I’m a bit disappointed by the DLC.
I think these couple QoL-Features could and should just have been added to AOE1:DE.
I was hoping for a more drastical overhaul, with Civs having Unique Units and Technologies, possibly even making the whole Tech-Tree more AoE2-ey.
I think one of the key weaknesses of AoE1 is, that the civs don’t feel distinct enough from each other.
Yes they make a difference, but not enough for the average person to really be meaningful.
As in AoE2 a lot of civ-bonusses you only really notice, appreacheate and use if you are at a certain skill level, a skill level that a fast part of the playerbase does not have. If you’re new to AoE if your shepherds work 20% faster or you got a certain tech for free or whatever will not be the decisive factor in wether you win or loose. In AoE2 we have UUs and UTs to distinguish the civs further and make them different and recogniseable even for new players.
If you’re not super deep into the numbers most civs play very much like any other civ, at least if they focus on the same type of unit. Making the game become more repetitive and doesn’t engage most players long enough to get really into it and appreachiate the less recogniseable bonusses.
The AoE1 system worked in 1997 along its contempories that in a lot of cases didn’t even have different factions (for example Warcraft 2’s humans and orcs are the same but reskinned)
This AoE1 remake could have been a great opportunity to double down on the destinctiveness, making civs even more different from each other. In AoE2 we now have 42 civs, so its hard to think of a new thing for civs, that doesn’t put the whole balance out of whack. But with AoE1 its only 16(+1) civs, so there are less bonusses already taken or established civs to consider, so AoE1 could have gone in a direction of less but more distinctive civs as opposed to AoE2s lots of but more same-ey civs.
Another thing where AoE2 is way superior is the tech tree of units and counter-units.
The remake inside AoE2 should’ve retooled the tech-tree a bit more towards AoE2, like having a more late-game viable slinger-line (aka skirmishers) and some sort of Pike-line equivalent, while on the other hand toning down the viability of Chariot(Archer) spams, which are way too good as trash units.
Also an iron age Camel-upgrade should be considered.
Mono-comp spams are too viable in AoE1.
So to summarize I think AoE1 isn’t popular (any more) is because of a lack of playstyle variety with different civs and a not nuanced enough techtree without the deliberate play and counter-play of AoE2.
The lack of QoL features is certainly a point as well but the most glaring stuff was already adressed in DE (mainly farm reseed) and the rest could have just been added into DE.
The remake in RoR does not adress these and therefore I think the novelty of it will wear off quickly and it won’t build up a long lasting community. This isn’t really different enough from the AoE1 remake we got in DE to have any other fate.
I don’t believe missing market trade and gates were the only things that prevented AoE1DE from having a sprawling community.
What do you think? Am I right in these assumptions on the flaws of AoE1?
Should they have done something different with RoR, or is it what you wanted out of it?
What other things do you see preventing AoE1 from having an active community?