What should Age of Empires IV improve?

Mechanical translation of the previous article*****

At present, there are a large number of 4V4 players in the game, who prefer to play with four people instead of playing the game alone. Any online game will never miss out on multiplayer matches. If my suggestions in this article are included in this change, the game will have a qualitative improvement. Not only multiplayer matches, but also solo performances are very meaningful. Even if my suggestion is not adopted at present, it will be adopted in the future. Because if the designer adopts my suggestions for game changes, players will reject the current version. Next, describe and explain each item one by one.
1ļ¼š
The most important thing!!! Changes made to the knights.
Recommended changes: Any knight charge will be changed to an uninterrupted state, and the movement speed will be increased by 30%.ļ¼ˆCapable of pursuing mongudaiļ¼‰
The purpose is to make the knights less reckless in killing villagers. Changing the killing of paired villagers has game content, rather than without any defensive measures. Any tactic should have flaws, just like saying that every branch of the military has flaws, it is the same principle.
The modified effect: making every cavalry charge decision no longer arbitrary or meaningless. When you command cavalry to charge, cavalry cannot stop. Cavalry has a limited field of view, and when they encounter spearmen after charging, they will be countered. Instead of the current cavalry discovering that there are spearmen who can stop charging and rely on their speed to easily bypass the spearmen and kill villagers without restrictions. Let players with a large number of spearmen within the TC range no longer worry about cavalry killing villagers. (Every player has a headache: Why do I have many spearmen, but cannot defend against cavalry? Cavalry is the most powerful presence in the game.)
2ļ¼š
The most important thing!!! Still a modification to the knight.
Modified content: (Drawing inspiration from Warhammer 3) The charge damage of any cavalry increases while being able to knock off enemies (excluding spearmen and cavalry), and the attack decreases.
The purpose is to make cavalry more tactically meaningful and to increase their practical value. Instead of relying on value and armor. (Numerical Monster)
Recommended modified effect: Players will love cavalry even more. Having higher-level tactical abilities. Can easily destroy siege weapons. Can easily resist groups of crossbowmen.
3ļ¼š
Changes made by archers.
Recommended changes: Archers will no longer spend a lot of wood, but instead become more slowly produced. meanwhile
Wood is a more important resource than gold in the later stages of the game, as it is a non renewable resource. This means that the archer cannot be used in the later stage. Unless trees can be reborn.
4ļ¼š
The modification of the spearman.
Recommended changes: Spear soldiers no longer spend wood, but instead turn it into 80% food.
Spear soldiers are the least valuable type of service, as they not only cannot fight against cavalry, but are also easily killed by groups of knights in small numbers. Unable to escape the knightā€™s encirclement.
Precious wood should not be spent on spearmen.

4ļ¼š
Landmark TC
Suggested modification: Arrows can slow down the knightā€™s movement speed to 1.0.
The purpose is to protect novice players and provide better comfort for veteran players. Enabling spearmen to more effectively kill knights within the TC range is necessary to protect the villagers. There is no possibility for the current spearmen to take any action.

There is a hotkey to do this. Also I believe you can un-queue things with your mouse in the global production queue.

I often have my archers attack buildings while attacking the enemyā€™s TC. I want them to only attack units when I press A.

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Youā€™ll have to actually micro your units then. This is akin to wanting units to focus the ones they counter when attack moving.

It is very easy saying that when playing in low elo.
Try having fights even anywhere CLOSE to a building at a high level of play.

The same goes for the Red Bull Cup race, unless your troops are all standing together, which is very disadvantageous

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Yeah the pros are totally complaining about this all the timeā€¦

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Watch any high ranked (for example tournament) game and see how the aggressor loses a massive part of his DPS because of that poor attack-prio coding.
Many matches are in fact lost because of that.
And at their level ā€œyou just have to micro thatā€ is no excuse anymore, because the pros donā€™t micro poorly and donā€™t let chances like that slip.

Vortix and Lucifron left aoe4 because turtling/booming is way too strong in aoe4 and the massive tc machine gun fire and the unit attack behaviour (wrongly attacking building when enemies are in range) is one of the major factors.
There is no way to deny that dudeā€¦

I have played thousands of ranked matches in aoe3(2005) and later hundreds in aoe3DE, arround a 1000 matches in aoe4 and now I played a good amount of matches in AOM R in the last days.
Neither in aoe3de nor in aomr are the units getting stuck on buildings like they do in aoe4.

