My Thoughts on the Future of Age of Empires IV

Since 2021, it’s been four years. Together we’ve gone through joy and anticipation, watching Age of Empires IV step forward bit by bit with hopes for the future. I won’t make the claim that AoE4 will stop updating next year or the year after, nor that its operations will be officially concluded. The truth is, in these past four years, we have had no real visibility into the studio’s internal work environment. We simply cannot know under what conditions they’ve been developing. But personally, I tend to believe that Microsoft itself does not value the Age of Empires IP very much, and that its massive, cumbersome corporate structure has dragged down not only Age of Empires but its entire gaming division [more or less].

When it comes to AoE4, the thing that has left the deepest impression on me over these four years is not whether they fix problems or support the modding community, but rather their endless obsession with so-called game balance. One day they make changes, the next day they overturn them, then change them again, then revert once more. I honestly wonder if anyone there truly plays AoE4 seriously, or if they genuinely understand the core design of this game. To me it feels like they’re constantly contradicting themselves. In the process, they may have even overturned the fundamental roles and identities of certain military units. I have no idea what they’re trying to do, but I believe an RTS cannot survive this kind of unstable, immature, repetitive tinkering with code and design.

I don’t want to get into another debate about esports versus single-player. I’m tired of that—it feels pointless. To me, it’s simple: since AoE4 contains both single-player and multiplayer, the developers should treat both with equal weight. Otherwise, just delete single-player and release a competitive-only online version, or scrap multiplayer entirely and commit to a pure single-player focus. And honestly, compared to what the studio itself has shown, I respect the mod creators more. They’ve constantly thrown themselves into creating and maintaining their own mods—sometimes even fixing and patching what they feel are the studio’s failures. At least they seem to understand what players actually want to play. By contrast, AoE4’s official development direction feels unstable and immature. It seems to be leaning toward competitive multiplayer, but at the same time it half-heartedly drags along single-player without truly supporting or abandoning it. The result is something stuck in-between, unsatisfying in either direction. The whole state of development feels vague, like the studio itself doesn’t know what it wants.

Even now, leaving aside issues of content, game modes, or player freedom of choice, the game still suffers from fundamental AI and pathfinding issues that stem from its engine and code. These problems have never been solved. The AI in AoE4 is weaker than the AI from 2008’s Command & Conquer 3: Kane’s Wrath or Red Alert 3. In AoE4, any terrain with a bit of complexity or uneven height is enough to break AI pathfinding. Perhaps because AoE4 has been designed increasingly with a PvP focus, AI issues are dismissed as unimportant, since PvP matches don’t rely on AI anyway. Or maybe the studio simply thinks these problems don’t matter, or that the underlying code is too difficult to fix—I can’t say.

I don’t believe next year will bring us some exciting new AoE4 roadmap. Most likely it will be the same as past years: painfully slow, strangely silent to the point of being invisible, then suddenly announcing that a major DLC will release in Q2, Q3, or Q4. Looking at the store page and the past DLCs—both in pricing and content—I feel even if new expansions continue to appear, the game’s lifespan has already run its course. It will never surpass AoE2. Maybe AoE4 was fundamentally constrained by its design direction from the very beginning, resulting in a narrow and extreme focus. I personally dislike its campaigns: they’re too prescriptive, too much like tutorials. Yes, they let players experience historical events, but in the end, players want entertainment and freedom, not just to sit through cutscenes. Honestly, I don’t understand what the studio was aiming for.

As for DLC: at this pace and price, how many more “variant” DLCs will they sell? How many are needed to fill the gaps in major civilizations? Do players want genuinely new and unique factions, or just more modified shadows of existing ones? Why do players even come to AoE4? Why do they keep comparing it to AoE2? What does AoE2 lack compared to AoE4, and what does AoE4 lack compared to AoE2? These are questions for the forums to discuss at length—I won’t write more here, as it would take too much space.

