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AoE2 is subtractive, AoE4 is additive.
This is entire clue about civ design within both games. As for "nest of bees" - it has exactly same role as mangonel and I'm pretty sure that projectiles even works as same as mangonel, but I won't say that for sure.
Yeah I didn't see that edit.
China has several unique units, Rus has two, Franks have two, the English are odd to only have one UU.
I don't like China having multiple unique units honestly compared to other factions. But you have to consider that Britons has that weird organ gun thingy.
There is some subtraction between civs in AoE4. A few off the top of my head...
Mongols do not have farms, walls, keeps
Rus do not have cannon ships and stone walls
Delhi/Abbasid can not farm boars
English is missing one of the siege equipment
By that I mean entire philosophy in tech tree.
So, you have your basic AoE2 tech tree. All techs. Then civs comes. You subtract those techs, that won't fit civ design, so for example Franks does not get final range upgrade, Mongols does not get final armor upgrades on cavalry archers, no Paladin. etc. If you check tech trees in Age of Empires 2, you will see that every single civ gets just 2 unique techs. Not less, not more.
Now to AoE4. Every single civ has exactly same roster of base techs (all three levels of armor) - so your stuff like Architecture. And then comes civ specific techs. So stuff like Fresh Foodstuffs etc. It adds on top of that existing predetermined base.
As for building not being available -> yes, you can call it subtractive in that sense, but in nature it feels more like building being treated a little bit different compared to tech tree. Some of stuff is still something that prolly in AoE2 or AoE1 would be considered as civ bonus, not tech tree omission, but good point overall.
If all you want to do is shout into the void, that's fine. Since you care about no one elses opinion except for your own, what's the point of responding to anyone else here?
People are going to respond to you no matter how you feel because this is a place where you have discussions about the game. But you don't want to have a discussion it seems like.
yeah sure that's like ssaying teutonic have same role as other slow melee infatry, stop trolling
Slow but heavy armored infantry that is countered costeffectively only by gunpowder, 2 unique units and monks. Also you can use siege towers to move them faster.
You people will say exact same thing like "but this only stats". Thanks capt. obvious, what is most of bonuses in AoE4 if not pernament or periodical stat changes? Oh you can use active ability oh that makes it so unique.
Its no you argument. I gave my point, you ignored it and moved to comment like that. I'm happy to scream here.
AoE4 is copy paste, but with skins.
I dont think its that far to expect some serious differences though. I was genuinely surprised to find out how many effects are shared between the civs. Especially considering "auras" and "camels" are the literal unique features about Abbasid civ, and that at the very least, the effects would be entirely unique as well. How the civs deliver the bonus is fine and dandy, but having nuanced articulations in the combat system that have different mechanical features allow for a multitude of different outcomes away from the competitive trap of hard-counters vs hard-counters.
Considering the fact that most HRE players are already given incentive to train and use prelates, and abbasid players are already given incentive to train and use camels, both effects will be active at any given time in a match where both civs are present.
Even the most simple changes can exemplify uniqueness. Finding a middle ground, If camel support for example, gave all infantry in the aura +1 pierce armor and an Increase to Block Chance in melee, it would be much more unique than the prelates inspiration. The delivery system is unique and the mechanics of how the numbers are calculated are unique, as well as the new outcomes, like abbasid frontlines being able to hold for longer than expected with an RNG element, as opposed to the HRE's more reliable and consistent +1/+1/+damage.