Age of Wonders 4

Age of Wonders 4

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AoW 4 Evolved
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16.974 MB
9 Dec, 2023 @ 6:05pm
12 Aug @ 9:14am
184 Change Notes ( view )
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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.

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.

Of course this doesn't come without its own risks and the mod will be continually evaluated and iterated upon over time.

Aside from tons and tons of balance tweaks, the most impactful changes are as follows:
  • All map sizes have been increased by roughly 20%.
  • A new Extra Large map size has been added for 1v1.
  • Pangea has been edited to spawn 30% less water.
  • Form Traits now work based on a 10 point system, for better balance.
  • The Empire Tree now scales from 15-400 instead of 15-500.
  • Combat morale has been reworked to be less punishing overall.
  • Most World Map Spells no longer deal damage, they only apply debuffs.
  • World Map unit movement has been normalized to 32/40.
  • Hero XP requirements have been increased.
  • Spell Jammers no longer increase combat CP cost.
  • Magic Materials are spread out more evenly.
  • Gremlin, Wind Rager and Lightbringer are now T3 units.
  • Zealot now evolves into an Inquisitor unit at Legend rank.
  • Cosmic Overdrive now works on Ethereal units.
  • 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.
  • Dragon Lords now require affinity for their Signature Skills.
  • Giant Kings now require affinity for their Signature Skills.
  • Signature Skill affinity requirements are now equal to Tome affinity.
  • XP Pickups are now only present in handcrafted areas.
  • All resource structures are locked behind Town Hall tiers.
  • All Guilds now provide unique effects to their 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

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 your convenience 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/

For questions, feel free to reach out to me here or via the multiplayer Discord: https://discord.gg/wXvfEsmdv9

You can now also support my work by buying me a coffee here: https://buymeacoffee.com/aowevolved
237 Comments
HjAa 29 Jul @ 9:54pm 
Haha, maybe not a popular choice. Thanks for fixing it so quickly! :coolvanguard:
Codyksp  [author] 29 Jul @ 10:19am 
@HjAa, it's fixed now. Seems like nobody noticed that in the past weeks lol.
HjAa 29 Jul @ 1:54am 
Hi! Thanks for the update and the good work. I've noticed that the Death Knight's Curse no longer works. It says that it only gives 1xWeakened, but the icon is gone and it can't be activated in combat.
HjAa 18 Jul @ 6:43am 
Very pleased to hear it. Thanks, buddy!
Codyksp  [author] 18 Jul @ 6:38am 
@HjAa that wasn't intentionally removed. I'll add it back soon.
HjAa 18 Jul @ 4:36am 
Would you consider letting skeletons keep their Resurgence on Champion level, as per the griffon update?
HjAa 17 Jul @ 9:59am 
Fun to see someone else working their heinie off to accommodate the new beta patch. I applaud your efforts and thank you for this great mod! :WheelOfAges:
Codyksp  [author] 16 Jul @ 1:51pm 
This mod has been updated for the Griffon Update Open Beta.
Older versions can be downloaded from Paradox Mods.
Orionox 9 Jul @ 5:11am 
i wouldn't consider it scuffed, because base game used that same mechanic for "produce Merchandise" except that only affects a single city. What I'm suggesting would be a line of " trade food" and "Trade Production" that would take would reduce the active cities food/production and give an empire wide bonus based on the amount of that resource being produced in the active city. Alternatively and more scuffed in m,y opinion, could you make a building confer a spell for you? like the farm guild lets you cast a "transport food" spell that cost gold maybe and gives target city X amount of food?
Codyksp  [author] 9 Jul @ 3:17am 
@gunningminer69 it should still work, but you might encounter some bugs.
If I made use of DLC exclusively mechanics or units they won't show for you.