I’ll keep the post short and just put it out there bluntly. We ain’t AoE3.
I know AoE4 has inherited a lot of mechanics from AoE3, but we’re starting to get a bit too bloaty if we start adding even more random mechanics in the map that potentially detract from the mainline objectives in the game. Remember, elegant design and simplicity should also be a goal, and adding more things should ideally add depth rather than just complexity.
AoE3 was very unappealing to me exactly because of the amount of random objectives in the map to keep track of (and how unrelated it all was to your economy), and I can’t imagine it will benefit newcomers who may already be overwhelmed with what we have. AoE4 did well in cutting down the amount of objectives, allowing players to focus more on mastering fundamental RTS mechanics rather than rely on gimmicky mechanics. Personally, I’d rather learn to balance my economy better, or micro better to get ahead–not rely on map conditionals like some MOBA.
Don’t get me wrong, this isn’t a big deal, I am however skeptical. I figured AoE4 did good in balancing new and old. Sacred sites functioned as a meaningful alternative to winning the game traditionally, whereas this just seems like feature and attention creep that doesn’t add depth to the the game. They don’t seem to relate to your economy, units, technologies, bonuses or your enemy.
I think what I dislike the most is simply the idea that it is meant to benefit players who has sent out their military units in the map first. Traditionally, you should benefit from map control alone, which still requires you to make villagers vulnerable in acquiring those resources. This on the other hand, is just giving you free stuff for right clicking a military unit there. Boosts to your economy should come through expanding your economy… Not minigames of your military units. Military units should benefit you when they attack or defend. Not by going on adventures on the map.
That just doesn’t sit right with me.