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My second try was even worst than the first one since the astral void closed most of the land near me and my allies decided the little land around should be theirs.
I though we were away from the awful campaign maps from 3 with enemies starting with all the toys and you get nothing (your allies gets them too but don't worry they will lose them in the first turns).
Early game just mass spider scouts.
Oddly enough I found the AI extra aggressive these past few attempts though. Which makes me wonder if they tweaked it when no one was looking. Like even the undead elf ai guy in the south was sending nine 6-stacks against me which was new. Might just be random. *Shrugs*
my most successful attempt was with an underground start, building 2 small cities and 1 bigger city for a magic victory.
i did build 1 city on the surface near the only entrance to my cave and i gave that city to my closest ally. they did most of the work defending the entrance.
i did heavily use summoned creatures to help defend my allies cities, prioritizing the one that was on the surface near my cave entrance.
My setup:
Keen-sighted, underground adaptation
mystic, mana addicts, runesmiths
tome of beasts
I strongly recommend the following:
-KILL TRADITION. No big area nuke spells to punish clumped armies means NO CLUMPED ARMIES! Armies go up to 18 units and either cannot reinforce each other, or units from ALL surrounding armies spawn in slowly to replace losses. Actually, maybe go for the no reinforcements rule, that sounds less messy.
-Give the defending army the option to decline to battle by "retreating", which doesn't work like in-battle retreating but instead gives them a forced march-like effect where they get extra movement on their upcoming turn in exchange for damage and exhaustion.
-Reverse how long sieges and leader respawning takes. Also you can't recruit or leave the city when its being sieged. Big battles has consequences.
-To make up for the ruler being in the astral void for an extended period of time, research is allowed to continue, possibly even sped up. The in-lore justification is "what else is the wizard king going to do while he's a ghost?" the mechanical justification is that you can either be merciful to the loser of a major battle or be NOT merciful. "YOU LOST YOU FAT WEAK UGLY LOSER, YOU DON'T DESERVE ANY RESEARCH PROGRESS WHILE YOU'RE _WORM FOOD_ but shh shh its okay sweetheart, don't cry, you'll respawn in just two little turns okay? it'll be like you were never gone" (Literally!)
Age of wonders 3 had a bunch of crippling kingdom-wide morale penalties for little mistakes and things you couldn't help. Like a city being conquered by a single flying or invisible scout or infestation unit when you couldn't afford to defend every city during a major offensive. So in 4, they tried to be nice to the defenders.
Well, quit it! You're sucking all the fun out of this game!