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Age of Wonders 4 Review — A Faction Creator Worth the 4X

Age of Wonders 4 Review — A Faction Creator Worth the 4X

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

The best fantasy 4X available and a slightly frustrating teacher. The faction creator is a real achievement — eleven cultures, dozens of society traits and six affinities that combine into factions that actually play differently — and the tome system underneath it is elegant. What holds it back is that the affinity gates deciding whether your faction comes together are never surfaced where you make the decision, and that the content you will eventually want is spread across a long and expensive DLC line.

Summary

Age of Wonders 4's headline feature is that you design the faction — body, culture, society traits and a magic school you research over the game. It is genuinely the most interesting character creator in strategy. It is also the part the game explains least, because the rules that decide whether a faction works are buried in affinity requirements. This covers what the design buys, where it thins out, and the DLC question.

Who This Is For: Players deciding whether to buy Age of Wonders 4 Beginner-friendly

Key Points

Key Points

1

The faction creator is the headline and it earns it: form, culture, two society traits and a researched tome line combine into genuinely distinct empires.

2

Around 81 percent positive on Steam from roughly 23,000 reviews, released May 2023 by Triumph Studios and published by Paradox Interactive.

3

Tactical combat is a separate hex battle layer rather than an auto-resolve, so the 4X and the battles are two real games stacked.

4

The weakness is legibility: tier III, IV and V tomes are gated on affinity points, and nothing at faction creation tells you this.

5

Japanese and Russian interface support, but no voice acting outside English and only nine languages total.

Most 4X games hand you a faction and ask what you will do with it. Age of Wonders 4 asks you to build the faction, and then makes the building interesting enough that it is the reason to play.

You choose a physical form, a culture, two society traits and — over the course of the game — a line of tomes that is effectively a school of magic. Those four things combine into empires that genuinely do not play alike. A High culture empire stacking Awakened Spirit damage and an Astral summoner drowning the map in conjured units are not the same game with different art.

What the design buys

The creator is not a costume box. Culture decides your six units, a province improvement, three buildings, your heroes' skills and, for seven of the eleven cultures, a sub-culture choice on top — two Dark cults, three Mystic schools, seven Primal totem animals, three Oathsworn oaths. Society traits carry the largest swings: Empire of the Cosmos rewrites how tome research works, Chosen Destroyers removes your ability to hold captured cities at all.

Underneath, the tome system is the best thing in the game. Six affinities, each with its own damage channel and its own five tiers of tomes, and only one tier V tome per game. That single constraint turns research from a shopping list into a commitment, and it is what makes two empires of the same culture diverge.

Combat is a full tactical hex battle rather than an auto-resolve comparison, which means the 4X layer and the battle layer are two real games stacked. That is the series' identity and it survives intact here — the battles are worth fighting rather than something to click past.

The realm generation deserves a mention too. Each game is a new world with its own traits, and those traits can invert your plans — the Unbound Tomes realm trait removes affinity requirements entirely, which turns the game's central constraint off and makes for an interesting, different match.

Where it falls down

The criticism is legibility, and it is specific.

The rules that decide whether your faction works are not shown where you build it. Tier III tomes require 3 points in their affinity, tier IV requires 6, tier V requires 8. Your six starting affinity points come from your culture (1 or 2) and your two society traits (2 each). So a player who picks a culture for its units, one society trait for its economy and another for its flavour will scatter those points across three affinities and be locked out of tier III in all of them — and nothing in the creator warns them.

That player will have a perfectly pleasant forty turns and then notice the AI fielding things they cannot research. It reads as difficulty. It is actually a build error made an hour earlier with no information.

The second issue is the DLC line, and it is a Paradox problem more than a Triumph one. The base game's six cultures are coherent and sufficient. But five more cultures have arrived since, and Architect — the only culture whose affinity points go wherever you choose — is among them. Putting the most mechanically flexible option behind a purchase is not a great look in a game whose headline feature is build freedom.

A smaller complaint: the game is generous with systems and thin on telling you which ones are load-bearing. Alignment, Devotion, Imperium, stability, Knowledge, Mana, casting points and affinity are all tracked simultaneously, and only a couple of them will decide your game.

