Well, at last I found time (three months old daughter leaves little time for games, lol) to play AoW4 with last DLC and Golem patch.
First of all, I really love new forging mechanics and how it made magic materials really useful. New culture is interesting with their aggressiveness and expansionism. And I was really glad to see new racial traits system. But no matter how good game is there is always place for improvement.
Bugs:
Is there any way to return old race relation mechanic? What I mean: in previous games if I destroy three goblin cities and capture one that city would get big stability penalty and units would have low morale and could even rebel against me. In AoW4 I can level the empire and none of it’s units would give a s**t about it.
That’s all for now. Maybe I’ll write something more later.
First of all, I really love new forging mechanics and how it made magic materials really useful. New culture is interesting with their aggressiveness and expansionism. And I was really glad to see new racial traits system. But no matter how good game is there is always place for improvement.
Bugs:
- When you remove item from hero and if there is at least one more of the same item in the arsenal then all these items would be unavailable for one turn.
- Bastions summoned by defense buildings are underground (just check and see what I mean).
- Iron Golems got low res textures on their army icon.
- Some way to see exactly how many figures left in stack. Yes, you can count it yourself but it is not very convenient when you have like 12 T1 stacks in one fight.
- Province borders on “ink-map” screen. Sometimes it is hard to distinct different provinces.
- Some way to move citizen from one province to another. Maybe do it as special city action and block all production for 1 or 2 turns so players would not abuse it too much.
- Biggest problem with cities in game: you just don’t need T3 or T4 city. It doesn’t give you any real profit. What does it do:
- More buildings. Useless mostly because all buildings you need are opened on T1-T2 level – it is all economy and special improvements. You get only some defense structures and unique cultural structure.
- Wider city expand. Not so useful since you can build forts to control distant provinces and you can take Empire trait in Nature branch that gives all your cities extra +2 radius (T3 and T4 upgrade in one trait almost for free!)
- Access to T3 units. Absolutely useless. Why do you need to build something when you can just research T3 or even T5 unit and buy in T1 city? Yes, it will cost you some gold but in late game you usually got thousands of it. And solution for all problems is very easy: just make it so you need T2 city for EVERY T2 unit not only cultural, T3 city for T3 unit and T4 city for T4-T5 units.
- Maybe add some food sharing mechanic like it was in Planetfall. Or even not only food but also production and draft.
- Signature perks. They are mess. Maybe implement some perk tree or point-based system so it won’t be so random (since some of them are MUCH stronger than others). And increase number of signature perks.
- Unique cultural perks for all cultures like dragon and feudal leaders have.
- Why AI can create items for selling but not using it?
- Why do I have to pay for making an AI player my vassal? He is almost dead, I have like one turn before annihilating him but he is still don’t surrender and if I ask him to become my vassal he wants me to pay him money! I thought in real wars it works the opposite way.
- Once I had situation: I was at war with empire A and to defend my rear I signed a defensive pact with empire B. Next turn empires A and B signed a defensive pact themselves. That’s really weird…
Is there any way to return old race relation mechanic? What I mean: in previous games if I destroy three goblin cities and capture one that city would get big stability penalty and units would have low morale and could even rebel against me. In AoW4 I can level the empire and none of it’s units would give a s**t about it.
That’s all for now. Maybe I’ll write something more later.
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