform the people of your nation beyond whatever traits you assigned to them at the (very detailed) creation screen. Otherwise, the main engine to securing a victory over your opponents come from enchantments and power-ups that are researched from "Tomes." Each Tome contains a specific set of themed powers - some are ice-based, some are necromancy-based, and so on - that can be researched once the Tome is activated. Just one of Age of Wonders 4's myriad systems. Create the ultimate race of forest-wielding naturalists, or a dark force that can smash their enemies to bits without lifting a sword. Nearly everything is customizable, from the length of their arms to their magical powers. Unlike some strategy games, however, you're not limited to pre-determined factions or heroes. If you've ever played a strategy game from Paradox Interactive before, the mechanics of Age of Wonders 4 will be very familiar to you - which is fitting because the Swedish publisher acquired Triumph Studios in 2017. The context given by the in-game cinematics is more than adequate. ![]() In fact, as a relative newbie myself, I found that I enjoyed the game way more before I tried to understand the backstory. It's a plot-driven game with seriously complicated lore, but there's no need to delve into the events of the previous installments if you're new to the series. I hadn't just guided his conquest - I had created everything about him. More than any moment in the game's epic story, Caseus Maximus' success thrilled me. He could see the gates to the Astral Sea opening, waiting to take him to the ethereal realm of the Godir. As his army finished off the remaining enemy soldiers, Maximus looked up into the sky. The maneuver was successful: His superior positioning made it impossible for the enemy Elves to parry his devastating magical attacks. Mounted on his trusty unicorn steed, Caseus Maximus rounded the hill to flank the opposing army. Working quickly, the Mystic Trash leader summoned a pillar of lightning onto some Elven archers, severely crippling them and damaging two adjacent enemy units. More importantly, Caseus Maximus needed to triumph to ascend and become a Godir, the deities that rule over the realm of mortals. It was a risky battle for their ever-expanding empire, but they needed to capture the last remaining stronghold of their Elven rivals. ![]() Enchanted rat-like warriors of the Mystic Trash nation faltered, looking to their leader for encouragement. The mighty hero Caseus Maximus surveyed the battlefield. It's been over a decade since a new Age of Wonders release.
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