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Lastly, even though King Art’s Iron Harvest was poor in quality—lacking gameplay, detail, and polish—and even though I was a backer in 2017, I can’t say I’m optimistic about them taking on Dawn of War IV. But at the very least, their stated vision and direction sound solid:

[You can take a look yourself]:

“If including all units and structures, there will be more than 110 types.
More than 30 maps in total.
Focus is not on e-sports, but on making the game fun, enhancing faction experiences, and increasing RTS completeness.
Note: Not targeting e-sports does not mean ignoring multiplayer; it just means the company won’t heavily push it as an e-sports title.
Base building returns, with the option to place buildings by pressing B instead of requiring worker units (similar to Tempest Rising).
Worker-based construction still exists, varying by faction.
All units can reinforce squads on the battlefield (like DoW1).
Vehicles and tanks can self-repair if stationary for a time.
All units have a retreat function, pulling back to the nearest control point.
Grenades now use target-location throwing.
Cover and bunkers exist, but simplified into “in cover” or “not in cover,” similar to DoW1, though squads enter cover areas like DoW2.
The farther from control zones, the longer unit/structure build times become.
Combat Director (synchronous battle system).
Sync-kills return, though melee combat now runs with detailed animations, with over 10,000 animations prepared.
System dynamically combines animations depending on unit size, positions, and context.
Multiplayer supports up to 3v3.
Last Stand mode available at launch.
Will be the most content-rich DoW at release.
Beta test confirmed, format undecided.
Astra Militarum already largely implemented, including Guardsmen, a Commander, Rogal Dorn Tank, Scout Sentinel, etc.”

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Compared to AoE4’s vague updates and unstable development direction, DoW4’s clarity is reassuring. At least I know what that studio wants to do, whereas AoE4 has never given me that confidence. Some say AoE4 players have unrealistic expectations, are selfish or entitled. But if AoE4 wasn’t built to satisfy both new and old fans—by simplifying and rebuilding along lines inspired by AoE2—then what was it made for? What is its purpose? Does it even remember? If a game can’t live up to its own development goals and ambitions, how can it ever live up to players’ expectations? If it fails at even that, then it’s already at the end of its road.

I think AoE4 has nearly reached that point. Its foundational framework is too limiting to fix—spilled water that cannot be gathered back. Even aside from technical issues, in terms of faction creativity and overall vision, it’s hard to see how it can attract new players anymore. As I’ve said, I don’t believe many people would go to Microsoft’s official AoE forums just to debate the game’s quality. They’d rather use the Steam forums, or simply remain silent, or go elsewhere. And even the Steam forums, with their eerie silence, are discouraging. Who would want to post in such a lifeless place? How can new players be drawn to a community that feels dead? And how can people expect others to stay interested when the game itself is directionless, pulled one way then another, wandering aimlessly? If AoE4 really does end, I believe its ending will be an unhappy one. But I’ll accept it calmly. If it continues, I’ll see it as a miracle.

I have plenty of other games to play. My love for RTS is simple: I’m not an “old veteran,” I love RTS because I love the aesthetics of heavy armor, shields, weapons, soldiers in formation. Even in modern settings, I’m drawn to sci-fi exo-soldiers and modern battle armor. RTS lets me see these armies clash on a grand scale, lets me command heavily armored units charging and besieging cities. So even if AoE4 disappears, I can still find something else to enjoy. I don’t want to waste more time waiting endlessly for nothing. Sometimes all I want is a clear, decisive attitude—but even that seems too much to ask. They can talk endlessly about their visions and responsibilities, but in the end, they fail to deliver.

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Perhaps the DLC in November this year will be the final one—the end of everything. Or perhaps they still have plans for next year. But the sad truth is: how many players can afford to keep waiting? And how many are willing to keep their eyes fixed solely on Age of Empires IV? The time left for AoE4 is slipping away, second by second, tick by tick.

