Hello there,
this is going to be a longer post and will have the following chapters:
(Part 1)
- What’s the problem?
- How to change and improve the HRE.
- Everything is about Aachen. Aachen puts the civ on the map and Aachen ruins it at the same time.
- Ideas for changes.
- Why the Arbaletrier is a problematic unit and how to change him.
- The OotD concept is flawed.
- The value of units results in a pop/cost inefficiency for OotD.
- How to fix order of the Dragon: 2 options.
- The dream.
1. What’s the problem?
Age of Empires 4’s core gameplay elements are its counter system as well its choice of landmarks in order to give the base civ different directions. The landmarks either give you a bonus to production, to economy, to military, to technologies or to static defenses. It works well, if the civilizations are designed in such a way that none of the landmarks are essential to their playablity, thus forming a choice. These choices may vary and change over time depending on balance and meta changes.
But what if there is a civ that is fully designed around an age II landmark, because its core design is faulty? Welcome to the frustrating world of HRE. A civ that can only stagnate and be “buffed” within its own limits leading to uninspired and boring patch notes, while other civs get literally new things added to their landmarks, techs and units or they get completely new techs and units. There has not been an exciting change for HRE in years and the main issue here is the landmark focussed design of a civ that is nothing without its landmarks and that do not offer real choices due to the imbalance in their usefulness. Riveted chainmail was moved from the base civ to Meinwerk, which was eventually a nerf. Regnitz was changed/nerfed a lot of times. Some techs have been merged. Marching drills became a civ baseline. Landsknechte got 5 extra hp. But there never is anything new or even really excitingly cool.
And what if there is another civ that is based on the HRE’s poor base civ design, while its whole concept evolves around units costing double in res and pop and not really being twice as strong? Plus a handful of new techs and loss of access to core HRE techs. There is nothing else to this civ. There are no synergies, nothing. And that leads to a concept that offers more disadvantages than advantages. OotD has a bad cost efficiency and a bad pop efficiency, but is labelled as an elite army civ. In equal pop battles, the OotD army will always be worse than the opponent’s army. Why that is I’ll explain in “The value of units resulting in pop/cost inefficiency for OotD”.
2. How to change and improve the HRE.
The HRE depends on and suffers from its focus on the Aachen landmark. The reason is simple: Without Aachen, the HRE is not really a competitive civ, because its eco relies on the static inspiration giver that is Aachen. On top of that the army of HRE is very basic. There is nothing special about it aside from their MAA, who got 2 bonus techs which is nothing out of the ordiniary in this game, and Landsknechte, who are a cost ineffcient, weak (as in they die to everything) units that may work, but usually cost you more than you gain from them. The Landsknecht is better for Byzantines than for HRE and Byzantines never even fielded the Landsknecht. It’s really depressing. And everything else about this civ is basic. There are no other unit bonuses or unique units, except for those in Meinwerk and they kind of suck. The knight one is okay, but since Meinwerk is such a bad gameplay, you never really benefit from it.
So in order to make this civ a better civ, inspiration needs to be nerfed, the economy without Aachen needs to be adressed and the army needs more flavour and identity, because frankly the HRE army is the most boring army in the whole game by far. There are no synergies, there are subpar comps at best, the unit buff mechanic is too weak for the way it works and that makes this civ just spam MAA and basic boring units as soon as the Aachen eco is set up. It is awful. It’s really the worst part of the whole game, because there are simply no changes to this civ in all the years. It is always the same. With the free marching drills, the Feudal Age was (re-)discovered for the HRE, but that’s it. It’s Aachen into Regnitz into Swabia and you always build the very same units and use the same comps due to the lacking and boring unit roster. And you barely even bother to use Prelates in the army for inspired warriors. What a waste of a civ’s potential for identity. The civ is tagged with “Religion” and many civs without this tag have far more elaborated religious bonuses than HRE.
- Everything is about Aachen. Aachen puts the civ on the map and Aachen ruins it at the same time.
