We donāt have the sales numbers, but going off of the steam charts for African Royals, we may be looking at Euro civs for the foreseeable future. Thatās if we even get another DLC after this one.
Is there actually any data for TAR player count versus the other expansions? I only see the base game numbers. Or do you just mean the rating? All the bad reviews are from it being released with completely broken balance and a few complaints about it not having a campaign.
It certainly didnāt help that the first big AoE4 beta was at the exact same time as TAR came out. I know I didnāt play it in the first week because of that and Iām sure I wasnāt alone.
USA was also available free by just playing games, so that would have inflated numbers for a short time.
I donāt see any bump for Mexico either and canāt really think of any external impacts other than a lack of demand for it.
@OperaticShip743 Iām sure the devs have the sales numbers, all we can really do is guess.
@M00Z1LLA Maybe, though there wasnāt any drop when AoE4 was released, so itās kind of odd that all those people wanted to play the AoE4 beta over TAR, but then when AoE4 was released they didnāt seem to care. And yes, I would say the chart shows a lack of demand for both Mexico and The African Royals.
Again, though, these are just the steam chart numbers. The devs may be seeing something different on their end. Maybe TAR sold the best, and thatās why they went for a similar style of 2 civs + maps with KoTM.
Iām not sure how typical my anecdotal experience is but that is exactly what happened to me.
I was initially super hyped for AoE4 and prioritized the limited time beta over the AoE3 DLC that I could just play the following week. But after I tried it out I was completely turned off and never played AoE4 again.
Definitely. Iād like some Kakapos too (theyāre in New Zealand but have nothing to do with LotR). Kakapos are large, flightless, nocturnal, parrots. Pretty funny. At a minimum a Kakapo nest for an XP treasure.
[quote=āSirBarnzy1, post:25, topic:219847ā]
Hopefully the DLC will drum up enough profit (along with more players!) to warrant some more exotic ############## [/quote]
I think the next dlc is in Asia (Middle East or SEA), or else you will always have Greece and Wallachia as European civs xdā¦
Next year we will surely have dlc, that is, it is the 20th anniversary of AoE 3, so it is possible that we will even have 2 dlcs instead of just 1 like this yearā¦
Of course, letās not overthink it too much, AoE 3 received KotM in 2022 and the dlc sold very well, despite having to live with Dawn of the Dukes from AoE 2 at the same timeā¦
Me too, although in my case I focused more on the AoE 4 beta and already at Christmas 2021 I bought the African DLC and also played the AoE 4 campaignsā¦
You are equalling Africa with everything not European.
Why should every region of the world be equally popular besides Europe that is more popular.
Also even if Europe is 2x as popular as any other region in the world, will the 12th most important European civilisation be more popular then the 4th Asian one (Persia for example)?
Also the massive bumps in player numbers can have other explanations:
the USA had an even where you could unlock them for free, requiring you to regularly play the game for a month. So many people played more to unlock the civ.
So this bump doesnāt mean that the USA DLC did sell better then the Mexico DLC.
Not sure if a single Hawaiian map is the ideal course of action. Modern-day Maui County alone has the potential for like six, plus a few others across the Islands:
Kauai: Lush map with plenty of trees, Wild Boar, and a wide central river. All players begin with a Blockhouse that can train their civilizationās Barracks/War Hut/War Academy units, or for the Africans, their infantry. No Trade Line or natives. Outlaws: Hajduk, Comanchero, Pirate.
Oahu: Players start on opposite shores of a wide bay speckled with small islands (references Pearl Harbor). Few hunts and no whales, but more fish than almost any other water map (references Hanauma Bay and its high biodiversity). Has a Trade Line with two sockets, and a Tapu Mare sits by each teamās starting location. Outlaws: Wokou Ronin, Comanchero, Owlhoot.
Molokai: Players start on a map with plenty of mines and trees but few hunts. There is no Trade Line, but players may battle to control the singular Jesuit socket in the center of the map. Outlaws: Inquisitor only.
Koele: A map rich in valuable treasures protected by powerful human guardians. Deer and birds are plentiful, but there are no mines. No Trade Lines or natives. Outlaws: Wokou Monk only.
Manele: Wood resources are scarce on this arid, rugged map, but there are plenty of whales by the coast. One Tapu Mare sits in the center of the coast, on the left side of the map. Outlaws: Pirate, Comanchero.
West Maui Mountains: A long Trade Line with six sockets winds through the barren cliffs on the left side of the map, while all of the natural resources will be concentrated in the valleys on the right of the map. A Tapu Mare sits at each terminus of the Trade Line. Outlaws: Wokou Horseman, Gunslinger, Comanchero.
House of the Sun: All players begin with a Cherry Orchard and plenty of nearby deer. Trees are uncommon, but there are plenty of mines and a Jesuit site. All players will have the Portuguese Cannoneer and Iron Troop as available mercenaries. Outlaws: none.
Kealia-Makena: Access to the fish-rich beaches is hampered by a long, narrow swamp running the length of the map. There are three Tapu Mare, and each teamās starting position features one. Each teamās starting Town Centers sit on a rise at their respective ends of the map. Outlaws: none, though the Zouave and Fusilier take the place of the random Mercenaries.
Hilo: Each player begins the match with an Arsenal and a single Fishing Boat. Relatively standard resource distribution. Outlaws: Wokou Horseman, Comanchero, Highwayman.
Kona Coast: Players begin the game with a Homestead Wagon and a Fishpond. Relatively standard resource distribution. Outlaws: Wokou Horseman, Comanchero, Highwayman.
I really like pretty much everything else, though.
I know it will be a while before thereās any chance of this, but I still hope for an Oceania expansion one day. I donāt think I disagree with any of M00Z1LLAās Polynesia ideas, so Iād like to see them basically copied by the devs.
One thing that might make water gameplay more fun on Polynesian maps could be the ability to build certain buildings on water (provided the AI can handle that).
So hereās an idea for the Stilt House:
Stilt Houses can be built on water adjacent or close to land by native Outrigger Canoes, and possibly by the proposed Explorer Canoes.
Stilt Houses (and Outrigger Canoes) require having a Trade Post on the proposed Tapu Marae native site, or possibly on any native site on Oceanian maps (e.g. Jesuits, Protestant Missions).
Each Stilt House gives some kind of buff to nearby native units (on land and water) and possibly Fishing Boats, a bit like the Teepee.
Iād like to encourage/reward placing Stilt Houses close together at strategic points rather than spreading them thin, so theyāll appear more like villages. This could be done in one of two ways:
1: Each Stilt House gives a small buff that stacks X number of times, for a powerful buff if more are built together.
2: Each Stilt House can be toggled to provide a different buff that doesnāt stack, encouraging you to have one for extra HP, one for attack speed, one for fish gather rate, one for healing etc.
Stilt Houses could also give one or more of these benefits:
Auto-gather like Torps from nearby fish and whales
A small increase of native unit limit
A (weak) ranged attack
Like teepees, they are easily destroyed, and the build limit can depend on the number of native sites owned.
Outrigger Canoes and Stilt Houses were also used by Austronesian peoples through much of Southeast Asia, so maybe they could also be made available on appropriate Southeast Asian maps (new and existing).