Age of Wonders 4

Age of Wonders 4

TB - Society Traits
ThaBombs  [developer] 17 May @ 1:12pm
Suggestions / Requests for new traits
If you've got any suggestions or requests for new society traits to be added you can leave them here. I won't promise I can or will build all that are posted here. I will however keep an eye out :)
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Showing 1-8 of 8 comments
This may or may not be a good idea. So I was thinking what if you had like a werewolf blood kinda thing where all of you cultures tier one units can evolve when at max rank into werewolves, maybe tier twos too though idk if that is better or worse. I don't know if its a good idea but it sound fun and inturesting.
Furin 22 Jun @ 1:58am 
Maybe a trait focused on religion, like theocracy. Could have synergies with tome of faith/zeal, a religious building that spawns a faith based defending unit within your territory (fe. support/healing instead of martial). Maybe a spell that does demoralization for the enemy.

The idea is to make it valid for both, a spirit based 'good' religion and a 'cult' for the tentacle enjoyers and torture guys simultaneously (so spawned unit needs to be different baed on alignment I suppose).

Maybe good idea, maybe bad, I dunno :)
How about a No Mount trait? Athletics style movement and using maybe the Naga mechanic so heroes and units lose mounts and leg equipment slots? Possibly with added Plainswalk.
Furin 3 Jul @ 9:11am 
Maybe a trait that prevents you and your opponents from acquiring/using any spellbook tier higher than x (fe. 1). Sounds more like a map condition though.
ThaBombs  [developer] 5 Jul @ 2:26pm 
Originally posted by nvrqwyatt10:
This may or may not be a good idea. So I was thinking what if you had like a werewolf blood kinda thing where all of you cultures tier one units can evolve when at max rank into werewolves, maybe tier twos too though idk if that is better or worse. I don't know if its a good idea but it sound fun and inturesting.

Curse of the Moon will be coming next patch. :)



Originally posted by Furin:
Maybe a trait focused on religion, like theocracy. Could have synergies with tome of faith/zeal, a religious building that spawns a faith based defending unit within your territory (fe. support/healing instead of martial). Maybe a spell that does demoralization for the enemy.

The idea is to make it valid for both, a spirit based 'good' religion and a 'cult' for the tentacle enjoyers and torture guys simultaneously (so spawned unit needs to be different baed on alignment I suppose).

Maybe good idea, maybe bad, I dunno :)

I have multiples such traits planned after the archon patch. I tend to go more specific on the recipient of the worship though, that way I can make it more flavourful.
For the traditional zeal shenanigans I've got an inquisition one coming up soon©. Also heralds of the tentacles for those crazy kraken worshippers.



Originally posted by WarrGrinn:
How about a No Mount trait? Athletics style movement and using maybe the Naga mechanic so heroes and units lose mounts and leg equipment slots? Possibly with added Plainswalk.


Interesting, I do have some ideas here. Perhaps going towards shinobi.



Originally posted by Furin:
Maybe a trait that prevents you and your opponents from acquiring/using any spellbook tier higher than x (fe. 1). Sounds more like a map condition though.

I actually have thought about it, but I haven't got the faintest clue how I would have to go about making it.
Furin 6 Jul @ 2:24pm 
Thank you for reading all of my suggestions and your feedback, much appreciated!

Got another idea, a society centered around casting points. Get a hit to the effectiveness of spells but be able to cast more than others. Could be done by making a building that gives a lot of casting points instead of fiddling around with deeper mechanics (fe. template excavated layline). Also the faction unit could have the ability that grants a second spell in combat, like the wizard leader, but as a downside all damage spells are like 20% weaker and world damage spells are also weaker.
Last edited by Furin; 6 Jul @ 2:25pm
I had another modder look into a mechanic that worked like Cannibalism, but instead of food it gave casting points, so as to cast more per turn outside combat. Sadly there is no mechanism within the game that could award casting points that only lasted your turn.
What if there was a trait that let your culture units walk on water and have better stats when fighting on water. It could also stack with naga to create water based killing machines. It would also let people have pirate races( and my ninja turtle race would be more like the turtle). It feels kinda weak and it would be real bad on maps with not a lot of water which could make it useless but idk
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