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Dev Diary 8 - Cities and Expansion

Hello everyone!

My name is Sam Minh Ly, a designer at Triumph in charge of the economy of Age of Wonders 4. In this dev diary I would like to talk about the economy and city development. Shoutouts to Glenn and Lennart who did a lot of work to design the systems of the economy in Age of Wonders 4.

Spoiler: There is a small teaser in the end of this Dev Diary, so make sure to read it till the very end!

Cities are at the core of your empire. They will use the surrounding land to provide you with the resources to raise armies, research Tomes of Magic and provide the mana to fuel your spells. They will also prove to be a good way to exert your control over the world. Cities lay claim to the surrounding area, making it difficult for enemies to come close without diplomatic penalties. And during war, cities are bastions that require a serious effort to breach.

City Income​

City Screen Crop.png

Let’s start off by explaining all the resources that cities produce.
Resource_TML_Food.png.png
Food is required to make a city grow in population.
Resource_TML_StructureProduction.png
Production is used to build city structures, which in turn provide resources or other benefits.
Resource_TML_UnitProduction.png
Draft is used to recruit units for your armies.
Resource_TML_Gold.png
Gold is mainly used to build city structures and recruit units, but it can also be used in other manners, such as diplomacy.
Resource_TML_Mana.png
Mana is used to cast spells and summon magical units.
Resource_TML_Knowledge.png
Knowledge is used to research new skills from your tomes, which unlock new spells, units and more.
Resource_TML_Influence.png
Imperium is used to further your empire as a whole. Its main use is for unlocking Empire Skills and acquiring new cities, but it can also be used to grow cities and in diplomacy.

Food, Production and Draft are all used in the same city that produced that resource, while Gold, Mana, Knowledge and Imperium are added to your global resource pool and can be used anywhere.

City Structures​

City Tree General Rersource Only.png

The primary way to gain more resources is by building city structures. There are four buildings for every resource and a well planned city can build all of these in a single city except for the Tier 4 structures, which are mutually exclusive. All structures have a gold and production cost, the latter of which determines how long it takes for your city to build that structure. You will see that all these structures have a boost requirement. We will cover that a little further in this dev diary.

City Tree Town Hall and Fortifications.png

In this diagram you can see a few different types of city structures. The Town Halls unlock new structures and special province improvements, which will also be covered later in this dev diary. A city always starts with the 1st Town Hall, providing a bit of a background income to get you started.

To the right of the town halls are the fortification structures. They provide Fortification Health, which determines how long it takes for enemies to siege the city before they can attack it. Many of them also provide an additional benefit during the actual battle, giving the defender an advantage in the fight.

On the left you can see the city stability structures. A city’s stability goes down as the town grows in size. You want to avoid your city to have a negative city stability.

City Tree Wizard Tower.png
Finally we have the Wizard Tower. Which is exclusively built in your capital, the Throne City. It provides empire wide benefits for your Godir. It is also the main way you can increase your Imperium income.


Building Queues
Queue Ration TT.png

Much like in previous Age of Wonder games, your cities can construct buildings which provide passive income each turn. Unlike previous games, the queue to build structures and units has been split in two, allowing you to construct structures and recruit units at the same time. This is paired with the new Draft resource, which is exclusively used for recruiting units. We made this decision so players could more easily bounce back after losing units in battle without destroying their city development progress.

When a queue is empty, it automatically starts to produce resources at a conversion % instead. Production is converted into Gold and Draft into Food.

City Domain​

City 4 Pop.png

Cities project a sphere of influence around the city called their domain. This domain extracts resources and ensures rival players can’t just enter it without consequences (more about diplomacy in a future dev diary!)

In Age of Wonders 3 and prior, this domain was a hexagon-shape that grew equally in all directions out from the city. This allowed it to exploit the natural resources of nearby resource nodes but gave the player no control. In Age of Wonders: Planetfall this was changed to a sector system, which resulted in player control over growth and more natural shapes that follow the environment. But these choice moments were few and far between and it was hard for many players to comprehend the impact of these choices.

Age of Wonders 4 uses a new province and expansion system. Provinces also follow the natural features of the world. They are smaller than sectors and unlike Planetfall you will gain a new province every time you gain a new population. Cities can easily get up to 15 population and 15 provinces, making your cities grow more organically in byte-sized chunks. This allows you to “steer” their expansion towards high value resources or to cut-off bottlenecks with your territory.

