What should Age of Empires IV improve?

Quick Match is something where players can try whatever they want and enjoy the game.


I honestly think the game is in a very good state and very well balanced.

My only big concern about balance i still have is that it’s way too hard to defend on water in feudal. They need to improve defenses of docks. This becomes obvious against delhi fishing boats.

I think they should allow you to garrison 5 fishing boats in a doc (why only 3?)
And those fishing boats should shoot arrows at ships when garrisoned (but not at land units).
This way you would not be completely defenseless against delhi fishing boats in dark age.

Also maybe make that dock arrowslit upgrade cost less stone. 125 is so much.

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PLEASE make the campaigns multiplayer PVP, and put FFA NOMAD in the quick match!!! And allow Xbox and PC player to connect online in both modes。
If the game only continus with the old tradition: each game starts with a few farmers, and then fight as the players develop, XBOX players will get tear apart by some multitasking in the early game! XBOX PLAYER WILL NEVER ABLE TO COMPETE WITH PC PLAYER! IT WILL MAKE NO SENSE AT ALL for AOE4 TO BE LAUNCHED ON TWO PLATFORMS AT THE SAME TIME!!!
Create quick match modes that have low requirement for APM/Multitasking!!! So that the NEW PLAYERS we bring in have opportunity to contribute to the match!!! so that NEW PLAYERS have room to learn the game while having fun!!! Instead of the dilemma of DEFEAT, BOTS, or QUIT!!!

Claim: I am a huge fan of AOE4. I played AOE2 conquerors on my fathers computer for a few years back in the primary school, and had been playing AOE4 since the springald meta. So I hope that the game I love can do better and attract more players to join the community and play with Age of Empires Enthusiastics. If you think what I said makes sense, please like it and let the developers see it, or provide your valuable opinions. Let’s make our games better and better.

It is so sad that AOE4 made so many creative campaigns, but none of them is for multiplayer.
Imagine playing the final Mongol campaign vs China, 1 trying to siege down Xiangyang, the other one kept raiding trade routes trying to stop the attack, but it’s a PVP?
AOE4 has many civs right now, and can definitely replicate some of the greatest battles in history into premade games/maps for multipalyer PVP. e.g. Otto vs Byz: Constantinople, English vs French: Paris, Mongol vs China: Xiangyang, Mongol vs Abbsid: Baghdad, Mongol vs Japan: Tsushima island。。。etc

There was the saying that “RTS games is dead”, this sentence also applies to the FPS games in the past couple of years. Until two dark horses appeared: Battle field 1 and PUBG. Neither of them is as competitive as CSGO’s traditional blasting mode, but why do these two games receive rave reviews?
The first big reason is freindly to noobs. Even if you never played any FPS before and camp through the whole game, this will not affect your immersive experience。And in fact, there is always something you can do to effectively help your teammate, if you are playing this game cuz ur friend decided to take you to try this game. And with the help of your teammate, you can even get some kills vs experienced pro players if you play carefully.
Second is that they are games based on reality or have historical backgrounds. Compare to their competitors, who has been making random future warfare (COD) or haven’t updated for decades(CS), the 2 features made them stand out.

AOE4, has great potential. The existing modes and campaigns are very close to the positioning of Battlefield 1 and pubg. The campaigns are the “frontline mode” of battle field1, and FFA Nomad/outback octagon is like the battle royale.
The reason why very few people play the Nomad right now is because: It is not officially in the match up system, therefore it takes forever to get a full room if you don’t have friends in a discord or wechat group to play with you. If you look at content creator AUSSIE DRONGO‘s videos, Outback Octagon games casted more than 1 year ago still maintains the highest playback volume。 In fact, it is far ahead of professional players 1v1 match replays.
And for campaigns, I can assure you, if it stays as PVE, Developers are wasting the fruits of their own labor. I understand the developers did the resaech, and have carefully recreated many battles according to history, but most of the players we are man, and we are competitive animals. When they know that the opponent is a robot, the vast majority of people have no interest in playing it over and over again. I intervewed ~10 people in our community, none of them bought the game and play the campaign except me. Even those who played is to collect decorations, and tend to treat the campaign as a training course.

I watched a few XBOX games on youtube, the multi-tasking is not on the same level compared to the PC players. !!!IF THE GAME CONTINUES AS THE OLD TRIDITION, EACH GAME STARTS WITH A FEW FARMERS, AND THEN FIGHT AS THEY DEVELOP, XBOX PLAYER WILL NEVER ABLE TO COMPETE WITH PC PLAYER. IT MAKES NO SENSE AT ALL AOE TO BE LAUNCHED ON TWO PLATFORMS AT THE SAME TIME.!!! But multiplayer campaigns and quick match FFA nomad can solve this problem, because it does not require high apm/multitask for you to win the game. This way, the new players can have fun with friends and won’t have to play with bots and get fed up.

