Age of Empires IV: Anniversary Edition

Age of Empires IV: Anniversary Edition

View Stats:
King's Palace
What's the point of King's Palace landmark? It has only 100 hp more than a regular TC, and that's all?

If it were an Age 1 landmark, when you have no access to additional TCs, or had the attack and HP of the starting TC, then I see how it could be profitable, but otherwise currently the White Tower is a more viable choice for Age 2 landmark.
< >
Showing 1-7 of 7 comments
Harris Nov 8, 2021 @ 1:26am 
The point of King's Palace is that it solves two tasks with the same building:
- brings you into age III
- gives you an additional TC at no cost

This means you save up time and resources that you can use to some other end. As to whether you even need more than one TC as English - yes, absolutely. You don't get any boni to vills production or early economy overall, so need to make up for this by pumping out more vills - granted, your farms will make sure you always have food for this.

White Tower, on the other hand, is your standard Keep with no bells and whistles. IMO, you should only consider it, if:
- you are in a rush to protect a position (ex. Sacred Site) and establish a defensive perimeter before your enemy does
- you wish to have one of the landmarks away from your main base, in case the enemy decides to wipe it out (makes sense for team games)

Also, I am beginning to consider Abbey of Kings superior to Council Hall. The former provides you with decent mass healing and is positively unique. The latter is just two archery ranges you can build conventionally by throwing 300 wood at it. Council Hall is only worth it if you're sure you can end the game early and your rush is worth it. Otherwise, it is kinda antithetic to the whole English playstyle.
Last edited by Harris; Nov 8, 2021 @ 1:29am
IT Nov 8, 2021 @ 3:47am 
Both seem to be used for further expansion, so I think the decision comes down to whether you have secured the area for your second TC, in which case build King's Palace, otherwise if you have built second TC and need to secure it, build White Tower. On the other hand, If you haven't expanded yet, then having an early Keep is certainly reassuring.

I am more confused by the Wynguard Palace. I tried it once and would rather have a crossbow included in the package.
Rinky Nov 8, 2021 @ 3:56am 
What's the point of White Tower landmark? It is literally a downgraded Keep.

If it were an Age 1 landmark, when you have no access to Keeps, or had all the profits from regular Keep, then I see how it could be profitable, but otherwise currently the King's Palace is a more viable choice for Age 2 landmark.

a'ight?
Originally posted by RINKASHIKACHI:
What's the point of White Tower landmark? It is literally a downgraded Keep.

If it were an Age 1 landmark, when you have no access to Keeps, or had all the profits from regular Keep, then I see how it could be profitable, but otherwise currently the King's Palace is a more viable choice for Age 2 landmark.

a'ight?
Was this a cheap attempt to sound funny? If so, you failed hard.
White Tower is already available before regular keeps and it's not a downgraded version.
Quintem Nov 8, 2021 @ 4:22am 
Originally posted by Harris:
Also, I am beginning to consider Abbey of Kings superior to Council Hall.

The healing is okay. Takes about 30-45 seconds to fully heal units in its area (early game units that is). The reason I think it's inferior for well a couple of reasons. English don't usually go mobile units early. So sending home your injured Men-at-arms or longbows or spearmen is going take longer than you'd think it can take a good minute for units to run across the map. So if you're microing away your injured units, sending them home to heal. They're out of action for 2 minutes or more. So even if you're managing to retain some units its going take so long to pay off.

Second issue is it's area is so small. So from a defensive standpoint your villagers or units are not going to be near enough to heal. It's area could easily be doubled and then maybe it would be worthwhile.

Council Hall saves you the build time of two archery ranges, it saves you the wood too that can go into longbows. If you need spearmen or MAA then you have that wood to throw down two barracks. So you can pump out units at a rapid pace.
Harris Nov 8, 2021 @ 5:49am 
Originally posted by Quintem:
English don't usually go mobile units early. So sending home your injured Men-at-arms or longbows or spearmen is going take longer than you'd think it can take a good minute for units to run across the map. So if you're microing away your injured units, sending them home to heal. They're out of action for 2 minutes or more. So even if you're managing to retain some units its going take so long to pay off.

Abbey seems to be designed for a playstyle where you have absolutely no interest to run across the map towards the enemy to begin with. Let them come to you, while you hide behind your stone walls, farm wheat and build wonders. The idea is not run back home to heal - the idea is to heal while defending home at the same time.

English is a defense heavy civ and all its tools should be looked at from this perspective.
Quintem Nov 8, 2021 @ 6:54am 
Originally posted by Harris:
Originally posted by Quintem:
English don't usually go mobile units early. So sending home your injured Men-at-arms or longbows or spearmen is going take longer than you'd think it can take a good minute for units to run across the map. So if you're microing away your injured units, sending them home to heal. They're out of action for 2 minutes or more. So even if you're managing to retain some units its going take so long to pay off.

Abbey seems to be designed for a playstyle where you have absolutely no interest to run across the map towards the enemy to begin with. Let them come to you, while you hide behind your stone walls, farm wheat and build wonders. The idea is not run back home to heal - the idea is to heal while defending home at the same time.

English is a defense heavy civ and all its tools should be looked at from this perspective.

Defence only gets you so far. RTS games are rarely won by sitting inside your walls hoping for the best. Not saying walls don't have their uses. As I said the area it heals in is way too small. I used it once only because I was going for a men-at-arms rush. I wanted to throw off the enemy plus my ally was English I think as well. I sent my injured units back. I meant I retained an army for next attack. However who's to say that not having longbows backing up my men-at-arms would of just killed my opponent or crippled them more so.

Currently I think there are a lot of situational landmarks or ones that just flat out suck. English seem to be a prime example of this. Especially if you say compare it with the French. One landmark is a super market the other lets you produce cavalry at a slight increased rate other stables included. Seems like most of the time people will take the School of Cavalry. Instantly lets you start producing your core units. Chamber of Commerce seems more geared towards island maps or long games. I've got use when playing 2vs2 with another French ally, as I'm happy to go their crossbows.

I wonder how they'll balance them going forward.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Nov 8, 2021 @ 12:31am
Posts: 7