Some context. Obviously, there are many different tastes and opinions regarding this game, but I must admit I’m glad to see that there are at least a few posts and comments in the same line as mine. I wanted to write this post as a vent and, as in any forum, I’m sure some will be in favor and others against. However, since this is a feeling I’ve had for a long time, I wanted to put it into words so that, at the very least, it figures somewhere as a statistic.
I am over 30 years old; I played AOE 1, 2, and AOC when they were released in the 90s (also AOEIII). I wasn’t part of the Voobly era, but I picked it up again with the HD version and later DE. I mainly played TGs, but a few months ago I started playing 1v1, reaching a top ELO of 1500, but everyday im closer to say goodbye and look for other games.
1. The Vicious Cycle of DLCs In my view, the direction that the game has taken is unsustainable. After multiple DLCs, the developers have been destroying the essential dynamic that allowed the game to become so successful in the first place (while of course also doing amazing things).
Adding new civilizations has turned into a vicious cycle of incorporating new features that, with each DLC, must surpass the standard set by the previous one. The existing civilizations and mechanics aren’t even balanced before new ones are already being introduced. It’s hard to say which type of players should be prioritized for balance, as the reality for professionals is very different from that of ELO 1000 players, even though the latter represent the majority. However, when players from all percentiles complain about the same problems, the situation is unsustainable. A reflection of this is that, today, there are still civilizations with win/loss ratios showing deviations greater than ±2% (which could be considered statistically significant, so why don’t we trully adress that and then add more things?).
2. The Loss of Simplicity and the Unit System Personally, I think they’ve done an extraordinary job with the aesthetic updates (castles, for example), with some coding problems and of course campaigns. I can also understand the goal of achieving global coverage with the pool of civilizations. However, I believe the changes incorporated—in terms of mechanics, quantity, and quality—are what cause the problems. The need to add civilizations leads to the “supposed need” to add features to differentiate each new one, which is effectively the vicious cycle I mentioned earlier.
This results in the gradual loss of the simplicity of the triangular system of units and counter-units, which impacts in the capacity to learn the game as newcomers or to play agains a huge pool of different civilizations. I believe a large part of this problem stems from unique units that are not from the castle and, for some reason unknown to me, the need to add multiple quirks to every new addition. To name a few examples (there might be better examples):
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The Goths originally had an infantry unit strong against arrows; now the Wu have the same but from the barracks (it had to be nerfed) without the need of a castle, why should I preffer Goth then? (I know there are more to it, but get the idea).
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The Spearman was infantry counter for cavalry; well, now let’s add a new Spearman that shoots fire (unbalanced again).
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Bolas Rider: American civilizations don’t have cavalry; now not only will they have it (understandable), but let’s give it pass-through damage, make it slow down units, and generate gold! Oh, and of course, it’s not a castle unit…
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The same goes for buildings: the Folwark could be seen as a subtle inclusion, but now let’s add a building that collects all resources, and oh, it can also garrison units or create pikemen… and why not skirmishers too.
3. Unbalanced Off-Meta: The Redphosphorus Case A final topic that cannot go unmentioned is how this has led to off-meta strategies that are the living example of something “unbalanced.” Redphosphorus build strategies put the opponent at a disadvantage from the start. When you play against it, there are basically two options, both usually unfavorable:
Either you DON’T know what to do and it’s an almost guaranteed loss, or you DO know what to do and it’s still very hard to execute, especially for lower ELOs, unlike other strategies that have more components that can change the outcome. Especially considering that phosphorus is hard to punish even for professional players because suddenly you have to face a unit that can fire arrows and also do melee damage because, of course, the game needed that.
Don’t get me wrong, I do agree that “off-meta” strategies are good to have and healthy for the game, RedPhosphorus its an amazing player and a really valuable contributor to the community but if the strategies e a bit unbalanced, or don’t have a decent counter, something should be done. Strategies should have a success rate as close as possible to 50%, or at least have clear ways to counter them. The charm of AoE and strategy games is that if I anticipate what the other player will do, I will gain the advantage, and in these build order, that simply doesn’t work that way (at least 95% of the time), and that’s why I feel it’s unbalanced. I will not even mention the Champi situation…
4. Data: Classic Civs and Community Activity All of this is happening while the rest of the civilizations are being left behind, not just in identity (which they have), but in tools to navigate the game. Take the Britons as an example; here is their overall Winrate across the different patches that have been released:
Lastly, I’m not even sure that continuing to release civilizations is what attracts or keeps the community alive. Below is the monthly community activity where I’ve marked the months when DLCs were released, and I don’t see an evident pattern of player permanence related to DLC launches. More like a steady base community that plays the game regardless of the DLC. It increases after a DLC launch and then comes back to the regular basis (of course DLC mean more money income, but the future of the game is what worries me).
EDIT: here I posted the wrong chart, down in the comments this was discussed, so I deleted it. Sorry.
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I’ve seen polls where people would still want more civs, to which I think that if we are going to have more civs, can we try to make them within the logic of the game? I’ve had 0 success making new people play the game, either you loved from the 90’s or you cant stand it.
Conclusion? At this point, I don’t have proposals to solve the things I’ve criticized here. Some games have pre-match ban systems for competitive play, but I can see how that wouldn’t be to everyone’s liking. As I said at the beginning, these are the things that bother me. I don’t know if they represent the majority of the community, but they are the things that, today, make me question whether or not to continue playing this game.