Province Improvements​

Annex Province.png

Whenever you annex a new province you can immediately choose what type of province improvement will be built here.
The choice of improvements depends on what features that province has.

Province_TML_Farm.png
Farms can be built on grasslands and provide 5 Food.
Province_TML_Quarry.png
Quarries can be built on rocky terrain and cliffs and provide 5 Production.
Province_TML_LumberCamp.png
Foresters can be built in forests and provide 2 Food and 3 Production.
Province_TML_Mine.png
Mines can be built on provinces with Iron Deposits or a Gold Vein and provide 5 gold.
Province_TML_Conduit.png
Conduits and
Province_TML_Research.png
Research Posts can be built on provinces with a Mana Node or Magic Material. The Conduit provides 5 mana and the Research Post 5 Knowledge.
Province_TML_Fishery.png
Fisheries can be built on coastal provinces or in underground lakes and provide 5 Food.
Province_TML_Hut.png
Huts can be built when trying to settle in inhospitable regions, such as a frozen tundra or a scorching desert. They provide 3 Food and do not count as farms, which is important for other economic systems that we will cover further down. Choosing an adaptation allows you to build farms in those regions instead.

City Structure Boosts​

Library Requirement.png
Library Boost.png

For those that want to optimize their city development, we have the Boosting system which ties building city structures in your city to choosing new province improvements in your domain. Almost every structure has a boosting requirement in the form of specific province improvements. For example, the Library requires 1 Forester in a City’s domain to become boosted. If it is, the structure will require 30% less Gold and Production to build, making the boosts worthwhile to chase after and plan for when developing your cities and choosing province improvements. Of course higher tier structures require multiple Province improvements to be present.

Monolith Requirement.png

Building structures often unlocks more structures that are more expensive, but also provide more resources. Higher tier structures also require specific province improvements to be present in your domain. So you will need to make sure that the environment around your city can support a variety of province improvements and think about which improvements to build

Special Province Improvements​

As you progress through the game and unlock Tomes, you will acquire Special Province Improvements. These use the city construction queue, are often quite expensive and need to be built on top of any existing province improvement. But they provide more income than the basic province improvements, especially because they come with extra bonus income that is dependent on the type of adjacent province improvements, adding another dimension to planning your city.

Here are a few examples of what effects these Special Improvements can have:

The Mob Camp is an early game Special Province Improvement from the Tome of the Horde and fits with the Tome being about amassing an army of cheap units. It also allows you to set a province as a Unit deployment location, allowing your units to be recruited at the edge of your domain.
1.png


The Frostspire is acquired from the Tome of the Cold Dark. It benefits from the terraforming effects you get from the Tome and provides friendly visiting armies a buff for their next combat.
2.png


The Sanctuary specializes in another angle and instead provides defensive bonuses to your domain. Preventing enemies from pillaging and casting spells in the domain.
3.png



Capstone City Structures: Guilds​

Mages Guild.png

At the peak of your city's development are the Guilds, which are capstone buildings that provide a huge amount of income based on the number of province improvements of a certain type. For example the Mages Guild, the final mana structure that unlocks if you built all three mana structures before it. It provides 10 mana per Conduit in the domain! But only a single guild can be built per city. So you will have to choose what you want the city to specialize in. Of course this is dependent on the environment, so keep an eye out to the surroundings of your cities.

Faction Differentiation​

There are 6 cultures in Age of Wonders 4. Each with their own specializations in combat and in their economy. Each culture has multiple global bonuses that are unique to them which change how you play. For example, the Dark culture disables the negative effects from low City Stability, the High culture gains global bonuses based on whether you have a good, neutral or evil alignment. Aside from that, every culture gets unique units, Hero Skills, unique city structures and a unique Special province Improvement.

