BALANCE ALL CIVS PLEASE!!!
Please, Nerf the Broken Infinite Torghut mechanic of the Stone Army in the Imperial Age.
They cost so low (3 torghuts x 150f 79s ) and produced so fast (7 seconds) that is nearly impossible in some games to stop them, specially in team games or FFA.
We have ENOUGH threads of people complaining about the same issue:
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1vs1 ranked fk up cuz fking golden horde
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So Many Players Are Now Arrogantly Claiming They Can 1v4 While Using the Golden Horde
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BEASTY JUST LOST TO GOLDEN HORDE 1vs1, NERFS WHEN
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Golden Horde needs Massive Nerfing
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Torghut HEALING NOW?
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Golden Horde Need HotFix Immediately Devs
They even post it in the bug section:
- Golden Horde Torguud build time MEGA BROKEN - ruins team & FFA
- GOLDEN HORDE ! BROKE ! 3 UNITS SAME TIME, HOW?
- MONGOLS GOLDEN RACE = COMPLETE BROKE
Also is concernirng that even in recent Tournaments, Golde Horde Civ has been banned for being considered Broken like playing with Cheats.
1.End the Age of Knights
Strengthen the anti-heavy cavalry capabilities in the age4 for normal civilization
many people had discuss how the game going boring again, the powerful cavalry unit is destorying the Variety of gameplay.In a pop have limited game player just build 99 knights with strong stats and well-rounded attributes and the one had better cav win the whole game.
2.We Need a turly Fun Single Player Content to keep game passion
Casuals always the mots players of RTS game.Single Player Content is the core content to atract players and keep them playing.
The Direction of Age of Empires IV What im curious and concerned about
Crucible is a good Tendency,but it is just a simple and incomplete roguelike.We need a CO OP mode like SC2 to keep playing motivation.At least More open materials environment for modders or just add a in-game editor.If devs don’s have the ability to create excellent single-player games just give the key to players who can contribute in it.
3.STOP Numerical Breakdown DLC
2 new DLC in this year, Lancaster fix the units numerical breakdown after 1 day the dlc release, and the Golden Horde still not fix after 1 month dlc release.How can players trust so called Variant Civilizations not a pay-to-win consumer trap? We are not guinea pigs for your creativity and experiments, we pay another game’s money not for a broken PVP game.
https://www.reddit.com/r/aoe4/comments/1mvq9lu/age_of_empires_iv_is_globally_ranked_as_number_18/
After some successful DLCs, please improve the hotkeys.
Yes, please!
Maybe increment infantry bonus damage vs buildings or better decrease it on cavalry to make it more of a counter and raiding only purpose unit
Title: My Biggest Wish for Changes in Age of Empires IV.
I still believe the direction of balance changes from the closed beta to the present has been misguided. However, the revert of siege weapon mechanics was completely correct. (I was very pleased when they were returned to their closed beta state.)
In truth, the game was nearly perfect during the closed beta. We encountered a few issues back then:
1. Spearmen did not take bonus damage from Archers. I fully support that original design.
The problem was that a small number of Archers couldn’t handle massive Spearmen groups. The designers, who were also playing, were alarmed by this “Age I mass Spearmen” meta. Their solution—adding bonus damage for Archers against Spearmen—was a mistake. It allowed a few Archers to counter many Spearmen. Even in the beta, a large mass of Archers could fight a large mass of Spearmen. This was a case of strategy being countered, not “Spearmen being overpowered.”
However! Spearmen could deal flame damage to buildings; Archers could not. This let Spearmen destroy Town Centers in Age I, while Archers could not. Spearmen also quickly destroyed Battering Rams (which are weak to melee, not ranged).
My Suggestion: Slightly buff Archer base attack (without bonus damage vs. Spearmen). This would make Archers better against Cavalry and Men-at-Arms. (This is where Age of Empires II shined—arrows had travel time and a miss chance, not 100% accuracy). Interestingly, the launch version designers had already thought of this! At release, Men-at-Arms had a chance to block/evade projectile damage. I loved this.
I wish for a revert: All heavy armor units (Men-at-Arms, Knights) should have a chance to block/evade parabolic projectiles (arrows), while remaining vulnerable to straight-shot projectiles (like crossbow bolts). (I also wish walls would block straight-shot projectiles again).
