EDIT: To any devs reading this, don’t get me wrong, I love yall and I am super glad to have constant support for aoe3 and a responsive team that works really hard. DE is infinitely better than legacy. I just have noticed a pretty persistent trend in civ design that I feel like should be corrected.
It sounds like a paradox, but curtailing strategic viability was what made AoE3 strategically interesting as a competitive RTS. The new trend to make all civs strategically viable in every single way is a bad decision that makes the game less fun.
The original civs all followed a basic principle that was used to differentiate them from other civs, and it gave AOE3 the interesting position of being an RTS with extremely unique civ bonuses, which nevertheless enabled easy-to-grasp strategic thinking: all civ bonuses are advantages at the expense of limiting the civ to fewer strategic opportunities. The result was that each civilization had a unique flavor, which resulted in a strong civ identity. For instance, Spain has faster shipments and strong unit shipments, but it has no ranged unit shipments and no strong eco cards, meaning it has a civ identity as a fast and aggressive civ that can’t really turtle or boom well. Brits have an economic bonus with villagers from manors, but no fast age to fortress, meaning they are a slower, boomy civ with a strong timing attack. Russians have weak units that scale well over time, meaning their playstyle becomes a war of attrition. Asian civs have wonders that mean they can age independently of their TC, but the age ups are slower and the bonuses that come with them can be attacked and destroyed.
Trade offs, that curtail strategic options. This produced a strategically interesting and satisfying rock-paper-scissor system: boomy civs countered turtle civs, turtle civs countered rush civs, rush civs countered boomy civs. Well, sort of. The play and adaptation in between these categories was what actually made for really interesting strategic decision making, and made games exciting to watch. W
What was always interesting about gameplay in AoE3 was the way that players adapted to, and bent the rules within the constraints of the civ types. It was the interplay between 1. what the civ permits and 2. what the players can come up with, that was really cool. So for instance, someone rushing hard and fast with Brits, shipping 6 musk 7lbow with a forward tower. Or someone getting the Cree settlers and sending spanish gold +1k wood with spain, and getting full market ups. 2 bank Dutch gameplay. Russian kalmuck FF or FI. India water boom with advanced wonders and 8 minutes to age 2. French water boom turtle. Lakota adoption boom. Haud trade monopoly FI with town dance. Port 10/10 rush. These strats were cool explicitly BECAUSE they were played against the grain; they were strats that pushed the limits of what a civ was supposed to be able to do. It’s only because of the civ constraints that these strats were interesting to see pulled off. If these civs could just do everything easily, none of these strats would be particularly impressive or strategically interesting.
Fast forward to DE-- none of the new civs have any particular playstyle or civ identity. The developers have made the error of thinking that curtailed strategic options is a bad thing. Instead, they have tried to make all strategic options available to all civs, in their changes to old civs, as well as in the new civs they’ve created. The result is an overly-complex mess. This is especially apparent with the African civs, USA, and Mexico, where the new card/tech age-up system means that all these civs get a bewildering variety of strange and unorthodox special abilities, that all basically have no consequences which limit how the civ can be played. The result is that each of these new civs feels sort of random, and all over the place. Furthermore, all new civs have all possible unit types and upgrade cards for all those units, meaning that basically any and every unit composition is viable. There is no distinct civ identity.
The whole federal card / alliance tech system is a “difference without a difference” – its messy complexity for its own sake, which doesn’t actually shape much how the civ is played. This means that playing the civ and playing against the civ is a strategic wasteland, since the choices you make as you progress through the ages don’t really limit or constrain what the player does in any meaningful way. It also just makes the game ever more complex, which is a turn off for new players.
tldr: The new civ designs kill civ identity and strategic gameplay because their unique civ bonuses don’t limit or constrain the civs in any way. Paradoxically, constraining the strategic options of individual civs is the way to make gameplay more strategically rich.