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Dev Diary #4 — Realms and the Pantheon

Hello everyone, I'm Thomas Schuiten, a designer at Triumph Studios. Today in this dev diary I will give you some insight into the many Realms you can explore, and the Magehaven from which you do so.

The fourth Age of Wonders brings the return of the Wizard kings, but more than that, with the barriers between worlds torn open, many Realms are now within reach.

This new freedom calls for a different approach to Scenarios and maps than Age of Wonders has known in the past, and it's an excellent fit to build upon the lessons of Planetfall’s Empire Mode.

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In this age you will form a Pantheon of god-like characters through your conquests. A Ruler may ascend to the Pantheon by conquering a Realm, from where they may join future conquests, or oppose them…


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There will be more info on the Pantheon further down, but first we must choose a Realm to conquer.


Realms

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There are 3 kinds of Realm to choose from:
  • Story Realms, with custom lore and story content that tells the story of the Fourth Age of Wonders and the return of the Godir,​
  • Challenge Realms, where an interesting set of traits is gathered together to give a unique Realm to be explored and conquered.​
  • Custom Realms, these are your own creations, making a custom Realm lets you pick Traits as you see fit to make something unexpected.​

Each Realm is made up of various Realm Traits, these are divided into 5 types based on which aspect of the Realm they affect; Geography, Clime, Inhabitant, Presence and Miscellaneous (further referred to as Misc).
Each realm can feature 1 of each of these (except for Misc traits, of which a realm can have 4)

Geography Traits determine the shape of the world and can have a huge impact. This is where you find “Continents” and “Islands” map types, but also a few unique twists such as “Lava Divide” where the realm is roughly split in two by an ocean of impassable lava (only connected through the underground)
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Clime Traits are next, and they modify the environment of the realm, making certain climes more or less likely to appear.If you want a desert realm or a frozen wasteland this is where you can find it. (Or if you want some real chaos you can choose Forming Realm and watch the world form around you as you build your empire)

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Inhabitant Traits affect the prevalence of particular creature types on that Realm as well as certain structures, perhaps left behind by the Realm’s previous inhabitants. This is where you can make the Realm dominated by undead creatures, or have enormous beasts stalking the wilderness.
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Presence Traits add Empires to the realm that have special starting conditions and provide a unique challenge, for example the Pretender kings adds 3 kings with substantial kingdoms in the midst of a succession war.
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Lastly there’s Misc Traits, these modify the rules of the game, or otherwise modify the realm in a manner that can be mixed and matched with any other trait. Want to make a realm where Free Cities are less common, leaving ruins instead to mark valuable locations? The Ruined Realm trait will do that.


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When you’ve obtained some experience in the game, misc traits are where you find interesting twists to change up your play through, like with for example the Megacities trait.

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Your Pantheon

The Pantheon is where you collect your Ascended rulers, each ruler you complete a Realm with may ascend to your Pantheon, from where they may aid or hinder future conquests. It is also where you spend the Points you’ve earned with your Pantheon XP to unlock new customization options for your leaders!

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During your conquests you gain Pantheon XP for completing certain actions, clearing infestations, conquering cities, defeating players and gaining vassals are just some examples. Completing a Realm through victory, defeat or by abandoning it adds this XP to your Pantheon and gives you Points with which to unlock new items in the Pantheon tree.
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These include hats and cloaks as seen above, but also Leader origins and society traits that will add new options to your empire creation.

As you gain Pantheon XP you will also unlock new Realms to explore, each bringing a unique Presence trait to the table that you may then use in your own custom realms as well.

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I hope you enjoyed this introduction to the Realm and Pantheon system, there is much to be explored and experimented with. I look forward to seeing the Realms that you create and reading the stories of your conquests!

Stay tuned for a new dev diary next week as we are going to talk about Factions creation. Also, consider adding the game to the Wishlist!
 
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You can simply not pick a clime trait to have all of them included, however when it comes to picking traits unfortunately they cannot mix as they would overwrite each other, hence only 1 can be picked at a time. Though modding in any combination you'd like should be really easy. (though I hope to have covered obvious choices)

The map is not circumnavigable on account of the map not covering an entire "world" but rather a Realm within that world. There were some techy reasons too but I can't help with those ;^)

Empires are placed based on the Player Distance setting, if you want them closer and have a smaller map you set it to close, same the other way around. ^^

OK cool, thanks for the help!
 
