You are wrong dude
In IV, there are unique units and techs per civs!
Well, the thing is that Spearman arenāt for siege as the āPikemanā Aoe3 counterpart.
Spearmans arenāt for siege, their only purpose is to kill cavalry, and being a defensive wall aggainst cavalry charge. And historically, āthey represent a weak militia that every feudal kingdom has, recruited from the poor people with the most cheap weapon and armorā, for that reasons they suck at everything that is not to stop cavalry.
Maybe in AoE3 the Muskeeter and Pikeman in 2nd Age can be used as siege unit in mass because his high Torch Damage, but in AoE4, to Rush in 2nd Age you need Archers or Cavalry to harass villagers, and Rams to destroy buildings.
If you practice enough to gain the AI, you can win in less than 15 minutes, and in Ranked, there are players that surrender even in less than 10 minutes.
What are you talking about? Town Center is already nerfed:
- Previously all Town Centers had more space for Garrison (20), but now they have less (15), and secondary Town Center has even less (8).
- Previously all Town Centers had a free arrow and good range, now only the principal has those stats.
- Previously all Town Centers detected invisible units (Mali, for now), now only the starter one.
The game has changed a lot since Season 3.
About historical representation: Another thing is that the Town Centers in AoE3 are made of paper mache because they are colonial buildings made of cheap wood. In the Middle Ages, Town Centers were fortified palaces or at least well protected, so itās normal that they have more resistance in AoE IV.
I suppose you want to say āFast Castle.ā This is only viable for some civs like Japanese, Rus, HRE, OftD and recentry English, but many, as Delhi, French, Chinese, Mali canāt use this option, because they do not have an economic bonus that allows them to go so fast.
Also this option has a problem, that is that left you very vulnerable to a Feudal Rush in 1vs1, but it is quite effective in Teams (2vs2, 3vs3, 4vs4), if your allies agree to protect you. Now, while many fast castle strategies are similar, if answered well, they lead to new playstyles in Post-Imperial, not the same thing.
On the other hand, all players collect relics, holy sites, and focus when they can. In map control, itās part of the game that actually shows your skill as a player, not its absence.
Now, what I do agree with, is that itās limiting that certain civs that do fast castle really have no incentive to do feudal rush. , mainly HRE.
The Japanese didnāt do Fast Castle so much in the beginning, but rather Feudal Rush, but since they nerfed āElite Tactics Armyā, people donāt want to make infantry armies in Feudal anymore, because they know theyāll be discarded in Imperial Age. .
Luckily, the devs said they are going to āImproveā the options so that civs like Japanese and Mali can use feudal rushes again.
Well, i disagree, win the one with the best Macro. Micro is important, but macro is really what matters.
Iād like to think youāve been playing since season 1 At 3, back then, there werenāt that many unique units.
There were at most 3 per civ, including early units, all for fear that more would cause an imbalance (English: Villager-archer, Vanguar Men-at-arm, Longbowman ). It was an effect of the āGame Betaā.
However:
- Since season 3 the creators decided that there should be no limits to creativity, and since the Mali had 6 unique units (7 if you count the cow), they started giving many unique units to various civs. - While they initially only used campaign units (HuoHuo Pao, Wynguard Ranger), over time, especially this latest Season 9, they have become more historically faithful and creative, and now the Mali have the Freeborn Warrior, or the Mongols to the Khan Hunters.
AoE4, Current numbers, counting Early units + unique units
- English: 5
- French: 5
- HRE: 3
- Russ: 4 + Unique Ships Mechanic
- Abbasid: 3
- Delhi Sultanate: 5
- Mongols: 6
- Chinese: 6
- Japanese: 14
- Zhu Xi: 9
- JoanDArc: 8 + JoanVariantDigievolutions (6)
- Ayyubid: 7
- Order of DragonTail: 8 Prottoss
- Mali: 8 + MansaVariantDigievolutions (2)
- Ottomans: 6
- Byzantines: 4 + mercenaries (12)
Aoe3 Legacy, Unique Units:
- English: 2
- French: 1
- German: 4
- Russian: 3
- Spain: 2
- Dutch: 2
- Ottoman: 3 (im not counting Magnet)
- Portuguese: 2 (And Ribauldoquin is not even Portuguese, they didnāt use many, not was their main artillery or similar)
And Iām not counting the supposed special V Age units (tercio pikeman, red coat) because they are only the same units plus 10% of the HP and attack of the base ones of others civs.
In AoE3 they had to wait for the Definitive Edition for the mercenaries were different between civilizations, which before were even all the same. And only in their last patches, new unique units were added for Legacy civs, such as the English rangers or the Ordinance Rifleman.
1.- āAoE3ā every civilization had distinct strength but AoE4 all civs are the same:
That is not true in any way, in fact I would even say the opposite:
-
When AoE3 came out, vanilla or Legacy, ALL civs were almost the same, they even shared the same card model, there were almost no unique cards, except one that gave improvements in the temple, but most of them were a give and take and āmore shipmentsā of units. Not only that, unit models like Pikemen, Musketeers, Skirmishers, Hussars, Dragoons, ARE THE SAME in all civs, even down to architecture.
-
AoE IV on the other hand, has different models for each civilization, both in base units and in buildings and architecture. Landmarks to advance from Age, Unique bonuses for each civ, with different mechanics, influence bonuses force cities to be built in a different way between civilizations.
-
