What should Age of Empires IV improve?

Why should it be made equal?

The choice to have made a buff (or debuff) work from base values vs. current values could have been intentional. Which makes it internally-consistent.

Of course, this is a game with years of support behind it and a number of different teams. Mistakes happen. So I appreciate you calling it out.

But at the same time, we shouldn’t aim for homogenisation just because it’s easier to read, or because it gives us a simpler game. What we need to understand is if something is a bug / unintentional, or not a bug / intentional.

In my opinion, AOE4 should be renamed Age of Kingdoms in reference to AOE2, with the subtitle Age of Kings, which is abbreviated as AOK, making it another spin-off like Age of Mythology, and it would feature many changes. Among these is the game engine, as the Essence Engine would be replaced by the Unreal Engine. The graphics would get a revamp, replacing those simple graphics with more realistic ones that pay closer attention to detail, similar to AOE3; consequently, those gold icons in the interface would be replaced with small illustrations, as in AOE3. A fifth age would be added, similar to AOE3, which would be the Renaissance Age, where gunpowder would be used more frequently. Stone would be removed and replaced by experience as a resource obtained by defeating enemy units, researching technologies, or constructing buildings, experience that can be spent via a trading post building inspired by the Portuguese Civ Mod for AOE2. With stone no longer in use, defenses and fortifications such as walls, towers, and castles would now cost wood and gold. The campaigns would be redesigned to eliminate the documentary-style segments and instead offer better in-game cinematic scenes with voice acting similar to what was seen in AOE3 and AOM. Additionally, civilizations such as the Spanish, Portuguese, Aztecs, and Mayans would be added. Thus, this AOK would essentially serve as a bridge between AOE2 and AOE3.

Unnecessary things to do
Not going to happen, pal!

Nevermind unnecessary, it feels like an entirely new game, made to suite the tastes of a single person.

(this is where I would say that mod tools support would be excellent, if such support ever materialised)

Now that the PostGame Summary tables has been modified, so Kill Counts (Units Killed) now exclude workers and merchants from its count, you might as well add a list that includes “Workers Killed.”

In Age of Mythology Retold, this is available among the end-of-game PostGame Summary as “Villagers Killed”.

AoE IV postgame analysis would be improved if you include a Villagers Killed list in the Military statistics, specially for Team games.

Some Balance Ideas:

1) Camel Rider Technologies

The Abbasid Camel is too powerful in the post-Imperial era and has contradictory stats:

  • Mainly because, even though it’s classified as “Light Cavalry”, it gains +5/+2 armor from unique technologies, resulting in 8/5 armor in the post-Imperial era, and yet it still has 1,875 movement speed from another technology (camel handling).

I suggest reducing the movement speed bonus from camel handling from +15% to +10% or even +5%.


2) Slazchta Cavalry Balance

It’s a fairly powerful unit, and it’s good that the Knights Templar have some strong units from Imperia (IV) considering they don’t have Handcannons or Bombards. However, it is too powerful, to the point that it even has a bonus against all its counters:

  • Bonus: +8 attack vs. light infantry: That is, it includes Spearmans, Musofadis, and Crossbowmen.

  • 2/8 armor, which makes it very resistant to ranged attacks, including those from crossbowmen.

  • The Mali lack an efficient counter against this unit.

I would suggest that its attack bonus, instead of +8 against light infantry, be only against “ranged light infantry,” so at least Spearmans and Musofadis can counter it more effectively.

3) Demilancer

A unit with extremely low stats. Very low, in fact. Its attack in the Castle Age is 2 less than the Veteran Horseman: Veteran Horseman: 11 Atk, Demilancer (III): 9 Atk.

They were reduced at a time when you could produce a massive amount of them in the Feudal Age (II) since their number varied with the manors. Now that the manor system has changed, and there was indeed a nerf to the Lancaster economic boom, now…

I suggest improving their stats to what they were before their first nerf.


4) Lancaster Castle

Because the way mansions are used has changed, you no longer accumulate as many as before, nor in the same area, and therefore their defensive utility has been greatly reduced.

Moreover, it is the only defensive landmark in the game in the form of a keep, which does not allow “garrisoning units,” which is strange since it is theoretically based on a real castle.

I suggest giving it the ability to garrison units inside, perhaps up to 8, similar to the Chinese Barbican or Rus Kremlin, acting as a powerful outpost. _____

5) Mali Anti-Elephant Techs

When fighting elephants, the Mali have a serious problem:

  • Lacking crossbowmen, their musofadis can only fight them in melee and are likely to die from low HP.

Furthermore, historically, they were a people who also hunted elephants, but they possess no technology that gives them an advantage over them.

As a balancing measure, I suggest adding some technology to the Madrasa that grants a bonus specifically against elephants to certain units:

  • Elephant Hunting Techniques: These techniques improve your infantry’s bonus against elephants and grant them +10% resistance against them:
    – Donso: +5 damage against elephants
    – Musofadi Warrior: +10 vs. heavy elephants
    – Free Warrior: +10 vs. ranged elephants
    – Javelin Thrower: +5 vs. ranged elephants
    – Musofadi Gunner: +10 vs. elephants
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