Possible Future Cultures (Speculations and Ideas)

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drew1988

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Hi all, following on from yesterdays announcement, a great deal of things caught my eye during the presentation. But there was one concept that really surprised me (in a good way).

Prior to the announcement of AoW4 I really wondered if classes would be a thing. To my surprise they are not, Instead we have cultures (which change the look and research of a given faction). Interestingly these cultures seem to work a little similarly to Magic the Gathering's Guilds, the combination of two different mana types in MtG. Cultures seem to adopt two affinities (Order, Nature, Chaos, Astral, Materium, and Shadow) or double down on one. This leads to a total of 21 possible combinations. Now I don't think that we will get as many as that but it leaves alot of room for speculation. Currently we have six cultures: Feudal (Order/Nature), Barbarianism (Chaos/Nature), Industrious (Materium/Materium), Dark (Shadow/Shadow), High (Order/Order) and Arcane (Astral/Astral). Of the six, four of them are mono colour, I therefore think there is a high possibility that in the future we will see a mono nature and mono chaos culture added via dlc. I alsoI personally think a Nomadic culture (Nature/Materium) and Mercantile culture (Materium/Order) could work, or some combination of the two. Anyway I thought it was fun to speculate, please shoot some ideas this way :)
 
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FerrokenFibrous

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I would love to see a Mesoamerican-looking culture as well, though I wonder what mechanics they would have, since sacrifices are already covered by the Cannibal society trait and possibly some Tomes. Maybe the culture would be inspired more by Mayan or Incan aspects than Aztec?
 
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drew1988

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I would love to see a Mesoamerican-looking culture as well, though I wonder what mechanics they would have, since sacrifices are already covered by the Cannibal society trait and possibly some Tomes. Maybe the culture would be inspired more by Mayan or Incan aspects than Aztec?
I like that idea it could be classed as a 'Tributary' culture. All about sacrificing units or population in tribute to their pantheon or wizard king for bonuses. I think the cannibalism in battle is different enough from sacrificing on the strategic level
 
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FerrokenFibrous

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I like that idea it could be classed as a 'Tributary' culture. All about sacrificing units or population in tribute to their pantheon or wizard king for bonuses. I think the cannibalism in battle is different enough from sacrificing on the strategic level
The Cannibal society trait they showed in the gameplay demo also grants the ability to sacrifice city population for Mana and the Imperium resource.
 

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Vibromaster

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Following your ideas I’m thinking :

Asian themed dynasties (materium/astral) with a accent on mysticism and firearms

wildling (nature/nature) think harmony with their surroundings like wood elves.

Māori inspired sea/swamp culture (nature/….astral?)

Coupling accent ideas is not that easy
 
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ERICdb

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After reading the other user's inspiring suggestions, I'd like to input my own speculation about each possible combination, having in mind that most probably, only a handful of new additions will ever be implemented. I think that some would be more interesting than others, benefiting from having a more different potential play style than the base game will offer. Also, there is plenty of room for interpretation on where a specific theme should fall in regard to its composing affinities. This is not a dogmatic, but a speculative chart. Some of this you will recognise form the previous suggestions, which I've shamelessly incorporated.