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Hopefully i can have multiple pantheons in the same way i could have multiple empires in Planetfall. like i want to make a few evil characters, and i'd want in a different pantheon, so having them spawn as heroes for one of my good guys would be a little strange.

speaking on comparing the empire mode with the pantheon. does the pantheon have a limit how many can join it? like. at about 30 leaders it's full or something?
 
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Hopefully i can have multiple pantheons in the same way i could have multiple empires in Planetfall. like i want to make a few evil characters, and i'd want in a different pantheon, so having them spawn as heroes for one of my good guys would be a little strange.

speaking on comparing the empire mode with the pantheon. does the pantheon have a limit how many can join it? like. at about 30 leaders it's full or something?
You can choose whom you want to see in a given map and who you don't. Read entry #72 in this thread.
 
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Not a big fan of unlocking things that are outside of the scenario itself. Unlocks are cool, don’t get me wrong, but having to unlock world traits, challenges, and cosmetics instead of having immediate access to all of them is a minor let-down, personally. I’d feel the same way about being required to unlock a race before the start of the game, for example.

I don’t mind unlocking stuff within the game world as I’m playing, but initial aesthetics should already be completely unlocked from my perspective, otherwise it’s just an arbitrary time-sink. I’m not going to play more, or longer, just to attain these types of unlocks, but I will definitely resent not having access to them after spending money on the game.
 
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Love the customisation options - the more, the merrier - Ring world, four continents, River Delta, Tower of Babel, Lost Civ.

I always wanted a 'sky plane' in AOW to go above the surface with multiple underground levels, but I imagine at this stage of the game creating all the assets for that might have to wait till DLC ;-D

One thing that I found with Planetfall is that certain resource rich areas would always spawn as volcanic islands, and the AI would hardly ever make the effort to claim them. It would be great to see the AI take advantage of those resource rich areas, but more importantly have a larger variety of them. Such as a bottleneck into a reward area, or surrounded by mountains, oasis area in the middle of not much, underground/sky ;-D cache.

It would be nice to have a 'map editor' just so I could learn the effect all the sliders and options. So you can go in adjust things, ask it to spit out a map, adjust, spit out another and be able to see the whole map, and if you really like one - save it for later.
 
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Not a big fan of unlocking things that are outside of the scenario itself. Unlocks are cool, don’t get me wrong, but having to unlock world traits, challenges, and cosmetics instead of having immediate access to all of them is a minor let-down, personally. I’d feel the same way about being required to unlock a race before the start of the game, for example.

I don’t mind unlocking stuff within the game world as I’m playing, but initial aesthetics should already be completely unlocked from my perspective, otherwise it’s just an arbitrary time-sink. I’m not going to play more, or longer, just to attain these types of unlocks, but I will definitely resent not having access to them after spending money on the game.
We get loads of visuals and traits when we start playing. We most likely won't have tried all given options of the game, before we get additional stuff just by playing. I can't understand all the people complaing about this. We haven't even seen, what is in and what is to be unlocked by playing. Perhaps there are in total ten visuals and 3 traits to be unlocked and they are so special, you won't ever use it.

I like what I know from the pantheon system so far, including the stuff to be unlocked just by playing. I wouldn't need that, but I view it as a bonus to have fun with. :)
 
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I'm really excite with this new Age of Wonders 4. I've been reading carefully this new Dev Diary and I have a doubt regarding Panteon progression three. Will progression three be unique or there will be more than one progression threes?

Devs, thanks you for this good information about the game that you bring us in these Dev Diaries
 
I'm really excite with this new Age of Wonders 4. I've been reading carefully this new Dev Diary and I have a doubt regarding Panteon progression three. Will progression three be unique or there will be more than one progression threes?

Devs, thanks you for this good information about the game that you bring us in these Dev Diaries
DLCs or expansions could come with a separate progression tree.
 
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I love everything about this, how integrated the "empire mode" is to the main game. The replayability seems insane.

The Megacities trait! <3
 
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actually... I have a question about the Megacities.

It's definitely for a mono city run, you can't get more, so that it says "+5 annex range"... does that mean that there's no sector limit like Planetfall had and you can normally pick up every sector in your annex range? Or is this just "you can reach further with your limited sector slots"?
 
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You can simply not pick a clime trait to have all of them included, however when it comes to picking traits unfortunately they cannot mix as they would overwrite each other, hence only 1 can be picked at a time. Though modding in any combination you'd like should be really easy. (though I hope to have covered obvious choices)
Awesome. I really like the Realm system, it seems like it's honestly one of the more unique aspects of the game. I can't think of many games that have something like this.

