Age of Wonders 4

Age of Wonders 4

Better Unit Level
23 Comments
Dozd' 1 Sep, 2023 @ 12:41pm 
Some units do not evolve. For example Young Boar.
Dunadd 24 Jul, 2023 @ 12:25am 
Thanks for making this. But it doesn't seem to be working. Only get hitpoints on veteran units with it installed. And yes I started a new game.
Kers 8 Jul, 2023 @ 5:18am 
Does this still work? And does it work with Expanded Cultural Units mod?
Cainden 15 Jun, 2023 @ 5:00pm 
I love the idea of this mod and I'm definitely using it, but as others have already stated I would definitely love it if the damage % increase was toned down for higher tiered units. Honestly, I'd love a swap in the damage bonus so that tier 1 units can become useful with +60% damage even later into the game, and tier 5 units, which are already insanely powerful, only get +20% damage at max rank.
Shien 28 May, 2023 @ 10:25pm 
This is a bit much, the damage increase in particular would make same units of different levels extremely deadlier. A 50% difference in damage output is insane and basically means that making new armies late game is almost not viable due to how weaker the units would be. Same with summons, a couple of horned gods with 60% more damage would decimate armies in a turn. AoW3 had this kind of issue. I don't know, seems too op for my. But, hey, it's just a mod it's not like people HAVE to play with it, I'm just throwing some ideas about the mod out there
aliasnone00 26 May, 2023 @ 12:04am 
Can this mod be used in multiplayer?
Winetoo 24 May, 2023 @ 7:41pm 
These seem too op ... this would change everything, now you would have to inspect every enemy unit for the rank, because this can mean difference between beating it and getting killed in retaliation... i cant decide if this is good or bad.. Fully stacked Legend Balor will one hit heroes, come on..
Harberto 24 May, 2023 @ 11:14am 
Idea sub-mod:

You could also modify that concept and implement more dynamics in the statistics, with a higher scaling (multiplier x tier), it has other more profound effects.

T. I :

- Soldier Medal: +6 HitPoints.
- Veteran Medal: +8 HitPoints / +10% Damage.
- Elite Medal: +10 HitPoints / + 1 Armor / Resistance.
- Champion Medal: +12 HitPoints / +10% Damage.
- Legend Medal: +14 HitPoints / + 1 Armor / Resistance.

T. II :

- Soldier Medal: +16 HitPoints.
- Veteran Medal: +18 HitPoints / +15% Damage.
- Elite Medal: +20 HitPoints / + 2 Armor / Resistance.
- Champion Medal: +22 HitPoints / +15% Damage.
- Legend Medal: +24 HitPoints / + 2 Armor / Resistance.
Harberto 24 May, 2023 @ 11:14am 
T. III :

- Soldier Medal: +26 HitPoints.
- Veteran Medal: +28 HitPoints / +20% Damage.
- Elite Medal: +30 HitPoints / + 3 Armor / Resistance.
- Champion Medal: +32 HitPoints / +20% Damage.
- Legend Medal: +34 HitPoints / + 3 Armor / Resistance.

T. IV :

- Soldier Medal: +36 HitPoints.
- Veteran Medal: +38 HitPoints / +25% Damage.
- Elite Medal: +40 HitPoints / + 4 Armor / Resistance.
- Champion Medal: +42 HitPoints / +25% Damage.
- Legend Medal: +44 HitPoints / + 4 Armor / Resistance.

T. V :

- Soldier Medal: +46 HitPoints.
- Veteran Medal: +48 HitPoints / +30% Damage.
- Elite Medal: +50 HitPoints / + 5 Armor / Resistance.
- Champion Medal: +52 HitPoints / +30% Damage.
- Legend Medal: +54 HitPoints / + 5 Armor / Resistance.

Tecnically without a balanced proportional damage, increased duration of manual combats and a higher difference per tier, in autoresolver, based on a higher number of required hits and a higher statistical difference in tier scale (other game options).
Lanjane 23 May, 2023 @ 1:12am 
Could you please consider making HP bonus % instead of a fixed value? So it could scale better
Walayimuna 21 May, 2023 @ 9:05am 
Do you change UnitProperties/Tiers_UnitProperties.rpk ?

Having some compatibility issues with reduced Imperium upkeep mod
Shadowmail 17 May, 2023 @ 7:48am 
Or you use that spell that ranks up an armies units over and over. It only costs like 85 mana. Also this not working with tome units is weird.
Eeo 16 May, 2023 @ 9:30pm 
@Sumutherguy You would recruit t1/t2 units to help your ruler/first hero clear mobs and gain xp/items, and clear territory for your first expansion or 2. After that you would only make t1/2 to flesh out armies with cheap units... which should generally be what you're doing anyways. This mod basically just massively rewards people who have enough tactical skill to keep their units alive forever, since it means that t1 units would become as powerful as vanilla t2 units are by the time they reach legend rank, and t2s would be as strong as some t4s.
EnnuiSports 14 May, 2023 @ 12:14pm 
The differences in the damage/armor increases seem like this mod would even more heavily skew unit balance towards higher tiers than is already the case in the base game. Why would I ever want to recruit t1/t2 units when I can recruit t3+ units at two or three ranks with huge buffs already?
Zistac 14 May, 2023 @ 6:00am 
Will this work for custom units since it's editing the tiers and not specific units themselves?
georgeask 13 May, 2023 @ 8:16pm 
same from spell book the unit doesnt have been buffed which make them kind of weak compare with AI high level culture unit.
exe 13 May, 2023 @ 2:44pm 
I noticed that it does not seem to work for units that are researched in spellbooks.
Avatar Of Conquest 13 May, 2023 @ 9:55am 
+1 on the expanded unit culture mod compatibility
georgeask 13 May, 2023 @ 9:12am 
Is it work with Bone dragon Tier V (one of your another mod)?
Defender Of Super Earth 12 May, 2023 @ 6:25pm 
Any way to make this work with the Expanded culture unit mod?
Sir_Isenhart 12 May, 2023 @ 12:28pm 
A much needed mod, well done.
vanhaas 12 May, 2023 @ 12:12pm 
Thank so much you Raziel, amazing work :):)
Raziel  [author] 12 May, 2023 @ 10:26am 
If you find any issues, please let me know.