Again, I feel like you’re not really addressing what people bring up about your posts.
I will suggest something, and I hope you read this because it should be exactly what you would want.
Late game units should be stronger, instead of making defensive structures weaker.
The game is overly “safe” towards the late game. Players have too many Villagers, Town Centers, too many infinite sources of resources. It is very hard to win by shutting all of it down, and this type of economy allows players to spam the trinity of Horsemen, Archer and Spearman for a very long time.
The reason longer games becomes a slog, is because that is what you have already been doing since Feudal Age. So what is interesting about continuing that exact same Rock-Paper-Scissor gameplay into Castle, Imperial, except, you are prevented from ending the game with those units because of Keeps and Walls? It isn’t interesting. However, the answer is not to make them more powerful by nerfing defensive structures. The answer is instead to make units that are meant to deal with those, more powerful.
It is simple. Make the game more interesting the further you progress into it.
Consider how in SC1, you get access to a lot of unique and fun units the further you progress into a game. In AOE4, you kind of don’t. What units are exciting to use late game exactly? What units best represent the last age of the game? Catle Age Trebuchets are kind of weak and slow. The same goes for Bombards, but both can easily be denied with Springals or other units. The late game is designed in a way that makes the lengthy games a slog, where you are doing the exact same thing as Age 2, with the exception of some Springalds.
What reason is there for these imperial siege units to be so weak, slow and uninteresting?
So my solution for this is the following;
Instead of nerfing defensive structures so you can overwhelm your enemy with Horsemen (whoo so fun??), make for example Trebuchets, Bombards, Imperial units in general a lot stronger. Imagine for instance that Bombards did AOE damage; while that sounds broken, why shouldn’t it be? It is the late game and the game should be a lot more hectic with how much economies scale at that point.
This is at a point in the game where you have likely already been playing for at least 20 minutes. If anything, the game should be a lot more volatile, with powerful units that can deal some real damage if ignored.
Current late game is instead a lot more boring because players have created many villagers, TCs, and set up many infinitely generating resources that makes it really difficult to meaningfully disrupt any of it. And so, it becomes incredibly difficult to shutdown a player by just winning battles. Meanwhile, Imperial units don’t really do much, and are very easy to shut down making the experience rather uninteresting, as you have to resort to spamming trash units just like in Feudal.
To summarize, I would like to see late game units be way more powerful and fun. Not only would it make it more exciting to create a powerful imperial unit, like for example a Bombard that does more damage, moves faster, does splash damage, it would contribute to shorter late game battles as trash units would be less effective, and make it easier to close out games through the momentum of powerful units.