Age of Wonders 4: The Silver Seas screenshotReview

Age of Wonders 4: The Silver Seas ReviewThe Seas Finally Matter

The Silver Seas turns Age of Wonders 4's once-empty oceans into breathtaking, rewarding territory. Uneven balancing is all that keeps it from perfection.

  • Played onPCAlso on PC (Microsoft Windows)
  • Time played15 hours
    Main content~15 h
  • DeveloperTriumph StudiosPublished by Paradox Interactive
  • Price$24.99$1.67 per hour we played
  • ReleasedNov 3, 2026
  • Review copyPublisher key

Is it for you?

Where Age of Wonders 4: The Silver Seas sits, and who it's made for.

ChallengeBalanced
Length15 h main content
StructureMixed
PaceBrisk

Play it ifVex approves

  • You want a unique playstyle to AoW4.
  • You love mercantile and seafaring fantasy.

Skip it ifTalk to the paw

  • You get hungup on balance issues.

When it comes to expansions for strategy games, I tend to appreciate additions that fundamentally change how I approach the game rather than simply offering more units, environments, or mechanics to experiment with. Age of Wonders 4 has received some fantastic DLC since its original release, but with The Silver Seas, Triumph Studios has delivered something that feels particularly transformative. By taking a part of the map that previously served primarily as an obstacle between destinations and turning it into a worthwhile place to explore, settle, and conquer, The Silver Seas might just be the best expansion Age of Wonders 4 has received yet.

At its core, The Silver Seas is an expansion centered around maritime exploration, trade, and piracy. However, describing it as simply a naval expansion doesn’t quite do justice to what has been added. Between the new Mercantile culture, floating cities, pirate factions, additional magic tomes, and a wealth of ocean content, there’s an impressive amount of variety here. More importantly, much of that content interacts in interesting ways, making the expansion feel like a cohesive addition rather than a collection of loosely connected features.

Dubloen, a Mercantile metropolis, with Market and Trade Route slots in the city panel.

A New Way to Rule

The biggest attraction is undoubtedly the Mercantile culture, which has quickly become one of my favorite additions to Age of Wonders 4. Rather than treating economic expansion as something that primarily exists to support your military ambitions, Mercantile makes trade, wealth, and the manipulation of other empires a central part of how you play. It’s an incredibly fun approach that still offers plenty of room for customization through the game’s existing faction creation systems.

Mercantile is divided into two distinct organizations: the Cartel and the Barony. The Cartel embraces the less reputable side of commerce, specializing in smuggling, manipulation, and generally refusing to play fair. Its hidden Smuggling Routes allow you to profit from other empires, including hostile ones, without needing traditional trade agreements. In battle, the Cartel relies on applying Leverage to enemies and exploiting it through flanking attacks. Rather than simply overpowering opponents with superior numbers, you’re encouraged to maneuver carefully, identify opportunities, and capitalize on vulnerabilities. Units like the Mageslayer further reinforce this identity by interfering with enemy spellcasters and stealing beneficial effects.

The Barony, meanwhile, approaches things from the perspective of wealthy nobles and trade princes. Its economic strength comes from expanding its network of outposts, establishing profitable connections, and turning territory into an increasingly valuable commercial empire. Envoy scouts can establish outposts without requiring a hero, while improved Work Camps allow those outposts to claim additional provinces. In combat, the Barony takes a more direct approach, assigning Bounties to priority targets and letting its forces capitalize on them through increased damage and defensive benefits. With powerful ranged units like the Silvershot complementing its frontline, the Barony feels appropriately dangerous for a faction capable of throwing considerable wealth behind its military.

What makes these organizations so enjoyable is that they aren’t merely two versions of the same faction with different bonuses. Their mechanics actively encourage different decisions, both on the campaign map and during tactical combat. I appreciate that Triumph Studios has managed to make the Mercantile culture feel distinct without isolating it from the broader systems that already make Age of Wonders 4 so engaging.

Naval combat on the new water, reefs, wrecks and all.

