What should Age of Empires IV improve?

The total amount collected is irrelevant (the number of villagers lost will obviously result in fewer total resources); it’s better to show the total amount collected per minute; that at least gives an idea of ​​who has the best passive bonuses.

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What are we waiting for?

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AOE4 needs faster response time. In single player there is no input delay, but multiplayer the input delay is the worst I’ve ever felt in a competitive game. Coming from other games makes you appreciate how much smoother they feel.

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Yes, it’s nice to see the minimap on the loading screen…

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You need Permaban Hakers.

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It occurred to me that some anti-cavalry units should have a higher bonus against elephant units.

  • Janissaries are good against cavalry, but they have so little HP that it doesn’t help them in prolonged fights. Like spearmen, they could have +5/+7 extra damage against elephants.

  • Donso are practically animal hunters, including elephants. They could very well have some extra technology that gives them more attack against them in Imperial, or resistance against them, perhaps even with Javelin Throwers against “ranged elephants” like the Tower Elephant.

Having a filter to search by Civs in ‘observe’ would be cool/nice

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NEW units for OG CIVS

Am I the only one who feels like the devs are missing some opportunities to add more unique units to the OG civs? Like, if a civ is focused on something, like infantry, I’m willing to play at least with one unique infantry unit.
The same way Mongols got Lancers replaced for Keshiks.

REPLACE / ADD:

RUS Knights for Boyars
(Boyar, heavy cavalry with heavy armor, better charge, lower base attack)
or Horseman for Cossaks
(Cossak: light cavalry with bonus damage against workers)

WHAT UNITS WOULD YOU LIKE TO SEE ADDED / REPLACED IN THE GAME?

………………………………………….
And yes, those are units that are also in AoE2 and AoE3, and that’s the point, lots unique units already in the game are also in older games, and it would be great to have em in AoE4.

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Give Rus Knights option to heal in feudal Age, for example an upgrade similar to the french one or like “Healing 2 HP every 3 Seconds while being in stealth forests“

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Make hero units and un-convertible units dies to wololo except monks.

Yes, I would give the HRE the Bohemian/Hussite Wagon in Castle Age and the Bavarian Villager in Imperial Age, and the Chinese a rework doubling their UUs ​​to look more like the Japanese (it wouldn’t be the first time they’ve done it, since they did it with the Ottomans in AoE 3 and went from 6 to 12 UUs)…

Bohemia should’ve been the first option for a Variant for HRE. Hope they add them in the future (In this case it would be justify to be a Variant, like Golden Horde and Mongols),

The Hussite Wagon is a must! And the Houfnice as well. And they are adding some kind of Bavarian Villager in the new DLC, so there is an open gate there…

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Yes, but if they don’t include Bohemia for whatever reason, they could add these units to the HRE, since the Hussite wagon continued to be used by them until 1504… and the Bavarian Villager simply as a nod to the Duchy of Bavaria (962-1623) and because it has typical German clothing…

The Bavarian Villager could be for the HRE.

But regarding the War Wagon, I would prefer it to be a unique Bohemian unit. There are several reasons:

  1. Origin and Purpose - It was a unit created specifically to fight against the knights of the HRE and the Bohemian kingdom, using peasants. It wouldn’t be right for the HRE to have a unit that was created against them first.

  2. Original Civilization - It was developed in the Kingdom of Bohemia, a special state of the HRE that became so independent that it even created its own language (Czech). The unit was specifically designed by the Hussites, a faction that led a revolution in the kingdom, with two factions: moderate Ultraquists and fanatical Taborites. Later, a Bohemian king became a Hussite, so the unit was incorporated into the kingdom army.

  3. HRE Records - There are very few records of its use by the HRE. In the Battle of Tachov (1427), the Crusader forces attempted to imitate Hussite tactics, but without success; moreover, they lost the battle. Later, the use of War Wagons became associated with “Bohemian mercenaries,” as in the Battle of Wenzenbach (1504), when allied soldiers from the Kingdom of Bohemia supported the Bavarian-Landshut side using War Wagons, while Emperor Maximilian used an army of Landsknechts and Culverins to crush them.

  4. Later Use.- War wagons were employed by Bohemian mercenaries by various nations, including the HRE, Hungary, Poland, and with similar designs by the Tudors (English), Spain, and even the Ottoman Empire. In fact, one might wonder if a “lower” version should be considered for these civilizations as a “regional unit.”

At most, the HRE could recruit War Wagons as mercenaries; with some unit limitations like the Castle. After all, the Black Riders and Landsknecht are also mercenaries, although, well, they’re unique to Germany.


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Yes, you’re right…ultimately, it could be like mercenaries “in the style” of the Black Riders and Landsknechts, and from there you group them into mercenary armies to train them in the keeps as the English Wynguard armies…if they didn’t want to include the Hussite Wagon train because they wanted to make a Bohemian variant, they could include instead the Mountain Trooper or the Bavarian/Alpine Arquebusier, since I read that they were used as state militia in the Middle Ages, although they only started using gunpowder in 1492 and defended Bavaria between 1632 and 1648 against Swedish troops in the Thirty Years’ War…

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I think the Alpine Arquebusier (1632) is already quite outdated in representing the game’s era, especially since the HRE (Heroic Relic of the Age) had already abandoned using the base game units by that time.

