AQ also responds to an action: Your villagers gathering the resources which it is then able to spend. The only difference is the interaction with your opponent other then yourself. Besides that they act pretty much the same.
Every action you do is dealing with the user interface. That includes every click on a unit and move command you do. What you describe with AQ is the reduction of macromanagement: It helps you spend your resources in an efficient way no player can do. This is one of the most important macro skills in the game right now and AQ would just make it way to easy to execute perfectly.
And the impact of that would be huge. As you donât need as much attention to do this you will focus on other parts more and this is pretty much where the problem lies. Letâs take a look at your mentioned strategy options:
Resource Management will be a joke. It wonât be long until people find stuff out like â1 stable with Knights on AQ requires 9 on gold and 6 on farmsâ. You put 9 on gold, 6 on farms, start AQ and then you are pretty much set. This info will be around for every unit combined with eco techs. Resource Management will evolve into âput x villagers on resource y to perfectly generate unit zâ. It already is like that right now, but since you execute yourself and humans can make errors there is potential to slip up and make resource management an actual important part of the game.
Producing: Well. The only reason you wonât use AQ for this is if you want a unit a specific numbers of times, which mainly happens for siege. So for the stuff you need the most like villager or your main unit in your army you turn on AQ. That means building your armies is pretty much only a few clicks in a game - not really much you have to actually do there.
Outplay: Now this is what I completly donât understand. You can outplay your opponent in many ways, a better economy would be one way. What you probably mean is on the military side I guess? Where in the world is that so interesting in AOE2? The units in AOE2 can do 2 things. Move to a point and attack an enemy unit. Thatâs it. No active abilities, no unique ways to move around the map, just plain old moving around and fighting some units/buildings. This combat system is, if you only look at it and ignore everything else in the game, incredible boring - just Rock, Paper and Scissor with very little twists. Why the heck would you want to put a lot more attention to it? Donât get me wrong, the combat System is good right now. But it is like that because you have so much other stuff you need to pay attention to which AQ would dumb down a ton. If you want to outplay your opponent with just military AOE2 is not the game for it. Making AOE2 to be like that would require sooo many more changes that a whole new game is a better idea. AQ just doesnât fit as a good feature.
I admit, combat system is the wrong word I chose, there is definetly more to it. What I meant was the actual actions your units can do. Move and attack are mainly the only direct commands you give to your units (as mentioned above). Stances make your unit attack or not attack a unit. Attack Bonuses have nothing to do with what your units can actually do as they are a passive bonus.