On the other hand, it is a poorly constructed sentence, you say that AoE3 has civilizations with certain strengths and that makes them unpredictable, but in AoE4 you say that those same strengths make them predictable, you contradict yourself. And in both games the French They are Cavalry Civs, I donāt know what youāre getting at.
2.- The only real exceptions are elephants, camels, and Order of the Dragon units ābut even those are just slightly modified versions of existing units.
I guess that you mean the order of the dragon. Itās funny you should say that considering that:
- So far in AoE3, even in DE, many units are just slightly better versions of existing units, including: Ottoman Janissaries (Improved Musketeers), Portuguese Caccadores (Improved Skirmishers), All mercenaries ( Improved versions of many unique units), Many Unique Archers (Otontin Slinger, Yummi Archer, Aenna, Cettan Bowman are Crossbowmans with less or more stats)
Finally, Iām not going to compare AoE3 with AoE4. There are many things in AoE3 that would be good for it to AoE4, like more fauna per map type, or more death animations for units, like those that fly away when receiving cannon fire, but about unique units, abilities or āunique mechanicsā, in that AoE4 already surpassed AoE3 a while ago.
Path Improvement Suggestion:
I would like units to move in the direction ordered when clicking, even if there is a wall. The unit should approach the wall and then change course upon detecting it. Currently, even if the wall hasnāt been discovered, the unit takes an awkward alternate path until you manually click just before the wall. I would appreciate an optional pathfinding setting to address this issueāit would make movement feel much better.
Additionally, please consider removing the wolves or making them stop attacking. They are simply too annoying. If the concern is that players will have too little to do, please donāt worryāitās perfectly fine not to deal with that horrible sound. The game has excellent sound design, but strangely, the wolves⦠not so much. Another unnecessary notification just adds to the frustration. Please consider the voices of casual players as well.
Wolves are meant to be annoying. Add more. Add more animals that will destroy careless villagers. Not less.
wolves themselves arenāt annoying, aoe4ās villager logic regarding wolves however is the worst in the series, they just stand there after killing the wolf as oppossed to getting back to what they were ordered to do like in all other age games with wolf mechanic
LoL. Please fix the balance first. Imagine when this happens. it saddens me that Mongols is getting destroyed like this. when the army is somewhere else⦠Youāre not just able to do anything. What is that torching damage and movement speed of cavalryā¦
I just wanted to highlight an issue thatās been bothering me lately. As a fan of the Mongols in Free-For-All (FFA) games, it makes me sad to see them struggle so much when they canāt leave their base.
The Mongols have such a unique playstyle, but when theyāre confined to their base, it feels like their potential is completely wasted. Itās disheartening to watch them unable to expand and utilize their strengths effectively.
Does anyone else feel the same way? What strategies do you use to help the Mongols break free from their base in FFA matches?
And how can you make sieging more pleasant and quicker? Now trebuchets seem to deal very little damage.
Looking forward to hearing your thoughts!
It should be a flag on the mercenary house. So it can be scouted similarly to an Abbasid age up.
Definitely!
Pathfinding improvement is a must
I think khaganate palace should be reworked and make them a settler civ: it no longer trains free units, instead they can build walls and keeps, can mine stone, but lose the ovoo, can no longer pack and unpack buildings, and can no longer train units with stone. Ovoo techs would be transferred there.
Hui hui pao should be a permanent unit in mongol roster, possibly replacing bombard.
I think mongols would need an overall rework, but this would fix their main problem in FFA, which is the lack of walls and high hp static defense.
Chinese skin for walls and keeps would be fine for mongols.
Never they would do that
Mongols is a Nomadic Civ
Thatās a good point. Simply adding walls isnāt the best idea. However, considering historical insights from Karakorum, the Mongol capital, it might make sense to have some defensive measures. Perhaps improving fire resistance for the Town Center or other enhancements could be beneficial. Pax Mongolica is currently a very generic and expensive technology, but it could be extended to the Town Center as well. If the game emphasizes defensive play with keeps and multiple layers of walls, the Mongols should also have some advantages in this area. Itās easy to lose momentum during a siege when walls and keeps significantly slow down your army.
As of extreme, considering emergency repairs that HRE offers is really making sieging and holding SS very lameā¦
I really hope that some actions will be still taken on this matter. It is as of now too easy to snipe Mongols or win the game just by turtling SS. Due to pop limitations and investments to siege, the defender always will have huge advantage.
Yep. That would be a nice one
Maybe adding on towers a bonus attack by near cavalry (Melee and/or ranged). Pretty close the opposite of English with base attack speed boost and/or Network of Castles Technology.
This could be adjusted accordingly through Ages for no excessive buff!
Now for not doing my simple suggestion of returning Fresh Foodstuffs to Town Center and automatically producing a villager when researching that technology, consequently Abbsid is the weakest in the Pro Scout Meta
But is better to have Fresh Foodstuffs on Mill
Then you have uninterrupted villager production!
The possibility to have a Nomad MegaRandom mode. The Nomad with standard maps is real Nomad IMHO.

