I agree with everything…
Beasty doesn’t enjoy Empire Wars and he doesn’t think his audience will enjoy watching him train that game mode either.
Beasty not enjoying Empire Wars is unrelated to your post you linked above tho.
Prioritizing quality over quantity is the answer for me. When this game originally released, the devs talked about how they were going to have fewer civs than previous titles with the goal of making them all feel unique to play. I loved this concept since AOE2 has like 80 civs and counting that have different names but are 95% similar to play. I’m worried that the variant civs they have announced as well as any planned for the future will water down the uniqueness of the existing civs and ultimately make the game worse.
Yes, they have to know how to handle that…
We need the VIKs Spanish and similar civs they play a big part in history
According to what an insider told me, they are not going to put the Spanish in the game…
Totally agree ! Spanish, portoguese, polish lithuania, danes, dutch(fiandre)
And whats the reason ?? Really dont understand … in a game like this, as an italian id prefer to see first spanish Kingdoms than italians…
- Crossplay with PC and XBOX
- A cleaner HUD on Xbox
- Same interface of PC if play with mouse and keyboard on Xbox. We didnt ike the 2 clicks to build something on Xbox.
These are the improvements me and my friends want to see.
Because Spain did not exist in the Middle Ages and it seems that they are not going to touch the Reconquista or the New World…
With spain i meant Aragon or whatever was the name at that time.
I asked him (the insider) if the devs were going to put Castille or Aragon in the game, but he didn’t want to tell me…
Bottom line: Don’t believe everything someone tells you ![]()
Given how AoE 4 is more specific with its civs, I’m sure we won’t see Spanish but rather Castillians.
Of course, it bothers me more that they put Castille (1230-1516) in the game
For xbox:
- Reduce the size of the wheel menu (by a lot) and move it to the side or a corner. It’s hard to see what is happening on the game when half the time you need to have a menu open that covers half the screen.
- Reduce the size of the eco info panel (top panel with resources and vill distribution) and maybe move it to the bottom left corner like on pc. The pc eco panel is fine, why such a drastic change?
- Allow us to reduce the size and even hide some sections of the UI.
Rework some civs to historicly accurate versions,And improve their gameplay.
Sometimes i cant select builder at the game start
Maybe you guys delay civs a bit for quality gameplay
And most importantly Each landmark choice might affect your game and play style.Rightnow everyone build same landmarks and strategys
NEED an active PAUSE key for single player games. Like every prior game in this series. I mostly play single player games and need the ability to pause, give orders etc. to compete with the AI. Without this option, I have not enjoyed this iteration of the game.
-Allow me to put 5 fishing boat inside docks instead of 3 and let the fishing boat shoot arrow at ships when inside. It is still WAY too easy to lose ALL your fishing boats in feudal age. Since nothing on land can fight ships in feudal. Need to be able to defend on water. Especially against delhi fishing boats that can destroy everything in dark age with 0 available defense.
-Dock arrowlist upgrade is too expensive. Make it less rock or change it to springald attack with more range. Adding a defensive option on water would make it less all or nothing and always having one player control the whole water. This is the only reason why people don’t like water map, because the devs haven’t added viable defenses on water, so one player always win ALL water too easily.
-Let me take control of sheeps with villagers (they don’t need follow the villager, just change to your player color and you can move the sheep slowly.)
-Mongol Ger are buggy they never deploy after trying to place them when packed, use the logic used when building instead where the units inside move away instead of just canceling the deployment.
-Berkshire palace need to shoot less far than mongol trebuchet. I think 13 range would also make it less unrealistic. (or 14 and increase mongol trebuchet to 15).
-Instead of having 1 pathfinding map. Have 2 (one per team) and update it based on building visibility… So that units don’t try to move around a wall that they don’t know even exists. It make no sense to not see a wall and have units try move around it. It also makes you lose units often as they suddenly decide to walk in the middle of enemy base to go around a wall you don’t see… And it also make it hard to actually move to that wall to attack it as you have to guess click to try to move close to it without clicking too far. At this point they should just make the walls visible if they can’t fix pathfinding. Im pretty sure the game already has 2 pathfinding map because of gates so it doesn’t seem like a technical limitation.
-Allow me to place a gate on top of a wall that isn’t being built yet, like planning where it will go.
A couple of things that I think needs to be changed:
When selecting a building (could be a tower, castle, settlement) with villagers in it, and hitting “D” to send them back to work (my hotkey, it’s the default one I guess?;
- Only villagers go back to work, I have to manually select the priest. Why is this? I cannot see how this is a good thing.
In the Menu UI, why can I not use the Enter or Escape keys? Why do I have to click everything with the mouse? Small thing, but really annoys me! Thanks ![]()