

Aside from Culture and Leader Origin(which are the closest analogues to class/secret projects), your playstyle is mostly determined by the tomes you choose to research while you're playing instead of what you selected before the game began.ĭozens of other differences beyond this. Heroes can be captured on defeat, placing them in the captor's jail/crypt for political and nefarious purposes.

All heroes can govern cities Feudal Culture gets extra bonuses/traits like Oathsworn Heroes are no longer static and are randomly generated/fully customizable Anomalies are gone AoW4 has random event-chains instead Marauders('barbarians') use an "Infestation" system now that can grow over time. Exotic units come from Wonders(Landmarks), Hero Traits, and Tomes/Buildings No "Dwellings" game uses an extensive vassalization system instead Racial Transformations are another upgrade layer that affects an entire race with no upkeep Triumph Studios two-games-in-one approach sets Age of Wonders III in a rare cross-genre we only see come out of the Total War franchise. Unit Enchantments are global and replace the Mod system of Planetfall. Quickest Speedrun: 8 hours Quick Take: Six years after its original release, Age of Wonders III still stands as a remarkably competent and fun 4x turn-based strategy and tactical combat game. (Cities go up to 30 population and you don't have district build caps) Provinces are considerably smaller than Sectors and you get 1 per population instead of 4.

Stats are based on Planetfall but RNG is structured more like AoW3 - (armor/resist is lower in number, but more meaningful per base hit chance is 90% instead of 60% hit + 30% graze)
