Please don't turn AOMR into a copy of AOE4

I’m fed up of them trying to turn AOMR into a bad copy of AOE4. I don’t understand what the developers are thinking. For me and many other players, AOE4 is a terrible game, boring, slow, and unpleasant… When I installed AOE4, I uninstalled it immediately because it felt like a bad game; I couldn’t even play for 1 hour because it was too slow and boring.

Please remove the Advanced Fortifications technology.
Please remove the TC and villager nerfs.
WE DON’T WANT TO SPAM FORTRESS ALL OVER THE MAP OR SPAM SIEGE WEAPONS ALL OVER THE MAP!

AOMR is a fast strategy game. It’s not a slow game where you hide behind fortresses like a c0ward, attacking from a distance with archer and siege spam like AOE4

2 Likes

euh les forteresses spammable tu a ça depuis l’itération originel d’AOM et si tu es incapable d’utiliser les unités de siège cela n’engage que toi, je n’utilise en général pas les armes de sièges distances et je sais que quand je perds ainsi je ne peux m’en prendre qu’à moi même

3 Likes

You do know AoM predates AoEiV and fortress had always been on the stronger side of the spectrum. Retold changed the population cap so the dynamic was shifted and then it was ajusted.

We can argue if it was overadjusted or not for sure, but dunno where this concept of copying AoEiV comes from.

This part a i agree with, partialy because i enjoy faster gameplay and usually archaic age feels slow to me. But i also get the pov of players that the preassure to not get going as fast.

Dunno how this brand came to be, compared to what? If its Aoe, sure if its things like WRC3 then no. Either way im surpised that you want fast gameplay for a guy that doesnt like rushes or raiding.

I read this takes and imagine some ancient general wiping his army because hes too “brave” to play smartly.

Theres aggresive civs, theres defensive civs. You are not better if you play either, its simply a matter of preference. And in the end of you wanna win you need to know both

Dude, I never know if you’re serious or just raging. Literally, every post I see from you is criticism of simply ridiculous things.
You never praise, you’re always bashing something.
It’s okay to criticize, we should do that to improve the game, but you’re always whining about something meaningless or absurd.
Most of the things you criticize on this forum could be solved by you learning to play the game and accepting your own limitations.

1 Like

Depends on the AoE game imo. I’d say AoE 3 is just as, if not faster than AoM.

4 Likes

I wouldn’t worry about turning AoM into AoE4, I think AoM is worse in many ways and its unlikely to ever change (: Also I dont think its faster than AoE4 at all if you’re playing both games properly - I think in both games average match length is close to 20 minutes on a good skill level.

I can kinda agree about Advanced Fortifications though, I dont think AoM really needed it. This game as a whole is fairly different and I think giga-buffed defenses simply don’t work here, it ruins gameplay experience completely. That one patch (fortification one) was a huge mistake as a whole, but they’ve toned building strength down to okay levels now I think.

1 Like

I understand the frustration if you personally don’t enjoy AoE4’s pacing, and it’s completely fair to have preferences. That said, I think it’s inaccurate to describe AoMR as becoming a “bad copy of AoE4.”

Age of Mythology came long before AoE4. Many of the concepts people now associate with modern RTS design already existed in older titles, including AoM itself. So when balance changes happen in AoMR, it doesn’t automatically mean the developers are trying to turn it into AoE4.

At a fundamental level, the two games are still very different. AoMR revolves around myth units, favor, god powers, heroes, and fast, decisive moments. AoE4 is built around landmarks, slower economic buildup, and longer positional phases. Even if certain defensive technologies are adjusted or added, AoMR’s identity and pacing remain distinct.

Regarding fortifications, siege, and TC or villager changes: if any of these are overtuned, that’s a balance issue, not a genre shift. The solution shouldn’t necessarily be removing mechanics outright, but adjusting costs, timings, or counterplay so that no single strategy becomes dominant. Defensive play becoming too strong is a valid concern, but it doesn’t mean the game is suddenly encouraging passive or “cowardly” gameplay by design.

I think the discussion would be more productive if we focused on how these changes affect actual gameplay outcomes, tempo, map control, and decision-making, rather than framing them as an attempt to turn AoMR into another game entirely.

Criticism is important, but it should be grounded in how AoMR plays on its own terms.

1 Like