Age of Wonders 4

Age of Wonders 4

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AoW 4 Evolved
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Dec 9, 2023 @ 6:05pm
May 28 @ 5:12am
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AoW 4 Evolved

Description
AoW 4 Evolved is a balance mod aimed at simultaneous turn multiplayer. However, the mod can also be applied to single player games to shake things up and experience a more rounded game.

This mod makes a lot of tweaks to all aspects of the game, from Units to City Structures to the Empire Tree. It also includes some major mechanic overhauls such as reworking how (Signature) Hero Skills and Friendly Domain features work.

The goal of the mod is to expand the game with more viable gameplay options and strategies (looking at you Order and Nature affinities). This is mainly achieved by buffing underperforming options, but there are also times where something is so blatantly overpowered that it must be nerfed or risk always being a must-pick.

However, balance can only take us so far. Therefore a few key mechanics have been overhauled and are now more reminiscent of previous AoW games. Of course this doesn't come without its own risks and the mod will be continually evaluated and iterated upon over time.

Aside from general balance, the most impactful changes are as follows:
  • All map sizes have been increased by 10-20%.
  • A new Extra Large map size has been added for 1v1.
  • Land now spawns less mountains and has small lakes.
  • Pangea has been edited to spawn 30% less water.
  • Form Traits now work based on a 10 point system, for better balance.
  • Most of the mounted traits have gained additional abilities or stats.
  • Increasing the City Cap scales with +200 instead of +300 per use.
  • Free Cities are always of a different race (like Reaver has).
  • Morale from kills is 25% lower and Crit/Flank no longer penalize you.
  • T4 and T5 tomes now require 1 less affinity for selection.
  • All T1 tomes now always unlock their summon as the initial spell.
  • Evolving units that skip 2 tiers receive 20% less XP from combat.
  • T4 and T5 units cost around 50% more Imperium upkeep.
  • All unit types are now less weak to certain damage channels.
  • Pyromancer, Chaplain, Afflictor and Transmuter can now be mounted.
  • Skald once again has Hastened on Song of Revelry.
  • Transmuter now deals damage with Petrify, like an actual Battle Mage.
  • Battle Mage hero tome skills now also apply to non-base attacks.
  • Lightbringer, Wind Rager & Gremlin are now T3 units with better stats.
  • Town Hall boost has been lowered from 5/10/15 to 4/8/12.
  • Feudal Culture Lord hero skills are now entirely free and buffed.
  • Feudal Culture Lord's Manor now doubles the Feudal Lord passives.
  • Reaver Culture War Spoils have been entirely reworked.
  • Dark Culture has a new economical passive (Stability Agenda).
  • High Culture's Alignment Agenda has been fully reworked.
  • All Cultural enchantments are now available to all unit classes.
  • Heroes now gain 5 points per level and spend between 3 and 8 on skills.
  • All 2-Handed Hero weapons now grant Heavy Charge Strike.
  • Killing Momentum has been replaced with the Warlord master skill.
  • Weaver has been replaced with the Breaching Magic master skill.
  • Spur to Action has been replaced with the Purging Field master skill.
  • Many Hero (Signature) Skills have been reworked in impactful ways.
  • Friendly Domain movement discount has been removed.
  • Advanced Logistics grants Fast instead of Very Fast Movement in water.
  • HP Regeneration is now a flat 5 in Neutral and 10 in Friendly Domain.
  • All Support units now provide +5 stacking HP regeneration to their army.
  • Champions now grant +20 Draft to all their cities instead of just the Throne.
  • Wizard Kings no longer have Overchannel, but gain +10% Knowledge in all cities.
  • Wizard Kings now also have a 20% discount on Unit Enchantment upkeep.
  • All resource structures are locked behind Town Hall tiers.
  • All draftable tome units are locked behind Town Hall tiers.
  • All summonable units are locked behind Wizard's Tower tiers.
  • All buffs and all debuffs now stack up to 3 times.
  • All Guilds now provide unique effects to specialize your cities.

For the full patch notes of the current version please see this changelog: https://docs.google.com/spreadsheets/d/1-1Ti86cvkHfi7wdHqubFNoJtLWm1XIM20jUeR3-gla0/edit#gid=1580229590

For your convience there is now also a wiki, though it is less detailed than the spreadsheet.
You can use it to build custom factions or quickly look up units and tomes: https://aow4mp.github.io/evolved/

You can also find every single change the mod has made as compared to the original game on this spreadsheet and it will be updated with every major release by Triumph or myself.

For questions, feel free to reach out to me here or via Discord DM.
95 Comments
Neuromancer May 21 @ 3:50pm 
@Codyksp - thanks, must be that!
SprendiX May 21 @ 4:29am 
Yes, your mod is so good that you don't want to play the original at all. I must have made it difficult to express myself)))
Codyksp  [author] May 19 @ 6:17pm 
@Neuromancer, I haven't seen that before and can't find it myself in testing. Seems you might have a second mod active that is adding a copy of the skill.
Neuromancer May 19 @ 10:19am 
@Codyksp - Thanks for the amazing mod! I would like to ask something, I don't know if it's a bug on my side, but there is a 1 point cost "experienced leader" along with the 5 point version of the same skill.
Codyksp  [author] May 17 @ 2:21am 
Ooohh my bad, I read it the wrong way!
Ecgbert May 16 @ 11:03pm 
I think Sprendix is speaking about not being able to play the original in a psychological sense, i.e. addicted to your mod.
Codyksp  [author] May 16 @ 2:46pm 
@SprendiX I don't know what you mean, I can run the game with or without the mod just fine. You can create Playsets to keep them separated from each other easily.

As for the AI strength, I haven't touched any of the difficulty settings or changed what kind of units can spawn on the map.The game is generally easy though, even on the highest settings.
SprendiX May 16 @ 1:38pm 
The only thing I noticed is that the AI is not strong. although the difficulty settings are set to high
SprendiX May 16 @ 1:37pm 
I don't really know what you did with the game. but now I can't play the original game)))) Great mod!!!
Codyksp  [author] May 15 @ 5:31am 
@Ferphyllobates this mod is played every day in competitive multiplayer. The mod itself does not cause desyncs to happen, this is an issue on Triumph's end that I cannot resolve.