Where it stands

Aspect Where it is
Release 2 May 2023
Developer and publisher Triumph Studios, published by Paradox Interactive
Steam reception Around 81 percent positive from roughly 23,000 reviews
Content 11 cultures (6 in the base game), 6 affinities, five tiers of tomes, tactical hex combat, generated realms
Localisation Interface in Japanese, Russian, Simplified Chinese, Korean, French, German, Spanish and Polish. Full audio in English only

How it compares

Against Age of Wonders 4 is Which suits you if
Civilization Asymmetric by your design rather than the designer's, and it actually plays out its battles You want the faction to be yours, and you like tactical combat
Heroes of Might and Magic Larger in scope, with a real empire layer above the armies You liked the battles and wanted a strategic game around them
Endless Legend Warmer and more customisable, less strange. Endless Legend's factions are more distinctive; yours here are more yours You would rather build a faction than inhabit one
Songs of Conquest Much bigger and slower. Songs of Conquest is the tighter, more focused game You want a full campaign-length 4X rather than a sharp several-hour match

Who should buy it

Buy it if Skip it if
You want to design the faction, not just play one You want a curated, hand-balanced roster of leaders
You enjoy tactical battles and do not want to auto-resolve them You find tactical layers a chore on top of a 4X
You are happy to read a guide to understand the affinity gates You expect the build screen to tell you what makes a build good
You play in Japanese, Russian, Chinese or Korean and can do without voice acting You need full localisation including audio

Verdict

Age of Wonders 4 is the best fantasy 4X available and a slightly frustrating teacher. The faction creator delivers on a promise the genre has been making for twenty years, the tome system gives it real depth, and the tactical battles mean the strategy layer resolves into something you actually play.

What holds it back is not the design but the explanation of it. The affinity gates are an elegant constraint — one tier V per game is a genuinely good rule — and they are invisible at the exact moment you are committing to them. Combined with a DLC line that has put the most flexible culture behind a purchase, the game asks more goodwill of a new player than it needs to.

Buy it for the creator. Read the affinity rules before you build your first faction, and the first game will go considerably better than it otherwise would.

Start with the beginner guide for faction creation in the right order, the culture tier list for which culture spends its points best, the tome guide for the gates and the research cost curve, and the build guide for three complete factions you can copy.

For the same fantasy strategy space answered differently: the Dominions 6 review covers the game that goes far deeper into nations and magic and asks far more of you to get there, and the Songs of Conquest review covers the lighter, faster answer with a tactical layer of its own.

FAQ

FAQ

If you want a 4X where the empire you design is meaningfully different from the last one, yes — nothing else in the genre lets you build the faction itself to this degree. The roughly 81 percent positive rating from about 23,000 Steam reviews reflects a well-liked game with real complaints attached, mostly about DLC pricing and about how much the game leaves you to work out.
Two ways that matter. You design your faction rather than picking a historical leader, so the asymmetry is yours rather than the designer's. And combat is a full tactical hex battle on a separate map rather than a stack comparison, which means military decisions are actually played rather than resolved. It is closer to Heroes of Might and Magic with a 4X layer than to Civilization.
Not to play well, but the newer cultures are behind it. The base game gives you Barbarian, Dark, Feudal, High, Industrious and Mystic — six coherent options and enough for many games. Reaver, Primal, Oathsworn, Nomad and Architect arrived later, and Architect in particular is mechanically the most flexible culture in the game, which does sting to see behind a paywall.
The 4X layer is standard and the tactical battles teach themselves. The hard part is faction creation, because the rules that make a faction good are not visible there. Tome tiers III, IV and V require 3, 6 and 8 points in an affinity, and your culture and society traits are where those points come from — the creator never says so.
The interface, yes, alongside Russian, Simplified Chinese, Korean, French, German, Spanish and Polish. There is no localised voice acting — full audio is English only — and there are nine supported languages in total, which is narrower than many Paradox titles.
Legibility, and the DLC line. A new player can build a faction that looks thematic, plays fine for forty turns, and then discovers it cannot research anything above tier II in any affinity because its six starting points were spread across three. That is a teaching failure rather than a design one — the underlying system is good — but it is the single most common way a first game goes flat.

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