I stream on the chinese tiktok some time, and every week there are so many people asking “what is the game that you are playing?” The same things also happens to My friends in the same chat group. YES!! Happens to ALL of us EVERY week! It’s not that no one likes Age of Empires 4, it’s just that the promotion isn’t strong enough!
And this is what happens for the new players we bring to the game: !!!WE TOOK THEM TO PLAY 4V4, WE EITHER LOSE BECASUE WE EFFECTIVELY MISS 1 PLAYER, OR THE MATCH UP IS NOT FAIR FOR OUR OPPONANT, AND HE FEELS LIKE DID NOT DO ANYTHING THE ENTIRE GAME.!!! And what’s even worse, sometimes when we have work to do, these new players play on their own.!!!IT’S SO DISCOURAGING FOR THOSE NEW PLAYERS TO GO THROUGH THE LEARNING PROCESS, THEY HAVE TO LOSE SO MANY GAMES BEFORE UNDER STAND THE MECHANISUM, UNIT COUNTER, TIMING, ETC!!! Many of them just ended up quiting the game. Players/streamers in our chat group bring ~50 NEW members coming to try the game every WEEK, but not even 2 OR 3 of them will stay active for longer than a MONTH.

I really think the developer group has gone to the wrong direction. They has been working on civ balance since the release of the game for more than 2 years, we really appreciate this cuz everyone has their fav civ and the Devs are making them all playable. But despite the game is getting more competitive right now, we are having less and less fun to play.
NEW PLAYERs don’t buy the game becasue they want to be a professional gamer, they want to play for FUN. Even they want to be a pro, it is becasue the game is so popular that I can jutify my time of learning it. Those top RTS players is unlikely to give up their game only because this AOE4 is more “competitive”. Viper and Hera went back to AOE2 after playing a few weeks/months, and Serral kept playing SC2 after trying a few games. And even if you take ten thousand steps back, there are so many other things ruining the balance. I know random generation is a feature of Age of Empires, but it is making the game less competitive. IF HRE or french get front gold, China get front berry and double front deer? Including the previous water rework, it does make the hybrid map more competitive, but matches end as early as in age 2 definitely made the game unfun. Not to mention some of the bugs and the issue of desync never really get fixed.

I am now in Canada as well, and I know this is a country that everyone kinda likes to chill. But I really believe these changes doesn’t need a lot of extra work, but can help grow the player base dramatically. I sincerely hope that the games I like can become better and better, and that more and more players will join this community.

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Did you move to Canada recently? Where you were before?

Hi there! The biggest issue for me is that any unit can attack a STONE castle. It should only be vulnerable for the cannons or rams or tribuchet etc its just doesn,t make any sense right now it doesn`t holding up for anything rather than pikeman and archers. Absolutely pointless. i ve got more ideas to build and destroy dynamics for stone and building s as well.
need more units cap as well 300 400 mode
units should take up 1 place rather if you have a loads of units they just merged into a big mess

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You have a 300/400 pop cap in the advanced game settings (mod).

Regarding the Keep, I understand that you will agree that that siege has a stronger bonus against that building.

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But what happened to the forgotten empires, aren’t they supporting the development of aoe4?

They do. But they ofc also have their own projects going on with AoM Retold as well as maintaining AoE 2 and 3.

Hi AoE4 Community,

I have an idea to shakeup water balance, and make it more interesting. I think the landmarks mechanic in the game could be used to make water maps less one-sided and dependent on whether you win water or not. As in my other thread, I made a list of the landmarks in the game currently and brainstormed a bit on giving each landmark an applicable water buff related to that civ or how the landmark works. I’m copy/pasting it below.

That said, I have no idea if these would be balanced, and I would trust the devs that if implemented for an ambitious water shakeup to rebalance it accordingly.

Hello AoE4 community,

I’ve gone through the landmarks list and given some thought to how landmarks could be used to make water gameplay more exciting, and possibly help rebalance it without impacting land maps. The intention would be to use landmark water buffs for each civ so they can leverage the buffs and make water less dependent on if you win it or not, or more easy to defend.

For clarity, I want to say these are just ideas and I’m not a dev and haven’t done any balance testing. Just an idea to shakeup things. That said, I’d love some feedback from the community. If the dev team picks this up, I’d be absolutely flattered and honored.

