Summary of "Nomadic Raiders are ABSURDLY Strong! - Age of Wonders 4: Rise From Ruin"
Video overview
- Creator Provis plays Age of Wonders 4 with the Rise From Ruin expansion.
- Demonstrates a highly aggressive nomad build called the “Bunic Horde”: a single super-charged mobile city that raids, over-harvests resource nodes, and moves across the map pillaging enemies.
Storyline / flavor
Provis role-plays Scourge Lord Attilla the Bun, a hair-folk (giant bunny) nomad warlord who constantly packs up his city, moves along enemy borders, pillages provinces and ruins, and carries permanent bonuses with the city as he goes.
- Showcases the new nomad culture (mobile cities that over-harvest resource nodes for permanent essences), new tomes, new wildlife, and other Rise From Ruin content.
Core mechanics explained
Nomad cities
- Can pack up, move, and unpack elsewhere (packing takes 1 turn).
- Over-harvesting nearby resource nodes (sheep, iron, gold, etc.) exhausts that node and grants the city an essence — a permanent bonus that travels with the city.
- Nomads grow population more slowly; raiding and pillaging are primary ways to get food and resources.
- Ruined nodes left by nomads can be restored but cost a lot of mana.
- Packing removes borders; unpacking restores them. Construction in a city may be interrupted/refunded when packing.
Two nomad archetypes
- Scavengers: loot corpses and ancient wonders; can get extremely powerful by taking and carrying wonders/materials.
- Conquerors: aggressive pillagers who raid provinces to steal territory yields (production, draft, gold) and can repeatedly raise/erase cities.
Magic materials and Talented Collectors
- Magic materials (haste berries, clover, etc.) and ancient wonders normally affect a settled city.
- Talented Collectors + nomad over-harvesting allows many materials to travel with the city, multiplying bonuses.
Empire traits / examples used
- Chosen Destroyers: benefits from raising population but restricts you to one permanent city — synergizes with nomad play.
- Talented Collectors: increases yields from magic materials across the domain — ideal when collecting many materials and carrying them.
Important UI / flow notes
- You can spend Imperium to hasten node exhaustion (useful for timing moves).
- Pillaging provinces takes fewer turns and gives more rewards with certain empire skills (e.g., Skilled Raiders).
Gameplay highlights & tactics used
Early game setup
- Build raider tents, trophy stores, and a forester to boost early food/gold and population.
- Recruit raiders (charge units that gain Empowering Momentum after moving 3 hexes and set hexes on fire while in momentum) and wind warriors (shield/healer swap ability).
- Research priorities: Training Regimens (drafts), Bread for War (minor race transformation, early HP boosts), then choose tomes useful for horde/warband/warlord play.
Aggressive nomad loop (repeatable cycle)
- Settle near resources and magic materials.
- Over-harvest nodes until essence/magic materials are obtained.
- Pack the city, move to an enemy border, unpack.
- Raid provinces (single-turn pillage with the right skills), annex magic materials or provinces with Imperium, and raise/erase enemy cities to gain food, gold, and population.
- Repeat — the city accumulates essences and magic materials, becoming a mobile powerhouse.
Combat tactics
- Emphasize mobility and flanking (bunny traits: lightfooted, athletic; raiders rely on charges and momentum).
- Use terrain and unit-swapping (windborne rescue) to flank and keep units alive.
- Use sandstorm (from Tome of the Sand Stalkers) to blind/slow enemies for multiple turns, making them easier to outmaneuver — very effective vs archers/backlines.
- Use tome-based siege options (for example, siege projects that set hexes on fire) to accelerate city burning.
Tomes chosen and their uses
- Tome of the War Band: buffs marshall armies and rewards small units with XP — good for horde builds.
- Tome of the Sand Stalkers: desert/sand mechanics, sandstorms (AOE blinding), desert transformations, scorpions — strong for slowing and disorienting enemies.
- Tome of the Warlord: provides a warlord mythic unit that buffs surrounding troops, infernal allies (war golem), and doubled impact for tiers 1–3 — great with many low-tier units.
Resource & timing tips
- Use Imperium to speed up node depletion or instantly claim provinces/magic materials when needed.
- Watch node timers: coordinate packing/moving with node exhaustion so you don’t leave bonuses behind.
- Raise enemy cities (destroy them) to gain large bursts of food, population, and other rewards when you can trigger raises.
- Scavenger nomads excel at looting ancient wonders and can outscale conquerors if they secure and carry those wonders.
Overall result shown
- Provis’ build used mostly tier 1–3 units with tomes and spells to obliterate multiple opponents.
- Amassed dozens of essences and double-digit magic materials, turning a single mobile city into a 1-city megapolis that outscaled rivals.
Key tips / recommended strategy
-
Early
- Settle near multiple resource nodes and magic materials.
- Build food/gold structures that benefit from bordering other empires (raider tents, trophy stores).
- Recruit raiders early for momentum-based charges and mobility.
-
Midgame loop
- Over-harvest nodes to get essences; use Imperium to hasten depletion when you want to leave quickly.
- Pack up and move your city to enemy borders, unpack, and raid provinces every cycle.
- Use pillaging and raising cities to gain food and population, offsetting the nomad growth penalty.
- Prioritize taking magic materials and ancient wonders (especially if playing scavenger or with Talented Collectors).
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Combat
- Focus on flanking, mobility, and use of sandstorm/blind effects to control enemy formations.
- Stack army buffs around a warlord or use horde deployment bonuses from tomes to overwhelm cities.
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Empire / tome picks
- Talented Collectors + nomads can be absurdly powerful if you collect many magic materials.
- Tome of the Warlord is excellent for low/mid-tier mass armies; Tome of the Sand Stalkers gives strong battlefield control via sandstorm.
- Chosen Destroyers can be a powerful chaos trait if you intend to raise population (single-city restriction fits nomads).
-
Quality-of-life
- Remember ruined nodes can be restored for a high mana cost — restore only if strategically necessary.
- Packing/unpacking costs a turn; time it so you maximize essence collection before moving.
Notable in-game specifics shown
- Momentum: raider units gain bonus damage and set hexes on fire after a 3-hex move.
- Packing removes borders; unpacking returns them. Construction may be interrupted/refunded when packing.
- Raising a city yields big resource/population benefits; some empire skills reduce the cost or increase returns.
- Sandstorm: 3-turn blind in a 3-hex radius — extremely effective vs backlines.
- The run demonstrated getting dozens of essences and many magic materials, resulting in huge global bonuses (e.g., +50+ to many resources) for the single nomad city.
Summary judgement
- The nomad culture in Rise From Ruin—especially the conqueror raider playstyle shown—is extremely strong and highly fun in aggressive games.
- Talented Collectors + nomad mobility + focused tomes and spells (sandstorm, warlord, siege projects) enable a one-city empire that outscales opponents by repeatedly pillaging and carrying permanent bonuses.
- Scavenger nomads (loot-oriented) look even more dangerous for long-term power.
- The video demonstrates a fast, repeatable loop that can make nomads absurdly powerful in single-player or multiplayer if unchecked.
Featured gamers / sources
- Provis (YouTuber / player)
- Paradox Interactive (publisher of Age of Wonders 4: Rise From Ruin)
Category
Gaming
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