#Tier 4 too strong. Doom stacks syndrom.
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damn... what if units become obsolete as the game progresses.......
i dunno about you, but that fire giant in that modified build used for the vid seemed a little underpowered
IIRC they said that encounter was modified
yep
Gotta admit it was definitely on my mind when they started that battle.
But Jordi confirmed T4 doom stacks will never be a problem.
Because T5 units are a thing that exists.
a lone prayer in this cruel world
high tier spam theoretically isn't an issue if the higher tiers of units are, like, interesting and diverse
Isn't top unit doomstacks just part of the strategy though. Like you want to stop your opponent from snowballing that hard and If you don't you've already lost
if it's hard to get to, yes
True.
It works fine in like, SupCom, because T3 isn't a unit in SupCom, it's a, y'know, tier.
A whole spread of Stuff.
T4 unit spam was mostly curbed in Planetfall by giving them an even more prohibitively high cosmite cost than T3 units (especially when modded) and adding cosmite upkeep on top of that
I wonder what they will do to mitigate T4 and T5+ doomstacking in this game and keep lower tier units relevant
Yeah it's clearly a problem they're aware of
Just gonna be interesting seeing what the solution is this time.
I agree this is a problem. There are a few solutions that pop up in my mind.
- (and the best one imo) Make T4/high tier units situational and niche or have unique battle roles that isn't pure damage and hp, kind of like the altar from priests in AoW3.
- Set a global cap on T4s. Pretty self explanatory, but it's a bit hackneyed and inelegant.
- Make them prohibitively expensive à la PF or, to an extent, Gladius. This is one of the worse solutions because you almost never see them being played unless the game goes on super long.
- Don't have high tier units ;d
- Don't have huge stat differences between tiers.
I would argue that having most of the units be relevant through the entire game allows the player to make more meaningful choices in the late-game when deciding what to build, instead of being forced to use a small selection of T4-T5 units relevant to their build.
Yeah I don't think anybody here disagrees with that
correct but it is not necessarily the only valid path
you can make a good game where units become obsolete even if i think this would be generally the better design
Yeah
So long as obseleting some units doesn't leave the roster thin enough to be samey and dull, it's kinda fine?
Again, SupCom is my comparison here. Once you hit T3, T2 and T1 stuff is largely irrelevant, but T3 is whole array of stuff that you can play a reasonably varied game with anyway.
It's just that AoW unit rosters tend to be pretty small
there's really no reason for any unit to become obsolete imo
why would you want that, even theoretically?
Doom stack syndrom
Never was a case in PF and in AOW3.
I really hope T4 and T5 units are actually worth of being called doomstacks, because in PF only like 1 or 2 T4 are worth talking about.
And there is absolutely no problem with "doomstacks". Its a unit you build in super late game and nothing is wrong about it being super strong. Are you actually excepting to stay relevant on turn 40 with just T1 and T2 units?
one of the main criticisms of AoW3 has always been that the best strategy is beelining towards T4 units, lol
I dont remember having to rely on t4 in AWO3 at all or even building them, always ended my games with t3. I mean sure, you'll face stacks of flying holy boxes if you purposely stall the game
play against another player who knows what they are doing would be my advice
or maybe even a higher difficulty setting against the AI
t4 spam was one of the leading problems with aow3 lol
so heavily complained about
they went waaaaaay out fo their way to prevent that from happening again in pf
yes ;d
Too bad im old and dont remember how it was back there 7 years ago when i was playing aow 3
in mp especially, god those games were annoying. that was half settlerspam's fault though tbf
but in PF T4 are laughable
they did indeed change unit design and included additional limiting measures (cosmite upkeep) to stop pf t4se from having the same issue
instead: pf is all about the t3 spam now
uh huh...
and those 2t3 will have more impact on the battle than one t4
damn it's like they used cost as a limiting factor
i don't think that's true for many t4s
i'd definitely rather have a reaver or a harbringer than pretty much any t3
ok, assembly and kirko t4 are good as support, but assembly were already strongest race in the game to begin with
that's not really relevant to the scope of this discussion but ok
its relevant cuz I hope we wont see same T5 as we did with T4 in PF
point being PF t4s were designed as support units so you only need 1 or 2 of them to make a big impact and got diminishing returns on spamming them. vs aow3's t4 design of "mobile and hits hard and tanky"
giant already seemed really week
much better than the eternal aow3 manticores vs eldritch horrors wars
so sick of seeing those units even today, just every single time i agreed to play with dread's community that's all every single game was
Cosmite mods being cheaper to use on T1 units kinda kept them more relevant than T1 of AoW 3.
t1 of aow3 were a joke. you used the ones you started with and building more was just throwing gold in the dumpster
Since IV part lacks unit mods, I wonder how are they going to keep T1 relevant.
i got a goblin engineer rush strat i was pretty happy with but like you had to do so much work to get t1 units worthwhile
I suppose a lot of enchants could simply affect only your basic troops.
as I said, I used to end my games with 3-4 shadow stalkers and whatever i have coming there
oh wow shadow stalkers lmao
much better
at least necro players had like diversity of units
no! you cant play with units you want while i build my t2!
Theoretically, a sense of progression, of your stuff getting bigger and badder - of not just having a cool unit or two, but your whole gameplay stage being bigger, blingier, snazzier.
Sense of progression can be implemented by applying "upgrades" to units players already have access to.
It can be, but entirely new units lets you make more radical changes for a bigger sense of change.
It's not a formula that works for a series like AoW, which tends to have a fairly small unit roster, but it's not inherently invalid.
my guess is that t5 doomstacks are basically a soft victory condition
if a player reaches a point where they can mass-produce fantasy Metal Gears, they've basically won
that's what we want to avoid ;d
so the idea would be to stop them or beat them to it
that incentivizes turtling and 0 conflict until that point
so does diplomatic victory
you don't want i-win-buttons in battles ;d
you can deactivate diplomatic victories
and diplomatic victories hinge on the fact that all players want to play like that ;d
I guess part of the issue is that peace is OP in real life 😛
perhaps t5 units simply all need some sort of weakness built into them
perhaps they need not exist
at this point, it's probably way too late to make sweeping changes for release
so we just have to wait and see how the game actually plays and then complain to high heaven so the game gets the AoW3 treatment ;d
Pretty sure this thread was opened as a meme.
sometimes even memes have a point ;d
T5+ units could be made prohibitively expensive and/or impractical to acquire in huge numbers like it was for Planetfall's T4s maybe
maybe make them actually require Imperium to produce/summon and even have a bit of an Imperium upkeep?
like you need to keep the political clout and support to justify maintaining such huge, expensive and awe-inspiring weapons of terror
what happens if 2 players reach it before one player has won
does it remain a victory condition? or does the game maybe continue to play out only there's just one unit being used (the highest tier unit available to each player)?
how do you solve that problem, because that is not an uncommon scenario
Planetfall triple nerfed T4s (7/9 Buildable ones were Support units instead of attacksers, 40 Cosmite meant you could have a fully modded T2/T3 or a STOCK T4 / Their Base HP averaged 72 (so only 20% increase over a T3 isntead of 60% like in AOW3)
I think making them into support type units and HP nerf were great ideas and felt nice
it did feel a little weird that NPC Dwelling T4s actually did work offensively (Apex, Eater of Dead, Network Controller)
But yeah I had fun with Planetfall MP, while AOW3 MP was often miserable
For 2v2 Autobattle live games they teach you how to get your tier 4 research by Turn 35 minimum
the only reason not to stick to the plan is if you get enough freebies from dungeon/sunken city to take over a dwelling T4 and rush build it early
Really hope devs wont listen to opinions in this forum and move with their own vision of T4 and T5. Literally nothing is known about them except for weak giant, but screams full of "BALANCE OR REMOVE LATEGAME UNITS" can already be heard.
T4 are dead in PF, everyone just builds T3 turn 17~20, and only 2 races of them all build T4, assembly 2 and kirko 1. That's it.
In AOW3 its your own fault, playing duels on mid or large and then crying why everyone is building T4! Maybe you should have done smth to prevent this instead of stalling the game for 30+ turns? Small map? If you love your t1-2-3 units so much maybe you should build them and attack?
No, T5 is pinnacle of race army power and it and should be respected. Its your own fault for letting your enemy get stacks of such units.
you'd need a pretty small map in aow3 to get away from t4 spam. settler spam is a nightmare of economic growth
but generally agreed. it's important to see what the game actually is before drawing too many balance conclusions.
it's still worth discussing previous games' interactions with this issue and where aow4 might land though. idk.
perhaps amid the constant ebb and flow of "we should talk about this" and "we should not talk about this" interesting and useful conversations can be had when balance is maintained
hopefully 4 can find a good enough medium between 3's relentless T4 spam and Planetfall's near-nonexistent use of T4s
I find combined arms of T1-3s with a few T4+ here and there more fascinating, fun and immersive than matches devolving into only building the strongest unit
it's true. t4 is not the true villain. the true villain is mono-army compositions
non-scaling settler cost
if they're going to be that epic give them difficlty to build that nothing else has
production from multiple cities to make, or requiring the unit queue AND the building queue at same time etc
Planetfall did mitigate the settler/colonizer spam somewhat by giving them a ramp-up cost
+100 energy/gold for each new one you built
though you can still play super wide and snowball hard on maps with lots of independent settlements
pf basically made building any settlers past #4 a purely for fun decision, and #4 itself is pretty borderline even in the best circumstance
i think this was the better decision on the whole though i definitely do not find that solution to be perfect
my speculation for how Triumph might balance T4+ units: maybe most of them come from Tomes and Dwellings, but most transformations and enchantments do not apply or have a less effect on them? Apparently only the leader who is designated "keeper" of a particular race can transform that race, so maybe Dwelling units cannot even be transformed at all?
so maybe T1-T3 units benefit a lot more from transformation and enchantments and that is what makes them able to stay relevant in the late game against T4+
High tier units are so valuable because every units take one slot of 6 slots. High tier units should be extremely expensive. Otherwise, t4 spam would return.