Now, by each civ and landmark, my ideas are as follows:

All civs general change: Dock can garrison up to 5 ships, and naval defensive arrowslits cost is changed (devs can decide how), but doesn’t cost stone (mongols used ovoo wood on the dock and ships).

Trade wing: 1 trade ship spawns at each dock available when trade wing is constructed. Trade wing technologies also apply to trade ships, but grand bazaar is reduced to 10% from 25%.
Economic wing: Fishing ship cost reduced by 20% if Fresh Foodstuffs researched. Improved processing also applies to fishing ships.
Culture wing: Proselytization enables religious units garrisoned on transport ships to also convert individual naval units. Preservation of knowledge applies to naval technologies.
Military wing: Spawns one arrow ship per dock constructed. If imperial age, spawns one Springald ship per dock constructed. Otherwise, no buffs.

General: Since China can build all landmarks, naval buffs are to be by Dynasty instead of by landmark.
Tang Dynasty: Fishing ship sight radius increased
Song Dynasty: Fishing ship cost reduced, fishing ship gather rate increased (no idea if this would be balanced on hybrid)
Yuan Dynasty: All ship speeds increased by 10%. Demolition ship speed increased by 15%.
Ming Dynasty: Docks can get upgraded with defensive to Nest of Bees emplacements which only shoots naval units.

General change: Trade ships (or transport, will let devs decide) have an aura that heals military ships nearby, letting them act as supports. Healing auras can stack up to 4 times. Can allow devs to balance.
Tower of victory: Fishing ships get 20% more attack speed
Dome of the Faith: Research time of naval upgrades reduced by 40%
House of learning: Hearty rations increases fish carry capacity by 10, Lookout towers also applies to docks, reinforced foundations allows more fishing ships to garrison and fire arrows in docks, Tranquil aura buffs trade/transport ships naval healing aura
Compound of the defender: Dock and outpost/keep emplacements can attack all enemy units (i.e. both naval and land)
Hisar Academy: Change to also generate 1 wood every 5 seconds for every dock constructed and naval technology researched
Palace of the Sultan: Transport ships garrisoned with Tower elephants shoot handcannons. (I guess?)

Abbey of the kings: Demolition ships get +1 armor
Council Hall: Arrow ships get +1 range and +1 arrow per volley
White tower: Naval springald emplacement can be upgraded at dock
Kings palace: Fishing ships carry 25% more food
Berkshire Palace: Docks get naval fire arrow defences, if White tower was constructed, docks can upgrade to long range naval fire springald emplacements
Wynguard palace: Batch training of military ships enabled. Balance and cost to be adjusted by devs.

School of Cavalry: School of Cavalry is given a unique technology which gives demolition ship a manually activated charge ability buffing it’s speed by 20% for 7 seconds. Allows demolition ships to connect easier with targets. Can alternatively be researched at Castle Age but is expensive.
Chamber of commerce: Trains one free trade ship and one free trader per economic technology researched

Guild hall: I think this can be left as is.
Royal institute: Long guns technology added to royal institute
College of artillery: Gunpowder buffs apply to naval gunpowder units
Red palace: Docks get naval arbaletrier emplacements.

Aachen Chapel: Fishing ships within dock aura are inspired if a fishing ship is garrisoned inside. Dock aura radius can be individually upgraded to be increased by 50% larger.
Meinwerk Palace: Contains an additional armour upgrade for military ships. Can only be researched at Meinwerk.
Bergrave Palace: Docks produce springald ships 50% faster
Regnitz Cathedral: A dock with a relic garrisoned inside produces inspired ships. Inspired ships travel 10% faster, and have a damage buff.
Elzbach palace: Unlocks cannon emplacement in docks, can only shoot naval units. Dock cannon emplacement splash damage is friendly fire (so it can damage allied and your own units). Dock can be set to hold fire.
Palace of Swabia: Idea 1) Economic ships return wood when arriving at dock by salvaging “driftwood” they find along their routes. The longer the route, the more driftwood returned. Relationship Is linear, not exponential like trade. Idea 2) An enemy ship’s death leaves behind driftwood which is salvaged. Acts similar to Piracy, but only applies to wood.