HRE is doing well on the ladder thanks to one and only one reason. Take that reason away and the civ is actual trash. The reason for all that is Aachen. Aachen is too good, is too defining for the civ, because without it, the HRE eco is slow, annoying, tedious and just not good enough.
There was a change in the last patch increasing the number of inpsired vils per Prelate from 8 to 9. That’s useless. This will not even remotely make Meinwerk more attractive, because the whole concept of using Prelates to inspire your eco is so clunky, susceptible, annoying and lacking in flow.
Thus one thing is clear and necessary: In order to make the HRE a better designed civ, Aachen needs to be nerfed. But Aachen cannot be nerfed without nerfing inspiration. Sure, you could reduce the range of Aachen or take away its “drop off building”-tag. But that would just suck for the gameplay and the civ would not feel better.
No, mechanically Aachen is fine. The value of inspiration is just too high. To improve this civ we first must nerf it in its very core.
- Ideas for changes.
There are going to be a lot of suggestions. Some of them are either/or and some of them are meant to be combined to form a complete picture. Remember that these are just suggestions. Nobody needs to freak out. My goal is to improve this civ’s design and gameplay and to get rid of its age II landmark focus.
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Nerf inspiration in general to 35/45 down from 40/50 (or 30/45 or 35/50. As long as the basic inspiration is at least nerfed by 5%, we should see quite a change). These numbers can be played around with, should it prove to be too great a nerf or too little. The nerf of inspiration is to nerf Aachen more than anything else. This allows for room to improve upon the civ’s core eco.
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Allow the production of Prelates simultaneously with the production of villagers. Just like how it is in AOM with Greek vils and heroes. You can produce both unit types at the same time. This means that Prelate production does not impede villager production anymore, which is the biggest downside of not going Aachen next to the higher res investment for more Prelates in age II.
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Increase the duration of eco inspiration to 45 seconds allowing to inspire roughly 12 villagers with 1 Prelate, up from 9, which means you don’t need to build too many Prelates in age II in order to get a good rate of inspiration among your villagers.
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Finally add a reliable patrol mechanic for Prelates that allows them to inspire while patrolling. This will allow for a more fluid and easier to execute Prelate distribuion. With these 3 changes, Aachen is still a great landmark, but you do not rely on going for Aachen anymore, since the non Aachen gameplay is way more palpable. The result is: The overall eco buff of inspiration is reduced by at least 5%, but inspiring villagers without Aachen becomes easier.
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This now allows to go for Meinwerk without gimping your whole HRE gameplay. It’s more challenging than with Aachen, but not outright awful anymore. The downside is that you can be harassed more easily early on, but gain a benefit to your army.
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Talking about the benefit: The Meinwerk techs are okayish at best and useless at worst. Riveted Chainmal should be changed to also give pierce armor to spears and horsemen and on top of that should be extended to Landsknechte as well. 2/2 armor for spearmen is really nice, it makes them distinct but since they are lightly armored units they won’t be overpowered. They’re just better than average.
The horseman, however, will be way better in his role, requiring the opponent to really add in spears to protect their range to which the horseman is also slightly more resilient thanks to the 2 melee armor. HRE horsemen will be sturdier, but still just be horsemen with all their flaws. But it would make the horseman a really good unit for HRE, it would give it identity. Everybody would know what Meinwerk horsemen are about. The basic horseman is rather underwhelming and doesn’t fill out his role very well. HRE’s only strength are MAA and their main weakness are ranged units. With extra 2 range armor, HRE horseman would have an advantage fighting off crossbows and such, which makes a lot of sense for HRE because it helps defend their main or rather only army strength. The horsemen would be the affordable HRE vanguard that helps every other unit to fill out their role more effectively.
