This is going to be a controversial topic and very rambly, but I felt I needed to discuss and vent this.
I have over 1600h on AoE3DE, I love this game, I have frequented this forum for years, wrote guides, pitched civs and ideas, argued over unit naming choices and balance issues… Like everyone else here, I want AoE3DE to be the best game it can possibly be.
A few months ago I finally decided to give it a break and began playing AoE2DE, I wanted to see why after all these years it’s still so beloved by the community. And I get it, it’s classic RTS gameplay at its finest; its simple to get into, but with plenty of depth without ever getting overwhelming. It has dozens of civs, which all follow the same structure, but each has enough unique characteristics to make them distinct without making them alien. All units and buildings have a clear role, mechanics work well with each other. It hits an elegant balance between not too simple and not too complex.
As I returned to AoE3, I hit me how overwhelming it can be sometimes. AoE3DE inherits mechanics from AoE1, AoE2 and AoM as well as its own unique ones. You have a far larger roster of unique and shared units to manage, more technologies, more unique bonuses, more economic buildings, the customizable deck, native allies, mercenaries, outlaws… And inevitably things start to clash with each other. Especially since the DE revival. Revolutions, for instance, went from being a late game power boost that sacrificed your economy to becoming entirely new civilizations with complex effects, unit rosters, shipments that interact in different ways with each different base civilization. Native allies went from granting one or two unique units and a couple of techs to having multiple units, techs, “god powers” and passive effects. We have now unique units which are just slightly different than their generic counterparts or unique units which are reskins of different civilization’s unique units but with a unique bonus on top. 28 Mercenaries, 39 Outlaws, 42 allies(not counting unique African civ allies like Morrocans or the Habesha). It just gets to a point where it is impossible to wrap your head around everything or to try to balance all possible combination of units, mechanics and bonuses available.
A large variety of units and mechanics is not necessarily a bad thing, but the way the devs have been addresing it is. Not only we are barely getting any sort of update in the last couple of years, but the few ones that we do get often dump dozens of new cards and techs or unit reskins to older civs or revolutions in ways that doesn’t seem to be very well thought out of. Throwing balance and coherency out of the window. I wish we could take a couple of steps backs and just smooth some things, take the option overload a few notches down and make every civ more consistent and easier to understand without having to sacrifice this game’s unique mechanics, but it’s probably too late for that now…
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Rant over.