PF fixed the T4 spam by making them both expensive and slow to get to.
and making their direct combat capabilities nowhere near as potent or important as they often were in 3
you can put three damage mods on an assembly reaver and its triple action reset will still be vastly more valuable than its attacks in either form
a sonokarn is one of the more combat-oriented T4s, and it is clunky to use without a tactician or sono-fin hero for support
which is surprisingly similar to how juggernauts and cannon are reliant on engineers and dreadnought heroes to function efficiently
This review worry me https://explorminate.co/4xperiences-with-age-of-wonders-4/
"That reminds me of another concern I have about the viability of earlier-tier units in the late game. Even with unit enchantment spells, those units quickly ran out of usefulness as Tier IV and V units started making their way onto the map.
That’s not a surprise, considering that the same issue was present in Age of Wonders 3, but Age of Wonders: Planetfall had done a bit to mitigate that, which seems to have taken a small step backward here. "
if this is true ,its terrible, low tier unit should be usefull late game
there should be a balance
maeby make like you can produce several units at the same time depending the tier, like there are 6 slots for unit productions so you can produce 6 tier one unit or 3 tier 2 units , or 2 tier 3 units and etc, the bigger the tier the less you can produce so if you need a quick army it would be better to use low tiers
you could have 1 city produce low tier for you inmediate needs and another city doing the long task of producing a high tier one
the idea is the highter the tier a unit is the more recruitment slots it require
Should T4 and T5 units be outcompeted by T1?
Reybag, as a programer that is an inelegant solution and what AOW4 seems to have done does exactly what you want but in more streamlined way.
T1 units have a recruitment cost of lets say 20
T4-5 units also have recruit costs, but they are high and take longer to produce, of lets say 100
So if a city has 100 unit production you can build 5 T1s or T4-5 per turn.
I think people are mis-characterizing the problem. They say "T5 spam", but IMO the actual problem is "massing the same unit".
That could be resolve by having more different high Tier units available and worth building.
Those numbers are a fabrication but that's the idea.
And yeah, the production overflow already helps a lot with this problem, IMO.
There's no longer a huge difference between 1-turning a unit, and almost-but-not-quite 1-turning a unit.
Yeah spamming the same unit having doom stacks of the same unit is a far bigger concern.
I thought PF did well with it having T4s often being not the be all and end all. Giving non-stacking buffs or squad buffs that again don't stack so having 1 was optimal.
Imo, the key is having a need for different unit types, make it so idk, Knights get ass wooped if you don't have some supports to debuff enemies or buff/heal/dispell your own units.
So you just have to mix them or certain strats will wreck your mono stacks.
Yeah, but to mix them, you need mixing candidates.
Lets assume you have Tyrant Knights. A T2 pike might be more effective against them than a T2 infantry, but it's still getting wrecked.
However, if the opponent has access to a T4 pike, then that will murder your Tyrant Knights, and force you to diversify.
So if you also have access to T4 Shock Infantry, those are pretty great against pikes, so now you have to mix those in. Then in these situations, they're better than your Tyrant Knights.
But hey, the opponent also has multiple types of T4, and they're building T4 battle mages!
So now you need to have both infantry and tyrant knights, both T4, in the same army to cover each other's weaknesses.
IMO, the problem isn't that lower tier units aren't viable, it's that armies become samey because a T4 has high enough stats to ignore the normal unit counters that play around at lower tiers. So having the choice of more diverse higher tier units will resolve that better than lessening the power difference between unit tiers.
As a different game comparison, I think Alpha Centauri did it well, and I think AoW could adapt the unit system from that game a bit, though it's probably far too late in development to do so.
You were able to design your own units. So you could for example just create your own T4 Infantry if you need a powerful Infantry unit. You could just duplicate your T1 infantry with T4 stats to hold up against new and more powerful threats.
Age of Wonders PF mostly resolved the issue by making T4 cost cosmite to upkeep.
I quite like being able to keep using T1 Troopers and Raiders in PF, Yari Ashigaru in Shogun 2, or Rhino Tanks in Red Alert 2. I am very much in the "lower tier units should be viable in the late game" camp.
I suppose AoW 4 could do so by making T5 and T4 a bit more expensive and adding an Imperium upkeep to them.
I think "you don't get to play with the nicest toys as much as you want" is a band-aid solution at best.
I think if a T2 Pikeman cannot kill a Tyrant Knight, Berserker or other higher-tier shock unit 1v1, it should at least be able to bring them to near-death before going down, assuming neither side has healing or a big enough enchantment disparity.
Rhino tanks very much aren't low tier, though.
But imagine you had your T1 troopers, and can just build them for twice the cost with +20 HP and +4 damage and +2 armor, would you be happy with that, or not?
I would respectfully disagree - being able to choose composition based on various factors, instead of always being limited to T4 and T5 seems much more fun.
But what if you had the ability to chose a varied composition, and all of them were T4 or T5 anyway?
Rhino Tanks are a basic War Factory unit that didn't require Radar or Battle Lab to unlock, that sounds pretty low-tier to me, but I digress.
Their stats aren't low-tier, though.
I think that would cause a lot of issues - it would require really a lot of T4 and T5 units, which seems unrealistic to implement.
But if we're thinking in solutions, then it's one worth consideration.
Plus, it would still make T1-T3 units irrelevant.
I think a better solution is for most units to have a place at later stages of the game.
And for that, unit upkeep and cost can be changed.
I think that should mostly be a price or production time consideration in the late game. Or infrastructure.
Not straight up combat potential.
if I could upgrade ranked-up T1 Troopers to their higher-tier variant instead of having to disband them and build the higher-tier ones in their place, I suppose it could work
I mostly agree, though, some combat nerfs can be warranted as well at times, but yep - price and upkeep can serve as a very good balancing factor in this case.
I'd say at a modest premium, that could work.
Alpha Centauri, where I'm stealing the idea from, let you do that.
Planetfall T4 are powerful, for example, but they mostly cost a lot to produce and upkeep, and serve as supports for your army.
It was like, [cost difference] * 1.5 to upgrade.
though at the same time I dig the idea of, say, Terran Marines remaining valid as they are (for the most part) in the late game even with Ultralisks, Carriers and etc. rampaging about.
That's also a solution, but IMHO not a satisfying one.
If you could upgrade them into Coop or Nova style marines, they definitely hold up.
I would not personally say that it is not a satisfying solution - T4 in PF are pretty powerful in combat by themselves and feel satisfying to use, it's just that you don't build too many of them, since it is an ineffective way to spend your money.
That's a limitation on how many fun toys you're allowed, though. I'd like it to be possible to play with only fun toys.
I would prefer to transition from a low tier combined arms army in the early game to a high tier combined arms army in the late game. With the playstyle and composition determined by both culture and tomes in both the early and late game.
I quite like the way OpenRA Combined Arms handled late vs early-tier units. I cannot just win by spamming Apocalypses because their firing rate and move speed are both horribly slow and they would just get overwhelmed by mixed forces supported by artillery, I have to support them with earlier-tier arty and heavy tanks while they soak up damage, while I bring aircraft around to try and snipe the enemy's own arty.
Granted, rifle infantry still get outdated fast, but I like that units like early game tanks, grenadiers and rocket troops remain usable towards the end to support big, heavy twin-barreled monstrosities.
This reminds me of how starting units are always useful through the entire game in Stacraft 2, but you can switch to other compositions, if you want.
But, in terms of turn-based 4x, I think the closest analogue to AoW 4 is Planetfall.
And I personally think that Planetfall solved the issue quite well.
I have a friend that loved AoW3, but he just felt bad that the game forced you into only tiers4-3 and never having at least ter 2, because you ended with very low unit variety and he liked at least to have archers as an elf player.
Regardless of the archer comment, I feel he has a point. In AoWSM I purposefully brough some lower tier units, against AI because I could overpowerthem. I tried to grab a variety of tier 3 and 4 units from recruitment locations, summons and other means not available to one's faction/mage.
Of course the problem lies in the power of tier 4 units, and the opportunity cost when fighting battles being so high, when a stack can have a so limited number of units. Even just 1 of them being a low tier vs another stack that is only best units available will make a difference.
I wouldn't mind it as much if we had more high tier units to replace the lower tiers we no longer should use late game
Yeah, the lower stack size definitely excerbates the problems with high tier unit spam.
SupCom handles obsoleting older units by having a lot of unit variety in new tiers, but frankly, I don't think that this approach would work in AoW series - AoW games usually have relatively small rosters of units.
Adding enough units to make T4-T5 units diverse does not seem like a possible approach, given how many units it would require to be added.
Making already existing units more relevant by using unit cost as a limiting factor in order to diversify viable player choices seems like a solution which is both, easier to implement, and more healthy for the game balance.
balancing by cost works in short-medium PVP matches but not so much in PVE where higher difficulty bots cheat resources out the wazoo
and having inevitably huge economies in the late game will allow champions to draft legions of T4-T5 units anyway, and wizards would do the same but with high-tier summons
In aow2 / Aow3 its so bad that I don't even build t1/T2 if I can help it and tech past then straight to T3 if at All possible
What about ensuring that every T4/5 unit should has a counter-unit or weakness? The sub-vs-carrier relationship springs immediately to mind. If it doesn’t just come out naturally - and it prolly won’t based on prior games - I wouldn’t be opposed to T1-3 getting an express buff against certain types of T4-5 units.