Let’s have a look at what the Industrious culture gets that other cultures don’t. Their unique structure after building a Tier 3 Town Hall is the Bastion’s Barricade. Which exemplifies Industrious’ aspect of fortification perfectly. It provides 20 Fortification Health other cultures can never get and the two Bastions are the strongest units the Industrious culture has, Tier 3 Shield units with immensely high physical defense.
Bastions Barricade.png


The Tier 1 and Tier 2 Food structures of the Industrious culture are replaced. Instead they gain the Workers Farmstead and the Grand Mill. Which provide less food than their normal counterparts but they also provide Production, which they normally don’t.
Workers Farmstead.png
Grand Mill.png


Their Special Province Improvement is the Builder’s Quarters. Which is a quarry that provides more production for each adjacent quarry. As you can see these bonuses can get really high if you get the right spot for them.
Builders Quarters.png


Now with all that extra production you can either continue to build high tier structures or you can use the Produce Merchandise option every city has. It normally converts 25% of a city's unused production into Gold. And while that is already good for the Industrious culture as their Production can become really high, they go even further. If you build their Tier 4 Town Hall, it not only provides the bonuses any Tier 4 Town Hall provides, but it also increases your Produce Merchandise conversion rate from 25% to 35%!
5.png

To wrap up this example I will give you an idea of what kind of synergies you can use to optimize your economy. As you might have seen in the Builder’s Quarters screenshot, there is a +2 gold bonus coming from something called Great Builders. This is one of the Society Traits you can choose when creating your faction. It itself combo’s really well with the Empire Skill Specialist Districts. Now your Special Province Improvements cost less Production to build and provide gold. The Materium tomes have many Special Province Improvements, some of which count as quarries, which will maximize the benefits from all these synergies.
Great Builders.png
Specialized Districts.png


City Cap and Automation​

Growing your empire by acquiring new cities is vital to growing your economy, but you cannot spam new cities indefinitely. If you over extend, you reach your City Cap. If you do so, every city in your empire will suffer a hefty -25% income penalty. This cap is meant to pace city acquisition and to stop rampant expansion. This will force you to either increase this cap via the Empire Skill Tree, or invest in your established Empire.

Another way to reduce micromanagement is the City Automation system. It allows you to set a focus (if any) and let the city grow on its own without having to choose every single province you can acquire.
6.png


For those that do want to micromanage and control their Empire in every detail, you need not worry. You can invest your Imperium into extra City Cap indefinitely, but it will cost you more Imperium each time.

Vassalization System​

And for both players we also have another way to exert your control over the world, namely the vassalization system. There are many Free Cities in the world that you can vassalize. If you do so, they will provide a portion of their income to you, depending on how strong your bond with them is. Moreover, you can decide to vassalize any city you conquer. These vassals do not count towards your city cap but they do provide you with income and a safe place to return to and recover between your campaigns. You can also integrate them later if you decide you want a particular city. Or you can vassalize your own cities directly to free up a city cap slot. Via vassals you can spread your rule over the entire world without limit.
Vassals.png

Conclusion​

There are many layers to the development of your city, which unlock as you progress through the game. The core loop of growth and immediate province exploitation is direct and meaningful. You can choose to engage with this in a casual manner but also choose to highly optimize your economy which is a necessity in the higher difficulty levels.

While there are other factors that influence your economy, such as the Society Traits and the Empire Skill Tree, this will do it for this dev diary. So, what do you think you will do? Plan the development of your city meticulously, go with the flow, or automate? or will you simply take cities by force? It is up to you to decide what path to follow.

While the next diary will be dedicated to the Ancient Wonders, there is also a new stream coming up!
We will let the community pick the faction, form, and tomes for our Developers to start with, so keep an eye on the Forum as we will let you vote next Wednesday!


Stay tuned for a new dev diary next week and consider adding the game to the Wishlist!
 

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This was terribly disappointing. The annex system from planetfall isn't as good as what existed in Age of Wonders series, and this being an age of wonders game the system should've remained as AoW3 and previous titles. The freedom to find great locations and to build anywhere is better than any other 4x game.....WAS better. My excitement was through the roof when the game was first announced and shown, now I find myself losing interest with each new post or video I see. I don't understand why you're steering the series more towards planetfall. keep that and this separate, but it's too late for any changes now I guess. any change on the terrible minimap, at least?
 
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Chronogate, is it for time travel, teleporting, or a way to banish ourselves into the shadow realm for an eternity of carnage and war and glory?

As for what's up with cities making attackers wait X amount of turns? What if they want to attack and lay siege to it immediately? What if they thirst for blood and war and they wish to see stone walls torn down?

Do raging dragons just sit down on their butt and wait for X amount of turns to pass politely while having a cup of team and biscuits before attacking?

Is the amount of wait time done to weaken the defenses or unless to they attack immediately but they'll be besieging the city at full strength?

