There’s currently a survey about Planetfall and AoW3 (a link is in the game launcher) and the first questions offer a variety of choices how enjoyable different aspects of the two games are. Later questions also refer to other games and this inspired me to look to some older discussions on this forum again - and write down in more detail in which parts other games may have an edge over Planetfall.
(I have to admit, in the end the following wall of text got a bit longer than I originally thought…)
1 World Map
This is a quote from the „Brainstorm on AoW 4“ thread:
I totally agree with this. Graphically Planetfall might be better but it doesn’t feel natural (like if you would look out of a plane). There are just too many shifts between climate zones. AoW 3 maps are more enjoyable to look at and have much more flavor (and the decodence mod even improved it with the autumn theme).
Conquest of Eo looks also way more natural:
Source: https://conquest.spellforce.com/
A reason for this issue is probably the decision to make the sector output dependent on climate and terrain – so it’s mechanically necessary to have many different climate zones close to each other. Imho the better option would be to use something like natural anomalies (as in Endless Legend) to define the ressource output of a sector. This would also allow more variety (in output quantity).
2 Story
Planetfall was sometimes seen as an attempt to bring back the spirit of Alpha Centauri (where Beyond Earth mostly failed). And regarding the unit construction mechanic (mods in PF) it imho succeeded. But an important part of Alpha Cenauri was also the story: the concept of an isolated colony in an alien environment. Leaders with distinct personalities and ideologies could face these difficulties with social and economical policies in very different ways.
That said, for an AoW game (mostly played on random maps) the story of Alpha Centauri would be imho too restrictive. A current game that manages to create very different stories (based on player decisions) is Old World. The story is primarily generated through events. These events depend on the main characters traits and his relations to other persons (heroes in AoW) or families (neutral factions in AoW).
Source: https://www.spaziogames.it/old-world-provato/
Stellaris might also have these kind of events (Nerdfish mentions it in the thread „Adopting Stellaris systems to create the best AoW4“).
It’s important though that the events don’t just work like the anomalous sites in PF. There you just read through mini-stories which get repetitive after a while. Instead the events need to connect with each other to cover a whole game: Events may change the relation to heroes and factions, affect the reputation or lead to new character traits (a hero might get sadistic and finally turn completely evil). It could enable the leader to be a Rogue, Theocrat or Warlord not only through its units but also through its decisions.
3 Choices
Choices are of courses usually a good thing but PF tends to offer such a huge number of choices that it can easily overwhelm new players. Personally, I prefer to choose between 3 or 4 different options than between 15. I’ll try to explain this further with the example of the tech tree but it also affects the hero skills (and to a lesser extend the unit abilities).
If a relatively new player wants to make a meaningful decision about his next research they have to read through a lot of descriptions. In comparison, an experienced player either has already a detailed plan (IE made the decision already before the game even started and just waits to get there) or picks just the first one he likes. I guess only a small number of players would actually check all the available techs (and most likely not enjoy it too much).
On the other hand, instead of a tech tree, the game could offer a choice between 4 randomly picked techs. This way it’s easy to compare them – and it provides a player with the feeling that they have made a meaningful - and possibly optimal choice. Randomness also means that something unexpected can happen and games need some degree of unpredictability to feel alive.
Of course in MP too much randomness can be an issue. Being able to handle ramdomness is however also an ability that seperates a good player from a bad - as long as there’s actually a way to deal with bad luck (as it is similarly possible to prepare for unlucky misses in combat). The simplest solution would probably be a reroll mechanic (at the cost of some gold or mana) or possibly even better a redraw mechanic as in Old World.
4 Cities and Exploration Sites / Dungeons
The Mythical City Upgrades you can get from explored dungeons in AoW3 are in PF basically replaced by Landmarks and Exploration Sites. However, some of the PF Landmark-buffs overshadow the military bonuses from Exploration Sites and at the same time their buffs affect usually a large number of units. This makes the planning of production cities in PF imho less interesting than in AoW3. In AoW3 it feels great to create a city that can produce Archers that are buffed by two Mythical City Upgrades or Armored Infantry with Killing Momentum and Enchanted Armor. In PF it’s sometimes just about getting two Landmarks in a city, and then all units are better.
Additionally, as some Landmarks are so strong, it can make the game also a lot harder if you‘re unlucky with the Landmarks around your starting position.
5 Quality and quantity
Probably most players enjoy the early game in PF (and many other 4X games) more than the late game. I think this is mainly due to the fact that in the beginning it really matters. You care about every unit. Losing a hero in a battle is a huge setback.
In the late game this is often different: Sometimes it’s clear that the AI can’t keep up (so good AI is of course essential). Sometimes the AIs primary forces are defeated but it has still so many units that it creates large and very tedious city battles (using auto combat often means losing units which is bad when there’s another AI to fight). So, regarding the AI it would be imho preferable if there were overall less units but just around two strong armies to create challenging fights.
Finally, the same is also true for the player. With 40 units spread over 7 armies it’s hard to care about every unit. (And if you do, a single late game turn will take around 2 hours.)
In my opinion there should be a way 1) to keep the numbers smaller (EG a way to use city production to upgrade units?) and 2) to reward units that stay alive for many fights (EG no XP cap). This way every fight provides additional motivation.
(I have to admit, in the end the following wall of text got a bit longer than I originally thought…)
1 World Map
This is a quote from the „Brainstorm on AoW 4“ thread:
I always found the world at Planetfall boring and I never figured it out why (maybe because I didn’t play that much) but since I reinstalled the AoW3, I finally understood why. Because it doesn't feel organic. It feels too arbitrary as a level design.
In the classic AoW series we get to see the organic rivers, beach, then plains. High mountains covered with forests, snow happening, and each of them has buildings or delves randomly generated. This felt good. I hope you will keep it for the fourth game.
I totally agree with this. Graphically Planetfall might be better but it doesn’t feel natural (like if you would look out of a plane). There are just too many shifts between climate zones. AoW 3 maps are more enjoyable to look at and have much more flavor (and the decodence mod even improved it with the autumn theme).