I know this might cause bugs, but I deeply desire this revert.
2. Archers automatically switching to their secondary “dagger” in melee was also correct.
This was the proper way for Cavalry to counter Archers and was more realistic—better than later just increasing their “ranged armor.” The problem was that Light Cavalry often got stuck on the outer layer of a tight Archer ball and couldn’t reach inner Archers, making the “force dagger use” mechanic useless.
My Suggestion: Give Light Cavalry an ability to, when charging, push through the front line of Archers into a tight formation, forcing all Archers inside the ball to use their daggers. This would be more realistic and test player micro more.
3. Light Cavalry originally had 0 ranged armor. They should not have received +2 ranged armor at the cost of reduced HP.
Instead, they should have been given a chance to evade parabolic projectiles, similar to the Men-at-Arms mechanic mentioned above.
4. Of course, I also wish all Heavy Knights’ movement speed would be nerfed.
In the Middle Ages, noble Heavy Knights disdained slaughtering Villager.
Very simply put, those who play Age of Empires 3 don’t consider it perfect. However, they admire its features and hope that a different game will incorporate them. They expect a refined version of Age of Empires 3’s ideas.
Perhaps Age of Empires 4 wasn’t that game, but we hope a future game will be.
The variants should be civilizations implemented in alternative game modes, such as campaigns or cooperative modes, since they represent very specific moments, and not centuries like the base civilizations.
Age of Empires III lacks tactical flexibility—strategy outweighs tactics. In reality, real-time strategy games where tactics take precedence over strategy, leaning more toward the detailed micro-management seen in MOBAs, tend to be more beloved by players.
Age of Empires IV, on the other hand, offers tactical possibilities and excels even beyond Age of Empires II in this regard. Age of Empires IV successfully combines the strengths of both Age of Empires II and Age of Empires III.
In my view, Age of Empires IV stands as the most outstanding RTS game of our era—bar none.
A false statement of epic proportions!
They should make launching custom scenarios/campaigns more user-friendly. Currently, you have to be careful when fiddling with the game options (data pack, etc.), with modders having to provide guidance on the correct options to choose to make the scenario run smoothly.
It really seems like they haven’t considered the possibility of user-created scenarios/campaigns that aren’t “replayable” modes; there isn’t even a “custom campaigns” section.
We need a simple custom scenarios/campaigns section like in other AoE/AoM games, where you can launch entirely pre-determined maps…
Anyway, I find it surprising that even in SoA, we’re still the blues, like in the days of AoE 1 ![]()
Have you actually played AoE 3…? It’s in that regard extremely similar to 4.
Yeah!
In fact the vanilla Landmark Age Up was brought thanks to AoE III Asian civs exclusive Wonder Age-Up feature
AoE III puts the strategy on the very beginning, even before the match starts thanks to its Homecity Shipment System. Just build up a deck of cards and you are all set!
I’ve also played Age of Empires III, and it was really fun. It’s just that the player base wasn’t large, so I ended up not playing the Definitive Edition much after purchasing it.
Back when I was in middle school(2007), my neighbor’s older brother first showed me and my own brother what Age of Empires III looked like (on a pirated copy in China). I loved it instantly.
Hope trees can regenerate.
https://forums.ageofempires.com/t/suggestion-for-regenerating-trees/282493?u=wotainanleya
it’s better to show the total amount collected per minute; that at least gives an idea of who has the best passive bonuses.
Beasty analyzes the game by counting the total resources per minute; it would be more useful to have that data than to have to calculate it mentally.
https://youtu.be/u9Qi4IytEyk?si=yIJXV9vsDNcXhX8W&t=748
Why do the AI farmers just stand there taking hits instead of retreating when attacked? This really ruins the gaming experience.
Standardize the cost of docks with 250 wood or more (and higher HP like the Templars).
The game launched with poor water mechanics, which you fixed a while ago. Deep-sea fish are also incentive enough to not ignore the fight for water.
Therefore, cheap docks are no longer a necessary incentive to fight for water. Balance water management because it only benefits some aggressive civilizations in the Dark Ages.
https://aoe4world.com/stats/rm_solo/maps/Ocean%20Gateway?patch=6970%2C7064%2C7149






