What should Age of Empires IV improve?

Docks should be set to be buildable only in Age II. In Age I, each civilization has its own distinct development path and significant differences in economic potential. While some civilizations are capable of generating substantial economic advantages during this period, the availability of Docks disrupts these unique progressions.

The reason this design worked in Age of Empires II is that all civilizations in that game were essentially identical in Age I.

But this is AoE IV, not I or II

  • Extra game settings like treaty, penalty and population limit
  • Save mode in non ranked multiplayer
  • More full stand-alone civs
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To immortalize this request, I’ll post it here as well!

Request for a major rework of the Campaigns!

It concerns the campaigns.

For most casual players, the campaigns might be fun, but the problem is replayability. Usually you play once and finish, and it takes a long time to replay, and sometimes you don’t even replay.

For a casual player, playing every day will be much better and more fun playing the “skirmish” mode and and private matches than playing the campaign every day. The reason is simple… the campaign is very predictable and always follows the same script and cannot be played in co-op. So

I suggest a complete overhaul/rework of the campaigns at some point in the future.

Because with the ideas I’m going to describe here, the campaign maps will need a rework; in short, you need LARGER maps to unlock the maximum potential.

The campaigns should be like this:

  1. A) Have Co-op Support (playing with friends!!! Let’s face it, is the basic thing anyone likes to do. Campaigns can be played single-player, but they can also be played with one invited friend or even put an AI ally in place of the friend).
  2. B) Several “modifier” options should be included, which the player creating the campaign room will configure for their “world”. This will completely change the experience and replayability of the campaign.

What is a “modifier”?
—> These are options that are always disabled by default, but you can activate them, and this will completely change the campaign experience, potentially making battles easier or harder, or more unpredictable, with behavioral changes.

Examples of some modifier:

    • Spawn enemy generals or high-ranking officers, who will patrol the map with a small army and hunt you down. (Basically, it’s a mini-boss with a private army that accompanies him). Remember that the general or high-ranking officer may retreat and lead his army to small towns to heal and rehire reinforcements, or they may retreat to large capital cities where they can heal and rehire large numbers of reinforcements.
    • Spawn of One feudal lord or “ruling lord” in each small town on the map. They will be responsible for providing administrative and economic bonuses to the town, making it richer, more prosperous, with a decent army and better fortified. In short, if you take too long to attack these towns, they will become increasingly well-defended and prepared. Importantly, if you were to locate and kill the “feudal lord or ruling lord,” that town would stop evolving and would become a town that only produces the basics to sustain itself.
    • Spawn of neutral enemy factions. These are basically “bandits” or “mercenaries” or “Vikings” or “some common enemy from the campaign’s story that will now appear on all campaign maps to cause chaos!”. Basically, this new enemy will hinder the player, but will also attack the standard enemy of the campaign. In short, this modifier can serve as a kind of “neutral ally,” since it will also attack enemy cities and generals to loot them. Generally, their attack consists of ambushes, disrupting trade, and attacking villages with low defenses, or pursuing and looting weakened armies.
    • Spawn more treasure chests. Basically, it’s designed to make your life easier; it will generate more chests on the map.
    • Spawn more prisoners on the map. Every time you free them, they will be integrated into your army. You can usually find them in larger numbers inside enemy cities and camps.
    • Spawn of wild animals in your Apex version! These animals will be 5 times stronger than a normal animal and 15% larger, in addition to having a different color. These animals have a disease: the rabies! They will attack any enemy that approaches, including enemies on the map. Every Apex has a self-healing buff, which will slowly heal your life over time. If the Apex manages to kill a certain number of enemies, they can “call” a new Apex partner to assist them in the hunts. In some cases, this can form a small pack or group.
    • Spawn of 1 or 2 new enemy cities. depending on the campaign map. If you combine it with the modifier named “Spawn of One feudal lord or ruling lord”, you can make these small cities evolve into larger and better-fortified cities over time (remember not to take too long to attack them, unless you want a greater challenge).
    • Spawn of 1 small allied city. Basically, you can trade and interact with this city. It may give you rewards, such as small troops or treasures, as long as you complete the side quests it asks of you.
    • Spawns 1 legendary monster or creature. These beings grant a large amount of treasure or an exclusive upgrade for your base. The monsters will attack any enemy that approaches, not just the player. Well, these monsters were already added to the game in some previous Age of Empires IV event, now these monster models will be reused for this Campaign modifier. You will always spawn 1 different monster on each campaign map, which will give you a special reward upon defeating it.