The Landsknecht would really welcome 2/2 armor as well, because he is so weak on the chest that any unit can kill him quickly. Some are just rapid at killing him. And the Landsknecht needs good connections to be worth the investment. A little bit of armor would help his survivability, but eventually he’d end up with 120 hp and 5/5 armor, which is better than right now but still quite pathetic. The Landsknecht would just get a tiny bit more survivability. Considering its abyssmal costs (hp to cost ratio is by far the worst of any melee unit), this would be a great addition. -
Steel Barding seems fine. But if it did something else on top of the 2/2 armor, I would not be against it. It could add 2 dmg as well, or 20 hp or something else that makes the knight stand out more. I envision the HRE as a civ with a focus on melee units, Religion and armor techs, since Germany had some of the best steel works in the whole world. And they still do today.
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Change Burgrave to a landmark with a long term effect. A landmark that is just a bunch of barracks and nothing else is lame. Everything about Burgrave is lame. It invites you to all-in your opponent and then you either win, which feels lame, or you don’t win and then have a more or less u###### landmark for the rest of the game, which, guess what, feels lame. I’d much rather prefer if Burgrave functioned as a normal barracks with a small bonus to production speed to itself, but an innate global discount to melee infantry units of 20%. That way you have a long term benefit from Burgrave by reducing the cost of all melee infantry by 20%, you have a landmark that produces melee infantry slightly faster (and not 5 times or whatever faster) and you don’t feel gimped when you realize that getting many relics seems unlikely, because you still have an economic bonus from the landmark. MAA would cost 16 gold, Landsknechte 80. That way Regnitz would not be as essential for a good eco anymore and you’d have a landmark choice that still feels good if you happen to lack map control when aging up.
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Give Elzbach a passive gobal ability that increases speed and hp of all units by 5%. It’s not a huge bonus, but a nice one and now you’ll think twice if you wanna rush Swabia for a faster eco growth or stay longer in age III for a better army potential eventually. Elzbach would probably be the choice when doing a 2 tc play.
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Improve Inspired Warriors either mechanically or in its value. The goal should be that you want to have Prelates with your army either because it’s a powerful buff with a subpar mechanic or because the mechanic is practical and the buff good enough to want it. I find it difficult to accept that the HRE buff mechanic is so much worse than the one from other civs. The other civs make use of their bonuses where they can, but inspired warriors falls very short in comparison. Mehter is always with Ottomans, ToV is of immense value for Delhi, freaking Network of Castles/Citadels elevates the whole English army to sky high levels with the help of only one measly little tower already, Japanese bannermen are always included, Chinese units just need to die to buff all the units around them and even Rus Warrior Priests can be added to the army and just a clicking with them will buff every unit in the vicinity. The value of WPs increases the more you micro them. It’s just the Prelate with inpired warriors that is really difficult to integrate effectively.
So either make the buff better to still want it, even if you need to babysit your Prelates and micro them hard (a clicking with them in the army is a terrible idea. You don’t want them in the front line).
The buff could be changed to 15% attack, 15% attackspeed, 1/1 armor or 25% attack and 1/1 armor or 20% attack and 2/2 armor. But if it were to stay 15% dmg and 1/1 like it is right now, the mechanic needs to be improved. For example inspiration could be an aoe effect that grows and shrinks with the number of Prelates. Let’s say 1 prelate inspires units with a radius of 1 tile and each additional Prelate that is in the vicinity (radius of 5 tiles) of other Prelates increases the warrior inspiration radius by an additional 1. That means 10 Prelates inspire all units in a radius of 10. The cap should be 15 tiles. And every unit that leaves the inspiration aoe stays inspired for 1 minute. This makes small bands of Prelates as well as big bands of Prelates reliable army buffers. -
Fire Stations: When below 35% hp, hp regens by 5 per second while out of combat but stops at 35%. After the 35% threshold the old fire station effect takes over again (regen 30 hp over one minute). Additionally docks heal one hp more. This should ensure that HRE is still viable on water after the inspiration nerf to the eco.
- Why the Arbaletrier is a problematic unit and how to change him.
