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.