What should Age of Empires IV improve?

Only thing is, some reported , alleged, or rumored before that the chickens were moving around pre-launch. If true, they are already rigged and animated, and were made immobile for launch, maybe to save on PC resources or something. I’d say 4 years later, PCs are better equipped to handle animated chickens :slight_smile: So they can maybe find those old files and activate them

To rig and animate a horse would be pretty easy. They already have a template they can copy over from existing cavalry military units and tweak, too.

Yes, time will tell… I was asking for more variety in the maps and they listened to me with the points of interest… I was asking for bandit camps and treasures like in the campaigns, but to start it’s fine… plus they added a new unit for the HRE, which is the Black Rider (Reiter) (although there are still two more missing) and the Teutonic Knight (although that one goes to the Templars)… so for now I’m happy…

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At present, 4v4 has a large number of cheating players, a large number of players suffer. I hope the authorities can take effective measures. Otherwise, open the shaded part of the map.

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I think my suggestion was less dramatic, aiming to make the game more active on the map, pausing Sacred Sites, and they intolerantly shut it down.

Unlike now, when they’re proposing to take the game to the Warcraft style, moving away from the simulation of the Middle Ages and making it much more fantasy-style, and worst of all, granting passive resources! We already have enough with the huge amount of resources granted by relics and trade, don’t you believe it?

I think for now it’s just on a map, to test and see how it goes.

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Yes, I say, it is moving away from AoE 2 and looking more like WC3, AoE 3 and EE3 … I mean, it is not that it becomes more fantastical, but it gives more life to the map in general, with more ruins, like the abandoned ruins and outposts or the merchants, ronins and wolf dens … I think it is a good idea and that they are distributing them throughout the map and that the players rack their brains taking them little by little … I like it, it makes it more dynamic and avoids ratting and being locked in one place … before I did not feel like exploring the map at the beginning of the game, but now it does pay off because with the scout / khan / Joan of Arc you can go capturing abandoned outposts to have line of sight on your enemy or fight with the wolves to have pet wolves or gold … and about the generation of resources, well it is controversial, but you have to fight for it and wait how 5 minutes until it finally benefits you, so for cost-benefit it seems fine to me… in AoE 3 they were practically instant upgrades or units, so now I see it as more balanced… :man_shrugging:

Sure, they said they would do it on these new maps first and then if players like it, they would then extend it to the other maps… :man_tipping_hand:

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Holy shit. Props to the devs for removing events clutter from main menu!

Now we can appreciate the artworks they make for us for events and seasons.

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Please PLEASE when we will have a proper UNIT PANEL?
At least let us deselect units holding CTRL or SHIFT and clicking in the unit icon!
I´m sick of deselecting villagers one by one in the battlefield.

To improve the game, please, correct this BUG:


BILLMAN technology “takes away Bills from Veteran and Elite Spearmans, which is CONTRADICTORY” (Possible BUG)


The technology contradicts what it does.

I don’t think the technology is being implemented well, because visually it doesn’t make sense, so I assume it’s a bug, and if not, I say it again, it’s not right.

I would suggest that Billmen give spearmen a Bill in both Regular (I) and Hardened (II) versions, but not take it away from the Veteran and Elite as is currently the case.

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Yes!!! AI to build walls again (even if you get to choose defender AI in the pre game set up like AOM)

POI are great. Please add to Mega Random. Loving the new DLC so far.
DEVS

  • please enable AI to build walls again, I don’t care if they aren’t perfect they were so fun to play against
  • Please enable the AI to use their abilities eg. HRE with Emergency Repairs or Chinese with Spy
  • have Mega Random option with water but no islands
  • allow me to set up my own presets for games (so I don’t have to set up the game every single time)
  • AI HRE don’t put any monks in their churches at all next to gathering - please add this in (love that HRE is getting some love)
  • allow 2 mods to be used (so I can use JackieAI + high population/resource nodes)
  • Allow Challenge Rewards with mods active. It’s the only way I want to play AOE4 and gives me extra targets to hit while playing

Thank you!

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Oh and Delhi - give them an siege elephant with a cannon on it please

No. Historically, that unit (Elephant with a cannon) goes to the Mughal Empire, not Delhi.

