*Note: There is a MAJOR design flaw in the current gameplay of Age of Empires IV!!! Designers, you must address this quickly!!!
*Note: Everyone, please like this post to pressure the designers into seriously improving this!!!
《The line of sight for all units (except Villagers) should be reduced by one-third.》
Age of Empories IV has completely devolved into a contest of competing civilizations’ military and economic strength. Within the same version, fixed strategies and repetitive gameplay make every match feel the same. In contrast, Age of Empires II often features incredible strategies that amaze and excite viewers.
I am a die-hard fan of Age of Empires IV. I only play Age of Empires IV, but I watch tournaments of many other games.
I have long noticed a critical issue that I haven’t voiced until now—a very important suggestion for improvement.
In 1v1 matches, the map size is quite appropriate, but the scout’s line of sight is excessively large!!!
Age of Empires IV is supposed to be a strategy + tactics game, but currently, it feels like playing chess—a game of nearly complete information. Even though it’s technically imperfect information, it’s close to complete information!
The reason lies in the vision range of all units, especially scouts, followed by archers. Siege weapons can have a large vision range because they are expensive. Additionally, I suggest: The vision range of siege weapons should not be the same across different civilizations!
The game currently lacks the excitement of imperfect information gameplay.
A single scout’s vision covers the entire screen! As long as you have one scout, you can light up the whole screen! Even more alarming, one scout can reveal one-tenth of the entire map! Perhaps you don’t think this is a big deal because you’ve gotten used to it. Try playing with the scout in Age of Empires II!
All of your opponent’s strategies are laid bare! Players have no opportunity to utilize tactical creativity because the opponent is fully aware of every move. It’s only in the late game, when walls are built, that the opponent’s vision is finally blocked.
When two perfectly balanced civilizations face off in tournaments like EGC Masters, matches often drag on for an hour. If one player continues to dominate intelligence gathering, the game will eventually reach a point where wood, gold, and stone on the map become scarce, leading to one side being “starved” to death due to resource depletion. Is this “The Hunger Games”?