Making starting army last and only building scout/settler while research / building line is being done during that time feels correct
Which is such a bad thing
Or make it an empire skill that triggers on offense or defense. Regimented Defense give T1-3 morale and damage on defense//Monster Hunter gives it to them on attack.
split unit and building queue reduces the opportunity cost of recruiting T1-2 units during the early game.
eh T3/T4 were even more dominant in SM than later games as I recall (city garrisons and a handful of others aside). large stacks don't necessarily mean more diverse armies in practice
disagree that PF's approach is unsatisfying. making the T4s mostly support-oriented was a good idea
balancing powerful units only by cost almost never works in strategy games, generally either the game ends before they're worth building or you can get enough economic infrastructure that the cost doesn't matter that much
cost can be a part of it of course
anyway the explorminate article is concerning but it's one guy's impressions so I'll wait and see
I like that I could keep using Troopers or Raiders with high-tier mods viably in late game of Planetfall
I hope they keep tuning the balance in 4 so that max-enchanted Crossbows and Halberdiers are viable in late-game
absolutely useless opinion
low tier units should never be useful in late game
only as supports if they have good skills
imagine playing 40+ turns and still build t1-t2 while there are t3-t4-t5 units.
No sense of progression, no results from playing the game. You fear NPC dwellings in early game as well as you fear in late game because all your army is t1-t2 clowns
t1-t2 - small map/fast game
t2-t3-just a bit t4- mid game
t4-t5 - late game
yeah I don't agree. mixed armies are good and more fun to play with
Planetfall pulled it off fairly well, T1s and 2s stay useful for awhile
and no one is saying "all" your army should be t1-t2
t1 and t2 are never useful in PF
only specialists and like 1-2 per 3 stacks, 16 t3 + 2 t2
unless map is small or duel
yeah that's a huge qualifier right there
I do understand the hyper-optimized meta on larger maps is mostly high-tier, but that is partly settings dependent and even that took years to develop to that point
you can start getting t3 at like turn 20
even faster with influence
at least now we will have 2 queues to build units and structures
so everyone will have they favorite t1-t2 to play with
but this also means turns 20+ only t3 +
yeah and on a small map you'll sacrifice other infrastructure to tech that fast
but I realize the mainstream PF MP community prefers larger maps (even duel is modded small+)
T4 and T5 could cost lots of mana so the more high tier units you have the less mana for spells, that could be a balance
Wizard Kings would have a lot more high-tier units than Champions then
yep
Not viable imo. If high tier gets to expensive, guess what that intentivizes, low tier spam in greater numbers and tossing meat into the grinder
I see no way around making more high tier units to fill the roster, even if they are not built in traditional means
so units caps? maeby soft caps that you can pass but theres a increase in upkeep penalty
Unit caps sound gross imo
Upkeep is already the limiting factor on how many units you can have
T1 Spam doesn't work that well though because of the number of armies you can take into battle in AOW4 it's more limited than PF and AOW3
its the logical result if you make t4s so expensive and hard to field
to field more, lower tier units and win the numbers game. that and heroes to tip the scales
why, we have city caps
i think units caps its logical
Cities don't have other limiters though
And you end up with the kind of stupid stuff that happens in starcraft games with their 200 unit cap
Weird resource hoarding
And gameplay
But just my opinion
besides is a soft cap, so you can go above it with penalties
Unit caps are even more anti-fun than city caps
I despised them in Dawn of War 1 and in Civ 4 mods with national units, I would despise them here
let me spam Golden Golems but have the game punish me through more natural ways, like an opposing player beating me by holding a strategic advantage with more plentiful stacks of T1-3 units
and just going around taking my less defended cities with their numerical advantage or forcing me to spread my Golem force thin
and beating me in tactical with a combined arms force
game should encourage combined arms, but not artificially through unit caps
Now that I think about it though, Gloweye's idea if diversifying high-tier units could work too. I would find obsoletion of T1 Crossbow units more forgivable if I can get a T3-T4 "Ballista-man" from a later Materium Tome.
anything (besides terrible unit caps) to encourage combined arms over boring Manticore spam, the latter of which should be made strategically and tactically beatable by a varied force that has more units of varying tiers through their versatility and ability to better cover ground and fight a war of attrition
Just as gross 🤮.
An ogre-sized guy with a portable ballista in his hands is definitely epic.
Just look at things like Discworld, with the Troll Sargent in the Watch. And his Piecemaker.
indeed
Kings of War had some actual ballista Ogres too
or it could be like this guy https://battlerealms.fandom.com/wiki/Ballistaman?so=search
The Ballistaman is a unit of the Wolf Clan. The Wolves have always preferred the active, outdoor life, and have little interest in devising machines to help them avoid effort; thus, they are not particularly talented engineers. However, they picked up a few tricks in the slave mines, and have recently invented their own version of the footman's ...
If T1's and T3's stop mattering... I really hope cultures have very differentiated economies
since your Culture only brings units up to T3
I still think Cultures should have had a few more T3s and a T4
and lower tiers in general should be either stronger and more useful or can upgrade/evolve to a higher tier form
yes but how are the T4 and T5 are gonna be limited in comparison to the others? by cost? by a unique resourse? by caps? thats the question, what allow you to have more lower tiers units than highter tier ones
Cost, and not just cost to summon/produce and upkeep, but also cost-efficiency
like a T4 or T5 unit should trade poorly with lower-tier counters unsupported
a Tyrant Knight should sustain high damage when trying to 1v1 even a T1 Pikeman, even if they destroy said Pikeman unit.
or a Golden Golem should take a lot more time to kill a shielded unit such as an Anvil Guard than it would to kill the enemy big monsters its stick is best suited for
and of course, the strategic consideration
if you spam only a few kinds of T4 or T5 without properly supporting them with other types of units, even if you have a late game economy, someone who decides to build only a few of those units and mix in a larger number of lower-tier units should generally be able to cover more ground or beat the high-tier spam in a war of attrition. IMO, only time a T4 or T5 army should be able to come close to the numbers of a lower-tier army is if the player cranking out high-tier doomstacks has a big enough economy and territory lead.
In Shogun 2, a well-prepared unit of yari ashigaru (basic spear infantry) in their infamous braced/yari wall formation was very tough and scary to face in melee from the front, you could not just throw your best unit samurai unit (mounted or otherwise) at them and expect to win with minimal damage, they were better dealt with by flanking or shooting.
If Triumph decides to keep going with high-tier galore for late game, then I think Cultures should at least get T4 and some extra T3 units, to keep interesting unit variety in the late game.
Luckily mods can help with this, though I think it would be cool to see more high-tier variety added to the unmodded game in the future as well.
ultimately, I suppose time will tell if Triumph will address this and if the obsoletion of lower-tier and Culture units will be as severe as Rob from Explorminate made it seem to be.
I actually like the cultures having no T4-T5 of their own so you at least don't pre-plan tech rusihing your endgame from T1
tbh with the return of semi-randomized research I think tech-rushing a Cultural T4 would often be slower and less reliable than it may have been in Planetfall
though I think they will also have to work in some prerequisites beyond "build the production structure that unlocks your higher-tier cultural units"
maybe Cultural T4s do not show up as a research option until you have unlocked any T3 Tomes?
so they show up at roughly the same time that T4 units from Tomes start showing up, which I presume is in T3 Tomes (most Tome units seem to often be a tier higher than their respective Tomes)
Yeah, fundamentally speaking there's nothing inherently wrong with low-tier units being a temporary stage of the game that you inevitably transition out of, the problem is that the T4 roster we've actually had has been so much thinner than the T1-2 roster, so as a map progresses into the lategame the variety of the game shrinks. There are multiple solutions to this; Planetfall had one solution by putting the big cosmite cost/upkeep on T4's and designing them to usually have some support abilities, so you were encouraged to use them as the centrepiece of a wider array of Stuff rather than monostacking them, but other solutions exist like, yes, making a wide array of T3 and T4 and T5 units, which the tome system might already have done.
I mean
Tyrant Knight's are from a T3 tome
so if every T3+ tome has a T4 minimum
and you need two T3 Tomes to get a T4 Tome, and 2 T4 Tomes to get a T5 Tome
that's fine
five*
that said
Tome of the Crucible is T4
and has no unit IIRC
and Astral might not have a T5 unit at all
so like, there's some awkward potential for a faction to wind up with one or no T4 at all
which might get very awkward if T4-5's really do invalidate the lower tiers again
needing to pick your tomes to ensure you actually have functional units late game sounds... really limiting
We'll have to see, but there's reason to be both concerned and hopeful, I think
But lets put some numbers on this
In Planetfall you generally only had access to 1 or 2 T4 units in the course of a match, from your race and whichever NPC dwelling you'd focused on buttering up the most. You'd have 3 or 4 T3 units, two from your race, one from your secret tech, another from your favourite NPC faction... Theoretically you could gather up colonies of multiple races and butter up every NPC faction to access a wider roster, but doing that wasn't really practical, and in fact even getting both your racial and secret tech T3's was a big ask, so your functional T3 roster was like, 2-3 units.
