You donāt quite seem to understand that we both want more pop. Iām just saying that reducing the pop cost per unit isnāt the best solution. FE is in charge of aom retold, in case you didnāt know. Have you seen how the balance in aoe3 is a complete mess? I donāt want them to make aom retold even worse. The best option is to increase the pop cap.
Iāve suggest in another thread a brand new tech which would be a follow-up to āfortified town centerā. 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, youāre right. The point is, the balance in aoe3 is a mess nonetheless. I just want FE to stay in control with retold and thatās why I donāt want them to reconsider every unit cost instead of simply increasing the pop cap.
Yes, I agreeā¦1 pop for each human unit, 2 pop for each cavalry unit and 3 pop for each mythical unit would be fineā¦then you could create larger infantry armies (which were used a lot in ancient times) and you could see mythical units more oftenā¦
You donāt 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 donāt think itās unlikely that they will bring the population more in line with the AoE series.
We also shouldnāt 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 itās 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 Iām agreeing with you in general anyway.
Let us build more soldiers, doesnāt really matter how.
This is how I imagine:
Units with 1 pop cost ā> 1 pop cost
Units with 2 pop cost ā> 1 pop cost
Units with 3 pop cost ----> 1.5 pop cost
Units with 4 pop cost ā> 2 pop cost
Units with 5 pop cost ā> 2.5 pop cost
I agree for once, even if only to make an āactual changeā to what the new game will be. I donāt think it should be ātoo similarā 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 donāt understand thatās āgamblingā as well as sort of petty/ridiculous, for many reasons, including that itās a dead ~100 player game. Most of the players who continue playing hundreds if not thousands of games, just ādonāt understand thatā, and arenāt improving much anyway.
Itās fun to learn but the little petty things they do now to try to āgain an edgeā 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)
Itād 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 isnāt 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 arenāt āoverā if they simply lose some units and then itās less like āowel I lost 6 archers of resources, so im behindā. 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 āresponse/counterā, rather than instantly being behind etc.
I donāt 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.
I 100% agree. Population caps were not only unfun (limited to only couple of myth units) but made town centers absolutely game ending.
Losing a TC to enemy and playing with 140 pop against 180 when 80 pop is taken by vills was just ridiculous.
So yes, preferably they increase amount of houses to 14 (so 200 pop with 3 tcs) and reduce pop cost of most non-hero military units by 1.
Now I do understand why original AoM and DE have such low pop caps. It was such an old poorly optimized game and lags were insane in higher pop scenarios, and sometimes even in regular games