The Arbaletrier is an amazing unit. But it actually sharts on the counter system of the game. French has not been having the best times of late, but the civ can still harbor overpowered units. The Arbaletrier is such a unit and every civ has a hard time against him. But melee civs such as Japanese or HRE suffer the most from this unit. There is not a single unit for HRE that is cost efficient against Arbaletriers. Not one. They can only be beaten by outmassing them and that’s bad gameplay, because you always need much more res to answer Arbs than the French needs to field Arbs. Every unit needs to have an effective counter that goes beyond the hit and miss potential of a mangonel, which is slow, clunky and not reliable. The mango is a potential counter to every ranged unit, but it can never be the only counter. Should that be the case, changes are in order.
Why is the Arbaletrier too good?
- They have a great value. They shoot faster and can be made cheaper.
- Their main weakness, namely being susceptible to melee attacks, especially horsemen, is somewhat completely offset by the high melee armor of 10 when fully upgraded.
- The pavise ability allows them to even withstand ranged attacks and gives them one additional range as well, while rendering them immobile.
There is no downside to this unit. Everything about this unit is just great. It’s better than the basic CB in every regard and it doesn’t even come at a greater cost. In fact they can be made cheaper. There are some units that are similar to this and should be investigated. The Streltsy comes to mind and I don’t see a single reason why he should be 25% cheaper. Better and cheaper is never a good idea in a RTS.
But back to the Arbaletrier. My idea here is not to make the Arbaletrier weaker, but to give him a more distinct identity and a means to counter him in a another way than the usual, which is simply not effective.
There’s a flaw in the logic, when there is a high armor unit and everything about it shouts “heavy tag” but it doesn’t have the heavy tag. So let’s start to tag the Arbaletrier as heavy. What does that mean? It means that Crossbows, Ghazi riders, Musofadi warriors and HRE MAA deal bonus damage to the arbaletrier. That way every civ gets a way to somewhat react to the high melee armor of the Arbaletrier, while the high armor still applies to every other melee unit in the game. The main counter will definitely be other crossbows. But since the Arbaletrier only has exceptional melee armor and relies on a static pavise to fight against ranged units, the crossbow counter could prove too potent against the Arbaletrier. I don’t want the Arb to become a terrible unit, I only want him to be counterable in a reasonable fashion while keeping him distinct and special in his role.
That is why additionally to the heavy tag, the pavise ability of the Arbs gets improved as well: It now improves the ranged armor pavise provides to 8, so it’s 11 fully upgraded. This would offset the full bonus dmg of crossbows and effectively increase the crossbow dmg to Arbs by 3 (because the blacksmith armor is ignored) down from 11. Crossbows would still be a soft counter to Arbs, but every other ranged unit only tickles him.
Furthermore, decrease the cooldown of pavise by 5 seconds if necessary and allow the Arb to be moved with 50% reduced speed when pavise is deployed. Since pavise also gives one more range, the Arbaletrier will be better against any army that does not have crossbows. At best they have a soft counter in crossbows and at worst they get hardcountered by them. HRE MAA will be able to offset their high armor, but a melee inf unit never is the best way to deal with archer blobs, so I don’t think that this will be an issue. And Ghazi riders will be more dangerous to them, but still less effective than against any other crossbow men. Horsemen will stay as bad against them as they are now. Malians, who do not have crossbows, will still be fine against them with poison arrows, javs and Musofadis. Malians, in fact, would probably be the strongest civ to counter Arbs. And Arbs would finally be a unit that also has a downside next to a lot of upsides.
Summary of the Arb changes:
- they get the heavy tag
- the ranged armor granted by pavise is increased to 8
- pavise still increases range by 1
- pavise cooldown is reduced by 5 seconds should this prove to be necessary
- the Arbaletrier is allowed to move with pavise deployed at 50% speed
- Crossbows, HRE MAA, Ghazi riders and Musofadi warriors will be cost efficient counters to them, poison arrows and javs will be slightly worse but still good and every other ranged unit will suffer them even more. HRE MAA will be able to deal with them when outmassing them. Other than that they will be obliterated by them as they always have.