AoW4_Cultures.png


  • Harmonious (Order + Chaos) - Following the Gray Guard specialisation of AoW3, this would be a society that focuses on universal balance and the cleansing of magic. Would excel in dispelling magic, and get bonuses for staying in a neutral path. Probably skewed towards melee and defensive strategies. Could be Buddhist monk/ascetic themed.
  • Theocractic (Order + Astral) - The Theocrat class made culture. A focus on rigid clerical hierarchy, sacred magic, and good allegiance. Improved support and magic units. Picked if you want to double down on the angelic theme.
  • Mechanist (Order + Materium) - The Dreadnought made culture. A focus on machines, steampunk and strong aversion to magic. Improved ranged and tech units. Would need something unique to avoid overlap with Industrious.
  • Imperial (Order + Shadow) - The definitive pick for the overlord theme of subjugating everyone else. A focus on vassals, morale control and slave workforce/soldiers. Could benefit from multiracial armies and expendable units.
  • Anarchic (Chaos + Chaos) - The most unruly of the combinations, they would focus on extreme aggression, maybe RNG and melee units. Clashes with the city building aspect of the game, so it would probably require too many unique mechanics to be thematically interesting.
  • Wild (Chaos + Astral) - Wild Magic specialisation made culture. Probably more viable than anarchic. Focus on the boons and dangers of magic, with a summoning and rng focus. Could benefit from having extremely diverse armies. Themed around creation and destruction. Magical and ranged focused.
  • Mercantile (Chaos + Materium) - Gold, gold, gold! A society that focuses on income generation, trade deals and hiring mercenaries, with improved irregular units and sellswords. They could be able to buy allegiances of both neutrals, bandit camps and other empires.
  • Erradicator (Chaos + Shadow) - A society that is hellbent on destroying everything by any means possible. War and subterfuge are equally valid. They should be destructive, and not be interested in vassalage. Think the Swarm that consumes. Typical world-ending threat that won't even engage in diplomacy. Probably melee focused.
  • Artificer (Astral + Materium) - The magically inclined Mechanist counterpart. Focused on enchantment and creating magical weapons, buildings and Wonders. They see value in the synergy between science and magic. This is the culture you pick if you want the strongest equipment in the game. Emphasis on melee and support. I think of runes, golems and the like.
  • Animist (Astral + Nature) - The culture with ancient totemic/spiritist values. They strive to please and coexist with the magical and natural elements of their environment. Focus on magic summoning and support. Could have an easier time requesting help from magically-inclined neutral parties on the map.
  • Occult (Astral + Shadow) - The secret society/dark cult culture. Obsessed with strong, ancient and dangerous magic, could have bonuses for research and more events for discovering ancient magic/weapons. With a focus for schemes in the world map, and debuffs and status effects during combat.
  • Nomadic (Materium + Nature) - A culture that values material things but not at the expense of freedom and nature. Yet another culture that would require strong investment in mechanics, but would be extremely flexible. Can move cities around and has an easier time exploring and moving on the map. Temporary bonus resources after settling, which diminishes over time and creates incentives for moving again.
  • Rogue (Materium + Shadow) - Good old misdirection, lies and schemes. A society where the most cunning sits at the top. A more refined and nuanced version of the barbarian despoilers. Focus on DoTs and ranged during combat. Easier time manipulating others during diplomacy.
  • Primal (Nature + Nature) - Classical druid/nature loving society. Focus on animals and evolution, taming neutral beasts, and with bonuses for protecting/allying neutral points of interest on the map. Has a harder time building things, but they are carbon footprint free and 100% organic.
  • Corrupted (Nature + Dark) - The evil take on the primal culture. A culture that wants to extend their corruptive influence over the land, and sees such corruption as the natural state instead. Think infections, poison and maybe even mutation, so something like Xenoplague secret tech from Planetfall.
Now, some of this may actually overlap with as of yet unrevealed tomes, but maybe that's fine for the developers, or maybe they could try to make these cultures as generic as possible, to serve only as a framework that gets expanded upon adding new tomes. Regardless, I think that it wouldn't be difficult for them to come up with many new viable combinations of affinities, so I can't wait to see what potential expansions might add.

In any case, I'd love to see the exploration of asymmetric mechanics whenever possible, or ones that shy away from simple % changes, as my ideal would be that each culture pushes you to play a bit differently both on the overworld and during combat maps.

Thanks for coming to my TED talk.
See you around here.

Edited for improved clarity, and some typos.
 
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TheGrinningMan

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When I imagine Order + Chaos, my first thought is actually, maybe influenced by the Tome of Revelry I glanced as Chaos-aligned, a Republic type of structure. Laws that exist to preserve freedom, stuff like that.
 
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After reading the other user's inspiring suggestions, I'd like to input my own speculation about each possible combination, having in mind that most probably, only a handful of new additions will ever be implemented. I think that some would be more interesting than others, benefiting from having a more different potential play style than the base game will offer. Also, there is plenty of room for interpretation on where a specific theme should fall in regard to its composing affinities. This is not a dogmatic, but a speculative chart. Some of this you will recognise form the previous suggestions, which I've shamelessly incorporated.