General change: Docks auras additionally act as toll docks for trade ships. Positioning of docks along trade route is encouraged. Trade ships can be tolled up to 4 times.
Sahara trade network: Toll dock aura can be upgraded at individual docks to be 150% larger (to make up if you positioned it improperly, or for geographical restrictions), and naval toll yields are increased by 10%
Mansa Quarry: The Dock closest to the mansa quarry yields additional passive wood. If destroyed this dock acts as a like a landmark and must be repaired to full to generate passive wood again.
Grand fulani corral: Fish within the aura of docks return passive gold income.
Farimba garrison: Dock nearest to the Farimba Garrison is automatically upgraded and it can batch train ships, similar to the Farimba Garrison. If dock is destroyed, like a landmark it can be repaired to full health again.
Fort of the huntress: Naval units in the dock auras enter stealth.
Griot Barra: Food festival effects fishing ships. Siege festival influences ships. Military festival effects dock training times.

General change: Silk road applies to Trade ships.
Deer stones: Transport ships can transport one packed building. Outpost yam aura applies to all ships. (These can alternatively be researched at dock in Castle age).
Silver tree: Docks build trade ships 20% faster, and 20% cheaper
Steppe redoubt: Trade ships returns +20% wood and gold from trade. Enemy ships killed by demolition ships yield increased piracy bounty of 10%.
Kurultai: Dock healing aura radius increased by 100% (i.e. doubles) and ships within aura receive 10% attack bonus. Enemy ships killed within a dock aura increases piracy bounty by 50%.
Khaganate Palace: Has an aura of 10 tiles. One single dock in the aura rallies warships from across the mongol empire, at random (for example, China warship with ### ############# If there is no dock in the aura the water effect is forfeited.
The White Stupa: Docks within the aura of the White Stupa have trade ships return +10% stone. For 1000 stone, this can be upgraded at the dock itself to +20% stone.

No landmark changes. Alternatively, Ottomans can can build one “military school” like dock per age up. Military spawn rate can be changed by devs for balance, or it may become faster as age ups come through. Aura around military school docks heals units at a faster rate, and aura radius is double that of a normal dock.

Kremlin: Levy militia tickets can alternatively be levied at the dock nearest to the landmark town centre to levy arrow ships. Levied arrowships are weaker than normal arrow ships.
Golden Gate: I’ll be honest, I’m not sure what to do with this one.
Abbey of the Trinity: Warrior Monks can garrison inside springald ships, causing warrior monk passive abilities to be applied to the RUS naval ships in combat.
High Trade House: Shoreline fish within the dock aura do not become depleted, allowing for safer fishing.
High Armoury: Warship cost decreased by 20%
Spasskaya Tower: Idea 1) (fun idea but probably not historical) Rus stone walls can be extended up to 5 tiles range into water from shore. If the stone wall reaches another stone wall on the opposite shore, it acts as a bridge between the islands. Idea 2) Unlocks cannon emplacement in docks, can only shoot naval units. Dock cannon emplacement splash damage is friendly fire (so it can damage allied and your own units). Dock can be set to hold fire.

Yes, I agree…that can give you bigger bonuses per landmark…

Ranked matchmaking needs so much work… teams are so unbalanced with random players. 2 conqueror vs 2 platinum, It is disheartening.

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new to the game and got sent this website through reddit. im on xbox and absolutely loving it. my only issue is the ud is massive, would love to reposition or simply even resize some stuff.

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This post was flagged by the community and is temporarily hidden.

First of all, I’m not your bro.
My graphics are maxed out and mainly the animations bother me.
The way the units move, the way they float like water when one unit wants to get out of the mass or they get through a small passage, the way they look when they fight.
The way knights weeightlessly feel like cardboard when they fight enemies and glide left and right.
They are HEAVY cav, why do they feel like paper that doesn’t have any weight and gets pushed around like air?
The wriggling of units who can’t decide which direction they wanna go to attack someone.
None of this should be part of a 2021 triple AAA rts game.
Especially, when aoe3 has made all this (including destruction physics and water physics) SO MUCH better 16 years before.

But yes, the graphics were a disappointment to me as well when I first tried the game in the BETA.
The animations and the terrible pathfinding bother me more though.

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why is my comment getting flagged when i had a totally reasonable non offensive comment

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Bro’s comment got flagged, weird.
My comments also got taken down.

Crossplay with Xbox and PC for non ranked matches

Does the crossbow which garrisoned inside a building does his normal attack or same with others i always forget to check , if it is ranged units should do their normal attacks from buildings

Everyone checks their weapon at the door and picks up whatever the building has for them to shoot. I don’t know how it would upset balance, but I agree that ranged units should shoot their standard weapon in garrison. Might get strange for balance with towers that have range upgrade and placing gunpowder in it, but it would make stationary defensive emplacements have an impact that matches their investment.

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In aoe2 the arrows tower throw multiplies with the damage of the ranged unit like tower has 7 damage if you put 14(2x7) damage range unit it throws 2 more arrow,with melee units i think it gives nothing