This list has categories which are sorted alphabetically. Within the categories you will find numbers which essentially stand for that this is very important to me or that I think that this would be easy to change.
So do not be confused when you see some irrelevant points having a higher number than other objectively more relevant ones.
Audio
10
- Change the navy related sounds
Building/Unit behavior
10
-
Attack ground for scorpions
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„No formation“ formation: Selected units will move to the tasked position while ignoring the current formation.
-
Placing a gate on a wall should not delete the wall before consctruction of the gate has begun.
8
6
- Add the ability to shift queue attacks with trebs
Communication
10
-
Chat filter needs to be improved
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More pings (attack, defend, …) and pings show on map
-
Option to mute messages and pings seperately
6
Hotkeys
10
-
Camera locations
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Cycle through selected unit types forward/reverse: When having selected at least two different unit types this hotkey would allow to cycle through these without having to interact with the UI.
-
Option to replace Safe Delete with Hold to delete.
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Option to Split Go to Last Notification into Go to last attack notification and Go to last notification
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Remove selected units from control group [number]
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Return all garrisoned villagers back to work
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Select Idle, Visible Villagers/Military Units
7
-
Cancel All Items in All Production Queues of Selected Buildings, Cancel Last Item in Production Queue of Selected Buildings
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Go to Next Idle Fishing Ship
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Split the hotkeys related to military units into land military and naval military.
Lobby
10
-
Lobby improvements: no need to load more results, option to hide maps, remember filters
-
More settings:
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deactivate score, minimum pop cap, more options for shared exploration and tributes
-
Settings presets
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The host should be able to change the teams of other players.
Maps
10
6
-
More maps:
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Fortified Clearing
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Bayou, Congo Basin, Florida, Horn, due to the censor: If you want to see two more maps, which I am suggesting, go to AOE III DE Companion App. Under map type, select all maps. The maps I am suggesting are in the 11th row, the 4th and the 5th ones counted from the left. Swahili Coast, Tripolitania (AoE3)
-
Marshland (AoE4)
QoL
10
-
Ability to close a gate before it has been completed
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Ability to drag select buildings
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Ability to set a gather point of unconstructed building
6
- Place stone wall on palisade wall, place stone gate on palisade gate
Settings
10
-
Color consistency: A setting which allows you to determine as which colors players on your team and the enemy team are displayed. In addition the UI should show the previous color next to the name of the player similar to how it is in capture age.
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Inclusive control groups: Units can be part of multiple control groups.
-
Set default unit stance based on unit type
7
-
Building Range Indicator for the Caravanserai and Folwark: would ony show while placing a Caravanserai/Folwark and would show the range indicator for the current Caravanserai/Folwark being placed and the ones that have already been placed.
-
Mouse wheel sensitivity
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Option to start the first 15 seconds of nomadic maps with Friend or Foe Colors enabled
6
- Camera behavior related to units: Go to next unit should not move the camera, if the unit is roughly in the center of the screen (while the current behavior should be kept when selecting monks).
Singleplayer
10
UI
10
-
Building amount display: Inside the build menu, each icon should have a number on it representing how many of this building you have.
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Control group numbers on top of units
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Display villagers, fishing ships, trade units and military units seperately
5
Visuals
10
7
5
11 Likes
Only thing I’m not sure about is attack ground on scorps, but I’m also not opposed to it.
I say fix pathing over everything else. But I absolutely love your list, very on point. Especially these:
easy to do, similar to how straggler trees cannot be lamed
would be such a lifesaver, but also means less Viper highlight content 
3 Likes
I definitely agree with fixing pathing, but did not feel like mentioning it, because it should be pretty obvious to the developers that a working pathing of units is a top priority (and because the pathing “fixes” usually lead to worse pathing 11).
2 Likes
Except that’s not the case. Otherwise you won’t imagine pathing be this broken after almost 4 years of release 
1 Like
A lot of these are very nice ideas
The only thing I completely disagree with is regional skins. I want to see a unit and instantly recognize it. Regional skin will make that more difficult.
It would be fine if there was an option to turn the skins off.
2 Likes
Things like monks is fine to have unless you add like 10 monk skins.
1 Like
Oh come on that’s so lame lol… By this logic why having different architecture sets? Anyway they could put a box to unable different skins in your game if it’s so confusing…
I don’t understand how you don’t see the difference. Buildings for one, don’t move. They don’t attack other than by shooting, and they all basically get destroyed by the same thing.
But if you can’t distinguish between genoese crossbow and crossbow because of a skin, you are in deep trouble. Same for steppe lancer vs knights, or any other similar looking unit combinations.
2 Likes
It’s a matter of tastes I guess, maybe I care very much about aesthetics so I easily recognize and memorise different skins. Personally I’d prefer to lose a battle once because I got confused rather than watching Aztec, Goth and Japanese champions looking like XV century European infantry but to each their own.
3 Likes
I don’t think that’s really a big problem. See Starcraft 2 for example, which has like a 10 different skins for each unit and people use them in multiplayer (at least in unranked).
I don’t see any problem adding regional skins, especially if they are optional.
1 Like
I think regional skins are very dependent on the shape of the unit. For example, everyone can recognise trade carts even though they have regional skins right now. It’s because they follow the same similar shape. I think regional skins can be similarly done for Monks and Villagers.
More standard military units might get a bit more tricky as the units themselves are already ‘noisy’, and their immediate identifiers are typically the armor and weaponry. You can tell a Champion is the Champion because of their rectangular cape with white and player colour pattern. What would a regional Champion then look like? Remove the cape, or remove the two handed sword for a regional weapon?
Take Knights as another example. In a way, a regional skin already exists in the form of Xolotl Warrior, but every time I’ve seen the unit made people wonder ‘what unit is this? is this a new unique unit?’ because it’s not immediately recognizable as a Knight unit.
I don’t know if I’m alone in the way I identify units at a glance, but this is why it’s tricky for me to envision regional variants for different units. Nevermind that the naming is already not regional. If the Two-Handed Swordsman ended up having a different regional weapon, can you still call it the Two-Handed Swordsman? Maybe the AoE4 naming could be better with more generic names. Militia line could become some variants of Infantry? Knight and Scout cavalry could become just variants of Heavy and Light Cavalry… 
2 Likes
If you lose because you’re distracted by anachronistic units, you shouldn’t be playing the game.
How many factions does this game have?
Maybe I worded it badly, what I meant is that I prefer more variety even if it means losing a battle because I can’t instantly recognise a unit skin.
43 if I recall correctly. What is the relevancy of this question? Regional skins would be shared by civs from the same region (hence the name), so there wouldn’t more than 5 or 6 different skins (similar to the buildings or the trade carts), and just for a few units (militia, archers, light cavalry, etc.). It wouldn’t be like starcraft, which has like a dozen skins for each unit, with every faction having more than a dozen unique units.
And besides, Blizzard didn’t stop releasing skins for any of the reasons mentioned here, they just stopped because they ceased the development of SC2 in general.
And as I mentioned, there wouldn’t even be a problem if they’re optional
Regional skins are a must for any current AoE2-like game, it should be implemented
It should work the same way as mods, only the player who has it enabled will be able to see them (similar to small trees)
It should be a paid DLC (if you want it, you have to pay for it, the game must be profitable)
1 Like
I have no insider information but I’m guessing pathing under the hood is fiendishly complicated. Otherwise I agree, it’d have been fixed years ago.
They’re also working with code that’s over 20 years old, which certainly doesn’t help.