I think Jordi confirmed Astral has no T5, at least back when he last checked for it
but on the other hand, in Planetfall your entire roster stayed very relevant
so you were never actually down to just your T3's T4's
No you absolutely were past a certain point
SP is SP
in SP in 3 you were eventually down to just your T4
Pretty much anything can be viable there
so like
and
as far as MP
I don't play it, but I do sometimes watch like Ninjew or Winslaya
But the MP meta did end up finding that as the game progresses you did end up phasing out T2 stuff in favour of armies of T3's with occasional T4's
ok but what's "end up"
It wasn't too bad though, because the game was generally decided pretty soon after that point
like, are we talking 3's "you rush them immediately"
or are we talking "by this point the climactic battles are happening and the games all but over"
and apparently it's the second one
and like
Ehh
I think that's fine
But the T1 and T2 stage of the game was like... I'm most familiar with Amazons, whose T1 infantry was the Huntress, the Lancer was their T2 skirmisher, Biomancers for T2 support, the Arborian Sentinel for a researchable T2, Harriers for a researchable flyer, plus your secret tech T2, and getting the first tier of dwelling items was easy enough that you could have maybe two options there, there was always a few oddballs you'd pick up in the course of clearing that we can maybe call another unit type... That's a playspace of 8 or 9 unit types, that's much more varied and healthy.
If you had similar unit variety at T3/T4/T5, would you honestly even care whether early game units stopped being viable to build? Was the doom stacking problem that games trended towards building nothing but T4's, or was it that 'building nothing but T4's' functionally meant the Warlord just cranked out monostacks of Manticore Riders and the occasional dragon, to go up against the necromancer's monostacks of Dread Reapers?
for 4 right now there's another problem other than just "are we going to reliably have multiple T4-5's" and it's "Is our Culture pick going to do much?"
Like, practically speaking
I'm assuming you'll get at least 3 T4-5's
unless you choose to go for Tomes that don't have any on purpose
but Culture still caps at T3
so as Industrious, maybe I go hard down the Materium path and my Bastion's are superceded by Golems, but if I don't go hard down the Materium path, if I go hard down say, Chaos, are my Bastions going to stay useful tanks throughout the game?
I'm somewhat hopeful that yeah, they will
because like, the Anvil Guard survived that Dragon for a bit
and the Barb Shield Bro handled that Fire Giant for a while
so defensive stuff seems like it might stay useful
but are the Mystic Spellbreakers going to?
how about Barb Berserkers?
an Infnatry Shock Unit is already something that seems prone to getting ignored even for lower tier shock that does stuff like fly or just move way faster(Gargoyle out of T1 Tome of Rock anyone?)
and if Culture units easily get superceded by tome units
we wind up back in AoW3 land of "why am I even making this choice"
which is why I mentioned hoping that Culture's have major impacts on your late game economy
because even if the roster gets obsoleted
if the economy is different they'll hopefully still feel different to play throughout
There has to be a mechanic to limit city spam. Warlock master of the arcane suffered from city spam due to lax requirements in settling cities
Sectors
and Sectors with a lot more emphasis on having really big cities
because all of the cool buildings we've seen have adjacency bonii
so you actually get huge benefits from having cities that are genuinely massive
unlike in PF where the MP guys were like "more than 2 annexes? cringe!"
with the split queue and overflow for both
megacities are probably entirely worth doing
And a cap isn't it.
But yeah, sectors/provinces has my vote.
Make cities scale better with map area.
oh yeah, there's ALSO the cap
though we know so little about how that works exactly so eh
and also, personaly pref is always "make it better to do the fun thing" rather than "punish the people who find the other thing fun"
I mean, I dunno anyone who LIKES infinite city spam
but I think there's always someone who likes anything
I know a lot of them. Me, for example. Got a few brothers who do.
Basically, look for people who like bigger maps and don't play MP.
I like building huge empires, that is the main appeal of 4X games for me
It's arguably more common among games like Total War and so on - the urge to paint the map your colour.
I mean
Total War doesn't have ICS
because it doesn't have city founding
all the cities are already on the map
it can feel like it when you're managing like a hundred settlements lol
and the development of them has gotten very simplified over time
Tall build just feels so antithetical to the empire/conqueror fantasy in my eyes
I like fiddling with stuff
but... ICS creates too much fiddling
and makes it really hard to see the impact of the fiddling
I just want to grow Tall and Wide at the same time.
so I like having really big cities
like
my favorite part of Humankind was how tall you could go
just don't make the differences in stats between tiers huge
utilize more horizontal advancement
emphasize combat roles as opposed to stats
slow down progression between tiers
make turtling and rushing tiers unviable
incentivize early aggression between players
make unit variety more of a pyramid rather than a rhombus type situation
I've been replaying a bit of Planetfall recently and the fact there are so few early-game units bothers me
since you actually do use them for a long time, it limits your army composition for quite a while
Amazons are the worst example because huntresses and biomancers are so freakishly overpowered compared to other races' starting units
and the Amazons' higher tier units are borderline garbage
not gonna happen
This alone is asking them to redesign and rebalance the entire game, a reeeeally huge ask
oh, I'm talking purely theoretically
we know from that explorminate video that the damage is already done
They're really not tbh
Bombardons are fantastic
Arborian Queens are pretty good, although they're a T4 so they don't turn up much
And Tyrannodons are alright. Not great, but you can do things with them for sure
But I mean, once you factor in your secret tech and dwelling units, the early game roster really isn't that thin. AoW3 generally gives you like, 8 T1-2 units, across your race/class? 9? Much more slanted towards the T1 units that get obsoleted all the faster. That's about the same as Planetfall, honestly.
The series generally just prefers to keep to a smaller roster that allows it to differentiate units from one another more. Huntresses, Trenchers, and Scavengers are all 'T1 infantry', but they're certainly not as interchangeable as T1 tanks in SupCom or whatever.
The bigger problems tyrannodons have more than anything else is high tech cost
Their roar will absolutely win you some battles in hilarious fashion
Calling bombardons "the only good one" is pretty silly when most races have similar issues with getting their second t3 and t4 out
Also "huntresses and biomancers are so freakishly overpowered" is a pretty silly statement as well
Especially since the lancer is the true early amazon king
Biomancers are p good but """freakishly overpowered""" is a bit much
but anyway, serious question
from what we've seen are you worried about the game devolving into "there is only T5"?
God I hope not, another aow3 situation where the only game is end game would suck
It does seem like once you reach endgame there aren't any mechanisms in place to prevent t5 spam, but the hard to answer question is how easy is it to get to that point
I mean... assuming T5's are only in T5 tomes from what we've seen there'll probably be long enough for other stuff to do stuff during that time
what I'm most worried about right now
is that T5's themselves will be unbalanced
because they come from Tomes
which you take as the game goes on
which means, if T5's are centralizing, and there's a T5 that is centralizing among T5's
every game is just going to be that T5 and maybe the hard counter and nothing else
That's only a problem if you k ow for sure the game will last long enough for t5s to come out
mmmmmm
In which case I kinda already consider the game in a fail state as then the game has left the possibility of rush meta
T5 tomes have affinity requirements though
so even if it's possible for a 1v1 or 2v2 to end quickly
Imo ideally t5s are never built and thus the question never really matters
as the player number goes up, the ultimate duration of the game goes up as well
and
for MP that's one thing
but SP is pretty likely to have lots of people playing 100+ turn games
🤷♂️ this is the extent of my personal investment into the question. Aow3's flaw was less t4 design and more that settlerspam allowed you to hit t4s quickly and consistently. T4 design certainly caused problems but only because this prerequisite problem already existed.
mmmmm
have you looked at the tome tooltips from PartyElite's video?
even without settler spam, there looks to be a lot of research available
So the same explorminate guy is answering questions on the forum and he wrote this now
''Doomstacks are way too expensive in AoW4. Sure, you can have one or two, but they get really expensive to maintain, especially on smaller or middle-sized maps. Most particularly because a lot of the best units cost mana and mana can be in short supply if you're using enchantments and conjuring units. I simply didn't see them as being as bad as AoW3 to any degree. And trust me, those doomstacks ruined AoW3 for me, too.''
Nothing is off-limits, except for Multiplayer, which I didn't get to play with yet.
For reference, here's my video:
And here's my 3,000-word preview: https://explorminate.co/4xperiences-with-age-of-wonders-4/
Ask away and I'll do what I can...
Eh? You can see what the tomes are and plan which ones to get...
I was under the impression that you only have free choice for the starting t1
And then what is supposed to happen after the first tome? That you are railroaded?
the way it works from what we've been told
is that up to T3 the only requirement is that you have 2 tomes of the lower tier, so you need two T1 tomes to get to T2 and two T2 tomes to get to T3
for T4 and 5 tomes there's some affinity requirements
Ah, good.
Sounds reasonable.
Though, I would disagree with the notion that T4 in AoW 3 were purely a "settler spam" problem.
I would say that it is a combination of a large array of factors - including it, of course, but not being limited to it.
Planetfall moved away from that by:
- Moving T4 into a more supporting role, thus making having more than a certain amount of them not as useful.
- Making them expensive to upkeep and build, so that building a lot of them would be very hard even on larger maps.
- Making T1-T3 units more useful in comparison to AoW 3 via the unit mod system.
- Having a smaller difference between stats of T4 and lower tiers than AoW 3.
T4 should if only had a 20% stat increase over T3 instead of 60%
AoW 1/2 some T4 actually have less raw HP or damage than some T3 like the bone horror / mammoth
AoW 3 every single t4 can outtank dwarf firstborn while out punching orc warbrerd and all but 2 of them get 6 hex movement
From that we have heard from Rob and seen ourselves, I would say that AoW 4 is trying the following solutions to this issue:
- Making high tier units much very expensive to upkeep.
- Allowing unit enchantments to be easily applied to all your units, thus making lower tiers more relevant.
- Implementing racial transformations, which grant significant boosts to lower tiers.
- Having explicit mechanics which benefit from low-tier units (Tome of The Horde).
Ultimately, we will see how it turns out in the final release of the game - worst case scenario, should high tier units be too powerful, competitive balance mod will nerf them.
game isn't released yet and already I have plans to make a "narrow the gap" unit adjustment mod myself
though I would like to experience the vanilla game for myself first, ofc
and see if the issue will turn out to be as big as Rob makes it out to be
Well, Rob mentioned that issue is not as bad is it is in AoW 3.