View attachment 941045

  • Harmonious (Order + Chaos) - Following the Gray Guard specialisation of AoW3, this would be a society that focuses on universal balance and the cleansing of magic. Would excel in dispelling magic, and get bonuses for staying in a neutral path. Probably skewed towards melee and defensive strategies. Could be Buddhist monk/ascetic themed.
  • Theocractic (Order + Astral) - The Theocrat class made culture. A focus on rigid clerical hierarchy, sacred magic, and good allegiance. Improved support and magic units. Picked if you want to double down on the angelic theme.
  • Mechanist (Order + Materium) - The Dreadnought made culture. A focus on machines, steampunk and strong aversion to magic. Improved ranged and tech units. Would need something unique to avoid overlap with Industrious.
  • Imperial (Order + Shadow) - The definitive pick for the overlord theme of subjugating everyone else. A focus on vassals, morale control and slave workforce/soldiers. Could benefit from multiracial armies and expendable units.
  • Anarchic (Chaos + Chaos) - The most unruly of the combinations, they would focus on extreme aggression, maybe RNG and melee units. Clashes with the city building aspect of the game, so it would probably require too many unique mechanics to be thematically interesting.
  • Wild (Chaos + Astral) - Wild Magic specialisation made culture. Probably more viable than anarchic. Focus on the boons and dangers of magic, with a summoning and rng focus. Could benefit from having extremely diverse armies. Themed around creation and destruction. Magical and ranged focused.
  • Mercantile (Chaos + Materium) - Gold, gold, gold! A society that focuses on income generation, trade deals and hiring mercenaries, with improved irregular units and sellswords. They could be able to buy allegiances of both neutrals, bandit camps and other empires.
  • Erradicator (Chaos + Shadow) - A society that is hellbent on destroying everything by any means possible. War and subterfuge are equally valid. They should be destructive, and not be interested in vassalage. Think the Swarm that consumes. Typical world-ending threat that won't even engage in diplomacy. Probably melee focused.
  • Artificer (Astral + Materium) - The magically inclined Mechanist counterpart. Focused on enchantment and creating magical weapons, buildings and Wonders. They see value in the synergy between science and magic. This is the culture you pick if you want the strongest equipment in the game. Emphasis on melee and support. I think of runes, golems and the like.
  • Animist (Astral + Nature) - The culture with ancient totemic/spiritist values. They strive to please and coexist with the magical and natural elements of their environment. Focus on magic summoning and support. Could have an easier time requesting help from magically-inclined neutral parties on the map.
  • Occult (Astral + Shadow) - The secret society/dark cult culture. Obsessed with strong, ancient and dangerous magic, could have bonuses for research and more events for discovering ancient magic/weapons. With a focus for schemes in the world map, and debuffs and status effects during combat.
  • Nomadic (Materium + Nature) - A culture that values material things but not at the expense of freedom and nature. Yet another culture that would require strong investment in mechanics, but would be extremely flexible. Can move cities around and has an easier time exploring and moving on the map. Temporary bonus resources after settling, which diminishes over time and creates incentives for moving again.
  • Rogue (Materium + Shadow) - Good old misdirection, lies and schemes. A society where the most cunning sits at the top. A more refined and nuanced version of the barbarian despoilers. Focus on DoTs and ranged during combat. Easier time manipulating others during diplomacy.
  • Primal (Nature + Nature) - Classical druid/nature loving society. Focus on animals and evolution, taming neutral beasts, and with bonuses for protecting/allying neutral points of interest on the map. Has a harder time building things, but they are carbon footprint free and 100% organic.
  • Corrupted (Nature + Dark) - The evil take on the primal culture. A culture that wants to extend their corruptive influence over the land, and sees such corruption as the natural state instead. Think infections, poison and maybe even mutation, so something like Xenoplague secret tech from Planetfall.
Now, some of this may actually overlap with as of yet unrevealed tomes, but maybe that's fine for the developers, or maybe they could try to make these cultures as generic as possible, to serve only as a framework that gets expanded upon adding new tomes. Regardless, I think that it wouldn't be difficult for them to come up with many new viable combinations of affinities, so I can't wait to see what potential expansions might add.

In any case, I'd love to see the exploration of asymmetric mechanics whenever possible, or ones that shy away from simple % changes, as my ideal would be that each culture pushes you to play a bit differently both on the overworld and during combat maps.