Would that go for a Delhi variant?

More would be a Mongol variant for hereditary reasons:

  • The Mughals were practically a subfaction of the Timurid Empire, led by Babur, who moved to India to invade after being expelled from Persia.

  • They managed to defeat the Delhi Sultanate and took control of most of India from it. In fact, they were enemies of Delhi.

  • Ethnically, they were descendants of Mongols and Turks, hence their name “Mughals” was an informal way of referring to them as “Mongols.”

  • In fact, in their early stages, they were nomadic like the Mongols, but as they conquered India, they became sedentary. Even so, they retained certain nomadic aspects, such as the “Wandering Court,” since the capital was not in a city, but in a “mobile city” that constantly moved around India.

  • They built quite a few landmarks, many of which are the ones used by the Indian civ in Age of Empires III, including the Taj Mahal and Agra Fort. There’s also the Jama Mosque and the Tomb of Jahangir.

For all these reasons, I see them as a civ, which could be a variant due to its Mongol ancestry, rather than its mechanical origins (similar to the Templars). However, most of their military units may use Persian as their language.

Unique Units:

Sowar - Unique horseman with better HP and armor.

Rocket launcher - Replaces the mangonel. Fires a rocket. Good against ranged units, but weak against other units.

Shamsherbaz (gladiators).- Men-at-arm replacement. Has a higher attack speed. Their immense shield gives them extremely high range resistance.

Banduqchis.- Early 3rd Age musketeer. Replaces the role of the crossbowman. Extra bonus against heavy units and a higher base attack.

  • Marzabdar - Various types of support and military units, available in heavy, light, ranged, and cavalry infantry models. They boost the Attack and HP of nearby units of the same type by 10%.

  • Gajnal Elephant - An elephant with a light breech-loading cannon on top. It can deal siege damage to buildings from a distance and has a lot of HP. As a weakness, it counts as siege, cavalry, elephant, and heavy units, and receives extra damage from all units with a bonus against this (horseman, crossbowman, spearman).

– Zamburak - A camel with a cannon on top. It has a slow but strong attack rate, dealing some area damage, and has a bonus against buildings.

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I asked AI to do so… how does this look :sweat_smile:



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I think it’s an anti-infantry unit, realistically. I’ve looked into it once, and it doesn’t make sense as a siege unit, unless you know something I don’t.

Well, they had an elephant with a “short” breech-loading cannon, which was more “anti-personnel” than anti-building, so yes, it could have been anti-infantry, although nothing rules out the possibility that it could have been used to destroy simple buildings. Perhaps as a replacement for the springald? Hehe, there are many applications.

The fact that elephants were already “very difficult” to kill, and that one could even “attack at long range” with a cannon, made it even more terrifying; but in theory, the cannon took up so much space that, aside from the howdah and the gunner, it might not have defended itself well, except, of course, for the elephant itself to kick or use its tusks.

Now, the point is that the unit “existed” and was quite useful to the Mughals; its in-game “stats and bonuses” are debatable.

It’s worth considering that since the Mughals were “late” civs (1500-1800). The thing is, since the Mughals had quite a few unique gunpowder units, you have to find a role for all of them (muskeeter, zamburak, Gajnal), so that none of them overshadows the others, or at least has a use for each situation. I’m already considering several changes to replace weapons that they possibly didn’t use anymore because of that, such as a gunpowder unit to replace the crossbowman, or the rocket launcher to replace the mangonel.

Your research was so cool, it would be great to post a concept of civilization or variant for Mughal, just so that this content doesn’t get lost here on the forum.

I don’t know if you’ve already made a topic about it… but congratulations, I’d like to see them at some point in the game.

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Yes, the menu now looks cleaner and more like the other Ages…

Yes, I would give Delhi the Ghurids and the Mongols the Tatars with the flag they have in AoE 3…Also the Mughals are a bit late for AoE 4…

Rockets are good against all infantry and buildings, but weak against cavalry…

It could also be a Siege Elephant like in AoE 2 and AoE 3…

There’s no need to use so much AI…

Yes, it can be an anti-building unit at long range and an anti-infantry unit at short range by switching modes, but moving slower…