


But taking enchantments through the Tomes of Magic - whether its unit enchantments that apply to just support roles, or racial enchantments that apply to all dwarves in my empire - can take base armies down a very different route, especially with the ability to mix tomes of different affinities. A dwarven knight in a feudal society is the same as a human knight in a feudal society - but I can upgrade them very differently.

Here, I find myself picking my way through a menu that feels a lot more like RPG character creation: choosing a body type (with swappable perks), culture, society, and early specialisations by way of that first Tome of Magic - and, of course, appearance customisation.Ĭulture, and your first Tome of Magic, determine the pool of units you get. Where in Age of Wonders 3 you could alter your leader's appearance, your empire was functionally a combination of race and class - Orcish Theocrats, or Dwarven Dreadnoughts. After choosing a campaign, the first choice you make is whether to use a pre-made faction or customise your own. Eurogamer's review of Age of Wonders 4, where inspiration from RPGs breathes new life to the series, balancing exciting breadth and surprising approachability.
