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Also +10 hp and 5 Morale seems a lot weaker than the old +20% damage, which scaled whith order damage boosts.
However the main advantage I see for Aristocracy over Monarchy is the Liege Guard, as Tier 3 draftable Shield or Polearm units are quite valuable as a main frontline unit. While the Longbow can easily be replaced by Gladerunner or Zephyr Archer.
The whole point of it is giving you an extra buff with the downside of needing to actually build Draft buildings in all cities instead of just your capital. They said being able to swap houses for the units would just let people exploit to get around it.
Where it becomes fiddly is when you take that army consisting of stacks led by heroes and split it to expand. It'll likely be made up of troops from your starting city with your ruler in charge, so all the troops benefit. If you then want to expand with a second large force, things get complicated. You need to keep track of which troops came from the same city as the hero you're having lead the new army and which came from the current leader's, which troops are coming to replace them and from where, if those cities can even make a viable army at your stage of the game, and probably other factors that escape me at the moment. Usually a big expansion like this can at least be done precipitously after finishing a big income increase like a merchant's guild, or to replenish lost troops after a nasty fight. Aristocracy does this just as well, you just have to keep track of so much more to avoid making stupid clerical errors that rob you of the cultural mechanic that is the whole reason you picked Aristocracy in the first place.
Consider this; if the mechanic was simply to apply a health and morale bonus to all no-hero troops based on the highest renown a hero present at the fight had, it would be exactly the same as if you had done all this bookkeeping properly. It would be no stronger and cost the same despite being easier to use.
Still, you're right that it's a lot of management, and I really have to be in the mood for it to like it. Who knows, maybe Triumph will make more tweaks after collecting game data and watching how the community reacts to it.
Compared to the old Feudal? Massive improvement, IMO.
What you don't have options for is getting out of the headaches Aristocracy adds to sorting and replenishing armies in any situation other than zone defense in home territory.
Aristocracy is not complex. It's very simple. It may seem complex because the sheer quantity of very simple things you have to do is great, but this is a fallacy. It takes more effort. What it doesn't take is more skill.
For comparison, look at Dark. Ranged units weaken enemies, melee units exploit this debuff. Lots of tomes add weakness. You can work a lot of things into this mechanic, from wolf mounts to bronze golems to fetid legion and many more.
Or how about Industrious? Build up stacks of bolstered defense and resistance, then convert them into offensive buffs and healing. The warding and transmutation tomes almost seem custom made to fit into this.
Reavers invert it. Melee units inflict marked, making enemies take more damaged from powerful ranged attacks. The war spoils thing is... weird but it does mean they have access to two T3 units and expanded diplomatic and "recruitment" options.
Old Feudal's thing was synergizing with adjacency buffs better that other cultures, like those from form traits and the construct tome. It was a mundane bonus rather than a magical one, something you had to counter in situ with pushes and aoe. But if you stuck together, Feudal could do great things.
I could go on like that for every culture except today's Feudal. Monarchy I guess is great for having one stack of T5 mythics and a city structure that stacks seamlessly with Imperialists. Aristocracy, when you use it properly, gives you more morale and health. I have no idea what you're supposed to do with that. Food, draft, and crits is already Barbarian's thing, except they're better at it without having to go through this rigmarole.
Both Monarchy and Aristocracy give significant unit discounts now, so the new deal for Feudal is two different methods of "whatever you want to do, just a lot of it". The devs mentioned wanting Feudal to be kind of a vanilla starter culture, and I'd say these changes accomplish that better than "unless you take an adjacency trait in every build, you're wasting the cultural synergy".
Besides, Feudal (and Aristocracy in particular) have been given a new niche: cavalry shenanigans. No other culture gets three cav units in their roster, and there are a plethora of directions to take that, including the old Tome of Beasts standby you mentioned, since Wildspeakers are cav and Unleash Beast still works on Knights and Liege Guards. Coincidentally, the "Greenfang Knights" are the first faction I ever built in AoW4, and they were the first thing I tried when the beta dropped. I'll miss the adjacency version, but the build still works.
And here's the thing - now that Militia units are a gold-based summon, I don't have to spend Draft or Mana replacing a T1 unit that will spend the entire first 20 turns of the game repeatedly disintegrating like toilet paper in a typhoon. Even in a world where Feudal truly had lost all synergy and direction, I'd let that happen just to have basic playability.
Yeah that's my point. They didn't think that through. Aristocratic would still have a different unique building line, unique t3 and unique leader buffs compared to monarchy. There is no reason to force stupid gameplay on top of that. The two subcultures are already distinct enough without having to actually build units in specific cities.