Usability and Gameplay Suggestions

                                        UI

give Greek and Egyptian heroes their own rally flag separate from villagers. same with Norse berserks. villager and military rally flags shouldn’t be tied together.

allow shipment selection for age up units and dwarven armory to tc/other temples.

when a unit has a bonus of exactly 1x, hide it like in aoe3.

show ability information in the ui like in aoe3. there is enough empty space for this.

show important unit tags when hovering over the unit icon. are chieroballista tagged as archers or siege weapons? without accessing the files i cant find out.

show more information on damage over time effects, lifesteal and targets, pacifies, snares, and self boosts such as “pack” or “hamask”. I’m completely clueless on how these effects work and by how much when looking at the unit stat page and hovering over its abilities. healing spring shows no information at all for example.

show repeat costs for god powers. there is a huge empty space availible beside the current cost.

when shift clicking multiple buildings, split the builders among the buildings like villagers currently do for walls.

some icons need a touch up. compare “Swine Array” icon to “Call of Valhalla”. huge swing in quality.

                                Animations

units need more animations, there is no excuse not to. so many units like the colossus, the troll, the hersir or the SoO have only one attack animation and it makes watching them fight feel so bad, like its from a budget indie dev.

consider adding a 4 swing animation set to the colossus. swing left, right, vertical and a downward slam. add in an underhand pitch and a use the the other arm for the troll. get creative, because there is no spectacle in the combat animations currently.

units that are under effects like burning or poison don’t have enough impact. this makes units like the lazer croc feel weaker than it actually is. when a unit is burning, you should be able to tell at a glance.

siege weapons are also lacking in impact. when a catapult or ballista shot kills a unit, they should be sent flying like in aoe3.

animals that are depleted should disappear right away rather than linger.

dwarf berserk model.

units also need run animations once past a certain speed threshold like in aoe3/aoe4 so as not to look goofy.

the bird embellishment on the map flies too slow. give it a nice speed bump.

consider moving portions of a units damage to short duration burns and poison. units like serpents and nidhogg, fire siphons and fire ships, carnivora and medusa, and fire giants and phoenix. more for visuals and immersion than any balance reason.

                                        All Civs

none of my suggestions in this post are for balance, more for game feel and game experience.

change all god power units and damage to deal divine damage, and modify the base amount and modifiers to perform to how you believe they should perform. rather than nerf meteor strikes damage to prevent one tapping tcs, change it divine and give it a malus for town centers instead. the big reason here is to have consistency, not a general power up or down.

Titan damage should also be divine. remove most of the modifiers from Titans and give it a damage profile you feel appropriate. Titans are also badly in need of more animations. the simpler the units modifiers are, the better.

some myth techs could be more exciting. relics the same. why not have huntress axe also unlock a weaker 2 shot burst attack for throwing axemen, godi and ballista? or have golden lions classified as myth units and shadow upgrade throughout the ages?

                                               Greeks

consider removing the pop and favor cost from heroes. not for any balance reasons, but because it feels bad to need to resurrect a hero with these costs. increase their base resource cost if you feel the need to balance it out.

Bull minotaur upgrade should grant them a small amount of life steal. not for any balance reason, but i just think it would be a neat reference. same for hydra tech. colossus building eating would be nice too, like with rock giants.

free myrmidon spawn from Hera should take longer but spawn a batch of them.

                                        Egyptians

make priests more expensive but stronger. i just want to see less of them so i can snipe them with archers easier.

scarab, sphinx and avenger feel bad. sphinx and avenger spin seems to slow them unreasonably, they need some sort of snare on their spin at least. idk about scarab, its lackluster all around.

Horus and his tornado seem like the worst mythic option in the fun and spectacle aspect. a melee mythic that self snares on using its ability, a expensive godpower that feels unimpressive and techs for outclassed units that aren’t exciting.

when i upgrade a damaged pharaoh with SoO, heal it up fully.

Ra thematically feels like he should start with an extra priest. if it makes him too strong then nvm.

priestess and female pharaoh models please.

                                     Norse

mostly fine.

change Dwarven Armory to be free with 1 build limit, and auto generate a small amount of gold. instead of spawning dwarfs, armory techs and age ups increase this amount. goal is to feel like your actually upgrading the armory and reaping the rewards throughout the game rather than a one and done building you never care about after you use it.

consider adding veterancy to ring giver maybe? or baking in the berserk rof/speed modifier on hit from Hamask and giving the tech a different effect like aoe?

fimbulwinter could use a gameplay and design pass.

                                            Atlantis

consider adding in an auto separate button to oracles. or alteast always allow us to see the full los circle so we can manually place them without guessing on separation distance. its the most tedious favor collection method.

Cheiroballista should be changed to a piercing field artillery with higher damage and lower rof to better differentiate it from Arcus.

Hesperides Tree should be changed to automatically spawn dryads for free as well as friendly Gaia creep.
dryads should either be changed to a support unit with buffs or go full Ent and become siege units with small base divine damage and high building modifier.

Tartarus Gate should have a lifespan of 2 minutes and spawn stronger units with a wider leash. currently its a potentially infinite mediocre unit spawnner with bad ai and short range. the most reliable thing about it is the initial building kill, which feels terrible. give the units a bite and toss attack and more reliable, faster leaps as well.

“Pioneer of the Sky” should give palaces and fire siphons the flame attack, just for the visual flair alone. you can balance it to be net neutral power wise.

more Gaia buildings should spawn lush, especially her temple, and lush should also give a small speed, rof and workrate buff as well. double it along with the regen buff with the channels technology. just to make her creep feel more important.

                                     Code

move all shadow upgrades to the general section rather than in race specific age ups for units like the Pharaoh and Mercenaries. it helps modders using scenario editor without changing anything for balance.

allow us to increase effects like range, rof and lifesteal with the “allactions” tag.

allow us to add aoe and mess with freeze and stone damage without causing desyncs and crashes.

allow us to modify all 4 resource costs in a single line rather than adding a new effect for each resource.