
Society Traits in Age of Wonders 4 are a specific set of attributes associated with different factions within the game which define bonuses, abilities, or gameplay styles for each society, providing a unique flavor and strategic considerations for each one.
For instance, a society trait might give a society a bonus to certain types of units, provide economic or resource advantages, or unlock unique abilities. In AOW 4, each race has 2 society traits. Here is list of all 18 society traits and their attributes.
Related: Building & Upgrading your Outposts in AOW4
Society Traits
- Chosen Uniters
- Devotees of Good
- Imperialists
- Prolific Swarmers
- Ritual Cannibals
- Ruthless Raiders
- Ancient Wise Ones
- Gifted Casters
- Mana Channelers
- Adept Settlers
- Experienced Seafarers
- Fabled Hunters
- Great Builders
- Runesmiths
- Wonder Architects
- Powerful Evokers
- Scions of Evil
- Shadow Walkers
Related: List of all 54 Tomes in Age of Wonders 4
Chosen Uniters (Order):

Focused on cooperation and defense
Effects:
+10 Alignment, +30% Income from Vassals, +1 Whispering Stone, +1 Rank for Shield units, +1 Rank for Polearm units
Starting Bonus:
Extra Shield unit or Polearm unit
Excludes:
Ritual Cannibals, Ruthless Raiders, Scions of Evil
Devotees of Good (Order):

They share pure intentions, compassion and an unerring devotion to the cause of Good
Effects:
+10 Alignment, +10 City Stability per Good alignment level, +5 Imperium per Good alignment level, +1 Rank for Support units, +1 Rank for Polearm units
Starting Bonus:
Extra Support unit or Polearm unit
Excludes:
Ritual Cannibals, Ruthless Raiders, Scions of Evil
Imperialists (Order):

They are focused on the glory of their empire and the development of their cities
Effects:
+20 City Stability for Throne City and cities that share a border with it, +20 Gold Income for Throne City and cities that share a border with it
Starting Bonus:
1 Throne City Population
Excludes:
Adept Settlers
Prolific Swarmers (Chaos):

They find their strength in fast population growth and overwhelming numbers
Effects:
-10% Food requires to grow Population, -20% upkeep for non-Magic Origin units, +1 Rank for tier I units
Starting Bonus:
Extra tier I unit
Ritual Cannibals (Chaos):

The believe both in the spiritual power of life… and in the value of a good banquet
Effects:
-10 Alignment, Units gain the Corpse Eating ability, Nearest City gains +3 Food and Mana per tier of non-Magic Origin units killed or lost in a victory
Excludes:
Chosen Uniters, Devotees of Good
Ruthless Raiders (Chaos):

They murder without remorse, more interested in loot and plunder than right or wrong
Effects:
-10 Alignment, Nearest City gains +3 Draft and Gold per tier of units killed in a victory
Starting Bonus:
2 Random Hero Items
Excludes:
Chosen Uniters, Devotees of Good
Ancient Wise Ones (Astral):

They have been around since the start of history, homing their minds in the pursuit of arcane knowledge
Effects:
When a Tome is unlocked, a random skill from it costs 60% less
Starting Bonus:
1 Random Research Skill
Excludes:
Gifted Casters, Shadow Walkers
Gifted Casters (Astral):

They are blessed with an innate talent for spellcasting, rarely encountering problems that can’t be solved by an abundant use of magic.
Effects:
+10 World Map Cashing Points, +10 Combat Casting Points, -20% Combat Casting Cost
Starting Bonus:
Extra Combat Spell unlocked
Excludes:
Ancient Wise Ones, Shadow Walkers
Mana Channelers (Astral):

They are attuned to the Astral Flows and support their armies by channeling arcane powers
Effects:
-50% Summoning Spells Mana Cost, +1 Rank for Magic Origin units
Starting Bonus:
Extra Magic Origin unit
Adept Settlers (Nature):

They are pioneers and settlers, founding cities wherever they go
Effects:
+1 City Cap, -25% Founding Cities Imperium Cost, +1 Population for new Cities
Starting Bonus:
1 Throne City Population
Excludes:
Imperialists
Experienced Seafarers (Nature):

With strong sea legs, they are unrivaled on the water and know how to dredge up extra value from its depths
Effects:
+2 Draft, Food and Gold from Fisheries, -25% Cost and Upkeep for Naval units, +2 Rank for Naval units
Starting Bonus:
Basic Seafaring empire skill
Fabled Hunters (Nature):

They are legendary hunters, excelling in ranged combat and exploration
Effects:
+100% resources from cleaning Infestation, Ancient Wonder and Resource Nodes, +1 Rank for Ranged units, +1 Rank for Skirmisher units
Starting Bonus:
Extra Ranged unit
Great Builders (Materium):

They form a society of builders and makers who take pride in the things they construct
Effects:
+2 Gold from Quarries, -50% Production Cost for Special Province Improvements
Starting Bonus:
Workshop city structure, Stone Walls city structure
Runesmiths (Materium):

They are legendary smiths, weaving magic into their finely crafted creations through enchantments
Effects:
-30% Unit Enhancement Research Cost, -30% Unit Enhancement Upkeep, +1 Rank for Shield units, +1 Rank for Polearm units
Starting Bonus:
Extra Shield unit or Polearm unit
Wonder Architects (Materium):

They are inspired by unique constructions and the Ancient Wonders of the old
Effects:
Ancient Wonders can be annexed without requiring Population, Cities gain +20% production per annexed Ancient Wonders
Starting Bonus:
1 nearby Ancient Wonder cleared
Powerful Evokers (Shadow):

They emanate raw power as they release an endless barrage of destruction upon all in their path
Effects:
+5 Combat Casting Points per Battle Mage unit, +5 Combat Casting Points per Support unit, +1 Rank for Battle Mage units, +1 Rank for Support units
Starting Bonus:
Extra Battle Mage unit or Support unit
Scions of Evil (Shadow):

They share a thirst for knowledge and power, thriving in their pursuit of Evil.
Effects:
-10 Alignment, +10 Draft per Evil alignment level, +5 Imperium per Evil alignment level, +1 Rank for all units if Pure Evil alignment, +1 Rank for Shield units, +1 Rank for Shock units
Starting Bonus:
Extra Shield unit or Shock unit
Excludes:
Chosen Uniters, Devotees of Good
Shadow Walkers (Shadow):

They are talented spies, sneaking past enemy lines to gain precious information.
Effects:
+2 Vision Range for Cities and Provinces, Scout units have universal Camouflage, Outpost start with the Watchtower upgrade built
Starting Bonus:
Extra Scout unit, Wayfinder Enchantment is active, Wayfinder Enchantment costs no upkeep
Excludes:
Ancient Wise Ones, Gifted Casters