Thanks for coming to my TED talk.
See you around here.

Edited for improved clarity, and some typos.

nice matrix and well written post. but with todays dev diary we have seen that each affinity has as it seems 2 kinds of playstyles. in terms of order it can be peaceful dipllomatic (aspect good alignment, defining the "good world order") or be tyrannically and/or zealots. if every affinty is like that then you can double your matrix :).
 

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Also, the cultures on the matrix are still mostly general as hell. Mechanists can be progressive Science Heroes or Ruthless Industrial Overlords, Primal can be peaceful druids or eco-terrorist druids, etc. Granted, Eradicators still sound bad, but maybe we could find something else for them... Positive site of Chaos is freedom, individual expression and a form of meritocracy, positive side of Shadow is comforting stealth and calm, anonymous privacy and access to hidden things... So perhaps something like Freemasons or Carbonari, secret societies of revolutionaries conspiring to bring down the established order, either to get rid of corrupt society or just to watch the world burn and rule the ashes.
 
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He doesn't have to double anything. His matrix is on potential cultures. The choices to play order affinity choices as nice or mean, has no baring on High culture.

doesn't make sense. you can pick ONE culture, not two and the affinities might have similiarities with culture like high and order but order is not just high in terms of holyness but also has subjugation as one society aspect. and he is order + order missing for example.

so yeah ;-P
 

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doesn't make sense. you can pick ONE culture, not two and the affinities might have similiarities with culture like high and order but order is not just high in terms of holyness but also has subjugation as one society aspect. and he is order + order missing for example.

so yeah ;-P
Each culture gives 2 points worth of affinity. If future cultures follow that trend, the chart makes perfect sense.

He doesn't have blurb on order + order because we know that is High. It is still on the chart.

I think your reading the chart wrong.
 
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Each culture gives 2 points worth of affinity. If future cultures follow that trend, the chart makes perfect sense.

He doesn't have blurb on order + order because we know that is High. It is still on the chart.

I think your reading the chart wrong.

you don't understand what i mean. he created a matrix of playstyles ...he said that about his post in another current thread where he linked it to this thread. order doesn't only have one face but two faces which changes the style of culture it is ....the affinities also have at least 2 or 3 kinds of gameplay too. shadow affinity is not only undead but also frost ... now you could combine them for a undead frost type but also combine them with astral for undead mages or frost mages .... both are shadow affinity and astral but shadow has 2 different approaches. astral having for sure 2 too means shadow affinity + astral affinity would make like 4 distinct classes / playstyles.
 
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You keep talking about the way the affinities can be played differently. That isn't what this thread is about. Order is healing, diplomacy and defence. Order and Order is High. You can have you diplomacy be a beat stick and subjugate everyone. Your culture is still High.

What Does shadow having necromancy and cryomancy have to do with shadow and shadow making the Dark culture. Your bring up other aspects of the game SEPERATE from the culture. Your arguing play styles and choices... for no reason. You can be a High culture and get the necromancer tome... ok... and? Your still a High culture. Thread is about cultures. Every culture can go necro. Every culture can go ice. Every one can be good or bad. Like bro. Stay on topic. Lol
 
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After reading the other user's inspiring suggestions, I'd like to input my own speculation about each possible combination, having in mind that most probably, only a handful of new additions will ever be implemented. I think that some would be more interesting than others, benefiting from having a more different potential play style than the base game will offer. Also, there is plenty of room for interpretation on where a specific theme should fall in regard to its composing affinities. This is not a dogmatic, but a speculative chart. Some of this you will recognise form the previous suggestions, which I've shamelessly incorporated.

