Age of Wonders 4 is a fantasy strategy game where you build an empire and lead it with a faction. The first big choice you make when you create a faction is its culture, and that choice shapes a lot about how the faction plays. The game's cultures are split between the base game cultures and the add-on cultures, and each one brings its own style of play.
Content Pack
Base Game
Feudal Culture
Strengthens formations and makes unit advancement central to its army.
- Content Pack
- Base Game
- Starting Affinity
- Monarchy: Order 1 + Materium 1; Aristocracy: Order 1 + Nature 1.
- Subculture Choices
- Monarchy; Aristocracy.
- Playstyle
- Uses formation bonuses and advancing troops; choose ruler-led Monarchy or city-led Aristocracy.
High Culture
Pairs stable, knowledge-rich cities with units that can be Awakened.
- Content Pack
- Base Game
- Starting Affinity
- Order 2.
- Subculture Choices
- None.
- Playstyle
- Builds city stability and knowledge, and uses Awakened to reveal extra abilities on units.
Barbarian Culture
Supports fast, aggressive armies with critical-hit damage, food, and draft.
- Content Pack
- Base Game
- Starting Affinity
- Chaos 1 + Nature 1.
- Subculture Choices
- None.
- Playstyle
- Favors aggressive attacks, critical-hit damage, and higher Food and Draft income.
Industrious Culture
Turns strong defenses, production, and scout prospecting into its main advantages.
- Content Pack
- Base Game
- Starting Affinity
- Materium 2.
- Subculture Choices
- None.
- Playstyle
- Leans on defensive units, production, and scouts that prospect nearby terrain.
Dark Culture
Weakens foes and builds power through either tyranny or death.
- Content Pack
- Base Game
- Starting Affinity
- Cult of Tyranny: Shadow 2; Cult of Death: Shadow 1 + Nature 1.
- Subculture Choices
- Cult of Tyranny; Cult of Death.
- Playstyle
- Weakens enemies and uses captured heroes or battlefield deaths to grow power, depending on the cult.
Mystic Culture
Connects spellcasting with mana and a specialized Astral school.
- Content Pack
- Base Game
- Starting Affinity
- Attunement: Astral 2; Potential: Astral 1 + Shadow 1; Summoning: Astral 2.
- Subculture Choices
- School of Attunement; School of Potential; School of Summoning.
- Playstyle
- Builds around mana and spellcasting; each school changes how spells, Astral Echoes, or magic-origin units work.
Content Pack
Empires & Ashes
Reaver Culture
Brings high-damage ranged weapons to either conquest or vassal-led play.
- Content Pack
- Empires & Ashes
- Starting Affinity
- Imperial: Chaos 1 + Materium 1; Federate: Order 1 + Materium 1.
- Subculture Choices
- Imperial Reavers; Federate Reavers.
- Playstyle
- Uses powerful ranged units; Imperial favors conquest, while Federate builds around alliances and vassals.
Content Pack
Primal Fury
Primal Culture
Lets an animal totem shape terrain, income, and combat effects.
- Content Pack
- Primal Fury
- Starting Affinity
- Nature 1 base, plus 1 from the totem: Mire Crocodile or Tunneling Spider (Nature), Storm Crow (Astral), Glacial Mammoth (Shadow), Ash Sabertooth (Chaos), Dune Serpent (Materium), or Sylvan Wolf (Order).
- Subculture Choices
- Choose one totem: Mire Crocodile; Storm Crow; Glacial Mammoth; Ash Sabertooth; Dune Serpent; Tunneling Spider; Sylvan Wolf.
- Playstyle
- A chosen animal totem shapes preferred terrain, city yields, and combat effects.
Content Pack
Ways of War
Oathsworn Culture
Rewards devotion to a chosen oath through diplomatic or combat bonuses.
- Content Pack
- Ways of War
- Starting Affinity
- Order 1 base, plus Nature for Harmony, Order for Righteousness, or Chaos for Strife.
- Subculture Choices
- Oath of Harmony; Oath of Righteousness; Oath of Strife.
- Playstyle
- Devotion to an oath guides combat and diplomacy; each oath rewards a different code of conduct.
Content Pack
Archon Prophecy
Architect Culture
Builds affinity monuments to grow its economy and empower its units.
- Content Pack
- Archon Prophecy
- Starting Affinity
- Gain 2 starting points in one chosen affinity: Astral, Chaos, Materium, Nature, Order, or Shadow.
