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Dev Diary #2 — Affinities

Hello Everyone and welcome to a new Dev Diary issue about Affinities!

My name is Tom Bird, and I’m a senior developer at Triumph Studios. Today I’d like to talk about affinities, one of the systems that sits at the heart of Age of Wonders 4. Each affinity represents an archetypal, cosmic force that defines the type of magic you can use, the elemental forces you control and the type of society your faction has.

There are 6 affinities in the game, but today we’re mostly going to be talking about Order affinity. Order is the power that brings structure to the Cosmos and to the lives of mortals. It is associated with light, faith, justice and the government of empires. In gameplay terms, Order has a focus on diplomacy, healing and city stability.

Culture

You first start defining your faction’s affinity by choosing your culture and society traits. Your faction’s culture represents who they are before you take control of them, and mostly affects your starting units. There are 6 cultures in the game and the one most strongly associated with Order is High Culture.

high elves.jpg

Here we see some High Culture elves, standing in the Magehaven, preparing to tread onto a new world!

Order is associated with Spirit Damage, a type of holy energy that is particularly effective against the undead. High Culture’s defining feature is that their units can become “Awakened”, allowing them to channel Spirit Damage through their physical attacks!

Society Traits

After choosing your culture, it’s time to choose Society Traits. These traits represent the general philosophy your people follow, as well as how they live and govern themselves. Each of these traits is associated with an affinity, and I’ve listed a couple of the order traits below.

chosen uniters.jpg

The Chosen Uniters trait is the epitome of Order as a force for diplomacy. It grants you 10 points of good alignment, which improves your diplomatic relations with the other (non-evil) factions that you meet, and grants you a bonus to income from Vassals, which are cities that join your empire via diplomacy instead of conquest.


imperialists.jpg

Of course, Order isn’t always about being nice to people! The Imperialists trait represents Order as a force of political and economic domination. It grants a bonus to Imperium income, which is vital for building an empire with many cities, as well as buying skills from the Empire Tree.


Tomes

The final, and most important, aspect of your faction’s affinity are the Tomes of Magic which you choose to research. Each Tome contains a number of spells, units and upgrades all centered around a particular theme, and each Tome is associated with one affinity.

There are 9 Tomes of Order in Age of Wonders 4, leading your empire down a path of righteous and lawful domination.

tome of faith.jpg

The Tome of Faith is an early game tome that is focused on healing and support units. It’s perfect for a religious faction that wishes to shield its armies with holy power!

chaplain.jpg

The Chaplain is a powerful healing unit who can Bless units to boost their combat prowess.

staves of mending.jpg

If you’re more interested in using your Culture’s own support units, then the Staves of Mending enchantment will grant them extra healing powers, as well as making them cheaper to support.

convent.jpg

The Convent is a unique structure you can build in your city that provides benefits that grow more powerful the more content and happy you keep your citizens.



tome of subjugation.jpg

Focussed on the more repressive aspects of Order, the Tome of Subjugation is a mid game tome focused on the domination and control of other races.

tyrant knight.jpg

The Tyrant Knight is a powerful shock unit, who specializes in delivering a devastating charge that shatters enemy morale.

final ultimatum.jpg

Once an enemy has been routed, the Final Ultimatum spell gives you a chance to convince a fleeing unit that their lives would be better if they switched sides.


baron_s palace.jpg

The Baron’s Palace gives a huge amount of income for a city structure, however it can only be built in the cities that you have conquered from your foes.

The Empire Tree

Until now, every choice we’ve made has granted affinity points to out faction, if we’d made a starting faction on High Elf Imperialists, we’d end up with:

  • High Culture: +2 Order
  • Imperialists: +1 Order
  • Chosen Uniters: +1 Order
  • Tome of Faith: +2 Order

That gives us a start with 6 Order. So what does that mean to us? Well, one system that is greatly affected by your faction’s affinity is the Empire Tree:

empire tree.jpg


The Empire Tree contains the economic and social bonuses of the game (as opposed to Tomes which are more focused on military bonuses), and is divided into 7 branches: One branch for each of the six affinities, and one general shared branch.

