Home PC Reviews Age of Empires IV: Raiders of the North Review

Age of Empires IV: Raiders of the North Review

Age of Empires IV: Raiders of the North Review
Age of Empires IV: Raiders of the North Review

There are few strategy series with quite the same ability to make you lose an entire afternoon as Age of Empires. What begins as a modest attempt to establish a settlement can quickly become an elaborate exercise in economic management, military expansion and remembering exactly where you left that army you spent twenty minutes training. Age of Empires IV brought the familiar formula into a new generation with impressive presentation and a satisfying blend of accessibility and strategic depth. Now, Raiders of the North arrives with two new civilisations, additional challenges and a welcome expansion of the Crucible mode, giving players fresh reasons to return to the medieval battlefield.

The headline attraction is the introduction of the Vikings and the Scots, two civilisations with markedly different approaches to warfare and economic development. One thrives on aggression, mobility and the rewards of successful raiding, while the other favours resilience, defensive strength and the ability to control territory. This is exactly the sort of contrast that makes a strategy expansion worthwhile. Rather than simply offering two new sets of units and buildings, Raiders of the North introduces distinct systems that encourage players to rethink how they approach a match.

There is also considerably more here than the new civilisations alone. Four additional Crucible missions, expanded progression systems, two new biomes and support for two-player co-operative challenges give the expansion a broader appeal. Whether you prefer competing against another player, carefully developing an economy or working with a friend to overcome difficult scenarios, there are new opportunities to put your strategic instincts to the test.

The Vikings: Attack First, Think Later

The Vikings arrive with a civilisation built around momentum. Their reputation for aggression is reflected in a playstyle that rewards early pressure, decisive infantry attacks and the ability to disrupt an opponent before their economy has properly developed. Successful raids are particularly important because striking enemy economic targets can directly benefit your own resources. This creates an appealing relationship between military aggression and economic growth, making every successful attack feel like more than a simple victory on the battlefield.

This approach gives the Vikings a distinctive rhythm. Rather than sitting comfortably behind defensive structures and waiting for an opponent to make the first move, you are encouraged to get out onto the map and make your presence felt. That can be immensely satisfying when everything comes together, but it also demands a degree of confidence and awareness. Poorly timed attacks can leave your forces exposed, while opponents who are well prepared to defend their settlements can make early aggression considerably more difficult.

The Longhouse is central to the Viking economy, providing a distinctive foundation for their development. Northern Migration allows population units to train for free, changing the way players need to think about economic management and allowing more attention to be directed towards expansion, military production and map control. It is a clever mechanic because it gives the Vikings an identity that extends beyond their reputation for fighting. Their economy is designed to support the aggressive nature of the civilisation, helping maintain pressure once the initial battles have begun.

Heroic Sagas add another interesting layer. By accomplishing great deeds, players unlock bonuses that can strengthen their wider strategy and reward successful military activity. Sacred Groves also provide opportunities to establish influence over important areas of the map, supporting nearby forces and helping secure valuable territory. These systems encourage players to think about the bigger picture rather than treating every engagement as an isolated fight.

Perhaps most importantly, the Vikings are not locked into one particular style throughout an entire match. As the game progresses beyond the Viking Age, their available military options evolve to reflect the development of organised Scandinavian kingdoms. Knights and Militia Crossbowmen broaden their capabilities, allowing the civilisation to adapt without losing its emphasis on strong infantry and battlefield control. It is a satisfying way to represent that progression while ensuring the Vikings remain strategically interesting as a match develops.

The Scots: Holding the Line

While the Vikings are built around aggression, the Scots offer a more measured approach. Their identity centres on resilience, disciplined infantry and defensive control, rewarding players who understand the importance of positioning and preparation. This is not a civilisation that necessarily needs to rush into every confrontation. Instead, the Scots are designed to endure prolonged engagements, establish strong territorial positions and make opponents work hard for every advance.

Their economy is supported by Highland cattle, providing a dependable source of food that sustains ongoing military production. This is an important part of their overall identity, as it links their economic strengths to their ability to maintain a defensive presence. A strong army needs resources behind it, and the Scots are designed to provide a reliable foundation for extended campaigns. Their approach feels deliberately different from the Vikings, encouraging a little more patience and careful planning.

Tower Houses and grand castles further reinforce this defensive character. Establishing fortified positions can make it difficult for opponents to advance without committing substantial forces, turning the surrounding landscape into something that must be approached with care. There is particular satisfaction in watching an opponent struggle against a well-prepared defensive position, especially as their initial confidence begins to erode under sustained resistance. The Scots appear well suited to players who enjoy making the enemy come to them rather than constantly chasing engagements.