- Subculture Choices
- Choose an affinity: Astral; Chaos; Materium; Nature; Order; Shadow.
- Playstyle
- Collects Wonderstone to build affinity monuments that improve the economy and strengthen affinity-aligned units.
Content Pack
Rise from Ruin
Nomad Culture
Packs up its cities and moves on to the next place to conquer or scavenge.
- Content Pack
- Rise from Ruin
- Starting Affinity
- Chaos 1 base, plus Chaos for Conquerors or Materium for Scavengers.
- Subculture Choices
- Conquerors; Scavengers.
- Playstyle
- Moves cities around the realm; Conquerors raid, while Scavengers harvest essences and collect combat loot.
What a culture does in Age of Wonders 4
A culture is the background your faction is built on. It ties your faction to certain affinities, the magical forces such as Order, Nature, Chaos, Shadow and Astral that shape your empire. It also decides which special buildings your cities can build, which units you can recruit, and which mechanics your faction can use.
The rest of your setup builds on that base. Your society traits and starting tome add more bonuses, and a tome is a bundle of spells, units and upgrades tied to one affinity. Still, the culture sets the core of how your faction grows and fights, so it's worth thinking about first.
Base game cultures in Age of Wonders 4
The base game cultures each lean toward a different way of building an empire. Feudal is built around strong formations and advancing units. When you set it up, you choose between a Monarchy led by your ruler and an Aristocracy that spreads power across your cities. High builds stable, knowledge-rich cities, and its units can be Awakened, which lets their physical attacks deal Spirit damage.
Barbarian favors aggressive attacks and critical hits, and its strength comes from food and draft. Industrious leans on defensive units and production. Its armies trade speed for durability, so they work best when the enemy has to come to them. Scouts can prospect the land for resources, though the haul depends heavily on the map.
Dark weakens enemies, and its units hit harder against foes already hit by negative status effects. You also choose between a Cult of Tyranny and a Cult of Death. Mystic builds around mana and spellcasting through a school you choose, and its cities produce the mana that fuels its spells.
All of these come with the base game, so you can try any of them without buying an add-on.
Expansion cultures in Age of Wonders 4
The add-on cultures each bring a new idea rather than a twist on the base game cultures. Reaver build their industry on raids and conquest, and they bring heavy ranged firepower to the fight. When you set them up, you pick Imperial, which leans toward conquest, or Federate, which leans toward alliances and vassals.
Nomads are built for mobility. They seek out places of value, drain them quickly, and move on, so the culture plays more like a traveling scavenger than a settled empire. Architects raise huge monuments in their cities, each tied to an affinity that strengthens the economy.
Oathsworn follow one of several oaths, and the one you choose steers how the culture plays. Harmony avoids war and builds a diverse empire. Righteousness gathers good alignment and destroys evil. Strife seeks out battles with stronger armies for bonuses.
Primal ties its empire to an animal totem, and the animal sets the terrain the culture favors and the damage type its units deal. Its abilities run on Fury, a resource you channel in battle for powerful buffs.
Each add-on culture comes with its own expansion, so you need that add-on to choose the culture. Reaver come with Empires & Ashes, Primal with Primal Fury, Oathsworn with Ways of War, Architects with Archon Prophecy and Nomads with Rise from Ruin.
Which Age of Wonders 4 culture should you pick?
There's no single best culture, because the right one depends on how you like to win. If you want strong formations and units that improve through advancement, Feudal is built for that. If you prefer fighting early and often, Barbarian, Dark, Reaver and Nomads suit that style, while Mystic rewards players who love spells. Players who want a steady economy might look at High, Industrious or Architects.
Balance changes with each patch, so treat any ranking as a snapshot rather than a final answer. If you're new to the game, starting with one of the base game cultures keeps things simple. You can try an add-on culture once you know the basics.
FAQ
What do Feudal Lords do in Age of Wonders 4?
Only Feudal cultures can grant the Feudal Lord title to their heroes. A Feudal Lord boosts the cities it governs and the armies it leads.
What are Astral Echoes?
Astral Echoes are pickups scattered across the map. Only Mystic cultures can see them, and they grant knowledge and mana when collected.
What is Wonderstone?
Wonderstone is a building material made from the leftover residue of Magic Materials. Architects need it to lay the foundations of their monuments and to build each higher tier on top of them. Surveyors can survey a province with Magic Materials for a one-time boost, while Magic Materials you own produce a slower, steady supply every turn.