Honestly, they would need a team just to take care of the campaigns and start preparing to rework the previous campaigns.

Would be amazing if it were done.

To immortalize these 3 great requests! I’ll post them here too.


New animals need to be added to replace the wolf, the wild boar, the deer and the sheeps on the maps. All according to their biome.

In the examples below, I have included variant species; these variants can be added later or not to save time, choosing only one common standard species.

New animal suggestions (according to the biome):

—New replacements for wolves (with their respective variations):

  • Bears (species: black bear, brown bear, and polar bear)
  • Lion
  • Tiger
  • Jaguar (other optional animals: jaguar, panther, puma and snow leopard)
  • Crocodile (other optional animals: crocodile, alligator, and Komodo dragon).

—New replacements for wild boars:

  • Moose
  • Rhinos (possible species: white rhinoceros, black rhinoceros, and Indian rhinoceros)
  • Buffalo (possible species: Mediterranean, Asian, and Indonesian)
  • Bison
  • Elephants (possible species: African elephant, Indian elephant and Forest elephant)

—New replacements for deer:

  • Zebra (other optional animals: Giraffes and Wildebeest)
  • Turkeys
  • Ostrich (possible species: Ostrich and Ema)
  • Capybara
  • Camels

—New replacements for sheep:

  • Llama or Alpacas
  • Goose
  • Goat
  • Chickens

The game needs more color variations in the civilization selection.

Colors are extremely important for overall enjoyment and for casual players.

Colors function like SKINS!

Through colors, we can “change” the appearance of units, always providing a new and pleasant feeling.

Some colors can even convey a sense of grandeur if combined with the civilization’s standard colors.

Include new colors in the civilization selection:

  • Gray
  • Brown
  • Black
  • White
  • Light Green (suggestions: Lime Green or Mint Green)
  • Dark Green (suggestions: Moss Green or Petrol Green)

*Regarding the color Green present in the game: The default green color will be removed, and in its place, the two colors Light Green and Dark Green will be introduced.

*Note: It is recommended to use a very neutral color tone for the minimap to facilitate visibility. Generally, light beige or medium beige works very well for the minimap background, making all colors more visible.


AI personality selection.

Include personality selection for AIs (something similar exists in AoM:R).

Possible suggestions for new AI selection behaviors (I really need this):

    • Defensive AI (Can build walls, and attacks and defends only sacred points and can build the wonder).
    • Turtle AI (Looks very similar to the Defensive AI, because it also builds walls, but it can attack enemy bases, but it takes a long time to attack, focusing first on strengthening itself considerably).
    • Guerrilla AI (Attacks quickly and focuses mainly on cheap and light units. Uses accumulated gold to rapidly upgrade units and create powerful siege units).
    • Tactical AI (AI specialized in dividing armies into 3 or even 5 parts and using them to attack the same target. Its main objective is to surround the enemy’s rear and also flank enemy siege units. A good part of its army will need to be quite mobile, making constant use of cavalry units).
    • Rusher AI (Attacks quickly, but likes to launch waves of systemic attacks. Produces varied units, focusing on units that cost gold and being supported by light units. Generally opts for cheaper siege units, such as ballistas, battering rams, and trebuchets, as it will heavily invest gold in powerful special units, exemple: infantry, cavalry, and units long-range).
    • Conqueror AI (Uses the most efficient means to evolve and have the most powerful army to destroy the enemy with a large army. Focus on attacking wit
2 Likes

Cheaters should be gone from this game! Reported lads 3-4 weeks ago and they are still in game, and today our other friends got the same thoughts on the same lads where we were playing 4v4, and he got 1v1 with same fella!

Reported to Teams and what i’v got bounced back ?
I was soo offensive in TOPIC and topic was close ! Funny !

So we can handshake with Cheaters in this game ? and clap them? even if we will report these lads all the time?