The issue seems to me that there is a fundamental misunderstanding with what Fuedal aggression is.
Coming from League of Legends I’ll use some examples from there as comparisons.
League of Legends is hard locked behind about 15min of garunteed gameplay, unless someone leaves the game for several minutes before then. There is basically no realistic way to win the game before this point, no matter how far ahead you are.
Relic seems to be following a similar path as this, now whether this is a good model for an RTS is a separate discussion, but with the recent changes it seems to be shifting away from the 10min games we saw at release.
This means that fuedal VICTORY is highly unlikely, and if you don’t like that, thats perfectly reasonable. Im aure otnwill shift back to that meta again at some point going forward.
But that doesn’t mean fuedal aggression isn’t still a viable decision to make. If properly executed, Feudal aggression can be a lucrative way to gain an advantage over the opponent, or even help steer the gameplay in a favorable direction for yourself (forcing a certain unit yype to be built, etc)
It is no longer about ending the game in 10-15min by wrecking through their base. It’s about injuring, slowing, crippling the enemy to allow for a cleanup in Castle.
Like League of Legends. The first 15min is “laning phase”. You are not ending the game in this time, you are setting yourself up for your win-con after the first 15, and how well you succeeded at the end depends on how you set up for it. Playing safe and farming (booming), Snowballing off of kills (sniping villagers), etc are all ways to achieve this.
Even MTGA has fast vs long game metas depending on the current card rotations.
I think a modern RTS survives off of an ever changing meta, where different civs, won-cons, and different ages become better and worse as each patch (or season) adjusts the game to favor each one.