Quote:
Doomstacks are way too expensive in AoW4. Sure, you can have one or two, but they get really expensive to maintain, especially on smaller or middle-sized maps. Most particularly because a lot of the best units cost mana and mana can be in short supply if you're using enchantments and conjuring units. I simply didn't see them as being as bad as AoW3 to any degree. And trust me, those doomstacks ruined AoW3 for me, too.
we're going to start asking people for turncounts
"first T4, first full stack of T4" etc
He also said culture units become obsolete, which makes it sound like even the culture t3s get replaced by tome units of equal or higher tier
Yeah but i also don't like his ''solution''
My recommendation is to make a few culture-specific units that are Tier 4/Mythic. Units that REALLY lean into the cultural strengths and can help with that feeling I described above.
It sounds like a band aid that just doubles on the idea of rushing t4 more than anything
Problem is that culture only mather at the begining and eventually you end using all tomes units who of course dont look at all as your culture, so despite chosing to play as barbarians at the end you will not be using any barbarian looking unit
solution could be to make tomes units have some change on look according to the cultures
Depends, there's more to culture than your units
There are some changes already - unit enchantments granted by Culture, which affect Tome units.
I'd say balance which keeps Culture and low tier units as a relevant and viable option through the game is a better solution.
Yes I want my halberd and crossbow tercios with a lot of enchantments to go along with my gold golems
I think if there's enough variety in T4 options, people won't care as much about full T4/T5 armies.
Maybe, but I don't think that we can really expect to have that many T4.
Having lower tiers as viable options not only enhances amount of viable player choices - it also just feels thematically appropriate to have something relatively basic as a mainstay of your army, supported with a lower count of elite units, rather than having a whole force of elite units.
Well... why not have that many T4?
Not specificaly to AoW4, because there's not that much time anymore, but in general?
It depends on how it is handled, I'd say, but in general - it is easier to balance already existing stuff rather than add new.
When you have a t5 pike I except earlier pikes to phase out sure but he should encourage lower tier healer / archer support
Yeah, just like Orc Shock Troopers in 3 basically obsoleting the T1 infantry.
But healers and archers can also be T3/T4 in there.
Don't want some flying cavalry one-shotting it. But if they're higher tier and survive a charge, they're right next to your T4 pikes shoving something pointy up the flying cavalry's backsides.
By the way, have we seen the maximum amount of stacks which can take part in a battle in AoW 4?
There is a maximum, I don't recall how high, though. Might be the same 7 stacks, but just drawing from a wider radius.
We know that at least three stacks can take part in a battle.
The third enemy stacks seems unwilling to participate here - either due to a stack limit, or due to being the source of the infestation.
I'd say the second.
Yeah, they are the guardians
So 18 v 18?
I thought in one of the preview videos, they were saying up to 64 units in a battle? Or was that only a siege?
64 isn't a multiple of 6 though
Maybe it was 60?
The battle result screen seems to have room for either 3 or 4 banners per side
It doesn't seem to show original positions around center hex like in previous game though
It would need to scroll if it allowed 5 stack or more dogpileimg a stationary guy
cause the hex rule is gone, now it picks armies in a big radius around but they have yet to say how many stacks per side are allowed and if there is a limit, how it choose what stacks enter and not
The explorminate guy who answering questions on forums says its 18 v 18
I mean if you have high enough production you can just get it to be about 1-2 turns for a t4 unit and you can still only recruit one t1 in one turn
No, because the production overflows, can recruit 6 T4 units per turn if you had enough production or idk whatever the T1 equivalent is 20 or whatever
You're not limited to 1 unit per city per turn, it's been this way since PF at least.
Yeah, if you have enough unit production
Gaw dam then there aint no point for this post. Also that is a good feature I like that
That's why I don't like that slots idea, the same concept is already achieved, just more dynamically.
I am about to doom stack T1s
Oh, we have new information from Rob regarding this topic.
Quote:
The problem seems, based on my limited 50 hours, to be better than AoW3, but not quite as "fixed" as Planetfall. Hopefully that makes sense. I think they need to address this by having spells that ONLY enchant tier 1-3 units. Or something to that effect.
City buildings DO provide new units. Up until Tier 3.
As for Tier 4 and 5/Mythic units, I think they should cost something extra, like Imperium, to maintain and purchase. Considering how important Imperium is, I'd suggest needing it in decent quantities to first acquire higher-tier units and then require it to keep them up and running. Would really help limit them..."```
honestly, with the event that we saw with the Tyrant Knight in the story realm, it looks like they might have toyed with that at some point
Perhaps it would be a good idea if every racial/cultural unit would have a higher tier version, it could evolve into. You can't build them right away (no veteran comes directly out of the school). So the units you build in your cities can be 'raised' to be more usable in mid/end game.
I generally dislike evolving units because they make logistics less important
How so?
It's not enough to train higher tier units, you also have to get them to the front lines
But when units who are already in the army evolve, you don't have to worry about transport
that is a unique advantage of unit evolution yes, offset by the need to lug around lower tier units and babysitting them until they hit max rank. you exchange production cost (travel time being a component of this) for more time and manual effort needed to get your higher tier units.
the idea that it makes logistics less important, rather than being an additional factor to consider in logistics, is a little silly.
and aow3 conversion abuse would be the bigger culprit of that anyway
I'm assuming the evolving units are somehow useful
You aren't lugging dead weight around
I'm not against all evolving units, but they shouldn't be baseline and common
evolving units tend to be really popular with mods but I don't find babysitting every single unit that much fun. for smaller scale tactics RPGs it's fine but not for a 4X
it's best used in small doses
they're usually t1s, so yes they are "useful" but in a "disposable stack filler" role which is explicitly not what you're using them for
i think the most prominent pf source of evolve is psi fish, which are a little bit different in that the t2 units aren't bad, though i wouldn't call the spawn good either. hunter is good but if you start there that's more expensive, and if you start with spawn (or heaven forbid crysalis) then you've got a lot of evolution steps to go through slowly
but like if your evolve unit is "i started with a hopperhound when playing as amazon" then idk if i'd really call that useful
...though i think maybe amazon gets the t2 hopperhound if you roll that for your starting unit? still not a great unit to be carrying around anyway. basically evolve = having a worse unit now so you can have a better unit later
you know i hadn't quite registered that this is in response to a suggestion that all units be made evolving
i do agree that that would make logistics less important. i am not a fan of that solution
there's also issues where there may not be a 1:1 match in unit role the next tier up, and it'd be frustrating to have a t2 swordsman evolve into a t3 pike unit - i may have really needed the sword and shield over pikes
yeah and I just think needing to baby every unit like that is annoying with large-scale 4X armies
if easy logistics is an issue, perhaps a mechanic to upgrade units at a city? like the operation to give a mech to max-rank paladin aspirants in PF, except the unit has to be in your domain
I don't mind archdruid pokemon but I wouldn't want it to go any further than that, or for every class to be like that
Personally, I think that Rob's suggestion with making T4-T5 cost Imperium and / or making a couple of unit enchantments only affect T1-T3 sounds very reasonable.
carefully distributing your kill XP in Fire Emblem or whatever is fine, but that's a smaller-scale game
lots of people love the hell out of their evolving units but when you auto through clearing like me it really does not work out
so i do agree with you there
Is the concern that T4s like Tyrant Knights make T3s like Berserkers obsolete then? I fully expect interactions like that to happen, but you shouldn't have every role in T4+ if you're ending the game in a reasonable amount of time, should you?
Unless Manticore Riders are back, in which case I suppose that's all you need
Manticore mono-stacks are boring, I would very much like if they either increased the T4 variety or made lower tier and cultural units continue to remain relevant and useful.
If the 9 tomes in a general game is the baseline, that seems to be going all the way to T5
and we've seen T4's in T3 Tomes
I love fielding stacks of heavily decked-out Raiders or Trenchers in Planetfall with some T3s to tank or support, or wielding the CHAD Yari Ashigaru wall in Shogun 2 with matchlocks and cav.
so you can probably assume you get 2-3 T4-5's baseline
accounting for stuff like Tome of the Crucible with no units
but if every T3+ tome you pick has a T4-5 you are talking 2 for T3 Tomes, 2 for T4 tomes and then 1 for your T5 tome for five such units
which is basically your entire AoW3 Racial Roster or your Aow4 Cultural Roster
Tome of the Crucible has no T4 unit in it and Astral affinity has no T5, at least in the last build that Jordi decided to check from a few weeks back.
I'm trying to think of a case, where maybe you have some roles as T4s but others as T2s. For instance if you go for Chaos or Order affinity, I'm sure it's pretty easy to skip over the Ranged/Battlemage roles. So you'd unlock a T4 unit in your T3 tome, and then you might just skip building anything but Warbreeds or Tyrant Knights if you can. Both because it completes your army best at that point and because T2s will become obsolete soon-ish.
My speculation is that the problem only happens after: The AI as we've seen stays in one affinity lane and doesn't branch out much. We don't know how much leeway the game allows you if you want to unlock the Magic victory ASAP. However, if there is any allowance (and probably even if there isn't) then the optimal way would be to pick whichever tome gives you a T3+ unit that can fulfil the roles you're missing. Maybe the issue is that the AI is playing in a way that's both boring and bad?
But that is an advantage not a disadvantage. Logistics are a pain in... having less is better not worse. And as other people already said, you don't even have to "babysit" those units. Not many people would carry lots of such units from baby to hero just for the heck of it. You will have to produce and "move" many or most of them anyhow. It is a bonus for your active troops, you would have some special units, something to identify with, especially what so many people think they will miss such units in AoW4. But I already see, we play games differently.