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The decision-making and handling of this game has been really wrong

The 4 main reasons why around 60k+ players drop the towel on AoE IV since its launch

  • Graphics: Why? People do care about graphics on a game. If they look a 2021 PC game with mobile or Fortnite graphics they would complain
  • Setting: Why? A new Age was announced on 2017. Because the series followed a chronological order straight on the main installments, the obvious thing to do is to release a game that would covered from Industrial Age/Victorian Era to Great War or World War II
  • Content: Why? Compared to AoE II, IV’s campaigns look and feel short, boring, repetitive, not engaging, not challenging
  • Lack of Innovation/Gameplay: Why? While maintaing its core gameplay formula a bunch of innovations would be very welcomed to add flavor and depth

This is how it would have never pass AoE II mark. Even since the very beginning!

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one you didn’t mention and took a year to only partially correct, dogshit controls
and camera still being locked to the point it makes no sense for zooming to even exist

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Yeah!
To date Zoom has been not fixed at all
Just a panoramic preset and nothing more

i think people would be far more forgiving if the fixes happened rapidly, in 6 months max
but they didn’t, first relic had vacation for 3 weeks at launch, none of beta feedback was even considered, then they took forever on most basic imaginable fixes, if the pace of patches in critical moments wasn’t so glacial maybe it’d be more forgivable
but ofc, many issues that needed patching were design decisions that happened to be completely wrong
like hotkeys, player color picking, stuff like global queues, shift queue waypoints (i cannot believe i’m listing any of this) and ofc camera zoom is another design decision that many of us happen to completely disagree with but they refuse to even look into

I don’t know what they’re doing or why, but hearing this kind of news is truly disappointing. Does this mean the studio’s entire attitude has a clear problem?

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panoramic which btw only swings the camera to be more vertical angle, it doesn’t push it back at all, you can see if you zoom out once you reach default max the top edge of your vision no longer increases, so its basically just a swing from default to panoramic
its funny as well, they did the camera properly with DOW DE, just copy paste that

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hard to say, but zoom wise it is studio attitude at full display, hotkeys i imagine they went with grid panel to minimize dev time needed for it and focus on other aspects

What confuses me even more is why making variants—even if it’s just four of them—has to be dragged out until November. I really don’t understand this pace of production.

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the dlcs are more of a mess tho, we’re talking coordination between multiple studios, FE, relic, WE, who knows who else does the 3D asset work etc.
i can understand that a bit more
that doesn’t mean the pace is adequate however
aoe4 got 2 civs in 22 and 2 in 23 not counting variants, so ig its a combination of saving time and getting more out the door, which holds up
until you realize how long these 2 dlcs took em and how much was in them

Yeah. It would be awesome if we get more zoom levels

Undestandable for them
Maybe for us too

Lets dive in on what they delivered this year!

  • Knights of Cross and Rose DLC for AoE IV
  • Three Kingdoms DLC for AoE II DE
  • Heavenly Spear DLC for AoM Retold
  • Chronicles Alexander The Great (presumable) second DLC for AoE II DE

Besides ports of AoE II DE, AoM Retold, AoE IV for PS5
And AoE Mobile for PC

And Relic corporate reorg and independence

if we just cut the wasted effort on AOE mobile we already have resources to allocate to other projects
imo tho, and this might be controversial, support on all DEs will have to end if you want age of empires 4 to have a decent development crew and extra budget to spare

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Sigh… Disappointing. I actually really like Age of Empires IV, because it truly made distinctions between units—especially building on the eras, style, and legacy of AoE II. Such a pity.

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Yeah I think the sane
100 percent of agreement

Just like the statement I mentioned earlier about KingArt’s approach to developing DoW4—such openness neither disrupts the studio’s own ideas, vision, and development process, nor does it interfere with their work. At the same time, it gives players a much clearer understanding of what they are actually doing. But Age of Empires IV has never once provided this kind of regular, stage-by-stage news summary or outlined the direction for the next stage to its broader player and fan community.

Yeah exactly!

What I would never ever understand, forgive and forget about is to cancel an announced DLC and then sent a fake apology

Never!

We must stand!

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and any real change would require dropping the focus that was there so far, ranked 1v1 and tourneys, its no secret pandering so hard to that miniscule % of folk did nothing but harm the game, after all, competitive tryhards are only really good in 1 thing, optimizing the fun out of the game

january was a sad time, to be fair tho, it didn’t suprise me one bit

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