Since our faction has 6 Order affinity, we will start rapidly unlocking skills from the Order branch of the tree (as well as the general branch) but we won’t be able to get anything from any other branches unless we get some other affinities!

The Order branch of the tree is focused heavily on diplomacy and vassals, giving you such skills as:
diplomatic channels.jpg

A Whispering Stone is a magical stone you give to a free city to help sway it to your side, since most empires only have one, this allows us to try and vassalize twice as many cities at once!


exemplar.jpg


The Rally of Lieges is a mechanic that allows you to recruit units directly from your vassals and ancient wonders. This skill means any unit you recruit via the rally starts as an experienced veteran with extra health and other bonuses.

Also, as you can see this skill will take us 10 turns to unlock. If we had fewer points in Order affinity, this would take longer!

rite of allegiance.jpg

As well as permanent upgrades, the tree also contains Rites, which are one off rewards you can trigger to help you out of a tough spot or to optimize a particular plan. This rite grants you a friendship boost with every free city on the map, helping you vassalize them faster.

Of course we don’t expect the player to stick to just one affinity, by mixing and matching affinities you can find synergies to help supercharge your empire! For example, Shadow affinity has many skills themed around deception and the darker sides of diplomacy.

This means that, once we’ve done enough research into our starting tome, we could pick a Shadow Tome, such as the Tome of Souls to add a religious death cult feel to our faction. This would give us 2 points of shadow affinity that would allow us to get skill such as this:

all seeing.jpg

This skill would allow us to use our extra whispering stones to speed up our magical research and keep an eye on distant lands!

Conclusion

This concludes our brief introduction to the affinity system! There’s a lot more to talk about here, your affinity also affects your diplomatic relations with others and your access to the Magical Victory Condition, but that will all have to wait until a future dev diary!

Next Diary will feature more details about Lore and Story Realms — stay tuned!
 
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If the city is no vassal any longer, because you absorb the city, will you still have access to those units, or do you need to make it vassal again?
If you absorb a City it becomes owned by you and you can produce those units yourself.

How do you get new Tomes? Do they unlock over time?
As you Research Tome Skills you'll naturally unlock a new Tome to pick.

Can society traits be acquired or exchanged throughout the gameplay?
Society Traits are static throughout a game.

The Whispering Stone thing sounds interesting a limit to conducting diplomacy but also a venue to use mechanics. Just to know can we get more?
The Dev Diary already shows you one way of getting more :p

Personally, I'd love to know if there is also some sort of single player meta-progression similar to Empire mode in Planetfall. Either at launch or further down the line.
We briefly touched upon the Pantheon system during the Announcement Show and will explore it further at a later point in time
 
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if a vassal gets conquered by an enemy and I win the city back, will it become my vassal again or integral part of my empire?
As always when you conquer a city, you have options to vassalise, absorb or migrate. If the city hasn't been fully transferred to the other player it will return to its previous state.
And what about the units that you could get via Rally of Lieges before the vassal got conquered?
What about them?
 
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It looks like the tomes are a much bigger deal than I thought -- on par with Secret Techs, albeit with more "branches" instead of just an initial choice. This helps some of my concerns. It seems like (for example) a Barbarian culture that goes big on Nature and plays the "wardens of the natural world" trope to the hilt will feel and play sufficiently different from a Barbarian that drinks straight from the Shadow and Chaos wells whilst screaming about skull thrones and other charming past times, even if they take the same racial bonuses. Different units, buildings, spells, bonuses, and "enchantments". Which reminds me, are Enchantments like unit mods from Planetfall?
 
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The fact that the Empire tree paths get "unlocked" by the cumulative generation of you total affinity is interesting. I'd expected it to only need a flat absolute amount, but instead it's something that you build towards over time. This means that the earlier choices you make are more meaningful than the later ones, as they'll have had time to generate more "empire tree affinity points" for you.