It also makes the snowball problem worse, if someone has a triple stack of properly maxed out units and they meet the triple stack of the other guys maxed out units... it doesn't matter how big your eco is, there's only so fast you can rank your units up
if we stop worrying about transport and the economy, we aren't playing a 4X game anymore
Ah... I see the problem here. I only play with other people not against them. I don't care about pvp 🙂
but some kind of Total War horde faction style game
Then I don't play 4x games as I seldom worry about transportation. Economy is a totally different horse here.
it's not a different issue because evolving units allow you forego the necessary resource costs for higher tier units
you don't have to build any other structures and you don't have to pay for them to become a different unit
this is a balance issue, you can play the game however you like in SP regardless of the outcome of this thread
what makes evolve units work is the aforementioned fact that they're typically "not good" before evolving, creating a window of weakness in the player using them before they get their evolution and now the player is ahead. if all units could evolve, the only reason to build new units would be if you make a mistake and lose units. that's fine for doing whatever you want but not if balance is something you care about
this also means that every tier must be populated by units that have a 1:1 correlation with units at a higher and lower tier
being as good as other units would just make you fill all your armies with evolving units first of all
and second of all, they still remove the need for logistics, which is a big no-no in 4X games
flying units more or less accomplish the same, i don't think that's something to be worried about outside of an extreme "all units can evolve" scenario
in a state where evolving units have strengths and weaknesses relative to non-evolving units, where a strength is being able to obtain high tier units without paying travel time, they're fine
I'm fine with a sprinkling of evolving units here and there
they're also inherently limited as there is a finite amount of xp available in the shortest path between you and your opponent
I don't think ti would be right for AoW without heavy modificaiton but I like Old World's approach to transport and logistics a lot
Instead of moving each unit a fixed amount per turn, you have a global pool of orders you distribute among your units as you choose
ugh
You have to make a lot of tradeoffs on which units you'll move each turn, but also can move units much further
Old World's system is like, the opposite of chess
you can spend half your orders on one unit if you want to
by your description it's literally chess with an allotment of tiles to spread instead of move one piece
hence "almost chess"
also
OW system is pretty cool. It could work for an AoW or sinilar game, but, like OW, the game would need to be designed around it.
You couldn't shoe horn orders into AoW4 in a parch, for example.
AoW5, or a spinoff maybe
sounds like exactly the sort of thing that wrecks my immersion in a turn based game
Do yourself a favour and get OW
yeah maybe I didn't explain it well but it's nothing like chess. if anything traditional 4X movement is closer
The movement aspect of orders is very clever. Orders as a concept is very well executed. Think of it as movement, initiative and cosmite/imperium all at once, as a limiter/amplifier of what you can do in the game.
It very cleverly balances your "attention" and forces you to choose between a or b.
If you go on a large offensive, you need those orders to, well, order your troops, but you only have so many orders, and you also need them to play the diplomatic game and the expand and exploit part of the game
And not off topic, because orders is so tightly woven into the game, in a future AoW with a similar system, it would be a very elegant way to balance higher and lower tier units, larger and smaller armies, going high or wide in your empire
yeah it would just be hard to make work with AoW's stacks, you'd have to heavily modify it from OW's implementation
and you continue to convince me it'd be a disaster for my ability to enjoy a turn based game lol
Also, OW pioneered tool tip in tool tip.
There are so many smart ideas and great execution in OW, that I think everyone who says they are a fan of 4x games should play it, and pick it apart, and hopefully thr innovations can raise the standard of the genre
I think there are several games that did it separately within a span of 3-5 years
Thing is, you are talking from.a position of lack of knowledge.
It may well not be your cup of tea, but you can't realistically judge that based on this conversation.
Besides, I'm not trying to convince you of anything.
I'm having a conversation about one great game in the forum of another, hopefully great, game, discussing mechanics
Oh?
Hmmm.
Well OW developers made a big deal of their nested tool tips.
I think several people have done it since the mid-late 10s without much direct influence
iirc Tyranny was the first
it's a bit jarring in an RPG, but it works great in 4Xs
Well, I hope it becomes industry standard.
Also, iirc, OW doesn't have city sprawl, and it's victory conditions are actually varied and fun.
Anyway, getting slightly more ontopic, earlier in the thread someone mentioned max battle size
It's exactly the sort of thing that draws my attention to "why is everything happening like a turn", just like the Phoenix Point active aim system that so many people called amazing and I despise because why are they moving?
like sure, that's a me thing
I mean that's just the abstraction inherent to turn-based games
sure
in civ your warriors move one hex in like...50 years in early game?
but good turn based games keep it an abstraction and don't draw attention to the abstraction
Civ technically has dates yes
technically there's achievements for doing things before X date
in practice, you don't need to notice or pay attention to that stuff
when the basic systems demand that you interact with the fakeness of the turn
it really wrecks the game for me
I think it does feel realistic and natural in a lot of ways. Like if you go to a large war you'll have to sacrifice your economy and character development because you won't have the orders to spend on infrastructure development
As much as I like beautiful mechanical things I do want to also play with my sister so a little "keep it simple, stupid" would be appreciated
also each unit's movement per turn is soft-capped (though more generous than most 4Xs at base), so it's not a complete free for all. you can bypass that cap for a price, but if that's still too much there are settings to limit it further
see that's just simulating an incredibly brittle and frankly poorly run nation
it'd make some sense in like, a character focused RPG type game where yeah, you control literally one dude
but nations do things like "tell the minister to handle that other thing"
even absolute monarchies, the monarch isn't directly doing absolutely everything
if you are going to simulate limited attention of the monarch
you'd better ALSO be simming the stuff that monarchs can hand off to trusted parties
and what other parties might be doing where the monarch isn't paying attention
I'd argue it simulates reality/realism much more than a normal 4x.
Going to war is costly.
otherwise you just drag my focus into "this is fake af"
sure going to war is costly
it's not "I don't have people to handle these things anymore" costly
unless you are actively losing in a major way
Anyway, it is a weird argument imho to call it out for being fake in a genre built on abstractions, when I can tell you from.experience it is one of the most intuitive systems I've ever used
I also thought you were conplaing about off topic
And I offered an out above! 😛
Max battle size, confirmed at?
18v18
Because imho that does have a very direct link to the value of t4 and 5 units
Ah no more 4v3? that's fair I suppose
So, you can only ever use 18 units
it really doesn't have a direct link to the value of T4 and 5 units
Seems like an obvious tilt in favour of higher tier units 🤔
Well if I only need ..indeed can only really use 3 stacks in an area
I mean SM had 8-unit stacks and the tier imbalance was even worse there than 3
Why would I put anything but higher tier units in them?
Total War has max battle sizes of 40v40 PER FACTION INVOLVED on the field at the same time with literally infinite possible reinforcements
Doomstacking is STILL a major thing in that game
Due to unit design more than anything, and specifically enchantments iirc
we've seen Tyrant Knight, Golden Golem, Bone Dragon, and Fire Giant
Or generalist, and good at everything, like aow3
NONE of them are support
2 of which are non tome right?
So the question is how useful is a TK? It's a shock unit right?
Tyrant Knight and GG are Tome definately
we've also seen a kharagh which may or may not be recruitable
perhaps there should be a new thread for discussing logistics in 4x games
it;s a Shock unit, with 48 move
doesn't 4 change the baseline number of retaliations to 1?
Well I'm.going to.ignore rally units because your access will be unreliable, and out of your control to a degree, whereas you can plan your tomes
I wonder how that would affect tier balance
i will say that reading what OW's system is makes me reel away in disgust, but i haven't played the game and don't intend to (most 4xs are horribly boring)
the Industrious melee has 2
I thought only shock units got one retaliation, and the other melee units got 2 or 3?
2 probably, as there is a trait, iirc, to get an extra
And I don't see them having more than 3 retaliation in the end
Source?
on paper seems like less retals benefits lower tiers a little more? but I could be wrong
cause low tiers can attack a higher without mortally endangering themselves
There is also a matter of unit enchantments.
I hope their cost varies depending on units they are affecting.
it doesn't
I mean, in the final release.
As it stands, some work better with lower tiers and some with higher, but the upkeep is the same.
In PF it was more expensive to mod higher tiers.
I think in some ways it's the shift from Sci-Fi back to Fantasy
in Sci-Fi yeah your infantry fight beside the tanks, combined arms should be the way to go
but let's be real here, what's some dudes with hammer and shield supposed to do to a Dragon?
though
interestingly
In fantasy works armies are also usually portrayed as combined arms.