But is better to have Fresh Foodstuffs on Mill
Then you have uninterrupted villager production!
But if Iām saying that a villager will be produced automatically just like the Japanese Town Center!!

Co-op campaigns or a roguelike mini campaign (akin to AoM Retoldās Arena of the Gods).
Yes, I would add historical battles and make them coop like in AoE 2 and 3ā¦

Arena of the Gods was a missed opportunity in AoM Retold. I found it plain, and boring. Just Skirmishes with an ally against AI with player-choice bonuses. Them should have been developed right in matter of level design, world design, progression, and rewards
Yes, at most the only good thing about it is the tutorial and then the battle where you face Kronos as a titan at the end of chapter 1ā¦

1.) More unique animals on the map for hunts instead of just deer⦠Turkeys, goats, buffalo, etc. Same impact as deer, just more animals. Same food amounts, same everything, just more variety
2.) Remove ability for boats of any kind to even be built on shallow water areas. Creeks/streams/rivers should be shore-fishing only. There shouldnāt be massive warships on a creek that I can literally walk across.

4.) Reduce the impact of kiting with ranged units. Kiting is legitimate tactic but its fundamentally flawed in AOE4 right now. Charging with exclusively cav units and you canāt catch people on foot, who have to stop/turn/shoot. There needs to be a more severe penalty for being countered in this way. Instead micro and APM save players from poor unit composition.
5.) Make unique skins for each civ on artillery where it makes sense⦠Just something to make them unique to the civ. I know balance is critical so I am hesitant to recommend changes to actual gameplay⦠but, China (for example) had a unique iron plated battering ram that would be easy to implement. Maybe the Malians have something more like the Iroquis had in AOE3⦠Any unique skins that can realistically be applied would add some diversity in the game.
6.) Add civ banners on buildings or within unit composition⦠Does nothing, no buff or anything, purely aesthetic. An English army marching across the map with a toggle capability for some random units to to carry the flag⦠Landmarks and primary town center fly the civilization flag, if toggled on. Towers, etc. Basically a toggle on/off button to fly your civs flag. Again, does nothing, just pure aesthetic.
7.) Continue with adding a few more civs and working on balance improvements

