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And surely there is Multiplayer too. But its a Rush Rush Meta. so i would not reccommend that if your looking for chill Games.
On the traditional RTS side, you have a standard rock-paper-scissors with ranged / defensive melee / offensive melee. Units behave like you'd expect for a traditional RTS in terms of how you issue orders and what statistics they have. Given the apparently military-heavy focus of multiplayer, this side is magnified for the PvP crowd. Some mechanics are streamlined from the standard peers, though: workers are constantly trained so long as you have the housing for them, and so long as a worker is working a given job in a tile and doesn't have other orders, it'll give its job's resources per second at a uniform rate, regardless of distance to its animated drop-off point.
What city management there is tends to focus on how you divide your labor, how you respond to periodic events, and a tiny bit in how you conform your layouts to the tile generation you happen to end up in. Everybody engages with this to a degree, but it is somewhat light on these systems. You do need to worry about feeding your population and keeping them warm throughout the winter unless you want to contend with starvation and sickness, but you won't be optimizing production chains or minimizing goods delivery times here: the resources you have get fed into an abstracted stockpile, like with the examples of AoE, StarCraft, and Red Alert.
The 4X comes up in the multiple victory conditions, the map layout generation, and a bit of the basic theming.
For the victory conditions, with the exception of a handful of Conquest-mode scenarios, you always can win by capturing the opponent's town center, in a military victory. There's also a trade victory, where you export enough trade goods to solidify your reputation with off-island groups to overshadow your opponents politically (this is basically the economic victory); a wisdom victory, in which you tech up enough to unlock a wonder and prove your religious devotion through its construction (this one just got overhauled--it used to be basically 'finish the tech tree'); a fame victory, in which you control a certain number of tiles, construct a seat of power, and accumulate enough general fame points to win (you get fame by doing stuff in general--claiming tiles or removing an enemy's claim, teching, upgrading buildings, being the first to find the center of the island, making friends or killing off local native groups, etc.); a map-specific victory that relates to whatever center tile generated on your current map; and a few faction-specific victories, like throwing a big enough party as the Squirrels, or leading a wooden golem on a rampage for nature with Owl. Some Story-mode and Conquest-mode scenarios have their own specific victory conditions, too. With the exception of the military victory, all of the other victory conditions are disable-able.
The DLCs all just relate to adding playable factions. If you have a good idea of what your playstyle tends to be, and if you find you like the core game enough to want to try some of the variants, picking based on playstyle or theming is a reasonable approach. The newer DLCs do suffer from a bit of power creep, but, speaking personally, a lot of that strikes me more as a result of Shiro being more experimental with their systems and needing more time to level them out with the other factions, not something where they're trying to make it pay-to-win.
It's probably also fair to mention that the game has some mildly bumpy stability when it comes to its updates. If you're an achievement hunting kind of player, you'll want to be careful about the achievements related to win count, as it's been a common recurring issue where Shiro pushing a new build drops the per-clan win totals. They do restore your counts if you ask them to, and if you were lucky enough to take a screenshot before the build was pushed, but, that kind of requires anticipating them messing up their update system to have that information ready. There's also occasional mild bugs in new content, like strange interactions between a new faction and some existing systems, but generally speaking, they do a pretty good job of finding those issues and getting them fixed up over time. They're rough, but not egregious, IMO--better than Creative Assembly, for example, but not quite up to other AAA RTS teams.
If you're wanting something more on the pure city-builder side, Against The Storm just went 1.0, and I can also endorse that.
As to your matchmaking question, there isn't any matchmaking for Conquest Co-op, so you might be SoL in terms of playing with total randos for that mode. I haven't tried any of the public game modes, botstomp-oriented or not--I tend to stick to playing with friends.