I don't think we saw any Dragon Fear rolls in the Bone Dragon fight
so that absurd power seems to be gone
which is excellent for anyone hoping to make low tiers work in high tier fights
and I mean he did win the fight
A large amount of ordinary troops supported by more elite forces. Orc armies supported by trolls in LoTR, for example.
yes, because his Hero could basically solo the dragon
and apparently he'd lost that fight before
anyway it's just one man's opinion on this so far
shoot it with the black arrow while some 8 dwarves distract it?
he's a genre veteran so I'm not going to discount it, but we'll have to wiat and see how the tier balance shakes out after more have played it
I mean in The Hobbit the dragon is killed by a random dude, with intel from a hobbit and a bird
and also an ancient artifact
That's true - plus, stuff might change before release. I doubt that rushing high tiers will be as useful as it was in AoW III, though I am slightly worried about mid-late game.
so yeah
presumably an army of dwarves could have done some damage, if smaug just landed in the middle of them to engage in fisticuffs
I mean
the tome progression seems like a soft limit on how quickly you can beeline high tier units
Smaug literally did that to claim Erebor in the first place
Poor dwarfs forgot to bring archers against a single flying unit.
seems like you could just plug up their ventilation lmao
he didn't even know where all of it was lol
a very dwarf fortress solution (to a problem that doesn't exist in df)
also like, the place is absurdly huge
so even if he did manage it
they'd literally just make more
i bet if be billowed fire in the front gate he could just check out where all the smoke comes out
and it'd take him literally decades
and there's also a scene in the book where Bilbo's being told about the event
and it's pretty explicit about Smaug going in and wrecking everyone's face
because Dragon
so the next question would be: does that make for a fun game
especially if you are the dwarves in this scenario
ok well
but I think it's where the Devs heads go when they go to Fantasy, and some of that is probably just me being a bit salty that we are going from PF to what's looking a lot more like "anything T2 or below had better be absolutely incredible if you are going to keep it around"
if it's like aow3 the solution is to set up rush maps
but I don't like rushes most of the time
but yeah i dislike the t3+ dominance aow games seem to ultimately devolve into
it has the opposite problem
...the opposite problem?
where your roster is tiny because you don't get to develop it
so you don't get to use a bunch of fun tools
because there's no time for them to come into play
it's boring when everything is the highest end(especially when that's literally one unit)
but it's also boring when everything is the 1-3 units you can get out as fast as possible
how much rushing have you actually done
enough to have my opinion on it
it's usually more like "select 1-3 units out of a varied list to focus on"
Honestly, "rush" is a pretty vague term in this case.
my favorite thing
Are we talking about 15-20 turn victories in PF?
is when I get to use literally the entire roster for a bunch of time
I think people are able to get 2-3 full stacks at that time.
the other big dragon in the Tolkien mythos fought a group of dwarves and was wounded enough he had to retreat from the battle
(granted he was flightless)
in pf i'd usually say a rush is an attack pre-turn 23 but in the actual mp community's duels i have to revise that to pre-turn 30
such was the old way
the new way sucks
but it is what it is, and what it is is longer
yeah what I've heard about the "fully-developed" meta sounds really dumb
i'd think it was fairly clever if rushing was still present as a valid counterplay
alas
you'd have to ask @sage perch but when i played in their 2022 world championship turn 30 was like, when pvp started
Honestly I dislike that very much at that point you might have only 6 units of t4 late game and maybe 1 t5
We gotta stop trying to make it easier for new players this is a skill based game
@gaunt mason.
I've watched a bunch of her games recently (1-2 months old) and have seen only a single game which lasted more than 44 turns.
🤷♂️ the inspector rush i hit her with was literally the fastest rush i could devise under their map settings and that hit ~turn 22 iirc
Right now it depends on the map generation, I think.
A recent game ended on like, turn 18.
Depends on how close players spawn.
there is a difference where when i played they were doing random map type. now they roll in advance before the match begins so you know if you're on continents or land or what have you
continents was such a huge rush killer
the map is still big enough to make it difficult to stop a good turtle though right?
Depends on a spawn location, I think.
it's less of a "turtle" and more "really hard boom" as i understand it
Weak defenders makes booms easy
you do Advanced Scout Wars skirmishes but a true dedicated rush has to hit before the master plan is complete and they can buy out a bunch of npc superbuffed units
From that I've seen from recent games, current balance seems like a decently healthy mix. Too much of a "rush" meta can be an issue as much as a "slow" meta can be - healthy game length should vary depending how well players execute their builds / scout that their opponent is doing / defend, with both options being viable.
But, I think we are kinda straying from topic at hand.
What are your thoughts about Imperium upkeep for T4-T5?
why you guys are spreading lies and stuff
i dont get
i end small+ maps on turn 20, my record is turn 14 with 3 stacks
Slower empire upgrades / doctrined is no where near as slower unit mods
and there is video of it
Imperium upkeep is far too weak if it's replacement for cosmite upkeep
Imperium upkeep + really high base upkeep?
Imperium can also be spent on buying new pops for cities, so it might be a bit more impactful than it seems at first.
this live or pbem?
live, but it wouldnt change in pbem
y lemme find
It was talking about an average of a bunch of games I watched, not games with you in particular.
last i had talked to amik she told me that no one except me was even interested in rushing lmao, that was like 6 months ago at this point thjough
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thanks for the timestamp. shame more of the map isn't explored for me to look at but i'll check the rest of the video out after work
cuz it all depends on lvl of players you are facing
This discussion about Smaug...wouldn't a better comparison be if the Smaug equivalent in AoW4 was a tier 10 unit (or a hero, if that first dlc gives is dragon heroes) or the only one of its kind (thinking like a late game single Dragon invasion, stupidly strong unit that really upsets the game equilibrium)
And not something like the Bone Dragon from the stream!
Smaug is like, T7 or up in power level. The only reason he died was a lucky crit with the Black Bolt of Prophesized Destiny.
Who uttered my name?
Yeah, unless a counterplay in in session, or both players play defensively, deplete their military in equal combat, or 1 player fortifies himself and plays on Doomsday (currently banned)
Rushing is a valid gameplay as long as I know
Let me quench your worries with this video containing a pristine exhibition of a rush strategy, made by him, who must not be named https://youtu.be/CpaFL5cjaTo?list=PLFIlZtFOO3KUxnRo4NGGodVe4Y46CmzMC
Mods:
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We are always looking for more players.
If you want to post your own game record, send video to [email protected]
Yeah, obviously he already shared it -.- nvm
(just read the rest of convo)
So about the topic of top tier unit spam viability, in AoW 1, you got 1 upgrade per size of the city (1,2,3,4, just like unit tiers), and cities couldn't be grown. This meant, that max. size city have been needed to even reach T4 unit. A condition, entirely map dependent, and generally very rare, and you had to spend considerable amount of time and resources to build that city to its full potential, and even if you did, there was no hurry production mechanic, so you could only produce 1 T4 unit per 3 turns. Was it spammable? Yes, but you couldn't base your entire army off it, so it was healthy.
Then, AoW 2 introduced city growth mechanic, a city building mechanic, and a hurry production mechanic. This resulted in a economical boom, usable to "focus" production and spam your best units for a price in your best cities. However, using hurry production mechanic was killing your population, so you could only do it so much... About T4 spam, this was rather rarely used, as in AoW 2, you were required to build the entire chain of mana structures, production structures, and military structures, (together impossible 9 structures, for which you had to pay with gold), so while conditions for T4 spam were better than ever, the cost was still so high to swamp the game with T4 units, and in most competitive games, unless really really big, T3 units were used most often.
AoW 3 is where things start to actually get out of hand. The game introduces class mechanic, which unlocks your special units purely by devoting research to them, and building laughable 3 buildings in your city. In addition, hurry production mechanic gets crazy buffed, so it does no longer kill your population, but instead causes a negligible 100 city happiness penalty (decreasing your income *if used too often) for the short duration of 5 turns (meaning you can only suffer 500 happiness penalty, before diminishing returns this way). In addition to this penalty, you pay small fee of 50 gold for each turn, the rush fastens your production. As a result, economy is stronger than ever and top tier units are more accessible, than they ever were, resulting in a meta, where T4s are absolutely dominant in late game, and T3s are pushing midgame, while T1 a T2 units are completely obsolete, basically not even in the game, except for your starting army early clearing. AoW 3 effectively only has 2 tiers of units. low - 3 and high - 4.
For AoW 2 I would add that low tier units can die from full health even from early research spells like stoning/ cosmic spray
Now, Planetfall addresses effectively addresses the issue by several means. First being adding a production overflow, which forever changes the way how production mechanic operates. It is now possible under proper circumstances to produce multiple units per turn - cheap lower tier units benefitting the most. Secondly and most importantly, There is a new capping resource added into the game, which can be hailed as AoW's very best mechanic - cosmite. In Planetfall, you have a rare resource you need to use smartly for chosen units in order to get the most value of it, as you won't be able to mod all of your units, unless under very exotic conditions. Class system is dismantled and instead, T4 units are returned to races (except Psynumbra heh). Yes, they can be purposefully rushed, but in doing so, you will miss lot of important tech. Is it viable? Yes, of course it is a viable strategy, and you can totally play your T3 elites with just basic mods for the win.. I'd say it's even meta for any game bigger than a small+ duel. But here's the thing. Once you unlock your T4 (much more research expensive than in AoW 3), you will get a unit with passive cosmite upkeep, which effectively caps the amount of these top tier units you can sustain, so gone are the days, where you can brainlessly spam your ultimate unit. At least until very late game of a huge Free for all or something... In addition, your elite production will cause your cosmite to run out before your energy, and you will want to supplement your armies with cheap T2 supporters, so you can get more value into the game. This rule holds until you can actually sustain your fully elite production, which is very late and requires a skill, I only rarely see people posses (as opposed to AoW 3, where every noob can spam T3/4s effortlessly). In addition to all of this, your T4s are no longer fu*king Dragons & Behemoths, Sea Lords etc... but a complex utility units, which are by no means so overwhelming.
we had an extended conversation about how you didn't think rushing was a viable form of play in DMs lmao
in response to this
because i'm not copying and pasting those images in a 5th time, this mistake is sticking
Well, it was in 2022, and the video of my duel clearly proves me wrong
He killed me in 14 turns.. I can no longer defend that position
And you could beat me too, if I didn't have a counter
But it's hard to pull off and requires conditions to be met, right?
A wild card bet kind of
😐
I think the most impressive hold against a rush was the inspectir rush vs Shakarn tbh
Shakarn can easily cross water with all of its units, so it's a best rush
But Assembly can be invisible
Dvar has extra production, but Trenchers are slow, so I don't see that very good.
