AGE OF WONDERS 4 | EP.09 – PARASITIZING (Let's Play – Gur Gul & The Growth)



Let’s dive into a brand new let’s play with Age of Wonders 4! Our story takes place on a distant utopian realm that has known peace for eons. The local flora and faun exist in relative harmony, and the natural order of things has remained relatively undisturbed – until now. A Growth has been festering amidst the woods, and it won’t be long before it begins to spread across the ardent fields and pastures of this once blessed and magical realm…

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00:00 – Intro
02:01 – New Hero Selection
08:56 – Gur Gul Levels Up
11:14 – Whundhart & Reckless Incinerators
52:47 – Tome Selection
58:00 – Outro

#ageofwonders4

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25 thoughts on “AGE OF WONDERS 4 | EP.09 – PARASITIZING (Let's Play – Gur Gul & The Growth)”

  1. It would be odd, if you skipped Supergrowth. But the Druid of cycle is neat unit. Either way makes sense. Also, I feel like you should send someone to explore the north. Either the new Gal (are those orcs?) or just some unit.

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  2. i think Tome of cycles first makes the most sense, then tome of vigor.
    You could view as the tome of cycles makes the cycle of life go, making you able to get the tome of vigor for adult animal summons, essentially cycling the wild animal spell to be greater wild animal spell

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  3. I think I'm definitely with you on the tome of cycles. But I also see your logic for the others, so I don't think you can really go wrong with any of the options you've seemed interested in.

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  4. Definitely Tome of Cycles! But probably have to follow that up with Tome of Vigor since it would seem necessary to get Supergrowth. I like the concept of growth/decay as embracing and controlling the full natural cycle of all things. Seems like something an evil God-King would pursue!

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  5. Tome of Pandemonium for RP (magic mushrooms, but a very bad trip?)
    Tome of Vigor for mechanics
    Tome of Cycles for a bit of both?

    It really seems like going deep into one affinity is just the most sensible unfortunately. I'd love some synergy with dark and chaos, but I don't know if that can compete with just more nature stuff?

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  6. I think thematically, the Tome of Cycles is the best choice – just be careful with the Druid of the Cycle. To use it's best ability requires you getting killing blows so it's a bit finnicky on the battlefield!

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  7. I love the tome of cycles, but supergrowth is awesome too.

    The number of individuals in a unit has a small effect as health remains the same. A lower number takes longer to degrade into the next step. I assume one becomes 80% effective at 4/5 and 75% if 3/4. So you stay at 100% damage a smidge longer.
    I assume it works this way because there is a benefit (start pick) that halves the penalty from losing models. This is perfect for Spawnkin, the reverse of supergrowth.

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  8. Still enjoying the playthrough!
    (I find the balance of storytelling and strategy/tactics to be just about right)

    Speaking of tactics… try to get a feel for how much damage your DOT effects are going to do on the enemies' next turn. You will get more done quicker (and suffer less damage) by not wasting those finishing attacks on a unit that is already poisoned or bleeding enough to straight up die the next turn.

    Can't see what trouble you get up to next!
    (oh, wait… you already did. Cultists and Demons! OH MY!)

    Reply

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