Age of Wonders III had almost no unit enchantments, there were a couple class related ones. Nothing to stack.
Classes as such were not present in the first 2 games and barely even a thing in the 3rd or Planetfall (just as tags).
Planetfall had a limit of 3 modifications per unit. It took 2 turns to change them, You had to pay Cosmite for them.
Are you sure you played the previous games and understand the differences between all 6 of them?
- Simultaneous unit and production queues are entirely new to Age of Wonders 4.
- Form traits are entirely new to Age of Wonders 4, these were always race inherent.
- Unit class definitions and templates were specifically added in Age of Wonders 4.
- Tomes and affinities are not entirely new but a major departure from all previous games.
While Age of Wonders 4 has done a lot of good things, it also went backwards in many ways, especially on launch.
The developers have since then performed many updates and often reverted back to the way of previous games.
They've also added new content that copies and/or reinvents mechanics from previous games, such as Dwellings.
Enchantment stacking IS a problem. Just because you choose to ignore it in your games doesn't make the problem go away.
Unit mono stacking IS a problem. Just because you build a random army doesn't mean it's the optimal way to play.
Tier lists for Cultures, Society Traits, Form Traits and Tomes ARE real. Ignoring them doesn't make the reality any different.
When people optimize the gameplay, regardless of SP or MP, these problems rear their head. Denying them helps nobody.
If you only intend to deny all problems and say "This game is perfect". Then say it once and kindly exit the conversation after.
I, for one, could do without your constant insults and absolute lack of respect to everyone who disagrees with you even slightly.
lol ... so much personal feelings without any actual argument, as usual for you ...sadly.
you COMPLETELY misread my statement or just try to create a strawmen, i talked about apples and you start talking about bbq steak.
i was saying that the concept of mythic style units or unit classes was already present in previous games MECHANICALLY!!!! in NOT ONE sentence is mentioned that AoW4 was the same as AoW3, nor that it has simultaneous units production, form traits or tomes. stop imagining stuff or making stuff up, this isn't a imaginary tea party!!!!
the grim reaper with its strength & weaknesses, even big parts of his kit was already present in AoW3 (go look it up at aow3 github), what they addes besides some minor changes was the "mythic unit" tag / classification. but that is nothing more than a tag / classification for a type of unit that was practically already in the game. they just made it more formulaic in the game. they needed to do this classification not only to have an easier time balancing units (to have a baseline per unit type), but also for their new enchantment system, because they didn't want single cast for single unit enchantment, because you rarely use it in other fantasy 4x games, because its not efficient (and honestly bothersome) to enchant everyone one of your unit every turn for a minor dmg buff. so to better use those widespread enchantments they implemented class tags in ordner to be able to filter who gets which type of enchantment for several reasons. in order to give non-uber units aka non-mythic units a leg up they gave them all the enchantments, made mythic untis quite strong but not enchantable.
enchantment stacking isn't a problem, just because you personally feel like it and a select few might agree with you, doesn't mean that 99,9% of all the players want it removed too, your (or my (!) single) opinion means JACK SH*T!!!!
also just throwing a tantrum like you do just proves my point that your unable to form a coherent argument. nobody is putting together a "random army", just because you lack the insight to construct a synergistic army and just blindly pump out the strongest units you have and your multiplayer buddies don't know anything better than to do the same with weaker units and even units countered partially by your unit type doesn't mean what you do is optimal. having a strong frontline, one who can protect and attack and strong ranged units behind which can attack every turn is better than having 6 ranged units which - given some positioning- can at best only half of them attack. battle map terrain also plays a role, especially when playing against a player in manual combat. you can abuse the terrain to keep your backline protected while the frontline protects them and them being able to attack. meanwhile half your units can't attack. the problem with melee units is inherently that they have short range.
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