But generally, rush is an opportunity
Now to get to my AoW 4 ultimate unit prediction, as long as I know cosmite and any like of a resource was removed from the game, and instead additional tier was implemented, so it will depend on accessibility of this 5th tier. If the previous tiers are scaled to make T5 a new T4 in terms of cost for obtaining, rather than being put above them as an extra layer of game (which they totally should be), and unless several mechanics regarding production have been altered, then it is guaranteed, there will be only 2 tiers of units in game again. low - T4, and high - T5. But we know nothing about how production intricacies work, or how expensive those units are, so it is too soon to conclude this issue. And if production Overflow mechanic is in the game, this also shuffles cards, because overflow is good for lower tier units (or was when they did not cost cosmite). I'd say I am personally concerned by the removal of cosmite, but I'm optimistic, that MP community will this time develop a mod, which will diversify the game, even if the vanilla product repeated mistakes of AoW 3 (which is because of this the worst game in the series in my opinion)
AoW 3 did not have a separate resource which could have been used as a limiting factor for elite units.
AoW 4 has Imperium.
I hope Imperium upkeep can be added to units via modding,
It looks like it will be a bit more common than Cosmite - players get +30 income of it at the start of the game.
Unlocking Empire Skills, buying new city pops.
(I don't watch much gameplay videos)
I thought it was grass lol
Yeah, that is promising
It also depends what the prices are.
There is a saying in MP community, which goes: Price is never an issue, when talking about quality
🧂
I am quite hopeful personally - should both, production overflow be in the game and Imperium be moddable as a form of upkeep, T4-T5 should definitely not be as problematic as they were back in AoW III.
you will get a unit with passive cosmite upkeep, which effectively caps the amount of these top tier units you can sustain, so gone are the days, where you can brainlessly spam your ultimate unit.
Literally never was the case. Not a single one
It's just basic cost of 40 + mods being pricier for a meh unit when you can get 2-3 t3 instead and save tons of science
Is saying it will only be the 2nd spammiest game s good thing?
Ehhhhh kinda sorta mana?
But my saying says. T4 should be spamable, there is literally 2 productions queues where you can get all your favorite t1-t2 right from the turn 1. So why on earth there should a cap on T4-T5
The problem was aow3's resources were all obtainable via buildings + settler spam meta
In previous games, before Planetfall.
never was a case in PF
Aow3 t4 spam is the elephant in the room here yeah
your whole paragraph was about PF
There is still limited army slots, so even if producible simultaneously, T5fs will push everything out given the free hand.
And why shouldnt they?
Yeah, and 3 parapgraphs before were about its predecessors 😅
Its not like you can t5 on turn 20
and you will build t1-t2 just to clear map faster, having to let your toys go is natural
I played only small maps with randoms, ending games with shadow stalkers
Uh huh lmao
Because in AoW 3, I never actually produce anything lower than T3. Maybe a handful of army fillers early game 😐
I understand the problem in AOW3
but now there will be 2 queues to build, literally no reason not to build t1-t2
I made tigran phalanx in one of those games and they did alright lol
Yes, but they go in parallel
That's a T3
He's saying that the primary limiter on t1/2 unit production is that it competes with building production
And it can win against a weaker player for sure
That's building t2 units
I think it will sooner die in auto combat 😄
Yeah, I could get a stack of knights on turn 20 as human dread back in the day
And so close to 2 stacks
l like the idea that T4 and T5 should cost imperium to maintain
They are like the most auto capable evolve strat in the game
and also, it will be low rank by the time you evolve it
Certainly more than damn scoundrels
And it is. HQ is always doing smth, other cities building sector upgrades, no time for units that wont do much even vs AI
Yes but you get them way sooner
I think it's a valid point. I think there's other important factors, but yes this does hurt t1 plays a lot.
Doesn't matter in AoW 3 since 0 medal human knight has same stats as good medal cavalry
In order to achieve unit diversity - I would say that player being able to consider more viable options when choosing army composition is healthy, rather than being locked into a single strategy after a certain point in the game.
No point, a guy here already said smth smart
"Either your economy will be good to sustain whatever cap there is or it wont be viable at all"
Nah you get devastating charge. Anyways point being that if you wanted to get 2 stacks of normal knights to gold rank it would take longer, because you'll have the evolved knights earlier and in greater numbers
Wait didn't knights also have shield and cav didnt?
I can assure you the stack of cav I brought into my turn 20 battles definitely performed better than the stack of silver cav
Yet that is not the case in PF.
At least, regarding T4.
I think amba's perspective is that of is the second scenario, they never see use due to expense vs econ size
unit diversity
I hear this all the time and tbh its a buzzword without real justification. PF with its T3 meta had lots of different T3, 2 from race + 1 from secret tech + influence. A few t2 supports and heroes. Bam 18 units
T2 meta was even better
But yeah t4/5 meta is ok if there's a variety of choice. Not ideal but the important thing is having units with varied and interesting roles and weaknesses
This is historically not the case with t4s
Don't forget you have to research Advanced production development in society tree too, which is not cheap either in order for your elite units to be truly viable
Note that this is all overlooking the SP rp perspective
I would disagree with that
Better timing can beat that but it's tight
What is SP RP perspective?
Single player roleplaying.
The audience aow4 seems to be specifically targeting, for one
Yeah, but what is their perspective?
That having armies of small dudes peppered with big dudes is cool
And while that is not a terribly intellectual or respectable position dare I say it is still the correct one
seems consistent with MP competitive perspective actually
It is literally the opposite of what amba is arguing
Ambalabada is describing actual situation
Amba is saying that t4 spam is not a problem
Which is not perfect in PF either, but a lot better
Which is directly at odds with the sp rp perspective where it is inherently unacceptable
Pf has a lot of improvements over 3 to tout yes
indeed, i want to think " they have a cave troll" , thats cool , not think " oh look another army of trolls" thats borring
but that is not MP perspective
MP perspective is about strategic complexity
🤷♂️
Then just put AI setting to easy?
what
?? Then ai will never build T3-t4-t5 much
i dont think you are understanting
I think even casuals hate t4 spam going by the campaign is hard forum threads that pop up every other month
Sp rp perspective is about making armies to play make believe in a fantasy [not intended as derisive]. It doesn't really care about what good play is or isn't as long as it doesn't get in the way of that
A good game supports its fantasy setting with strategic viability.
Anyways I said "Note that this is all overlooking the SP rp perspective" due to this statement
Perhaps "all" was a poor word to include
You should be incentivized to actually use diverse armies, because it is effective, not just because you are playing your fantasy
I mean you just said you dont want to see army of trolls, then put easy AI, it wont build army of trolls
but thats not about difficult its about army composition, its what all this conversation has been about
It won't build them even on hardest
So I think he was talking about MP after all. Or some general principle.
No, easy AI will stick to t1-t2 army composition, letting you have this One Big Troll in army
What I see are people that dont know what they want. They dont want to play on easy because easy is easy and I'm stronk, but hard is hard and breaks my immersion I want a challenge
A lot of folks wish for the optimal way to play the game to also be flavourfully meaningful.
Otherwise, we could be playing with squares and circles instead of proper models.
Everything king and below are weaker than neutrals, then emperor is weaker than neutrals until turn 60osh when it builds t4 and only t4
i want that what ever dificult im playing, low tier and high tier units are included in the efficient way to play the game, Not going full T4 and T5
Which is correct human gameplay if it was 25 turns earlier tbh
But definitely anti fun either way
you want your dish to be cold and hot at the same time
like warm? a middle ground?
there is no way "efficient" can be applied to low tier units when you can afford t3+ spam, just why
and thats why we could have T4 and T5 units cost imperium to maintain
middle ground is going from t1 to t5, "evolving" while playing the game, not being stuck with old toys
it was already said why its bad idea
all the toys are cool, the new ones should complement the old ones
Yea spamming a single unit end game is not fun
Is this a thing?
I never saw AI of any difficulty spamming high tier units
I think it's a good idea
Just like most of people
ad populum
The majority argument is a counter to "it's been said", so it's legit use.
No, i just dont want to repeat myself
So it was just you, who was against 😄
It will be same with PF, either can be afforded to spam or none will bother
okay, it's your opinion
just you
You can check any 2nd half of a Blackarrowgaming playlist if you want to see AI using six stacks of t4
Clearly someone not is paying attention to this thread
yeah, the one who reads 1 of my 4 paragraphs, then makes conclusion based on it
The water maps of Sundern campaign also infamous for 6 stacks of shadow stalkers
But he's bad
xD
You are supposed to kill AI before it gets so far
Had no idea AI can pull this off
I don't remember any such play from my AoW 3 campaign
just low tier crap
I agree but many people play like that... Maybe because of playing game like civilization/ Stellaris
ai cheats real bad in aow3, massive +econ on the higher levels
so it uses all those resources to spam t4s once it gets them
Do you imply, those games made people worse in AoW?
Because that's hella controversial statement xD (I like it)
it needs to cheat to compensate the lack of brain
Does not do it in PF then
Yeah in planetfall even lategame it's all t1-t2
And in PF, T4 units if produced are also unmoded lol
It does cheat influence income though
No idea, why such downgrade then
i believe the sentiment is that most 4xs promote a style of play that fares poorly in aow, and people will often attempt to transmit their skills from one to the other over learning a new game on its own terms because it looks like it should play similarly
It usually had like three times as many dwelling units as normal units lol
that is the purpose of the harder difficulties yes
only to buy shi**y Paragon Guards and Soldiers on Integrated
i believe it does not get massive bonuses in cosmite proportionate to the massive bonuses in energy or w/e it gets
You are wrong. I know how to cheese AI ally through sector trades for 100+ cosmite each turn
It has more cosmite, than it spends, it just doesn't spend it
i dont believe you just because i dont want to
because i have little idea about other topics and dont intervene
If you were arguing with yourself on this, you'd say "excuses"