Age of Wonders

The game two Dutch university students spent most of the 1990s making.

Triumph Studios was founded in Delft in 1997 by Arno van Wingerden and Lennart Sas, two friends who had met during their studies and shared an appetite for strategy games. The studio’s first and only project was the game that became Age of Wonders, though it had not always been called that. Development began under the name World of Wonders, originally targeting MS-DOS before being upgraded for Windows 95. By 1997, the team had scrapped the entire existing build and restarted from scratch. CNET Gamecenter’s Mark Asher, reviewing the finished product, joked that it had been in development ever since programming a computer was a matter of punching holes in cards. Epic MegaGames came aboard as co-developer. Gathering of Developers published it in North America, with Take-Two handling European distribution. It released on November 11, 1999.

The setup is high fantasy, the kind where elves ruled peacefully until humans arrived and ruined everything. The Valley of Wonders was once an elven empire under King Inioch. Then humans came from across the sea, conquered the valley, and killed him. The campaign can be played from two sides, following either the elves attempting to reclaim what was taken or the human factions consolidating their hold. The story unfolds across scripted missions with cut scenes, and carries enough twists that players who push through to see it resolve tend to report it was worth the effort.

The game is turn-based, viewed from an isometric perspective across hexagonal tiles. Maps have up to three layers: surface, underground, and depths. The underground layer is a warren of caves that restricts movement and visibility for most races, giving natural burrowers a meaningful edge. Twelve races appear in the game, divided by alignment into Good, Neutral, and Evil groupings. The Good races are Elves, Dwarves, Halflings, and High Men. Neutral races include Humans, Azracs, Frostlings, and Lizardmen. Dark Elves, Goblins, Orcs, and Undead fill the Evil alignment. Each race produces its own unit roster from its cities, and mixing races of different alignments in the same army degrades morale and eventually causes desertion. Units stack in groups of up to eight on a single tile.

Combat can be resolved in two ways: players can fight it out on a dedicated tactical map, or hand it to the auto-resolve system. The tactical option allows full unit-by-unit control across the battlefield; the automatic system produces a condensed simulation. Being able to pick either mode depending on how important a given fight is kept the pace from stalling the way pure tactical systems often do in games with large maps and frequent minor engagements. Heroes gain experience and carry items between missions, with a point system determining which units, gold, and mana survive the transition to the next campaign mission.

The diplomacy system tracks relationships across all twelve races simultaneously. Some start hostile by default based on racial history, others neutral. Player actions each turn push these relationships incrementally in either direction, and terrain affects city productivity depending on whether a given race finds it friendly or hostile. Neutral forces across the map are not static; they move and sometimes attack, which keeps the map active between player turns. Altars scattered across the map function as large-scale weapons, requiring capture and a mana expenditure to fire, with a recharge delay before they can be used again. Simultaneous turns are supported as an option, which reduces waiting time in multiplayer. Online play ran through HEAT.NET, with IPX LAN, hot-seat, and play-by-email also supported.

The music was composed by Michiel van den Bos, who would go on to compose for Deus Ex and the Unreal series. The twenty tracks are stored in Impulse Tracker format. Several reviewers found them unremarkable. IGN’s Jason Bates called the music uninspiring and the sound effects serviceable but bland, while praising the graphics, gameplay mechanics, scenario editor, and online connectivity. The scenario editor, called AoWEd, allowed players to build their own maps, and the community produced scenarios that many considered superior to those shipped with the game. When Triumph accidentally released the fuller developer version, the DevEd, modding expanded further, with Lighthawk’s Rules becoming a particularly popular overhaul. The editor also generated maps for the free online game Battlemaster.

PC Gamer US and CNET Gamecenter both nominated Age of Wonders for their 1999 Best Turn-Based Strategy awards. Both awards went to Sid Meier’s Alpha Centauri. Domestic US sales reached 20,975 copies by April 2000 and 71,000 by October 2001. Global sales were roughly 200,000 units by March 2001. PC Player, noting those numbers, observed that it was not a massive commercial hit but that it was sufficient to warrant a sequel. Age of Wonders II: The Wizard’s Throne followed in 2002, and the standalone Shadow Magic expansion came in 2003. After a decade away from the series, Age of Wonders III arrived in 2014, with development partly funded by Markus Persson. Paradox Interactive acquired Triumph in 2017. Age of Wonders 4 released in 2023. The original game is available on GOG and Steam.


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