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Age of Wonders 4 Beginner Guide — Decide Affinity First

Age of Wonders 4 Beginner Guide — Decide Affinity First

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Decide your affinity before you touch the culture list, then let it choose the culture and both society traits. That puts all six of your starting affinity points in one place, which is the tier IV tome gate before you have researched anything. After that, spend your first two tomes freely because their spells are the cheapest you will ever buy, and expand with outposts rather than cities until you can afford the stability.

Summary

Age of Wonders 4 opens with a faction creator that looks like a costume box and behaves like a build planner. The decision that matters most is invisible at that screen — which affinity you are committing to — and everything else should follow from it. This guide puts the opening in order: the four faction decisions, what the tome gates cost, and the habits that separate a smooth first fifty turns from a stalled one.

Who This Is For: New Age of Wonders 4 players making their first faction Beginner-friendly

Key Points

Key Points

1

The faction creator has four decisions — form, culture, two society traits, tome line — and they only work when they share an affinity.

2

You start with 6 affinity points: culture gives 1 or 2, each society trait gives 2.

3

Tier III tomes need 3 affinity points, tier IV needs 6, tier V needs 8 — and only one tier V per game.

4

Spell research cost is set by how many tomes you held when the tome was selected: 250 for the first, 2,400 for the eighth.

5

Researching a tome is instant; it is the spells inside that cost Knowledge, and every tome grants +5 casting points regardless.

Age of Wonders 4 begins with a faction creator that looks like a costume box. Pick a body, pick a culture, pick two society traits, name your ruler. It reads as flavour and it is actually the most consequential build screen in the game.

The decision doing the work is not on that screen in any obvious way: which of the six affinities you are committing to. Everything else should be chosen to agree with it.

What to do first — in priority order

Priority What to do Why it ranks here Common mistake
1 Choose the affinity before the culture It sets your damage channel and gates which tomes you can ever research. Tier III needs 3 points in it, tier IV needs 6, tier V needs 8 Picking the culture you like the look of and discovering at turn forty that its affinity fights your tome plan
2 Pick a culture whose points land there Culture gives 1 or 2 of your 6 starting points. High is 2 Order, Industrious is 2 Materium, Architect is 2 in an affinity you choose. Barbarian is the only split, at 1 Chaos and 1 Nature Treating culture as purely a unit roster. Units are the first thirty turns; affinity is the whole game
3 Point both society traits at the same affinity Each gives 2 points, so the pair is usually four of your six. Culture 2 plus traits 2 and 2 is exactly the tier IV gate at turn one Choosing traits for their economy text and scattering the points
4 Spend your first two tomes freely Tier I and II have no affinity requirement, and their spells cost 250 and 400 Knowledge — the cheapest you will ever pay Saving Knowledge for later spells. Later spells are the expensive ones
5 Expand with outposts before cities Cities cost Imperium and bring stability problems that scale with distance from your throne. Outposts claim provinces cheaply Founding a third city early and spending the next fifteen turns fixing its stability

If you take one thing from this: decide the affinity first, then let it veto the other three decisions. Everything below explains what each decision is actually buying.

The four decisions

  1. 1

    Form — the physical body of your race

    The most cosmetic of the four, and the one the interface spends the most time on. It matters for terrain and a few traits, but it does not touch affinity, so decide it last and enjoy it.

  2. 2

    Culture — 1 or 2 affinity points, plus six units and buildings

    Also decides your cities' appearance, a province improvement, three special buildings, hero outfits and three hero skills. Seven of the eleven cultures have sub-cultures chosen here too — Dark cults, Feudal authorities, Mystic schools, Reaver governments, Primal totems, Oathsworn oaths, Nomad traditions.

  3. 3

    Society traits — 2 affinity points each, and the largest single effects in the creator

    You take two. Gifted Casters adds +10 world map and +10 combat casting points. Empire of the Cosmos rewrites the tome rules. Chosen Destroyers removes your ability to hold captured cities at all. Read these carefully — several exclude each other.

  4. 4

    Tomes — the research line, decided in play

    Not chosen at creation, but planned there. You will unlock exactly one tier V tome in the whole game, so it is worth knowing which one you are aiming at before turn one.

