[POLL] Should the settlement system be kept or removed?

You just pointed out THE thing that needs to be improved. I know sometimes it’s very unfair. Simply improving the map generation system would make it much better.

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Improving the map generation system is just one part of the issue, again I ask why is it so that no other known RTS game besides AoM has ever implemented a system like this in regards to how you build your Town centers?

I get it, it’s iconic with AoM but now we are talking about AoM Retold, here there is a chance to make this game a lot better, because let’s face it as much as we love the original AoM it’s quite outdated in most regards, and why waste a opportunity like Retold to improve on this game?

If you just do a remaster and keep all the same features like they were before, you will not attract many new players only the loyal players who have played this game all this time, will continue to play but the game won’t get a new life, bigger community and become a better game that way by new content & expansions due to the developers will leave it in the dust just like they did with AoE1 DE.

If you want to introduce aoe TC system, you should also introduce stone as well.

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I like the settlement system as it is but i can see why people wants freedom to build them anywhere.

The gameplay would be far more rich without It and there would be a lot more strategies , so i voted yes.

This remembers me also that civs aren’t able to build walls close to gold or settlements.

Well, whatever they choose, for me It will be ok.

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I like the settlement system. I believe it is something the then dev came up with to MOTIVATE PLAYER TO TAKE MAP CONTROL.

If the settlement system actually makes the game unfair for defensive civs like some people say, I would rather see how dev solve that problem by adjusting each civ while maintaining the settlement system.

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Just Imagine Eggy and Hades players being able to put 2nd TC wherever they want. LoL.

It can work in other RTS, but I’m pretty sure it would ruin AoM as it is. Map Control is Everything and allowing an easier 2 TC boom for some civs would turn the game into a boring booming game.

“Freedom” maybe, “more strategies” idk.

Scouting, map analysis and decision-making would definitely be less important, so no, thanks.

Life, history, and war are not fair. This is a strategy game, so let’s reward players who can adapt and solve problems over those who learn how to abuse easy turtle/boom without having to at least think about it.

EDIT: not to mention mercenaries already being OP (EE / Steam) lol

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that they keep the settlement system the same, not all age of empires have to be a boom festival, fixed urban centers are part of the core of AOM, many base concepts of the game were created from it.

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call me if I’m spoiled by AOE2/AOE4. It’s extremely unfun to play with 30-40 pop max in AOM lategame with TC controls. In AOE2/AOE4 got better competitive scene due to how much it can be scaled and have user control. 30-40 max military pop compared to 80-100 of AOE2/AOE4 and sometimes even 120 depending on civs.
Population and City building aspect feels a huge downgrade when coming from AOE2/AOE4. It was understandable and applied intentionally for obvious hardware limitation reasons. But in 2024, we no longer have to problem and don’t see why shouldn’t? AOE2 got so many high risk high reward. There is still a big room for map control if you play your strategies right. But AOM doesn’t give that option much. Game is virtually over if you can’t keep up with that. There is a high risk and high reward for 1 TC play vs avg 3-5 TC boom and map control. I don’t see why AOM can’t evolve from that.

They already said that they will increase the population limit in AoMR, we just don’t know how yet.
I assume you will be able to get a higher population without having to build TCs.
So either an increased building limit for houses or more population for each house.

The Settlement system is only secondarily about population.
It’s primarily about villager production and also about defence.
Town Centres are a lot stronger relative to other defensive buildings in AoM compared to AoE 1/2/3/4.

As a map designer I love being able to shape the map the way I want to.
I wish the Settlement system would be optional in every AoE/AoM game, just default on in AoM.
It could be so awesome for Diplomacy maps in AoE1/2/3/4.
(And I wish AoE1/2/3/4 had the option to have 12 players too, one can dream!)

移除固定建造城镇中心的机制会更好。
玩家可以自由建造,将显著提高自由度和灵活度。游戏应该赋予玩家自由度,让玩家在游戏中去创造。被指定的感觉很不爽。

Let’s see, if the vast majority of those who vote are AoM fans it’s normal that they don’t want it removed.

It’s like if I asked at the time and in the AoE3 section, whether to eliminate the limited number of outpost or to eliminate building at a certain distance from the first opponent TC.

I think AoE3 made mistakes that could have been fixed with the incentive and not the limitation.

Leaving many things to the RNG generates unfair situations where players do not start with similar conditions and competitiveness goes down the drain. It is fine to generate different maps for both players, but there has to be a certain balance.

In AoM you could enable the construction of extra TCs, but that have less HP and are more expensive outside the settlement. This is an example that does not limit the construction in incentivizes equally the construction of settlements.

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Honestly that’s a much better way to approach it. Settlement TCs will be strong + faster vil production while weaker/small TCs give slower vil production. Also remove the population increase with TCs and simply make it like 200 or 300 pop

I think it is necessary to evolve “not to limit” but to penalize or incentivize depending on the situation. The limitation should only be on very special buildings or units.

While settlements should give an advantage to the player who takes the map, also the game should give the opportunity to another player to have the flexibility to build a TC where he wants (more expensive and with less HP and even slower to build). TC can give pop, but it should not be only necessary condition to increase pop, although it is my opinion.

I also don’t think that the production of villagers should be limited, but that, from the 80 limit, slower/more expensive villagers should start to be produced.

I’m a big friend of “soft caps” in general but I don’t think it is realistic to expect them to completely change an old game that much.
Big changes like that would not make it the same game anymore and it would always upset fans of the old game.

In my opinion every cap should be a soft cap, population, villager limit, building limit, etc. but that only works for a new game not a remaster of an old game.

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I want to understand that AoM Retold is something more than a Remaster (it’s more like a Remake in some things), so I think that evolving while trying to keep part of its identity is key.

Some traditional AoE2 players complained about the MQ, the automation of farm reseeding or the autoscout, but in the end we all know that in a strategy game, always keeping the identity that many people have liked, it must evolve and give more strategic flexibility, without losing identity, it is a logical decision in my POV.

We will also have to think about those players who left AoM because they didn’t legitimately like some things in the game or also think about the new players who come from other games.

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I think at this point the developers have long made their decision.
The thread was created a year ago, back then there was likely still a chance to influence the development.
They added rechargeable god powers after all.

So I don’t think it’s worth discussing such fundamental changes at this point.
I mean they would have to completely rework the campaign, redo random maps and also completely redo the core balance of the game for that change.

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Very much this. I remember all those days of MQ, automation farm, etc. Even I was very vocal against auto-queue since it kinda automated too much and going the direction of auto-everything but didn’t bothered much since it became as useful as town bell feature.
Anyway, a good portion of new AOM players will be from Starcraft games since visually and mechanics wise AOM and Starcraft are much closer compared to AOE2. Majority problem I see is about population limit and the base building aspect which was a downgrade from AOE2. Rest stuffs are pretty good.

Hey, I’m not proposing to eliminate the settlements mechanics. I don’t think those changes you say need to be made. You are free to tell me why.

I don’t know where they will come from, but the reality is that the only flaw Mythology had was that its competitive was not up to par and some design was questionable to warrant that environment.

But SC2 practically has predetermined places for your main base building too.
The mineral lines are fixed and it’s not worth building it anywhere else besides some very exotic strategies.

AoM generally is less suitable to become competitive.
Myth units and god powers have to be strong to feel cool to use.
No one want’s to use a meteor shower that barely does anything.

And then the very asymmetric civilisations with completely unique ways to getter favour come on top.

But that makes the game very hard to balance compared to AoE2 and even AoE3.