You don’t quite seem to understand that we both want more pop. I’m just saying that reducing the pop cost per unit isn’t the best solution. FE is in charge of aom retold, in case you didn’t know. Have you seen how the balance in aoe3 is a complete mess? I don’t want them to make aom retold even worse. The best option is to increase the pop cap.
I’ve suggest in another thread a brand new tech which would be a follow-up to “fortified town center”. It would allow for bigger armies (yes I want it too) without affecting the current balance.
Stop accusing me of fighting for the game to get worse. We both want the same thing but you keep ignoring my arguments.
Exactly, you’re right. The point is, the balance in aoe3 is a mess nonetheless. I just want FE to stay in control with retold and that’s why I don’t want them to reconsider every unit cost instead of simply increasing the pop cap.
Yes, I agree…1 pop for each human unit, 2 pop for each cavalry unit and 3 pop for each mythical unit would be fine…then you could create larger infantry armies (which were used a lot in ancient times) and you could see mythical units more often…
You don’t have to get so heated here.
The developers themselves are certainly aware of this issue and they very likely already decided on how to tackle it.
The game has been in development for at last one year now so they certainly have already decided on something so fundamental.
I don’t think it’s unlikely that they will bring the population more in line with the AoE series.
We also shouldn’t forget that AoM has a villager limit too (like AoE3) so the late game eco is limited anyway.
The population cap has always been an issue in the Age of Mythology (AoM). The population capacity must be increased for AoM Retold to succeed. For every military unit, the population might be decreased by one.
In AoE3 every villager type had it’s own limit until they changed it recently, even fishing boat count to the Villager/Settler limit now.
I assume that they will do the same in AoM too, Dwarfs, Traders and Fishing boats should count to the general villager limit.
Anyway I’m agreeing with you in general anyway.
Let us build more soldiers, doesn’t really matter how.
This is how I imagine:
Units with 1 pop cost —> 1 pop cost
Units with 2 pop cost —> 1 pop cost
Units with 3 pop cost ----> 1.5 pop cost
Units with 4 pop cost —> 2 pop cost
Units with 5 pop cost —> 2.5 pop cost
I agree for once, even if only to make an ‘actual change’ to what the new game will be. I don’t think it should be ‘too similar’ where the new game is actually boring.
I felt the micro in AoM is downright low IQ and childish, especially at the level it was left now- only r3t2rds compete at AoM at top levels, trying to like micro units and dodge arrows etc. to gain a little edge. It is much funner at the learning stages and at the level you have some fun to use non-optimal strategies. If you don’t understand that’s ‘gambling’ as well as sort of petty/ridiculous, for many reasons, including that it’s a dead ~100 player game. Most of the players who continue playing hundreds if not thousands of games, just ‘don’t understand that’, and aren’t improving much anyway.
It’s fun to learn but the little petty things they do now to try to ‘gain an edge’ are downright sad, whereas with more units, it tends to be more of a flood and more ability to counter/do things. (in context that they know from guidebooks and such what is overpowered and not for like 10 years)
It’d be much more grandiose of a game, and aoe2 while full of flaws and redundancy, shows that it works quite fine to opt to have more units. Winning/losing isn’t some small event: you almost always have a chance to recover and win, but also winning is more definitive, with more units/tech, when it happens.
I think lower costs and higher pop would mean games aren’t ‘over’ if they simply lose some units and then it’s less like ‘owel I lost 6 archers of resources, so im behind’. It would change how events and rushes occur, but as usual, powers and tech trees can still tip the tide of a game; it stops underworlds and sands, and other powers from being as potentially game-breaking, and frees up room for a ‘response/counter’, rather than instantly being behind etc.
I don’t think any RTS (regardless of my opinion on them) has such a low pop model where like defeating 5 to 10 units can turn the tide of a game lol. e.g. Did defeating 14 archers/skirmishers with a few knights mean you lost the game? Usually not.