Age of Wonders 4: Realm features Age of Wonders 4 guide, tips
In AoW4, you can choose 8 attributes for your land that will determine the future of your land. On this page you will find a list of all attributes, from geographical features to Environment effects.
Last update: Thursday, May 11, 2023
Realm features are a set of 4 main and 4 additional attributes that define your future realm. These characteristics determine the appearance of the map, the conditions, creatures that inhabit the map and its political situation. Below you can familiarize yourself with the individual features that are present in the game, but you don't have to choose all of them.
- Geographical features
- Climatic features
- Inhabitants features
- Presence trait
- Environment effects
- Unit modifiers
- Free cities modifiers
- Rules modifier
The provinces are separated from each other by wastelands with sandstorms. If you fight in such conditions, each unit will get a sandstorm effect (-2 to sight, camouflage for units) and a 60% chance of having a unit blinded.
A large land with rivers of lava that cannot be crossed.
Two continents separated by a huge sea of lava that cannot be crossed.
One continent, without visible bodies of water and other major obstacles.
Lands separated in two by a great ocean.
A land on which there is a small sea.
Each empire has its own separate small land, separated from the others by an ocean.
Two vast lands separated by an uninhabitable ocean
This is optional - you don't have to use this.
It is full of uninhabited provinces that have a low chance of changing a province trait.
Provinces in this climate are mostly (often likely) grasslands great for producing food, with no uninhabited provinces.
In this climate, provinces are mostly forests, with a low probability of encountering arctic or desert provinces, and there are no uninhabited provinces.
The climate is warm and dry, making most of the provinces deserts and sparse forests. You will not encounter swamps and highland, arctic, temperate or uninhabited provinces.
This climate is dominated by uninhabited provinces. You will not encounter highland, temperate or arctic provinces.
This realm is dominated by highland and mountain provinces.
It is dominated mainly by highland and arctic provinces. You will not encounter temperate, desert, uninhabited or tropical provinces.
A land full of demons.
A land full of dangerous animals and plagues.
A land with a very large population of creatures of magical origin.
In this land, you will encounter an increased number of animals and marauders with by the "empowered beasts" trait, which gives bonuses to attacking fortifications, health regeneration, and a 20% bonus to damage dealt.
In this realm, there is a high probability of encountering etheric units.
This dweller trait causes the number of free cities in the realm to decrease.
Lands inhabited mainly by friendly creatures such as fairies, plants and animals.
Lands covered mainly with untamed vegetation.
A land filled mostly with undead units.
The land is mainly covered with dragon lairs, they scare off other units, increasing the number of plagues.
A world inhabited mainly by giants and ogres.
With this option, you can activate the Pretender Kings trait - 3 pretenders to the throne will appear in the game; Darman Voss, Jarlan Voss, Skogan Voss, who will wage war against each other for the throne of the kingdom. They get help in the form of 2 additional cities. They can achieve victory by allying with one of the pretenders or by defeating the others.
Arctic blizzards spread over the land, covering all units, provinces and battlefields. The trait does not appear in the Desert Realm, Scorched Climate and Forming Realm.
This feature means that you will find an increased number of mana sources on the map.
Domain of Mayhem
This feature causes all fights to be affected by the Domain of Mayhem trait - it gives units a 30% chance to gain frenzy every 3 turns.
A feature that makes the underground small.
A feature that makes the underground bigger.
Thanks to this trait, the number of ancient wonders on the map is greater.
Volcanoes are raging in uninhabited regions and have an impact on all units, uninhabited provinces and battlefields. The trait is not present in Overgrown Realm, Endless Fields, Desert Realm and Frozen Realm.
This trait makes all uninhabited provinces have a small chance of changing their trait every turn. Not present in the Forming Realm.
Units' range of vision is reduced by -2.
Marauder units gain the super upgrade trait, which adds 10 hit points and 1 point of retaliation.
Curse of Undeath
Marauder and undead units gain access to free cities.
After having 10% of health or less, units receive the Routed state, meaning the units cannot get lost.
Independent units gain the following statuses; frostling transformation (3 points to frost resistance, freeze invulnerability, 10 morale in icy environments, arctic cold), frost blades (4 frost damage, -2 physical damage, 20% damage against frozen or slowed units for melee attacks), frost arrows (4 frost damage, -2 physical damage, 20% damage against frozen or slowed units for ranged physical attacks).
Unit maintenance is increased by 100%, recruitment cost is halved.
Free cities modifiers
No Free Cities
There are no free cities on the map.
Increases the occurrence of Rally of the Lieges by 25%. Bonus 5 recruitment points for each empire.
Free cities get a bonus of 5 population points. In addition, the power of Whispering Stones is reduced by -50%.
The power of Whispering Stones is reduced by -3.
Might Makes Right
Conquest and vassalization is rewarded; 10 Alignment points for free cities, and 2 loyalty levels for vassals. In addition, the power of Whispering Stones is reduced by -50%.
Empires are punished with -10 alignment points and -400 relationship points with free cities.
In this realm, you will rarely find free cities, the most common sight will be ruins.
Empire units regenerate -5 less health points per turn outside of allied territory.
This trait favors a large city, allowing you to expand its border 5 provinces further than normal, unfortunately it will be impossible to absorb, migrate or found new cities.
Every 10 turns, plagues spread to unoccupied provinces.
Disdain For Evil
Every empire gets complaints against other empires that are associated with evil.
Each unit that fells adds 10 spell points to its owners.
Every capital of the empire is located underground.