POI - Point of Interest Suggestions

Guys let’s write here if you have any new Ideas for the new Point Of Interest system.

A few ideas I have:

  1. Hermitages/Sanctuary: Some sort of hidden religious place with a neutral healer that will heal your unit at slow rate. when you go there
  2. Abandoned shelter : Put a villager to repair with few taps and get housing or burn as mongol for res
  3. A POI that will repair your siege when you send them there. a neutral villager or 2 will repair the siege
  4. Informant/ Spy : Capturing the POI will reveal enemy villagers nearest to the POI
2 Likes

The neutral healer and vision towers are the first things I think of for POIs like this. I’m kind if surprised a healer wasn’t one.

Another could be a sheep spawner.

I’m in favor of the game not incentivizing people to stay locked in their base, but let’s not turn it into Warcraft. Specifically, I’m against those points granting passive resources. My suggestion is that they grant:

-A fixed amount of resources.
-Vision in that area of ​​the map.
-Healing in that spot on the map.
-A fixed amount of Units.

They can reset it after a certain time and improve the rewards over time, but relics and some passive income that some civilizations already have, in addition to trade, are sufficient.

Also, you’re forgetting about the holy sites. If you pause the counter (like in the advanced configuration mod) but reset it when they’re all captured, you’d change the timer from 10 to 15 minutes (considering that without the previous springald, the trebuchet are more offensive), and you’ll have a more active game.

But if you place the sacred sites consistently and not in remote, impossible-to-control places,

And a more active way to capture the holy sites.

Im not fan of POI that are one time like wolf den or your idea of abandoned shelter.

I think POI should be zones that you can control and can lose control later.

Some ideas that could work

  • A market with better exchange rate
    -More mercenaries (we have Ronin, but i think there should be a bit more variety, depending on the map)
    -A place that produces sheep over time
    -A place that boost military units near the site (ex:+5% melee attack)
    -A healing aura
    -A place that boost villager gather rate near the POI
1 Like

The speed of capturing points of interest only motivates one unit to capture, which was not its purpose.
It should take 3 minutes for one unit to capture it, and 1 minute for 20 units to capture it. This requires a time investment and carries some risk.

I would include Cathedrals (on urban maps), Churches, Mosques, Temples, Sanctuaries that allow you to train Catholic priests/Shaolin monks/Imams/Brahmins for free every 5 minutes…and taverns where you can recruit spies and, in the case of the Byzantines, mercenaries…

That’s the idea…

Yes, they will be balancing it…

2 Likes

Urban maps are bar none the coolest suggestion for map design I’ve seen for a long while.

Yes, that’s why I say it… CnC and CoH have urban maps, AoE 3 has historical maps that although they are not urban per se, you control walled cities or some villages with towers (in Italy, Germany, the Netherlands or even Vienna itself)… if you look at the latest historical maps that modders included in the Age of Pirates mod, you fight in Venice, Paris and Versailles in the 1790s…

The mega random map without water was really good.
Why were these points of interest forced into the game? They take away from the original experience.

Ideally, we should be able to toggle them on or off!

Yes, it must be because they want to make it like AoE 3, which definitely has points of interest…

Well, if you can steal resources like it’s LOL, then it should only be done by capturing and eliminating captures by destruction.

I tried to figure out a way to do it in the editor. Make a map with a ruined city in the middle.

I gave up pretty quickly.

Honestly the game has enough points of interests as is, the game already features 4 resources and a map which is randomly generated in addition to sacred sites and relics, all of which are a fine dance of attention that have their own purpose and strategic values.

I can’t say the same for these new Points of Interests. Sacred Sites were specifically added as an alternative win condition. It has a very distinct reason to exist. But, a Point of Interest that generates +15 of all resources?

Resources in this game should be delegated to economy. You are already benefiting from having your army outside your base by controling the map. We don’t need to double down on that, nor do we need to keep adding details that muddles what players ought to put their attention in.

Not only does these smaller Point of Interests do that, but they encourage bad gameplay. A player that doesn’t know any better will plop their armies down at these points instead of using their armies to deny resources. A player that does know better will just send 1 unit from their armies to them.

What is the benefit of that? What emerging gameplay is arising from this that doesn’t already exist in the game?

This strikes to me as AoE3 developers being moved to AoE4 and forcing mechanics into it. I don’t play AoE3 exactly because that game is full random mechanics like this. Please don’t import them over for no reason at all. I understand taking inspiration from the likes of WC3 and AoE3, but AoE4 IS a perfectly valid game and it doesn’t need to be arbitrarily “improved” by worse games.

What makes AoE4 and AoE2 beautiful is exactly that fine balance of resources and strategy. Points of Interests, alongside Hero units and abilities, adds nothing but flashiness that simply does not age well nor scale with the existing depth of the game. It is just an addon that detracts from the overall experience.

New Feature: Points of Interest

Points of Interest are dynamic reward locations being added to several maps. They feature neutral map objectives that provide players with various reward types. Some may grant a consistent flow of resource yields, while others can uncover a relic. While it can be tempting to focus exclusively on capturing them, your opponents can capture them back to steal the benefits. Just be warned that the wolves of the Wolf Den are more dangerous than ever before! More information can be found in the Maps section of the patch notes.

Where is the justification? Does the game REALLY need this? It really REALLY does NOT. All of what is noted above, is already done by other existing mechanics. Moreover, I would really not want to see army generating resources “just because”. That is why we have such an indepth and complex system of economy that dramatically varies from civ to civ.

Yes, it’s bugged…PoI should give you the gold once the den is destroyed, not before…

Yes, like in AoE 3 where you have the 30 Years’ War map where you have 20 German villages spread across the map and whoever captures the most wins the game…

Yes, it’s completely understandable… they do it to attract AoE 3 players to AoE 4 and so they don’t feel so abandoned, anyway, it’s like a test to see how people receive it, if people don’t want them they’ll leave them as a lobby option and if people like them then they’ll add more… as long as there are more options, what would be the problem?.. it gives greater variety, explorability and strategies to the maps…