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I blame Tome of The Construct. It's just boring Tome of The Artificer. It has no strong theme, grants only one unit, and really should have been a more tech-focused tome. It's definitely the weakest tome in the release, imo. Alchemist and Dreadnought are solid, but Construct needed to be more interesting.
And the Bronze Golem is pretty awesome(a rare tier 3 polearm unit, and being a construct means several immunities).
Both the unique building and the hero skill it provides are quite strong. Hyper-awareness is also pretty good. And it is a tier 2 tome.
Also, being both Materium and Order means you have a decent chance of bringing something like Divine Beacon(an Order Tome) to capitalize on the tight formations.
So for a wizard king commanding their automaton armies and mind-linked slaves, it is pretty awesome in my opinion.
But yes, it is not exactly "flashy", but to be fair, the Tome of the Dreadnought(the tier 3 tome) have that covered.
It's not bad mechanically, it's just bland. I get they were going for the whole Planetfall Synthesis theme, but it doesn't translate well into AoW4 without something like a transformation spell that turns your race into machines.
If Linked Minds had been a major transformation that granted Construct and made the race into some kind of D&D Warforged-esque machine race, it would have been more coherent.
Evolution still grants you 2 units and an interesting transformation. If only Constructs was that flavorful.
...Why? The Ironclad is basically the Flame Tank and Juggernaut combined into a single unit, which was probably a good idea all things considered, and you're spoiled for choice in terms of golems. You can roll around with fully mechanised stacks as early as your T3 tome pick - golem of your choice plus Ironclads. Add self-propelled cannons at your leisure.
And the Ironclads are just everything. They are miles better than the old Juggs or Flame Tanks, both in terms of visual fidelity and actual combat performance.
I can certainly understand the D'Var frustration at not every single military asset being some kind of tank, but you can address that issue by simple producing nothing but Ironclads while not at all compromising on your military performance. You might complain about the cost, of course, but can you really put on a price tag on the joy of rolling over the world steampunk battletanks with custom ammunition? No.
Regular range that can be closed by cavalry immediately, only to do less damage than magelocks and only if the unit doesn't move? Sure, you can triple that, but only if the enemy isn't paying attention to what they're doing with positioning. And the resist/hit points are low as well, so your opponent can just blast that 100 war spoils out of existence without getting near you. Frankly, the AOW3 units were better in literally every way and could be paid for normally. Of course, AOW4 has lower powers in general to be fair, but in this case they're asking a little too much for too much stripped back.
More robust, better damage, better range... all or any of those could help make the cost more justifiable, but right now they're mediocre and underbaked. At the very least, give me some grapeshot to blanket any over-eager enemy that gets into melee with the guns and foolishly thinks it's safe. Or I guess take out the war spoils stuff.
Also, it would really help if we were able to manually target shots like in AOW3. There's a lot of situations I've seen where the shot would hit enemies if I could target a hex instead of needing to line up on a unit in order to hit the tile in question, something that wasn't an issue in the last game.
The Magelock cannon is partially a siege weapon(faster sieges, great for bombarding entrenched and tightly packed units, as well as knocking down towers) and partially a support weapon(removes defensive stance and retaliation for every unit hit).
It is not meant to deal more damage to a single unit than the regular Magelock.
Rather than thinking "it will only deal maximum damage if the opponent stacks up", you should be thinking that it forces the opponent to NOT stack up.
Instead of thinking "well, cavalry and fliers can rush it down", you should think, it forces the enemy to rush you in an attempt to stop it from firing(and you can counter that with slows, immobilize effects and other units intercepting them).
Basically, it is a unit that forces the opponent to play according to your strengths, rather than the other way around.
And it is an AoE attack that is also a "base" attack, meaning a lot of enchantments will work on it(while Battlemage AoE abilities, which are also used in long range bombardments, both have a cooldown and is usually not affected by enchantments).
As for stats:
85 hp for a tier 3 ranged unit is pretty standard(same as Windrunners at least).
4 Defense is above average(standard is 2).
Range 6-7 is above average(5 is just your "targeting tile").
You can target a tile by holding the Alt-key.
So to sum up:
The Magelock cannon is an "extra" unit that the Culture gets. It provides long range fire support and is ideal for softening and opening up entrenched positions. It makes sieges go faster and forces the opponent to close on you in disorganized formations, or risk getting hit by the AoE.