Age of Wonders 4: Cultures Age of Wonders 4 guide, tips
In the base version of Age of Wonders 4 you will have 6 cultures to choose from. Below you will learn about the cultures available in the game, and what bonuses they will give you.
Last update: Friday, May 19, 2023
On this guide page you will learn about the 6 Cultures appearing in the game. You will get to know their attributes, advantages, and also their weaknesses. This info will help you decide which culture to choose when creating your own faction in the game.
This is the first of the 6 cultures you can choose in the game. This culture is based on the medieval hierarchy system, and in the game, it is a bit more simplified - it focuses on one ruler, lords, and a lady, and then on subjects. Choosing this culture will give you broad access to food, allowing you to populate your Empire faster. In addition, you can use fine lords who, when placed as city or army managers, contribute to more efficient operations. You can only recruit 5 of these Lords, and they will specialize in only one area each. You can pick the following Lords:
- Lord of Knowledge,
- Lord of Magic,
- Lord of War,
- Lord of Corps,
- Lord of Production.
By selecting Feudal as your faction's culture, you can also benefit from a trait active during battles called Stand Together, which grants additional profits when units are positioned next to each other.
In addition, by selecting this culture, you will receive one point of Order Affinity, which gives you a gold bonus - 2 for every point your faction has. The second point of Affinity you get is Nature Affinity, which is related to farming, druidism, and control over the living world. It gives you a food bonus in the city - 2 per every.
This is another culture you can choose to create your unique faction in the game. This culture is characterized by a general strive for harmony, seeking peace and knowledge. By choosing this culture for your faction, you can expect 4 main bonuses. The first will provide you with additional income depending on the stability of your Empire's cities and your Knowledge.
The second bonus related to this culture is Awakened, a trait that provides +4 Spirit damage and simultaneously unlocks the unit's Dormant Trait.
Another of the bonuses that you will surely find useful is 10 Alignment points.
The last feature of this culture is the reaction to the Alignment level. Depending on the number of Alignment points, you will receive the following attributes for your empire, globally:
- Total Good will give you 25 Stability points in all cities
- Neutral will provide 10 food points and 10 production points in all cities whose stability level is greater than neutral.
- Pure Evil grants automatic Awakened activation for units.
In addition, by choosing this culture, you will receive 2 points of Order Affinity.
If you choose this culture for your fraction, you'll get people focused on finding new loot and stiving for bloody fights. After choosing this faction you will receive 3 bonuses:
- additional buildings for food production and unit training.
- a combat bonus for your Empire's army units - a Primal Strike trait for melee units, which also receive an additional bonus to their first strike in battle.
- more efficient regeneration of units stationed in cities and outposts thanks to the Ritual of Alacrity.
In addition, you will get 1 point of Chaos Affinity and 1 point of Nature Affinity. Chaos Affinity allows you to increase recruitment in the city by 2 recruitment slots per Affinity level.
By choosing this culture, you will get society focused on defense, with powerful armor and a talent for building large structures. When using this culture, you will benefit from 3 Faction's traits.
- buildings that produce additional production points .
- Bolster which is a defensive bonus for units - as you take more damage your units will become more resistant to the following one.
- Sout Prospecting - using a scout unit you can search for rewards like gold or production points once per province,
This culture will give you 2 points of Materium Affinity, which is material magic - it allows you to increase production in the city by 2 points for each level of the Affinity.
By choosing this culture, you will become an authoritarian dictator, ruling with force and forbidden magic. You will receive 4 attributes, the first of which is the ability to nullify income penalties due to changes in the city's stability.
Another feature of this culture that will affect your Empire is building unique city structures that grant knowledge and additional income from prisons and crypts.
Thanks to the Cull the Weak attribute, you will receive additional damage and regeneration bonus to units attacking weakened enemies.
Your faction's last attribute is 10 Aligment points.
The Culture will give you 2 points of Shadow Affinity, which allows you to increase knowledge in the city by 2 points per affinity level.
By choosing this culture, you will rule people that values research and the study of the mystic arts above all else, a society that explores the Astral Sea. You will be able to use 3 Culture's attributes.
The first is regarding mana - you will be able to use buildings that give a bonus to mana production.
Another feature of this culture concerns units. Your units in combat will receive Attunement: Star Blades trait that activates when using a spell on the battlefield. As a result, they will become more powerful.
As the Culture you will be using is related to the Astral Sea, you will also receive a faction trait. It's called Astral Echoes, and it grants you knowledge and mana. In addition, the Altar of the All-Seers in the city will give you additional income based on the number of Astral Echoes you find.
As with other Cultures, you will receive Affinity points - in the case of Mystic Fractions, it is 2 points of Astral Affinity. It allows you to increase mana in the city by 2 points per Affinity level.