I always wanted to see more of the rest of the universe and have unusual maps but there is only so much sliders can do. You can actually do some neat modding tricks on the AoW3 RMG but you need to swap the whole thing, there's no per map option. These being moddable and mix and match alterations to whole RMG will make for a lot of replayability.
 
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Comment just to be give some feedback.
I very much like the idea of unlockable things - this gives that little motivation towards working towards something.
To address comments about cosmetics needing to be unlocked at the start of the game - there is this thing called reward, people like to get rewards, those unlockables are rewards for playing. There is plenty of great stuff to customize your leader, it's not like you miss out. But this seems to be a case of - I need to work to get it? No give it to me! Play it, get cooler looking hat and be happy.
Unlocks other than cosmetics are also awesome for me since they give you something new to play with after few games which makes the expirience much better than just everything is there, do whatever.
This system makes it that there is something more, not that there is something cut out just for the sake of it.
Thank you, bye
 
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I could state it another way: I think gating cosmetic and gameplay customization options through play brings something fun to work towards beyond just playing disjointed random map campaigns. That said, I think it all boils down to how much is there up front and the pace of progression. Presumably there's more than enough content to work through from the start, and the Pantheon unlocks are extra flavour that will unlock naturally through playing.

Meta progression has worked it's way into tons of games nowadays, so that combined with the love people had for the Empire mode in Planetfall should make it a very popular system.

As I've said in the post - gating some things in a progression arc is doable/acceptable and might lead to some "fun" (or "sense of progression"). Generally speaking though, as Heshin stated later in the thread, they're just an arbitrary time-sink meant to "keep you playing the game". Depending on your gameplay preferences, I'd wager that the unlocks are either "irrelevant" and something you'll just look and say "Hey, cool, I've played 4 hours of this game and now I have X" or, at worst, something that frustrates you "Hell, I really want this race/helmet for my character, but I'll need to play 4 hours with something I don't want before that...". The designer intent, of course, is something along the lines "Wow, I really want this race/helmet for my character, gotta play some more 4 hours to reach those!", but I find that the polar ends of that spectrum are more common than the "middle-ground".

There's a reason some of the most popular mods in AoW 3 steam-works are all about unlocking customization options for your Leaders.

But, of course, you've hit the main things - it all boils down to how much is there up front and the pace of progression. The "initial options" and "unlocking pace" may be just enough to keep everyone satisfied, or this may be EA's draconian "40 hours to unlock Darth Vader".

From what little potentional benefit such a unlock system may add to the game, I'd rather have avoided it entirely - but since it's here, here's hoping this is one of the more manageable ones.
 
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The main thing is that many of the things you do during a Game will award you XP naturally, including winning or losing a game. The current balance would result in approximately 4 Pantheon Points at the end of an average realm.

And here's hoping that progression lends to a good "unlocking" pace for the gated content! :)

Here are some additional questions then!

In one of the this DD's pictures, we have a Progression screen, showing a "Level 6"... Pantheon(?) and what looks like a tech-tree. The Necromancer Crown is shown, as costing 1 points (and requiring a Necromancer Banner).

Is a cost of "1" typical for such cosmetic unlocks? What is the lowest and highest unlock cost of some of these abilities, currently?

Since the interface is shown as a "tree" and we have "requirements" for certain unlocks, am I correct to assume that in order to unlock certain options, a player will have to "go through" the tree, in order to reach that desired element? If so, can you reveal how many points would it take to "reach one end of the tree"?

In addition, if he have "typical gain rate" from a standard game, can you reveal what is the ammount of games needed to complete the entire current unlock-tree in AoW 4?
 
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Is a cost of "1" typical for such cosmetic unlocks? What is the lowest and highest unlock cost of some of these abilities, currently?
Everything in the tree requires 1 Pantheon Point at this point in development. To unlock a item you need to have one of the connecting Nodes unlocked.

That gives you enough information to figure out the rest
 
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I see 65 circles to unlock stuff, 3-5 points a map so you will have to complete 13-22 maps to know it all. Hm... I would have thought they make it somewhat ascending. A third for one, a third for two and the rest need 3,4 and 5 points. We will (well I will) play this game for years, so it mustn't be outleveled in 2023 ;)
 
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