The gates are the thing to internalise. Tier I is always available. Tier II needs 2 tomes. Tier III needs 4 tomes and 3 affinity points. Tier IV needs 6 tomes and 6 points. Tier V needs 8 tomes and 8 points, once per game. A faction whose six starting points are spread across three affinities can hold eight tomes and still be locked out of tier III in every one of them.

The six affinities, briefly

Affinity Damage channel Opposes Flavour
Order Spirit Chaos Light, faith, justice, government
Chaos Fire Order Conquest, strife, demons
Nature Blight Shadow Growth, farming, druidism
Materium Physical Astral Extraction, transmutation, golems
Astral Lightning Materium Scrying, illusions, summoning, meta-magic
Shadow Frost Nature Death, decay, deception

For a first game, Materium or Order are the easiest. Materium channels Physical damage, which nothing resists into uselessness, and Order's Spirit damage lines up with High culture's Awakened effect so the two multiply the same number.

The opening thirty turns

The rhythm is the same regardless of faction:

  • Scout aggressively. Several cultures give you a better scout for free — Dark scouts see further in enemy territory and cost 10 Gold less, Barbarian scouts build Outposts without a Hero present, Reaver scouts fly and sense armies from far away. Use whichever you have.
  • Clear infestations rather than avoiding them. They pay resources and experience, and the Fabled Hunters society trait exists because clearing is a viable economic strategy on its own (+75% resources from infestations, wonders and nodes).
  • Take your two free tomes early. Cheap spells, no affinity requirement, and each tome grants +5 casting points regardless of tier.
  • Then commit. From your third tome onward, take single-affinity tomes in your affinity. Two points each, and you want to be past 6 before you need tier IV.

Every tome grants +5 casting points whatever its tier, and counts toward the tome-count half of every gate. So a cheap tier I tome in your own affinity is never a wasted pick — it moves the count and the affinity total at the same time, which is exactly what you need when you have the points for tier V but not the eight tomes.

Five things that waste a first game

  • Choosing the culture first. It is one or two of your six starting points, and if it points the wrong way you cannot fix it mid-game.
  • Splitting your society traits. Two points each. Split them and you are four points behind where you could be at turn one.
  • Hoarding Knowledge. Spell cost is set by tome count at selection, so Knowledge is worth roughly four times more at tome three than at tome eight.
  • Taking dual-affinity tomes on the way to a tier V. They give +1 to each of two affinities rather than +2 to one — half the progress toward the gate you actually want.
  • Founding cities to expand. Outposts claim provinces far more cheaply. Found cities when you want what a city does, not as a land grab.

Once the faction is settled, the culture tier list ranks all eleven by how efficiently they spend those points, the tome guide covers the gates and the research cost curve in full, and the build guide gives three complete factions you can copy. If you have not bought it, the honest review covers the DLC question.

FAQ

FAQ

The affinity, before you look at the culture list. There are six — Order, Chaos, Nature, Materium, Astral and Shadow — and your choice sets your damage channel and which high-tier tomes you will ever be allowed to research. Culture and society traits should then be chosen to put their affinity points in the same place.
High or Industrious. Both give 2 affinity points in a single affinity rather than 1, which puts you a full tome ahead on the way to tier IV. Industrious is the more forgiving of the two in combat — every unit gains Bolstered Defense and Bolstered Resistance once per turn and melee units get an extra retaliation attack.
Because of the affinity gates. Tier III requires 4 tomes researched and 3 points in that tome's affinity, tier IV requires 6 tomes and 6 points, tier V requires 8 tomes and 8 points. If your culture and society traits pointed at different affinities, you may hold plenty of tomes and still be short of points in all of them.
Researching a tome is instant and free. Its spells are what cost Knowledge, and the price is set by how many tomes you held when you selected it — 250 each for your first tome, 800 for your fourth, 2,400 for your eighth, and +1,000 per tome past the twelfth. So the same spell is several times cheaper if you acquire its tome early.
Outposts first in most cases. Cities cost Imperium to found and bring stability problems that scale with distance from your throne, while outposts claim provinces cheaply. The Adept Settlers society trait exists precisely because founding cities is expensive — if you want a city-heavy opening, take it deliberately rather than improvising.
Yes, for specific builds. High culture grants +10 alignment for free and has an agenda paying out at Pure Good, Neutral or Pure Evil. Devotees of Good pays +10 Gold and +5 Imperium per good alignment level. Drifting to neutral by accident when your build wanted an extreme is a quiet, ongoing loss.

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