Learn how to master diplomacy, understand race alignments, and manage cities of various sizes in Age of Wonders 4. Essential guide for solo and multiplayer success.
This section covers crucial aspects of Age of Wonders 4 gameplay: controlling magical nodes, understanding city types and their benefits, and mastering diplomacy with other races.
Magical Nodes
Controlling magical nodes provides a significant mana income each turn. The type of node (Life, Earth, Air, Fire, Water) determines the mana bonus, provided you control the corresponding spheres.
Cities
Cities are vital for income and unit production, varying in size from 1-Hex to 4-Hex. Larger cities offer greater gold income and can produce higher-tier units, with upgrade options available for most sizes.
- 1-Hex City: Smallest, produces level one units, cannot be upgraded.
- 2-Hex City: Produces level one and two units, can be upgraded once, faster level one production.
- 3-Hex City: Produces level one, two, and three units, can be upgraded twice, faster level one production.
- 4-Hex City: Can produce all unit levels, can be upgraded three times.
City income varies by race and size. For example, a Dwarven 3-Hex City yields 41 gold, while an Undead 3-Hex City yields 33 gold. Choose races that maximize income when migrating cities.
Diplomacy
Diplomacy is key to success in both solo and multiplayer games. Understanding race alignments and statuses is essential for forming alliances and managing conflicts.
Race Alignments
- Pure Evil: Undead
- Evil: Orcs, Goblins, Dark Elves
- Neutrals: Frostlings, Lizards, Azracs
- True Neutral: Humans
- Good: Elves, Halflings, Dwarves
- Pure Good: High Men
Good races naturally oppose Evil races, while Neutrals are flexible. Peace is easier to achieve between races of similar alignments.
Race Statuses
- Peace: Mutual agreement not to attack.
- War: Mutual agreement to attack.
- No Contact: Initial state, no interaction.
- Unknown: Races have met but no diplomatic actions taken.
- Alliance: Cooperative relationship allowing joint battles and potential map victories.
Interacting With Other Races
- Offer Peace: Propose a non-aggression pact. Recommended early game to expand your empire.
- Proposing Alliance: Offer a full alliance. Requires being at peace. Grants shared map vision. Highly recommended.
- Break Alliance: Terminate an existing alliance, reverting status to Peace. Use with caution.
- Break Alliance with Other Player: Request an ally to break their alliance with another race.
- Declare War: Initiate hostilities. Allows attacking but also makes you vulnerable. Ensure you can handle the conflict.
- Declare War on Another Player: Request an ally to declare war on another race.
- Threaten to Attack: Attempt to gain support by threatening. Requires peace or alliance.
- Make Tribute: Send gold or mana to improve relations. May be declined.
Map Relations
Cities
When encountering a friendly city (indicated by two talking heads), options include:
- Accept: Agree to a deal (money or loyalty).
- Attack: Initiate combat to conquer the city.
- Cancel: Dismiss the options.
Hostile cities (indicated by swords) must be attacked to be conquered.
Wandering Units
Friendly wandering units (two talking heads) offer options:
- Accept: Agree to a deal (money or loyalty).
- Attack: Initiate combat to defeat the units. Useful if you cannot afford them or do not want them.
- Cancel: Dismiss the options.
Hostile units (swords) must be fought.
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