Age of Wonders 4

Age of Wonders 4

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More Societal Traits
   
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9.688 MB
21 May, 2023 @ 9:34pm
19 Aug @ 1:31pm
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More Societal Traits

Description
Adds more societal traits to choose from! Currently have seven new traits, one for each affinity and one with dual nature/astral affinity.

Special thanks to Dandion AKA WhiskeyPunch AKA Claymore Roomba for the custom trait icons!

New Traits:

Soul Shifters (Lots added, may be buggy. Let me know if you find something that isn't working in the comments!)
- Global draft income -15%
- Cities lose -5 City Stability per war you are involved in
- Units gain the Soul Link ability, allowing them to tether themselves to an ally providing +3 morale per turn to both units
- The host of a Soul Link gains access to a powerful exertion ability, dependent on the unit's type

Hellbinders
- -10 Alignment
- -30% research cost of chaos summon spells
- +25% upkeep for battle mage and support units
- Battle mage and support units gain the summon demon ability, allowing them to summon a tier 2 fiend unit in combat, with a small chance for a Tier 3. The caster takes 20 fire damage when the fiend is summoned. (reduced by resistances)
- Fiends summoned this way have a 10% chance of going permanently insane at the end of your turn

Essence Devourers
- -10 Alignment
- Pastures now provide 5 Food and 5 Mana
- Farms now provide 2 Food and 3 Mana
- Units have Essence Hunger, lowering their damage by 10%
- Units gain the Siphon Essence ability, allowing them to consume a corpse to gain +25% damage, +5 casting points, and remove Essence Hunger until the end of combat.

Animal Companions
- +2 xp per turn for evolvable Animals in an army led by a Hero
- Animal units have unique bonuses, based on the type of animal (outlined below), while in an army led by a hero
- Your cities can produce some Tier 1 Animals
- Units lose additional morale when an animal unit dies, decreasing with distance (-5 -> -3)
- Start with an evolvable Tier 1 Animal unit
- Pastures provide +10 Draft instead of Food
- Draft and Gold cost in cities for Non-Animal units is increased by 50%

Anti-Magi
- Shield units have +2 resistance
- Shock units and heroes with melee weapons have +15% damage against battle mage and magic origin units
- Base Melee and Physical Ranged attacks have a 60% chance to Silence the target on the first strike, preventing the use of any abilities other than the unit's base attack
- +1 rank for shield and shock units
- +35% upkeep for battle mage and magic origin units
- Start with an extra shield or shock unit

Sadomasochists
- -10 Alignment
- Your units take 5 Physical damage and gain 4 Morale at the end of the turn in combat. Can not be reduced by Defense
- Your units have a 60% chance of inflicting a random damage over time effect with the first hit of their base attacks
- Your units are Stun Immune, have -2 Status Resistance, and penetrate 2 Status Resistance with their effects

Fundamentalists:
- Start with a tier 1 Elemental unit
- Elemental spirits (Magma, Stone, Tide, Snow, Storm) provide powerful buffs to heroes in their armies, which grow stronger as the elemental increases in rank
- +30% research and casting cost of Race Transformation spells
- Magma spirits provide +5 combat casting points per stack, and added fire damage to attacks
- Tide spirits provide +4 health regen per stack, and added physical damage to attacks
- Storm spirits provide +4 movement points in combat per stack, and added shock damage to attacks
- Snow spirits provide +5% critical strike chance per stack, and added frost damage to attacks
- Stone spirits provide +1 armour per stack, and added physical damage to attacks

Animal Unit Categories:
- Boars (Goretusks and Razorback) have Slippery
- Birds (Crows, Spirit Hawks, Carrion Birds, Thunderbird, Phoenix) have Awareness
- Canines (War Hounds, Wolves, Inferno Hounds/Pups, Wargs, Phase Beast) have Bloodhound, granting +20% damage and dealing -5 morale against bleeding targets
- Horses (Unicorn and Nightmare) gain Bolstering on hit with their Charge Attack
- Penguins have a 60% chance to Blind on attack
- Sea Creatures (Krakens and Nimu) have Terrifying Aura
- Serpents have Quick Reflexes
- Spiders have Silk Bandage, a touch range ability that provides +20 temp. hit points on a 3 turn cooldown
- Worms have Acid Spray, which deals damage in a 2-hex cone and applies sundered defense

With Empires & Ashes:
- Bears have Maul, providing 7 temp hit points when hitting a bleeding enemy
- Crustaceans (Scrap Hermits) have Watchful (+1 Retaliation)

With Primal Fury:
- Elephants have Goring Charge, providing a 90% chance to inflict bleeding with their charge attack
- Crocodiles have Snapjaw, providing +20% Critical Strike Chance
- Felines (Sabertooth) have the new Throat Swipe ability, which is a melee attack that silences the target for two turns.
122 Comments
Daverin2112 3 Sep @ 7:12am 
So, I am not seeing any Exertion abilities when using soul link. Also, any way to add an actual buff so you can see what the elemental is adding for Fundamentalists?
Daverin2112 26 Aug @ 5:08pm 
It's definitely been the past two in particular. It's not surprising that the xpacs focused on Order and Materium especially were so benefical, but yeah. The tools for defensive and healing advantages are pretty strong at this point. And they actually tried to nerf damage across the board in this latest one. Just check the paladin unit from the latest and you'll see what I mean! XD
Matt  [author] 26 Aug @ 4:30pm 
Good to know that the DLCs have been power creeping haha, I haven't really looked at any of the new content since primal fury so I'm very out of date. I might go back and give it all another pass some time soon though
Daverin2112 24 Aug @ 11:49am 
So far, my basic balance sense thinks you have done a pretty good job, except for Anti-Magi. It's drawback is too easily avoided, and the DLCs keep slow dripping tools that continue to benefit shield types.

Vision of Materium Destiny, Paladins, Holy Aura, Order tome buffs that means more access to healing, all the Materium stuff since first conceived... It is absolutely possible, even with the lost Bastion glory, to go hard on shield, and then this is almost nothing but net.

The absolute obvious is: make these units more expensive, too. But you have a cool mind for this, so I just wanted to throw my two cents and ask you consider this. Thanks for the mod!
Matt  [author] 22 Aug @ 5:09am 
I can try taking a look. I did notice the new light spirits when I was in there the other day, they probably should have something you're right. Glad you enjoy the mod!
A Big Hairy Monster 21 Aug @ 8:54pm 
Regardless, fun mod, and I appreciate it getting updates when you dont really play anymore.
A Big Hairy Monster 21 Aug @ 8:52pm 
Fundamentalist's Harness buffs are weirdly inconsistent in their stacks. Stone and Tide were providing 2 stacks each, while Magma provided 1. Light Spirits should probably be given a buff as well, and possibly Corrupt Spirits too; currently neither do.

Personally, I'd like to also see Wind Ragers and the Lithorine series units give something too, as well as Geomantic Racial units, but I get that migyt be a bit of an ask, lol.
Fenrisúlfr 19 Aug @ 4:57pm 
@Matt, I'll be honest i didn't have the mod enabled when i said that
Matt  [author] 19 Aug @ 1:34pm 
rebuilt and reuploaded, the traits are visible as far as I can tell. Let me know if you hit any game breaking bugs though
Matt  [author] 16 Aug @ 7:48am 
unfortunately every major update seems to require that I rebuild and upload the mod. I don't follow the game anymore so I don't really keep on top of when these updates are happening, but I will try to get to it this weekend.