View attachment 941045

  • Harmonious (Order + Chaos) - Following the Gray Guard specialisation of AoW3, this would be a society that focuses on universal balance and the cleansing of magic. Would excel in dispelling magic, and get bonuses for staying in a neutral path. Probably skewed towards melee and defensive strategies. Could be Buddhist monk/ascetic themed.
  • Theocractic (Order + Astral) - The Theocrat class made culture. A focus on rigid clerical hierarchy, sacred magic, and good allegiance. Improved support and magic units. Picked if you want to double down on the angelic theme.
  • Mechanist (Order + Materium) - The Dreadnought made culture. A focus on machines, steampunk and strong aversion to magic. Improved ranged and tech units. Would need something unique to avoid overlap with Industrious.
  • Imperial (Order + Shadow) - The definitive pick for the overlord theme of subjugating everyone else. A focus on vassals, morale control and slave workforce/soldiers. Could benefit from multiracial armies and expendable units.
  • Anarchic (Chaos + Chaos) - The most unruly of the combinations, they would focus on extreme aggression, maybe RNG and melee units. Clashes with the city building aspect of the game, so it would probably require too many unique mechanics to be thematically interesting.
  • Wild (Chaos + Astral) - Wild Magic specialisation made culture. Probably more viable than anarchic. Focus on the boons and dangers of magic, with a summoning and rng focus. Could benefit from having extremely diverse armies. Themed around creation and destruction. Magical and ranged focused.
  • Mercantile (Chaos + Materium) - Gold, gold, gold! A society that focuses on income generation, trade deals and hiring mercenaries, with improved irregular units and sellswords. They could be able to buy allegiances of both neutrals, bandit camps and other empires.
  • Erradicator (Chaos + Shadow) - A society that is hellbent on destroying everything by any means possible. War and subterfuge are equally valid. They should be destructive, and not be interested in vassalage. Think the Swarm that consumes. Typical world-ending threat that won't even engage in diplomacy. Probably melee focused.
  • Artificer (Astral + Materium) - The magically inclined Mechanist counterpart. Focused on enchantment and creating magical weapons, buildings and Wonders. They see value in the synergy between science and magic. This is the culture you pick if you want the strongest equipment in the game. Emphasis on melee and support. I think of runes, golems and the like.
  • Animist (Astral + Nature) - The culture with ancient totemic/spiritist values. They strive to please and coexist with the magical and natural elements of their environment. Focus on magic summoning and support. Could have an easier time requesting help from magically-inclined neutral parties on the map.
  • Occult (Astral + Shadow) - The secret society/dark cult culture. Obsessed with strong, ancient and dangerous magic, could have bonuses for research and more events for discovering ancient magic/weapons. With a focus for schemes in the world map, and debuffs and status effects during combat.
  • Nomadic (Materium + Nature) - A culture that values material things but not at the expense of freedom and nature. Yet another culture that would require strong investment in mechanics, but would be extremely flexible. Can move cities around and has an easier time exploring and moving on the map. Temporary bonus resources after settling, which diminishes over time and creates incentives for moving again.
  • Rogue (Materium + Shadow) - Good old misdirection, lies and schemes. A society where the most cunning sits at the top. A more refined and nuanced version of the barbarian despoilers. Focus on DoTs and ranged during combat. Easier time manipulating others during diplomacy.
  • Primal (Nature + Nature) - Classical druid/nature loving society. Focus on animals and evolution, taming neutral beasts, and with bonuses for protecting/allying neutral points of interest on the map. Has a harder time building things, but they are carbon footprint free and 100% organic.
  • Corrupted (Nature + Dark) - The evil take on the primal culture. A culture that wants to extend their corruptive influence over the land, and sees such corruption as the natural state instead. Think infections, poison and maybe even mutation, so something like Xenoplague secret tech from Planetfall.
Now, some of this may actually overlap with as of yet unrevealed tomes, but maybe that's fine for the developers, or maybe they could try to make these cultures as generic as possible, to serve only as a framework that gets expanded upon adding new tomes. Regardless, I think that it wouldn't be difficult for them to come up with many new viable combinations of affinities, so I can't wait to see what potential expansions might add.

In any case, I'd love to see the exploration of asymmetric mechanics whenever possible, or ones that shy away from simple % changes, as my ideal would be that each culture pushes you to play a bit differently both on the overworld and during combat maps.

Thanks for coming to my TED talk.
See you around here.

Edited for improved clarity, and some typos.
This is really clever, enough said. Thumbs up :)
 
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nice matrix and well written post. but with todays dev diary we have seen that each affinity has as it seems 2 kinds of playstyles. in terms of order it can be peaceful dipllomatic (aspect good alignment, defining the "good world order") or be tyrannically and/or zealots. if every affinty is like that then you can double your matrix :).
Each affinity has three paths of three tiers. So nine tomes the possibilities are even bigger than we thought