So, if you took Order, Astral and Nature books during playthrough 1 and Nature, Astral and Order in playthrough 2, the accumulated affinity points will be completely reversed. If we assume no other affinity sources and for the sake of simplicity you get a new book every 10 turns, then at turn 30 you'd end up with:
Game 1: Order 30 / Astral 20 / Nature 10.
Game 2: Nature 30 / Astral 20 / Order 10.

So the possible Empire tree nodes you could have unlocked by that point can be wildly different, even if you base affinities are the same. So when not going mono-affinity, the order by which you acquire your affinities matters quite a lot.
 
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It makes sense that the T1 Tomes do not require any affinity points beforehand to unlock, since if you, for example, go mono-Materium, you will be stuck with just Materium tomes. But I wonder if there will be a limitation to unlocking higher-tier Tomes? i.e. You need a certain amount of their corresponding affinity to get them or you need to research a Tome of the same affinity in the previous tier to unlock them.
Do we know what the 7 paths are all called yet? There is order, shadow, nature, and 4 others right?
Order, Shadow, Nature, Chaos, Materium, Astral, and then a general/unaffiliated path.
Does anybody know what these icons mean?

View attachment 942098
Probably Strategic and Tactical Casting Points.
I assume order and shadow imply chaos and light. Give that icon opposite from nature is an eye maybe it's animal? The shared path might be mech? Or just shared?
Eyeball in the upper-left is Shadow and is probably the opposite of Nature, given it has a lot of death/necromancy-related Tomes vs the beast/plant/life-themed Tomes in Nature. You can see which starter Tomes belong to each affinity if you rewatch the gameplay reveal from last week. White path in the middle bottom is very much the shared path, since it does not correspond to any of the six Affinities that they showed in said gameplay demo.

The affinity dichotomy appears to be: Order vs Chaos, Shadow vs Nature, and Materium vs Astral.
 
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race is NOT civilization, the definition given by google search for "race definition" is: "a population within a species that is distinct in some way, especially a subspecies."

a race describes species and not their form of government or their culture. in many 4x or other strategy games we just simply say "human race" or "insect race" because in most cases the primary defining features of that entity in those games is the species and how we view it.

if you put together all the steps in the creation part of AoW4 then you could call that a civilization which you stated in your post rightfully so. a civilization is the combination of species / race, culture, government forms and other features which form the unique civilization. but race does not mean the same or isn't on the same level as civilization. an apple isn't a fruit basket, the ladder is a culmination of different types of fruits.
I don't know if you know this, but searching for a definition in an english dictionary when you're talking about a game mechanic is... really dumb? The game isn't being designed by a dictionary. Bringing up the dictionary definition is completely and utterly pointless. It's a game term. In this particular context, "Race" means "A player's starting conditions." Pulling out a dictionary doesn't change how Baron's Palace is described to work by the developers, which is the only thing anybody is talking about in this particular conversation.
 
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We love you, Triumph! The game is shaping up to be the best of the series! And that is saying a lot!
Tombles, it is always good to hear from you, man! You're like the bringer of fun and laughter! Are you a devotee of Good? (or perhaps not :) )
 
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The description of a t3 tome that has a T4 unit for research as a "midgame tome" is very interesting to me. That could mean that aow4 is taking the opposite tack to planetfall, and embracing the t4 spam by giving players easy access to a range of top tier units.

Maybe that's a mistake? The DKs design doesn't really read as a t4 to me. That may be the fault of the unit view screen, I don't think the single harsh light from above is terribly flattering to the unit designs in general.
Jordi said on the Discord that T4 will no longer be the highest unit tier. It is possible that T4s in this game are much closer to T3s in the previous games in terms of relative power level, while T5 and maybe T6 are the new super units.
 
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This gives me a lot of fun ideas, like what if we play as a shadow or chaos tome focused wizard king who has come to rule a High society. I am looking forward to mixing and matching. I also think it would be interesting to see if we could play as a good aligned necromancer. “The dead fight to protect the living” would be an interesting empire to play, especially if you could combine “final ultimatum” with a skill that raises dead enemies to serve you, that way they join you one way or another.