I'm most curious about this. :p
 
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I quite like how Vassals seem to be getting a good system straight out of the gate. It always frustrated me in other strategy games where that option is near useless since the Vassal just becomes gimped, and useless once the player takes them over. Here it seems to be the opposite with Vassalizing a Free City allowing them to expand. Should really help to reduce the late game slog that normally develops in these sorts of games. Curious to see how well AI opponents can use it though. And how well Vassals can fight. If Vassals can merely defend their own territory without me constantly having to babysit i'll be satisfied.

One thing i'm surprised though is so far there doesn't seem to be any mention of NPC factions like Planetfall had. That system wasn't perfect but it was one of the biggest gameplay shake ups. It's weird to see it looks like it's just not present at all in AOW4. Is it possibly something being saved for expansions or did the devs just not like it?

Also I agree giving Champion's a Palace or Stronghold instead of a Wizard Tower would seem to make more thematic sense.
 
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1a) does the AI (in general but also the automatic city administraion AI) take boosters, (special) province improvements, faction differentiation into account?
1b) i would imagine so, but how efficient is it in doing so? ie: how much min-maxing does the AI on its own?
1c) is setting an automation focus equal to "dear AI, please min-max the heck out of this city"?
1d) and finally: how would the automatic city administration AI react, if the city focus gets changes later on?
2) what do undead, demons, angles etc eat? ie, undead, demonic, anglelic etc population also grows consuming food?
 
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This was terribly disappointing. The annex system from planetfall isn't as good as what existed in Age of Wonders series, and this being an age of wonders game the system should've remained as AoW3 and previous titles. The freedom to find great locations and to build anywhere is better than any other 4x game.....WAS better.
To me it looks like they refined the system from AoW: PF to get the best of both worlds. Location still matters a lot, because you can't just expand everywhere. You can see from the town hall upgrades that you can only annex provinces in a certain range. On top of that, it's more granular than the PF system.
 
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I believe this is the first turn based strategy game that decided to split production queues for normal building and for units and I absolutely love it! I wish that from now on more games were to follow in your footsteps! (Kinda wish it was also tied to pops somehow, but I'll take what I can)

Also I love the prospect of releasing your own cities as vassals. Would it be possible for these vassals to rebel?
 
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The only thing that i am a bit dissapointed is the lack of structures anexed by a city granting fun and unique unit bonuses just like the mystical City upgrades in AoW3 or the Landmarks in planetfall...no more hunting for the perfect place to create a military City.
Controversial opinion, I'm sure, but I had my problems with how that system was implemented in Planetfall and even AoW3, so I'm intrigued by the possibility that they're doing something different this time.
 
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Will there be food sharing or trade route establishment between your cities? What about pop cap on individual cities?
That was nice in PF. Helps to have very specialized cities. I hope it can make a comeback.

Whait is the blue symbol with a 4 next to the world casting point ?
blue symbol AoW4.PNG
Is it tied to astral affinity ? Everytime i see it the player has high astral affinity.
 
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That was nice in PF. Helps to have very specialized cities. I hope it can make a comeback.

Whait is the blue symbol with a 4 next to the world casting point ?
View attachment 955299
Is it tied to astral affinity ? Everytime i see it the player has high astral affinity.
Well spotted. It’s related to Mystic culture’s unique ability.
 
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I feel like the production and draft symbols might be a bit too similar. The pick-axe on both and so similar color. I guess it might be even worse if you have some kind of color blindness. They look nice, but are a bit too similar.
 
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I think the sector system wasn’t perfect but it was far far far better then the hexagonal growth in aow3.
aow4 city growth is in theory fantastic and gives the player the choice of how to grow the city.
I’m not sure why there are a few complaints about this?
 
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I understand, and enjoy, the idea of having choices matter more as far as territory and economy, but I am concerned with the AI’s capabilities within the vassals.

Vassals sound a bit like forward bases from Planetfall, except that they can expand by themselves. Do they produce units and do I have to pay upkeep that I may not be able to afford? What happens to those armies if I turn the vassal into a city? What if a vassal annexes a sector I don’t want them to? Can I temporarily take a vassal as a city, build it up a lot and then re-vassalize it, with the city improvements I’ve done having any benefit, or does it revert to a generic default income?

Being that cities can be automated, as not to overwhelm players, I’m having a hard time figuring why a player would want vassals instead of cities? What are the intentions or benefit of a city cap? Are the city caps meant more for PvP balance?
 