Right now, 90% of players go for Fast Fortress (FF), collect relics in Age 3, focus on map control, and every game plays out almost identically. The winner is usually the one with slightly better microāwhich is importantābut thereās almost no tactical surprise. This is frustrating because, in AOE3, playing against the Ottomans, you never knew whether they would Fast Fortress into artillery or go for an early Janissary rush. That unpredictability made the game exciting. AOE4 is too predictable.
Second issue:
AOE4 lacks unique units and technologies per civilization.
In AOE3, every civilization had distinct strengths: Ottomans had Janissaries, Portuguese had improved Skirmishers, the French had powerful Cuirassiers, etc. In AOE4, no matter what civ I pick, I already know what units my opponent has and what strategy they can play. The only real exceptions are elephants, camels, and Order of the Dragon unitsābut even those are just slightly modified versions of existing units.We need more diversity to make the game more exciting!
Yes, this is mainlyā¦

3.) Nerf pro scouts (which is well known at this point)
They already did it in the last patchā¦

You are wrong dude
In IV, there are unique units and techs per civs!
I think he means that few are used and that generic units are used moreā¦

Spearmans arenāt for siege, their only purpose is to kill cavalry, and being a defensive wall aggainst cavalry charge. And historically, āthey represent a weak militia that every feudal kingdom has, recruited from the poor people with the most cheap weapon and armorā, for that reasons they suck at everything that is not to stop cavalry.
Maybe in AoE3 the Muskeeter and Pikeman in 2nd Age can be used as siege unit in mass because his high Torch Damage, but in AoE4, to Rush in 2nd Age you need Archers or Cavalry to harass villagers, and Rams to destroy buildings.
Yes, as it also happens in AoE 2ā¦

AoE4, Current numbers, counting Early units + unique units
- English: 5
- French: 5
- HRE: 3
- Russ: 4 + Unique Ships Mechanic
- Abbasid: 3
- Delhi Sultanate: 5
- Mongols: 6
- Chinese: 6
- Japanese: 14
- Zhu Xi: 9
- JoanDArc: 8 + JoanVariantDigievolutions (6)
- Ayyubid: 7
- Order of DragonTail: 8 Prottoss
- Mali: 8 + MansaVariantDigievolutions (2)
- Ottomans: 6
- Byzantines: 4 + mercenaries (12)
Aoe3 Legacy, Unique Units:
- English: 2
- French: 1
- German: 4
- Russian: 3
- Spain: 2
- Dutch: 2
- Ottoman: 3 (im not counting Magnet)
- Portuguese: 2 (And Ribauldoquin is not even Portuguese, they didnāt use many, not was their main artillery or similar)
Yes, thatās true⦠I think that all in all the AoE 4 civs have enough UU and Iām happy with 5-6 UU each (Iād add 1 more to the English and French each and 3 UU each to the HRE and Abbasids) (Iād add the Crusader units from the TSA campaign and the new Teutonic campaign to the HRE for sure and the Black Rider/Ruyter that was already leaked in the game files and 3 UU from the Ayyubids to the Abbasids and thatās it)ā¦
PS: The French in AoE 3 legacy have 2 UU, not 1 (the Cuirassier and the Coureur des Bois) and the Ottomans 6 UU (Iman, Janissary, Abus Gunner, Great Bombard, Galley, Spahis)