On the other hand, another unit that could fulfill the role of a better mercenary handcannoner could be the “Doppelsöldner,” a special Landsknecht troop that used either a Zweihander or an arquebus. Since the former is already available, it could use an arquebus. Another name could be “Landsknecht Arcabusier.” In any case, there’s room for many extra units in the HRE:

  1. Landsknecht Pikeman: This would be the super-anti-cavalry Pikeman unit of the Imperial Age.
  2. Black Rider: Already present, this is the strongest unit in the HRE, only limited by numbers, and weak against Crossbowman and Horseman.
  3. Doppelsöldner - Special gunpowder units with an arquebus. They have the Forlorn Hope Shot ability, which reduces their range by 50% to increase their damage by 100%.
  4. Ribauldequin - Yes, they also manufactured them. Perhaps they could limit them to 1 per castle.

Aside from mercenaries, other units could include the Ministerials, although in theory they were either infantry or heavy cavalry. Perhaps they could rename the men-at-arms and give them some ability to make them a unique unit; I have no idea. The Netherlands had their pikemen, but in fact, part of the Landsknecht Pikemen, the “Blackbands,” came from the Netherlands, so technically they would be the same unit.

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Yes, that works for me…

Fix the minimap please, alert icons block the entire minimap. A single unit in a pack of 10 villagers don’t show up. Insane clutter and color contrast. Stop adding colors like dark green and green as player colors. Like wtf…

There are many inconsistencies in this game.

A. Let’s look at this: French get 35% hp for their cav. KT gets 25% and 10% with Poland. And Sengoku get 25% and 10% with Takeda (any Daimyo).

French get the 35% directly on top of base hp. Makes sense. KT gets the 10% from Poland on the base hp (Szlachtas have 330 hp, but come out with 363 hp. The 25% from biology is then added as 25% of the base hp (330) leading to 446 hp altogether. That’s all cool and makes sense.

But Sengoku get their Takeda bonus leading to 270+27=297 hp and then biology is calculated based off of that. So Sengoku biology is not based on base hp, but on base hp + 10% extra. So they get more hp than they should. French knights end up having 364 hp, Sengoku have 371, however. But it should be equal. Both get cumulatively 35% bonus hp, but the calculation is different. China with Ming also works like Sengoku, the Ming bonus is applied based on the already increased hp with EAT or biology iirc. I didn’t fact check that but I am quite positive that it is like that.

I say it should be all made equal in the sense that any percentage hp increase should be based off the base hp and never on the successive percentage increase some civs have (it shouldn’t be multiplicative as in 270 x 1.1 x 1.25, but always additive as in 270 + 270 x 0.1 + 270 x 0.25).

If there is a fixed bonus to base hp like Boyars Fortitude, then this should still be affected by biology or EAT as it can be considered as an increase of base hp like a unit upgrade.

These should be the rules that apply to everything. But right now it’s sometimes this, sometimes that. That’s actually unacceptable.

B. Attack speed. First of all it’s too powerful. It’s just too much. I feel like no civ at any time should get more than 25% attack speed as a bonus for anything. Attack speed is way too potent in this game for higher rates than this. Especially on still hopelessly overtuned civs like Sengoku. It’s completely broken. Sengoku should have 20% max. 10% baseline and another 10% with landmark in imp. They have a mobile NoC on above average units, it’s so much better than English and that is insane. NoC values should be English exclusive, this mobile Sengoku NoC is just crazy op. I digress…

And then it’s also inconsistent. Some units benefit more, others less and it has to do with animation speed and yeah.. it’s a mess.

C. Bonus damage: Sometimes percentage based bonus damage applies to only base dmg and sometimes it applies to both base and bonus dmg. Kurultai increases both types, inspired warriors for example only base dmg. Percentage based bonus dmg should either always apply to both or always only to base dmg. But not this sometimes this, sometimes that nonsense.

There might be even more mechanical inconsistencies, but these are the ones that annoy me the most.

Let’s have sound rules that apply to everything in the same way. Let’s have a mechanically consistent game. Because right now it’s just a mess with some civs benefitting and others not, due to inconsistently applied mechanics and rules.

Btw.: The Japanese Buddhist dmg debuff applies to everything. It halves base and bonus dmg. If you try to counter it as OotD with inspired warriors, the dmg debuff is then not brought down from 50% to 35%, because inspired warriors ignores bonus dmg. The Buddhist debuff renders units completely useless and is especially efficient vs OotD, but the one mechanic OotD could use to counter it a little bit works differently when it shouldn’t.

I find these things insanely annoying. It doesn’t just suck for balance, but also really tickles my OCD hard. The game needs to be consistent.

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When you double tap a control group, if 10 units are across the map and 1 unit is at your base. It should snap to the one with the most units in an area not the closest unit or whatever its doing right now. Most annoying thing.

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