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I understand, and enjoy, the idea of having choices matter more as far as territory and economy, but I am concerned with the AI’s capabilities within the vassals.

Vassals sound a bit like forward bases from Planetfall, except that they can expand by themselves. Do they produce units and do I have to pay upkeep that I may not be able to afford? What happens to those armies if I turn the vassal into a city? What if a vassal annexes a sector I don’t want them to? Can I temporarily take a vassal as a city, build it up a lot and then re-vassalize it, with the city improvements I’ve done having any benefit, or does it revert to a generic default income?

Being that cities can be automated, as not to overwhelm players, I’m having a hard time figuring why a player would want vassals instead of cities? What are the intentions or benefit of a city cap? Are the city caps meant more for PvP balance?
Vassals in aow4 are another tool the devs have to branch out different gameplay styles for players. As you reach your city cap, you can choose to increase it indefinitely with Imperium. This will change your gameplay up compared to someone who has less direct control over their empire but has more Imperium to spend on other things.

You can absorb vassals and release them at will, although i imagine this will take several turns and could come with a cost. but you can absorb them, build them up and then release them again if you desire. Although vassals build up their cities and protect themselves on their own so i'm not sure if this would be necessary, unless you want to quickly build up the city on your own with your own resources before turning it back into a vassal.

Vassal's look useful as they not only pay you tribute, but they manage their city on their own, they can defend themselves from enemies and they send armies to attack your enemies during war. Its essentially like having a mini ally within the scenario, although i don't believe they can build more cities or expand outside of growing their one city.

Apart from these "Mini vassals" you can also turn an opposing player into a vassal similar to aow planetfall, i imagine these player vassals would act similarly to planetfall where they can expand and work towards scenario winning goals in your name.

If you want to go down the rout of expanding your city cap, the rewards for this would be more direct income and the ability to produce armies faster, this could snowball into a very powerful strategy.


But overall it's all about providing people with different ways to play the game, expanding the options you have available to you as well as roleplaying.
 
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Although vassals build up their cities and protect themselves on their own so i'm not sure if this would be necessary
Thank you for your response. I guess I am just worried that the vassals’ priorities may not match my own. For example, what if they opt to build a shrine instead of a workshop even though war is looming? What if my enemies are strong against pikemen and my vassals build pikemen? I am not used to giving the AI much discretion in regards to my territory or army.
 
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Thank you for your response. I guess I am just worried that the vassals’ priorities may not match my own. For example, what if they opt to build a shrine instead of a workshop even though war is looming? What if my enemies are strong against pikemen and my vassals build pikemen? I am not used to giving the AI much discretion in regards to my territory or army.
Its true, as far as i can see vassals may have priorities that differ from you, building structures you may not want or building specific units that can be countered. Leaving some of your empire independant in exchange for more imperium to spend elsewhere is a gameplay choice players will have to make. Using imperium to control more cities directly will give you unique advantages over players that use imperium somewhere else.

That said, vassals are there to support you, they give you tribute, defend your empire and launch attacks on your enemies. Losing one to an enemy shouldn't worry you as much as losing one of your controllable cities. After all, any damage or losses the city sustains will be a job for the vassal to deal with once you re-take that city. And then as you push your borders outwards, you can always convert the old vassals into controllable cities.
 
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This was terribly disappointing. The annex system from planetfall isn't as good as what existed in Age of Wonders series, and this being an age of wonders game the system should've remained as AoW3 and previous titles. The freedom to find great locations and to build anywhere is better than any other 4x game.....WAS better. My excitement was through the roof when the game was first announced and shown, now I find myself losing interest with each new post or video I see. I don't understand why you're steering the series more towards planetfall. keep that and this separate, but it's too late for any changes now I guess. any change on the terrible minimap, at least?

lol ... what insulting post. if you didn't like planetfall...fine .. nobody cares, but AoW4 actually goes back towards AoW3. the province system is definitely better than the old freestyle system because it was cumbersome and not fun to use. the only good part about it was to find the perfect spot to snatch several special resource buildings on the map. something i too missed in planetfall. where it boiled down mostly to the province innate resource tiers.

but now in AoW4 you get the easily distinguishable provinces (so no pixel counting madness like in AoW3), yet with special resources like in AoW3 ... but even more sophisticated. its AoW3 special resource snatching on steroids. and you can build anywhere too. so don't know what your problem is kiddo.
 
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