Age of Wonders 4 review - a 4X for the curious

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Age of Wonders 4 review - a 4X for the curious
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Taking inspiration from RPGs breathes new life into Age of Wonders 4, which balances exciting breadth and surprising approachability. Our review:

After choosing a campaign, the first choice you make is whether to use a pre-made faction or customise your own. 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.

A nymph's ability to convert enemy units is an entirely different kind of support unit to the Wildspeaker's ability to summon and empower animals, and I'd likely keep them in entirely different armies, but being able to identify them at a glance - and whatever unit enchantments might apply, and how I might consider them in turn order and positioning - makes tactical play so much cleaner.

Fights against opposing heroes , twenty-four vs twenty-four fights, Ancient Wonders, and sieges are some of the most involved tactical battles Age of Wonders 4 offers. Sieges get a special mention for being Age of Wonders 4's solution to the slightly boring, static problem of city defence: instead of keeping a garrison around, highly fortified city centres take multiple turns for an attacking army to break down.

I end up in a position boxed in by my neighbours to the north and south of me, with coast on one side and heavily infested mountains on the other. My northern neighbour - a fan of aggressive expansion - initially takes a liking to me as I expand into the south. However, he ends up upset when I try to mollify my southern neighbour by paying them off for my grievances.

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