I'm already a bit obsessed with building weird empires in Age of Wonders 4.
My 4X obsession has left me a little burned out when it comes to the genre's four big pillars, but I keep coming back for more to feed a single, specific fantasy: crafting a society, and then nurturing it and watching it grow. Concerns about conquest and expansion have become secondary to experimenting with empires and enjoying the stories that spawn from my sometimes questionable decisions. So far, Age of Wonders 4 is doing a great job of feeding this hunger.
Together, all of these choices stack up to create a large number of effects, defining how your empire functions, as well as determining its alignment—good, evil or neutral—and affinity, both of which will dictate how other empires and free cities react to you.
Pretty quickly I found myself in possession of a second tome, diversifying the trio of spell options I could pick from on the magic research screen. There are obvious synergies, and tomes that will feel more thematically appropriate for your empire—but I always follow the rule of cool. I wanted my magic to be badass. Fertility rituals were out, capturing the souls of my enemies was in.
AoW4 is always spitting out events, but it happens even more frequently once you start encountering free cities. These are independent settlements which aren't playing to win, but are otherwise created from the same ingredient list that you and your opponents are formed from. And they're a chatty bunch.
Ancient Wonders only let you select one army to fight with, but regular fights let you bring in multiple forces, making the scraps potentially huge, bloody affairs. The battle maps themselves range wildly, from big open fields to elaborate, menacing ruins. You'll need to take into account choke points, cover and environmental hazards, as well as the many abilities of your opponents.
We crushed them, naturally, and then threw their dead leader into the crypts before raising him as an undead minion to serve me for all time.
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