As the title says yes and no, it’s a cheap way of bringing us new content. By reusing the same voices, building models, unit models, animations, and music, they save quite a lot. The problem is that with those very same resources, instead of making (including these 4) 10 variants to date, they could have created 4 or 5 unique ones—properly designed, with their own mechanics, units, buildings, and entirely new music. That was precisely the selling point of Age IV compared to II, and they’ve been undermining it ever since the first variants were released.
Why is this bad both for players and for the game itself?
Let’s break it down:
First, it goes against the core design philosophy of the civilizations: asymmetrical from one another. Even if they share certain units, they have COMPLETELY UNIQUE MODELS, UNITS, BUILDINGS, GAMEPLAY MECHANICS, AND AGE PROGRESSION. This is what gives players a distinct experience from one civ to another.
Second, it harms customer trust, long-term engagement and support. Once players understand what a variant civ is and what it offers compared to a unique one, in most cases it will NEGATIVELY influence their purchase decision.
Third, following from the previous point, the game’s profits and revenue start to decline for the company. By selling only more variants WITHOUT CASUAL, cooperative, or PvE content, RTS players will look elsewhere—to titles that do deliver the experience they want. In other words, this only pushes them toward the competition’s games.
It’s a vicious cycle. The crab walking backwards, presumably with the intention that in the not-so-distant future they’ll justify abandoning the game on the grounds that it “doesn’t sell”—just like they did with Age III.