I see a lot of people here complaining that looking at siege weapons running around without operators break immersion for them and that’s a deal breaker for them. That’s fine that you speak out your opinions, but I think these people haven’t really thought hard enough on how exactly it would look like when siege weapons have little men running around operating them. Personally I think those little men would even make immersion worse.
Imagine, you have a cannon with a solider operating it, when some enemy MAAs come to attack it, what should those MAAs attack? Should they attack the operator, or torch the cannon?
If they torch the cannon (like how it works in Age IV), what should the cannon operator do? Keep running around fluting the barrel and firing the cannon as usual? “Alright gentlemen, burn what you like. Don’t mind me I’m just gonna do my job” - says the operator. And would it be immersive if the MAAs only attack the cannon while totally ignoring the enemy operator right next to it? But somehow when the cannon is burnt out, suddenly the cannon operator also fall down and die mysteriously, although literally no one has ever touched him? Cmon dudes, it’s comedic just imagining how it would play out, how could you think it would be realistic and immersive?
If they just attack the operator, shouldn’t they just use the normal attacks like with other human units instead of torching the weapon? Then the normal damage rules should be applied, no special rules and armor for siege units. The attack animations would also be very hard to be matched with the siege operator, so the attackers would be surely hitting the air. Currently some people are already complaining about soliders hitting the air when attacking buildings, it would just be even worse if they try to attack a man running around to operate a siege weapon. And when the operator dies, should the cannon suddenly collapse on the ground, like a loyal pet when its master dies?
It’s way too hard, maybe even impossible, to make siege weapon operators interact with the environment and situations realistically. Keep in mind that operating a trebuchet or mangonel is even more complicated than operating a cannon - which is common in Age III, where most of the people requesting to add manned siege weapons come from. And even looking at Age III, I don’t think it convinces me on the realism and immersion aspect. I’ve just rewatched a few Age III videos and noticed when the cannons turn around, the operators just stick to the cannon and SLIDE ON THE GROUND. I can understand why developers do that though, because simulating exactly what actions people have to take just to turn a cannon or a trebuchet around would be ridiculously complex and time consuming, and you wouldn’t want to wait 10 minutes every click for your siege weapon to move. So in short, in my opinion, Age III did NOT nail the realism by adding some men operating siege weapons, and I believe Age IV would not be able to nail it either. In Age IV, they already have golden silhouettes flashing around to represent all those complex actions without the need to show them in details, I think that’s a clever design, and it’s enough.
Also remember, this is just a game inspired by history, NOT a medival simulator. Not everything needs to be as realistic as possible. If it strives for maximum realism, you shouldn’t be able to produce villagers just by clicking an icon in TC, instead you would have to take 2 villagers, 1 male 1 female, into a house, let them do “some work together”, then wait for a while to get a baby, then wait some more time for him/her to grow up before you can tell him/her go chop down a tree. If it strives for maximum realism, soldiers with 1 HP left would be rolling on the ground holding the wounds instead of slashing enemies with full force like they’re feeling no pain.
Lastly, adding some men running around siege weapons can also make the battles more chaotic, which could be fun to look at, but at the same time, you would have a harder time to read the situation, distinguish units from each other, and control your army efficiently. Not everything the devs did in Age IV is good for readability, I admit, but this one is.
All for all, I think siege weapons in Age IV not having human operators is for good reasons. Personally I’m ok with it. I’d rather look at the siege weapons running around on their own than look at the awkward siege weapons operators not knowing how to properly interact with what’s happening around them.