An Ocean Worth Exploring

Perhaps my favorite aspect of The Silver Seas, however, is just how unbelievably beautiful the water looks now. The maritime visual overhaul accompanying the expansion is genuinely mesmerizing, with detailed water surfaces, gorgeous lighting, vibrant coastal environments, and far more atmospheric naval combat maps. Age of Wonders 4 has always had an appealing visual identity, but I honestly didn’t expect Triumph Studios to push its presentation to this level. There are moments where simply looking across the water and taking in the scenery feels rewarding in its own right.

It’s worth clarifying that many of these visual improvements come from the free Manta Update, which launched alongside The Silver Seas. That update also improves naval combat, reduces the inconvenience of embarking units, allows outposts to be established on water, and makes more combat abilities usable at sea. Even without purchasing the expansion, these are meaningful improvements to the base game. What The Silver Seas does exceptionally well is build upon them, giving players considerably more reasons to actually spend time on the water.

For the Mercantile culture, that includes the ability to establish entire cities at sea. Floating settlements open up new possibilities for expansion, particularly on maps where valuable territory might otherwise be inaccessible or contested. Beyond simply founding those cities, players can discover new ocean landmarks, Ancient Wonders, infestations, and resources. There are also new creatures roaming the waters, ranging from electrified crabs to formidable magical marine life, alongside Oceanic Happenings that can temporarily transform conditions across the map. These additions help make the ocean feel like a legitimate part of the world rather than an unusually large stretch of empty terrain separating the interesting locations.

The expansion’s four new tomes offer additional opportunities to build around its maritime theme. Hydromancy focuses on manipulating movement and exploiting elemental weaknesses, while the Tome of the Damned brings Ghostfire and supernatural summons into the mix. The Tome of Piracy emphasizes mobile combatants, explosives, and plundering enemies, whereas Eternal Ice offers the spectacular possibility of freezing the ocean itself. Together with the new Aqualon and Sharkkin forms, there’s plenty of additional material for players who enjoy experimenting with unusual faction combinations.

Free Captain Brayne Warbuck, one of the pirate captains from the Bond of the Free Captains.

Trade, Plunder, and Profit

Another significant addition arriving alongside The Silver Seas is the new Trade Route system, and it’s easily one of the most satisfying mechanics introduced to Age of Wonders 4. Trade Routes allow cities to establish economic connections with outposts, Free Cities, and even cities belonging to other empires when the appropriate diplomatic agreements are in place. Rather than treating these relationships as passive bonuses, the system gives players more control over where resources are coming from and how their economy develops.

Outposts are particularly interesting under this new system. Instead of automatically providing their income, they can funnel their resources into a connected city through a Trade Route. Free Cities can contribute different resources depending on their economies, while trade agreements with other empires provide additional opportunities to generate wealth. Establishing and improving these connections is a satisfying process, particularly as a Mercantile faction that can take further advantage of trade through its specialized structures and abilities. There’s something inherently rewarding about building an interconnected economic network and watching those investments gradually pay off.

Crucially, these connections also introduce additional strategic considerations. Trade Routes aren’t necessarily safe simply because you’ve established them. During war, opposing armies can raid them, defeat their escorts, and make off with a valuable payout. That gives players another reason to consider the geography of their empire and the consequences of military conflict. A productive route can be extremely valuable, but it can also become an attractive target.

The pirate gameplay expands on that idea through the Bond of the Free Captains. With the appropriate realm trait enabled, independent pirate settlements appear across the seas, each commanded by a captain with their own personality, demands, and ambitions. Building relationships with these captains through quests and tribute can unlock special equipment, units, spells, and technologies. They can also be persuaded to launch raids against other empires, even when you aren’t personally at war with the intended target. That creates opportunities for a more indirect, opportunistic approach to conflict, while also introducing another potential threat to your own holdings.

I particularly like how the various systems fit together conceptually. You can establish a prosperous maritime empire, manipulate your rivals through trade, build relationships with pirates, or embrace the role of a ruthless plunderer yourself. These aren’t completely separate activities but different ways to interact with the same increasingly interconnected world. It’s exactly the kind of design that makes a strategy expansion appealing beyond simply experiencing its new content once.

The Nevermoor, an Oceanic Happening that fills the seas with ghost ships.