- When AoE3 came out, vanilla or Legacy, ALL civs were almost the same, they even shared the same card model, there were almost no unique cards, except one that gave improvements in the temple, but most of them were a give and take and āmore shipmentsā of units. Not only that, unit models like Pikemen, Musketeers, Skirmishers, Hussars, Dragoons, ARE THE SAME in all civs, even down to architecture.
Thatās trueā¦the European civs at the launch of AoE 3 were almost identical, the only thing that saved you was the church card that gave you unique developments (example the glorious revolution that now in AoE 3 DE allows you to change your Longbowmens for proper Rogerās rangers units)ā¦

wolves themselves arenāt annoying, aoe4ās villager logic regarding wolves however is the worst in the series, they just stand there after killing the wolf as oppossed to getting back to what they were ordered to do like in all other age games with wolf mechanic
Simple AI Bugā¦

It should be a flag on the mercenary house. So it can be scouted similarly to an Abbasid age up.
Sure, like the Asian consulates in AoE 3ā¦

I think khaganate palace should be reworked and make them a settler civ: it no longer trains free units, instead they can build walls and keeps, can mine stone, but lose the ovoo, can no longer pack and unpack buildings, and can no longer train units with stone. Ovoo techs would be transferred there.
Well, the most logical thing is that they did that with the White Stupa, since it is still an Ovoo without the need to put it in stone (you put all the Ovoo and economic improvements and villager creation there and thatās it)⦠the Khaganate palace is fine as it is since it represents help from the different domains of the Mongol Empireā¦

Hui hui pao should be a permanent unit in mongol roster, possibly replacing bombard.
I agree with thatā¦if they added it to the roster, it should be permanent and that can be created in the siege workshopā¦

I think mongols would need an overall rework, but this would fix their main problem in FFA, which is the lack of walls and high hp static defense.
Well it makes sense that they donāt have walls because they are an aggressive cavalry civā¦the same thing happened with the Lakotas in AoE 3 legacyā¦

Chinese skin for walls and keeps would be fine for mongols.
I donāt think the Mongols had such big walls, only the Yuan dynasty could haveā¦

Never they would do that
Mongols is a Nomadic Civ
Of course, thatās what I mean⦠Mongolia was all plains and pastures, they never had such big wallsā¦

I really hope that some actions will be still taken on this matter. It is as of now too easy to snipe Mongols or win the game just by turtling SS. Due to pop limitations and investments to siege, the defender always will have huge advantage.

Maybe adding on towers a bonus attack by near cavalry (Melee and/or ranged). Pretty close the opposite of English with base attack speed boost and/or Network of Castles Technology.
This could be adjusted accordingly through Ages for no excessive buff!
True, you canāt let the game become a ācastle siegeā or a āstrongoldāā¦

Then you have uninterrupted villager production!

But if Iām saying that a villager will be produced automatically just like the Japanese Town Center!!
Sure, like the Ottomans in AoE 3ā¦
For me it has achieved a good design and for me what it needs most is a marketing maneuver to increase the community and the perception of it as a living game, on Twitch or other channels. Others will not care, but being part of a game perceived as socially active makes me feel like I am not wasting my time because there are other people with whom I can share this passion as an excuse to socialize.

When AoE3 came out, vanilla or Legacy, ALL civs were almost the same, they even shared the same card model, there were almost no unique cards, except one that gave improvements in the temple, but most of them were a give and take and āmore shipmentsā of units. Not only that, unit models like Pikemen, Musketeers, Skirmishers, Hussars, Dragoons, ARE THE SAME in all civs, even down to architecture.

Thatās trueā¦the European civs at the launch of AoE 3 were almost identical, the only thing that saved you was the church card that gave you unique developments (example the glorious revolution that now in AoE 3 DE allows you to change your Longbowmens for proper Rogerās rangers units)ā¦
But they were pretty asymmetrical at base:
Exclusive villagers: Germans and French.
Civilizations without heavy ranged infantry: Germans and Dutch
Noticeably different bonuses:
Free cavalry with each shipment (Germans)
Free town centers with age (Portuguese).
Higher rate of shipment acquisition (Spanish)
Building of banks (Dutch)
Free villagers (Ottomans)
Villagers for each house built (British)
Special barracks (Russians)
Creation of troops in fixed batches (Russians)
Not to mention the units exclusive to each civilization.