The Mustering Hall is another welcome addition, allowing players to shape their military approach by choosing between Highland and Lowland forces. This flexibility gives the Scots more than one way to approach a battle, while reinforcing the importance of understanding the situation before committing to a particular strategy. It is a useful contrast to the Viking approach, and the difference between these two civilisations is arguably the expansion’s greatest strength.

The Crucible Gets a Welcome Expansion

The Crucible receives considerable attention in Raiders of the North, with four new missions designed to test players across contested terrain, multiple fronts and increasingly demanding tactical situations. These challenges offer something different from the traditional match structure, asking players to respond to specific circumstances rather than simply following a familiar economic and military routine. The new missions provide additional variety, while the expanded progression systems give players more reasons to return and improve their performance.

The introduction of two-player co-operative support is particularly welcome. Strategy games can be wonderfully absorbing when played alone, but sharing a difficult challenge with a friend brings a different kind of enjoyment. Working together to manage threats, coordinate attacks and respond to unexpected developments can make even familiar scenarios feel fresh. The ability to tackle both new and existing Crucible missions in co-op also gives this mode a much stronger long-term appeal.

Boons, Perks, Mutators and civilisation-specific Talent Tracks add further depth to the experience. These systems allow players to develop their approach and introduce additional variation into successive attempts. Rather than simply repeating a mission in exactly the same way, there are more opportunities to experiment with different advantages and strategies. It is an effective way of encouraging replayability without relying entirely on new maps or objectives.

The expanded Crucible also helps Raiders of the North feel like a substantial addition rather than a conventional content pack. There is something here for players who enjoy tackling challenges independently, as well as those who prefer to coordinate with another commander. The opportunity to develop civilisation-specific talents is particularly appealing because it brings some of the expansion’s central identity into a mode that already rewards experimentation and tactical adaptability.

New Battlefields and Historical Atmosphere

The two new biomes, Scottish Heathland and Tundra Summer, add visual variety to the battlefield. Environments are central to establishing the atmosphere of Age of Empires IV, and these new locations reinforce the expansion’s northern setting. The Scottish landscape has a rugged character, while Tundra Summer offers a different backdrop for military manoeuvres and settlement building. They may not fundamentally change the experience on their own, but they help make the expansion feel like a distinct addition to the wider game.

Presentation is already one of Age of Empires IV’s strengths, and Raiders of the North builds on that foundation with new architecture, music and voice work for both civilisations. Viking structures bring a distinctive character, while Scottish buildings introduce a tougher, more fortified appearance. These details help distinguish the factions visually and make their settlements feel connected to their respective identities. The new unit designs and animations also reinforce the contrast between the Vikings’ aggressive infantry and the Scots’ more disciplined approach.

The audio deserves particular attention. The expansion introduces new music and voice performances, with Nordic and Celtic influences helping establish the atmosphere of the two civilisations. The sound of armies gathering, weapons clashing and military commands echoing across the battlefield remains an important part of the series’ appeal. These details might not change the underlying strategy, but they help make each encounter feel part of a larger historical conflict.

The Verdict

Age of Empires IV: Raiders of the North is a strong expansion that recognises the importance of offering players meaningful new ways to approach the battlefield. The Vikings and Scots are its greatest achievement, offering contrasting styles that go beyond simple differences in appearance or unit selection. Viking raiding mechanics, Northern Migration and Heroic Sagas create a civilisation built around aggression and momentum, while the Scots’ Highland cattle economy, defensive structures and flexible military options reward patience and careful territorial control.

The expanded Crucible is another major plus. Four new missions, additional progression systems and support for two-player co-op give the mode a welcome boost, offering more reasons to return beyond the traditional competitive experience. The new biomes, architecture, music and voice work complete a package that feels thoughtfully assembled around its northern theme. There is a satisfying amount of variety here, particularly for players who enjoy exploring different strategies and learning the strengths and weaknesses of unfamiliar civilisations.

It is not a complete reinvention of Age of Empires IV, nor does it need to be. The familiar foundations remain firmly in place, and the appeal of the expansion comes from how it builds upon them. Players who prefer a more aggressive style will find plenty to enjoy in the Vikings, while those who favour defensive planning and sustained engagements should appreciate what the Scots bring to the table. The Crucible additions also make this a more attractive proposition for anyone who enjoys taking on challenges with a friend.

Ultimately, Raiders of the North is the sort of expansion that reminds you why Age of Empires remains such an enduring strategy series. It gives experienced players fresh tools to master, introduces new tactical possibilities and makes the battlefield feel a little bigger. There are new civilisations to understand, new challenges to overcome and plenty of opportunities to discover that the strategy you thought was foolproof really wasn’t. For fans of Age of Empires IV, this is a thoroughly worthwhile addition.