Age of Wonders 4 - Story Events

A mod focused on adding new story events to Age of Wonders 4.
Research - Story Events

Before designing the story events, I studied how Age of Wonders 4 structures its narrative and integrates it with gameplay mechanics. The game uses a modular system where events present players with choices that influence resources, city parameters, and much more. I analyzed how decisions create meaningful trade-offs and how the visibility of rewards impacts player behavior.


Besides the technicalities of creating a Story Event as a mod, I also explored the balance between storytelling and mechanics. Each event connects to the city’s context, such as festivals, faction disputes, or resource scarcity. The goal was to craft choices that feel grounded in the world while presenting distinct consequences.

Research - Triggers

To ensure technical feasibility, I examined the mechanics behind existing story events, focusing on how triggers determine when an event occurs.


Triggers can depend on parameters such as resource thresholds, or the completion of certain actions, like building upgrades or defeating enemies. By understanding these conditions, I designed events that naturally arise from the player’s state, maintaining immersion and strategic relevance.

Result - Story Event 1

1. "Charge an Entry Fee for the Festival"

Reward: Gain Gold (Medium) but lose Stability (small).


2. "Sell Enchanted Festival Trinkets to the Crowd"

Reward: Gain Gold (small) and Mana (small) but lose Astral Affinity (small).


3. "Declare a Month of Labor after the Festival"

Reward: Gain Gold (Large), Mana (Small) but Stability (Medium).

Result - Story Event 2

1. "Rebuild the Bazaar and Compensate the Merchants"

Reward: Lose Gold (Medium) but gain City Stability (High).


2. "Launch an Investigation and Detain the Artifact’s Owner"

Reward: Gain Knowledge (Medium) "from studying the artifact" but lose City Stability (Small).


3. "Appease the Guilds by Blaming an Outsider"

Reward: Gain Gold (Small) but commit a Evil Deed (Small).


4. "Let the Factions Handle It Themselves"

Reward: No immediate cost or benefit.

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