Apologies for changing the order in which I address these paragraphs; it helps provide better context for my response:
Oh, they definitely read what we write.
However, the situation regarding the DLC—and the fact that there may not be many changes to the base civilizations until the state of the game (or how the existing civs interact with the new ones) is fully assessed—is a different matter.
So, while there might not be any immediate changes for the HRE, that doesn’t rule out the possibility of future updates. Especially since—finally, as of the last patch—Spearmen are actually useful, and infantry-focused civilizations have become viable (particularly on certain maps). Plus, we have two more civilizations of this type on the way.
Well, I theorise the actual reason is a remnant of the state the game was in when it first launched.
I’ve brought this up a few times, but it actually goes a long way toward explaining the dissatisfaction with the limitations on unique units for the original 8 base civilizations.
Self-censorship for the sake of balance (2021)
My theory is that when the game launched in 2021, the developers wanted it to be “balanced,” so they essentially “self-censored”—limiting the number of unique units or concepts so that every civilization ended up with the exact same number of unique units. This is no coincidence:
Almost all of the initial 8 civilizations have 3 unique units (plus early-game military units, excluding naval units). The only exceptions are the Rus (who have 4) and the Chinese—for whom the original design intended for you to use only “one dynastic unit per game.”
- In fact, with the Rus, you can see a form of self-censorship: in the campaign, they have “cannons” (as they did historically) rather than bombards; however, for the sake of “balance” in the base game, their cannon was changed to a bombard—making it “unique” to the French—which leaves the Rus with only four unique units (excluding naval units).
The lack of a campaign also limited their balance design
In the case of the HRE, because no campaign was developed for this civilization, the developers never tested—for instance—a hypothetical “historical battle featuring Landsknechte” to see how they would perform in large-scale combat or in specific numbers, and whether they lived up to their historical counterparts.
Had they done so, they would have realized that:
- They forgot to include Pikemen, who were meant to complement the two-handed Landsknechte, not replace them.
- Historically, Doppelsoldier Landknecht (AoE4) were primarily deployed against other melee-infantry Civs (such as the Swiss, the Bohemians, or the Papal Guard)—yet the HRE was the only melee-infantry-focused civilization in the base game (2021), so for the time the game launch, they didn´t have much use.
- They were made too “squishy,” and their cost-to-utility ratio was inefficient.
- They are ineffective at sieging cities due to their low HP (95), despite their historical reputation (consider the Sack of Rome or the Landsknecht fury). In fact, their counterpart in Age of Empires III is quite effective at sieging. I believe they should have a higher torch attack—as their historical counterparts did.
Attempts at historical accuracy for the civilization
Following the positive reception of the Malians and the Ottomans—civilizations that feature more than three unique or early-game units—as well as the addition of more unique units to several of the base-game civilizations, players expected more for the HRE. For the time being, there were:
- Technologies such as Awful Pikes and Steel Barding
- Cisternian Abbeys
- Black Riders
Note: Now, that is just my theory as to why the civilization is the way it is; but i thinks it have to be improved, with more unique units.
Well, regarding the Jin Dynasty DLC, we had to wait two weeks for a major patch that introduced numerous changes.
But then again, it’s impossible to know for sure when the developers might introduce improvements for the base civilizations.
In any case, any proposal to change or improve the Landsknecht—at least regarding their “core” identity—cannot focus solely on the unit itself; it should take the entire civilization into account, particularly through the addition of new unique units.
I’ll discuss that in a future post.