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Why would I be upset that I have ti select the tough trait if I want boring, generic dwarves? It isn't like I can't play them, I can, I just have ti choose that trait.
Why would I be upset that culture isn't locked to one race and one race only? If I want high elves, I click on it. If I want boring, stereotypical industrious dwarves, I click on it. But now, if I want something else, I can actually do something else. I'm not forced to do that one thing and only that one thing.
So yes, it is worth it. And I am looking forward to mods and DLC that add even more options to customize.
Keep experimenting. Try different things out and just have fun with the units and abilities you find. Every run I'm finding something new that I love and tactics and synergies I never considered.
Industrial was my least favourite until I figured out the bolstering mechanic, you can actually play them really aggressively, ended up with my units doing 6 attacks every round (3 attacks then 3 counter attacks) let alone the boosted damage from eating bolstering stacks and of course with ferocious they were doing more damage on the counters than their main attacks
I did Materium and Nature; ended up with my Bastions being unkillable Iron Giants with self heals (Supergrowth, steel skin etc the works)
Some builds / books (classes) simply take more time to pay off which has always been the case; my Druchii (Dark Ice Archers) take far longer to pop off than my Mucous Raiders (Barbarian Spawnkin Horde) though they are arguably more powerful
Thats the beauty of this game I think, you can mono build you can pick and mix its all viable
Industrial Build for the Curious;
Human
Hearty (+10 hp)
Ferocious (+40% Counter damage)
Talented Collectors (Magic Material at Start + Production bonuses for having them)
Wonder Architects (Wonder at start + 20% production bonus for each in domain)
Tier 1 Enchantment + Roots
Tier 2 Artifice + Glades
Tier 3 Transmutation + Vigor
Tier 4 Golden Realm + Natures Wrath
Tier 5 Creator
Steelfury Chant and Bolstering Chant (culture spells) for up to +50% damage on your units
Supergrowth adds +1 retaliation and 10hp goes nicely with starting traits
Hero support skill for +15hp, Defence + defensive training for +2 defence for units
If you want to play a meme build, just lower the difficulty.
I seriously doubt all your analysis in Stellaris OP of the back of that post xD
Yes, I'm aware. I was trying to explain that's not how the system works anymore, and the people who keep referring to it as if it were have either been misinformed, or giving newcomers the wrong impression about the game.
You can still play your leader as a Druid, Necromancer, Warlord, est. It's just that this time around, you're not forced to do so because of which culture you chose to go with.
Too much choice never creates disappointment unless you're ending up unhappy because you don't have enough time to play through them all. Your false logic and asinine riddles mean nothing and add nothing.
AoW3 was a great game, but I ultimately became tired of the heavy-handed class system, largely because it was poorly balanced and forced you down the same, tired, old hero development paths. The ability to reject/choose a new hero only exacerbated the problem.
Over the years, AoW3 just became an exercise in tedium, and with the release of Total War: Warhammer it became a waste of time. Why slog through endless turn-based battles (because the autoresolver in AoW3 is dubious, at best), when you can just play TW:W and have a much better experience? I certainly don't miss those 40+ unit, turn-based mega-battles in AoW3.
With AoW4, you get a more streamlined game, with balance based on what you decide to make of your choices. You have more "agency" as a player and aren't left to navigate the same old, limited system, game after game; you can change the system; your path/choices evolve and change from game to game, realm to realm, faction to faction. Even diplomacy (and alignment), which mattered very little in previous AoW titles, is significantly more important. I expect future DLC/patches to improve upon a lot of these features.
The idea that "too much freedom" is a bad thing can only be produced by someone who doesn't understand the system.
Sure, "too much freedom", for the sake of nothing, in a world without structure, is just entropy and chaos.
However, AoW4 has a well defined, elegant, and inter-woven system (truly, greater than the sum of its parts), and to apply the statement that "too much freedom becomes the same as too little" you would have to be incredibly myopic.
Ultimately, this is an argument from abstraction: i.e., emergent game play (experience) with the system vs. an "on paper" itemization of the system's rules.