Age of Wonders 4
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Age of Wonders 4

Évaluations
PC
Régnez sur un royaume de votre création ! Explorez de nouveaux territoires dans l'incomparable 4x stratégique au tour par tour d'Age of Wonders. Prenez le contrôle d'une faction, regardez-la grandir et se transformer à mesure que s'étend votre empire !
82%Évaluations Steam16,8 k évaluations83Metacritic/10082OpenCritic/100
Sortie: May 2, 2023
Strategy · 4X · Turn-Based Strategy · Fantasy · Character Customization
Fetching prices across storesComparing current offers from Steam, official stores, and partners
Prix souhaité
Définissez-le et nous vous écrivons dès qu'une boutique passe en dessous

Historique des prix

36 derniers mois · mis à jour chaque jour
Minimum historique12,33 €2026-07Minimum actuel toutes boutiques confondues37,13 €Kinguinpar rapport au minimum historique+201%
19,77 €28,43 €37,10 €45,77 €25-0925-1226-0326-0626-0912,33 €

Les prix couvrent Steam et 39 boutiques agréées ; seules les offres vérifiées sont comptabilisées. La courbe montre les minimums hebdomadaires du marché et le prix officiel Steam sur les 36 derniers mois.

L’historique des prix est enregistré en USD. Les montants affichés sont convertis en EUR au taux BCE du 2026-09-02 et sont indicatifs ; la page de la boutique indique ce que vous payez réellement.

Équipe

Développeur
Triumph Studios
Éditeur
Paradox Interactive
8.0
Note globale
Notes externes82%Évaluations Steam16,8 k évaluations83Metacritic/10082OpenCritic/100
Graphismes
8
Audio
7
Gameplay
9
Scénario
8
Contenu
7

Strategy veterans who love tinkering with builds and the just-one-more-turn pull will settle in for the long haul; players chasing a tight finish-and-leave campaign find it too sprawling.

Notre verdict

If you're planning to give this game some of your time, the question isn't "is it worth XX hours?" — it's whether you can hold yourself to only XX hours.

A Distinctive Line in a Crowded Genre

In a field crowded with 4X titles still coasting on "reskinned campaigns plus minor tweaks," Age of Wonders 4 twists grimoires, faction building, multi-world campaigns, and account-level long-term progression into a genuinely distinctive line. It doesn't push a single idea to its absolute limit; instead it makes several dimensions "deep enough, stable enough, and interlocking enough" to matter — and for a game built to be replayed over and over, that mesh is worth far more than any momentary gimmick.

The graphics, music, and story are none of them the sort that make you slam the table in the moment. But over long stretches of play they cohere into a unified, believable high-fantasy laboratory. You go in to test recipes, reshape terrain, and build monstrous empires; a failed run is just an experiment that blew up on the bench, and a successful one is one more conquest story you get to brag about. That framing — play as experimentation — is the throughline that ties every system together.

There's a maturity to that design choice that's easy to undervalue. Plenty of strategy games chase a single standout hook and hope it carries them; this one bets instead on the compounding interest of many good systems reinforcing each other, and over a long campaign that bet pays off handsomely. It's also a game that respects its peers without imitating them. Where Civilization hands you fixed bonuses and a familiar tech ladder, this hands you the dials to the world's own rules. Where a grand-strategy sandbox can feel directionless, the Story Realms give you something to aim at. It borrows the best instincts of the genre and routes them through a magic system that is entirely its own.

Built for Settlers, Not Speedrunners

The barrier to entry is real — many systems, many options, a lot of reading — and newcomers may feel dizzy for their first few games. But once you cross that threshold, the game transforms from merely "complex" into "elastic complexity," where each match feels like writing a new paper and you're the author who keeps tossing in stranger and stranger hypotheses.

So the recommendation splits cleanly along the lines of who you are. If you're a 4X veteran who loves chewing on builds and savors that bottomless "one more turn" pull, this is a title well worth keeping permanently parked on your hard drive. If you only want a tight main line you can clear and walk away from, it'll feel a touch extravagant — too well suited to long residency, too hard to speedrun.

It's worth being honest about that split rather than papering over it. This is not a game that tries to be for everyone, and it's stronger for the focus. It knows its audience is the player who delights in fiddling, who treats a fresh world as a puzzle to be solved rather than a story to be consumed, and it pours its considerable craft into serving exactly that person. One line to sum it up: this is a magic laboratory you'll never finish, not a one-time firework. It rewards the players who move in and unpack, who treat each campaign as another entry in a private history, and who find the steep early climb is exactly what makes the view from the top worth holding onto turn after turn after turn.

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