Rough Waters

For all the things The Silver Seas gets right, it isn’t without problems. My biggest criticism comes down to balancing and quality assurance, areas where the expansion doesn’t feel quite as refined as its underlying design deserves.

In particular, the difficulty and effectiveness of certain mechanics feel inconsistent. Some approaches seem considerably easier or more rewarding than comparable alternatives, while other abilities and encounters feel disproportionately powerful. Age of Wonders 4 thrives when its many strategic options create interesting tradeoffs, and that becomes less compelling when one approach feels excessively forgiving while another seems overtuned. The problem isn’t necessarily that every culture or strategy needs to be perfectly equal, but that the strengths and weaknesses should feel intentional rather than like the result of uneven tuning.

There’s also an element of launch-period roughness surrounding the update. Triumph Studios has already issued fixes addressing stability problems, AI-turn issues, and individual abilities, which is encouraging, but also illustrates that some aspects needed more attention before release. None of this fundamentally undermines what The Silver Seas accomplishes, and many of these issues should be addressable through continued updates. Still, when an expansion introduces this many interconnected systems, balancing them properly is especially important. A little more polish could have gone a long way toward making an already excellent expansion feel even better.

Procession of the Drowned lights up the water and coastal provinces.

Verdict

Despite those shortcomings, I’m extremely impressed with Age of Wonders 4: The Silver Seas. Triumph Studios hasn’t simply introduced a pirate-themed faction and called it a day. It has meaningfully expanded the game’s strategic possibilities while giving an underutilized portion of the world a much-needed identity. The Mercantile culture is an absolute blast to play, the new maritime content offers plenty of reasons to venture beyond the shoreline, and the Trade Route system is a genuinely excellent addition to the broader Age of Wonders 4 experience.

Then there’s the visual presentation, which deserves particular recognition. I genuinely didn’t expect the oceans to look this beautiful, and the combination of those environmental improvements with the ability to build floating cities and explore new maritime locations makes the entire experience feel fresh. It’s the kind of expansion that reminds me just how much room Age of Wonders 4 still has to grow.

At $24.99, The Silver Seas is absolutely worth the asking price for players who already enjoy Age of Wonders 4. The balancing and QA issues are frustrating enough to keep it from reaching the highest scores, but they don’t come close to overshadowing everything this expansion does well. The Silver Seas is arguably the best Age of Wonders 4 DLC yet, and an easy recommendation for anyone looking for another excuse to conquer its fantastical worlds.

Vex, our review cat, holding up a card that reads 8.5, Great
Vex's verdict8.5 out of 10Great

Easy to recommend to anyone the genre appeals to.

Age of Wonders 4: The Silver Seas review verdict

Age of Wonders 4: The Silver Seas transforms the game's once-underutilized oceans into breathtaking, strategically rewarding territory. With a fantastic Mercantile culture, satisfying trade mechanics, and a proper pirate fantasy, it's arguably the best expansion yet, even if uneven balancing keeps it from perfection.

Worth it? Absolutely. One of the best expansions Age of Wonders 4 has received.

What works

5 strengths
  • Stunning ocean visuals that dramatically elevate the presentation
  • Mercantile culture offers two distinct and incredibly enjoyable playstyles
  • Trade Routes add a satisfying new economic and strategic layer
  • Pirate mechanics, floating cities, and ocean encounters make naval gameplay genuinely worthwhile
  • Excellent content and replayability for the $24.99 asking price

What doesn't

4 drawbacks
  • Inconsistent balancing across the new gameplay systems
  • Some mechanics feel significantly easier than comparable approaches
  • Other encounters and abilities feel overtuned
  • Launch-period QA and stability issues need additional polish

Worth the price?

$24.99Price
15 hWe played
$1.67Per hour

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Where to buy

How it runs

Great, and the new visuals with the water and environments look batter and run faster.

Reviewed on PC · 15 hours played · copy provided by Paradox Interactive. How we review games

Age of Wonders 4: The Silver Seas box art

Age of Wonders 4: The Silver Seas

PC (Microsoft Windows)Role-playing (RPG)StrategyTurn-based strategy (TBS)Nov 3, 2026

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