My biggest curiosity is how you progress through the tomes, will you need to pick an order tier 1 before taking an order tier 2 or will you be able to jump from an order tier 1 to a chaos tier 2?

I have a lot of ideas for the pantheon of Custom characters I want to make already.
 
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Wow, this is super interesting. I really like how the game evolved since AoW1 that where we could choose elemental spheres in 1-2 and more specializations in 3, now you can tailor your race, research tree and magic to minute levels! Really interesting combinations there for the starting culture and traits.
Some really potent spells too. Final Ultimatum sounds about as awesome as the possession of the Drained in Planetfall.
I like that finally we have an option to make racial healer units too (I mean we had the Evangelist in III but this is different). I am curious how the enchantments will work, I assume same as in III and Planetfall, they affect all types of said unit.

...Welp, here's hoping we aren't going back to "hit max tier units, there's only one for me, make nothing else because nothing else can handle that level of combat"... especially because that T4 looked like it had the STATS of a T4 in AoW3.
I think the Fire Giant shown in the stream was Tier IV too and he could beat it with a small army of Tier I-II units.
 
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The feeling I got from reading the first dev diary, and I may be completely wrong, is that we will not be able to research just any other path we do not have affinity with unless we discover the related tome during the game.

Could be cool to have to venture into forests in hope to find a nature related tome in some sort of grove or explore an old construct workshop to get a materialist oriented tome, etc...

That would make for good story telling. Also, that would add an element of having to deal with the hand you are being dealt (the type of surroundings at your starting position on the map). And finally a strategic aspect to prevent enemies from accessing certain paths (assuming the tomes are finite and unique and maybe even limited in the sense not all maps have all 54 tomes available).

But then again, I may have completely misunderstood how the game works. I hope still there are mechanics to avoid falling into a preferred routine past the discovery period with the game.
 
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How many affinities can you “collect”? Can you dabble in all the affinities at once, or are you limited to the mono/duo split?
We could see in the first dev diary that you can have at least 3 different affinities (even opposing ones; see order vs chaos), but there's nothing so far to suggest that there's something preventing you from having dips in all possible affinities. If i'm not mistaken, you could theoretically pick starting culture feudal (order + nature) and then pick Prolific swarmers (chaos) and Great builders (materium) as Society traits, giving you 4 different affinities from the very start. Hope that helps.

Empire tree which shows points invested in 3 branches, as well as the neutral one., thanks to 12 nature affinity, 1 order and 1 chaos.
 
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How do you get new Tomes? Do they unlock over time?
 
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The idea of mixing Order and Chaos affinities reminded me of Knights of the Old Republic which had the problem of needing to pick Light or Dark and then sticking to it or risk ending up with a build that's too weak to finish the game. I hope AoW4 avoids this problem.

Furthermore, it would be very cool if there was a narrative element to picking tome and developing affinities. So you could play an order based Empire that falls to evil and/or chaos. I think that might be something for DLC though.
 
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Signs point to yes, considering they've devised a system that breaks Chaos out to different tomes for (for instance) Pyromancy and Demonology, and that tracks alignments separate from pure affinity.

Speaking of, I see a lot of people here assuming a lot about the relationships between the affinities i.e. Order vs. Chaos, Astral vs. Materium, etc...

But on the surface it seems like the affinities probably have much more complex and nuanced relationships with one another. For instance, taking the Order affinity and the Tome of Faith seems to immediately give tools to the player to become a terror to someone going for some kind of Dark Lord Bad-Gaius player whose taken up the Shadow Affinity with Tomes of Undeath and/or Chaos with Tomes of Devil-Worshipping & U. The Chaos mage whose focused exclusively on Pyromancy and FREEEDOOOM probably doesn't give a crap, and may even be natural allies with Paladin-Bro, The Faction. Conversely, our rhetorical Dark Lord will probably end up having common interests with a player whose gone straight Order but has exclusively elected for Tomes of Tyranny and Imperialism.

Just saying, seems like the systems as shown so far are actually quite flexible and multi-purpose.
 
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Can society traits be acquired or exchanged throughout the gameplay?
 
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