It is just extremely poorly executed gamecode and HAS to be fixed ASAP.
It is so damn frustrating that this, the age2/3 counter-problem and the missing % resistances together made me leave aoe4.

I played aoe4 until conqueror level in both 1v1 and team and really tried to give this game a chance despite its flaws but eventually realized it is more frustating than being fun for me.
The technical and designbased shortcoming are just too massive for me to long-term enjoy the game.

The technical issues including the MAJOR one of units attacking buildings when an enemy unit is right next to them, have to be fixed before this game can be taken seriously as a competitve rtsā€¦

no pauses in ranked :wink: :wink:

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In AoE2 the pause system is abusive. In AoE4 they have it very limited.

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Pause in AoE 2 and 4 is not too different from each other tbh. The sole difference is that the first pause in AoE 4 will have a cooldown.

Also, add pause for ranked pls.

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Please make unit textures higher definition so that other Age games fans have no more reasons to justify bashing AoE4 graphics.

For next DLC, please less cheesy units like the Shaolin Monk that fights armored units with a stick and has 170hp despite minimal clothing. Or the teleporting ninjas. Please make smarter units to prevent turning the game into a laughing stock. Hire smarter people if needed, that are able to create more interesting and less cheesy units thematically.

Also less stuff like in this picture, that makes no sense. ā€œDivine Chargeā€, what does that even mean?

But as I tested it in Aoe4 I can remove it, from the second pause, at the same moment if I want.

Yep, thatā€™s also how it works in AoE 2 (and 3 I think)

Yea, Iā€™d also like for them to make non-fighter units more often too. By which I mean units that arenā€™t just men with a weapon. Things like the War Wagon or the Hussite Wagon in AoE2. What about a man holding a barrel of gunpowder? A camel on fire? Things that were real but didnā€™t just represent a ā€œfighterā€. This is an RTS and they should aim to make fun and interesting units; every unit being a man with a weapon gets boring if overdone.

It doesnā€™t get more interesting to literally make magic, like the Divine charge or Joanā€™s Divine abilities. It gets more interesting when you use historical units, characters, strategies to represent a unit for unique gameplay.

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Can someone explain this to me? All of her abilities are grounded in some form of reality, no divinity aside from the naming convention.

Honorable heart: passive hp regen (cause she goes hard)

Divine Restoration: heals units in an aoe (same level of magic that religious units have)

Holy wrath: deals damage in an area (could be explained by the big sword sheā€™s holding???)

Divine Arrow: single target damage (could be explained by it being a focused shot)

Consecration: reduces cost of training units (stimulus package for small businesses)

Summon skills: summons units (makes as much sense as any unit being trained from the ether)

Strength of Heaven/Valorous Inspiration: buffs single/group of units (words of affirmation makes her units fight harder, thatā€™s just leadership)


Having an issue with her wielding a gun I can kind of see, but sheā€™s themed on religion so she gets ā€˜divineā€™ abilities. Her whole thing is being given a direct mission by her Godā€¦ how can they represent her without referencing divinity???

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If you cannot see what is magical about these things then Iā€™m afraid I cannot explain it to you.

Itā€™s no more magical than wololos, and that goes back to the first game. Why canā€™t you explain what you mean?

At the very least, can you just answer the last question? If they shouldnā€™t reference divinity when talking about Jeanne dā€™Arc, how should they have represented her in the game?

I just want to make this clear, because it appears Iā€™m being taken as a pedantic trouble makerā€¦ if suggestions are being made to improve the game we should at the very least be able to have open discussions on what our issues are and how we would like to solve them.

If anyone else can help illuminate this for me, and doesnā€™t want to have that discussion here, feel free to PM me. Iā€™m asking this question genuinely and earnestly. I do not understand what the issue is, or how Jeanne dā€™Arc is perceived as magical.

Thereā€™s no reason to insult each other.

Except religion isnā€™t magic and never has been. Show me one person performing magic with religion and Iā€™ll grant you that; but it has never ever been magic.

She can represent religion just as priests do just fine. The idea of a conversion is an idea that makes sense. Literally blasting light out of your ass for aoe damage relates to absolutely nothing.

Her whole kit is ridiculous. Iā€™m not going further into this; youā€™re often purposely pedantic and if this doesnā€™t suffice, then it is pointless to say any more.