Conquest of Eo looks also way more natural:

Source: https://conquest.spellforce.com/
A reason for this issue is probably the decision to make the sector output dependent on climate and terrain – so it’s mechanically necessary to have many different climate zones close to each other. Imho the better option would be to use something like natural anomalies (as in Endless Legend) to define the ressource output of a sector. This would also allow more variety (in output quantity).
2 Story
Planetfall was sometimes seen as an attempt to bring back the spirit of Alpha Centauri (where Beyond Earth mostly failed). And regarding the unit construction mechanic (mods in PF) it imho succeeded. But an important part of Alpha Cenauri was also the story: the concept of an isolated colony in an alien environment. Leaders with distinct personalities and ideologies could face these difficulties with social and economical policies in very different ways.
That said, for an AoW game (mostly played on random maps) the story of Alpha Centauri would be imho too restrictive. A current game that manages to create very different stories (based on player decisions) is Old World. The story is primarily generated through events. These events depend on the main characters traits and his relations to other persons (heroes in AoW) or families (neutral factions in AoW).

Source: https://www.spaziogames.it/old-world-provato/
Stellaris might also have these kind of events (Nerdfish mentions it in the thread „Adopting Stellaris systems to create the best AoW4“).
It’s important though that the events don’t just work like the anomalous sites in PF. There you just read through mini-stories which get repetitive after a while. Instead the events need to connect with each other to cover a whole game: Events may change the relation to heroes and factions, affect the reputation or lead to new character traits (a hero might get sadistic and finally turn completely evil). It could enable the leader to be a Rogue, Theocrat or Warlord not only through its units but also through its decisions.
3 Choices
Choices are of courses usually a good thing but PF tends to offer such a huge number of choices that it can easily overwhelm new players. Personally, I prefer to choose between 3 or 4 different options than between 15. I’ll try to explain this further with the example of the tech tree but it also affects the hero skills (and to a lesser extend the unit abilities).
If a relatively new player wants to make a meaningful decision about his next research they have to read through a lot of descriptions. In comparison, an experienced player either has already a detailed plan (IE made the decision already before the game even started and just waits to get there) or picks just the first one he likes. I guess only a small number of players would actually check all the available techs (and most likely not enjoy it too much).
On the other hand, instead of a tech tree, the game could offer a choice between 4 randomly picked techs. This way it’s easy to compare them – and it provides a player with the feeling that they have made a meaningful - and possibly optimal choice. Randomness also means that something unexpected can happen and games need some degree of unpredictability to feel alive.
Of course in MP too much randomness can be an issue. Being able to handle ramdomness is however also an ability that seperates a good player from a bad - as long as there’s actually a way to deal with bad luck (as it is similarly possible to prepare for unlucky misses in combat). The simplest solution would probably be a reroll mechanic (at the cost of some gold or mana) or possibly even better a redraw mechanic as in Old World.
4 Cities and Exploration Sites / Dungeons
The Mythical City Upgrades you can get from explored dungeons in AoW3 are in PF basically replaced by Landmarks and Exploration Sites. However, some of the PF Landmark-buffs overshadow the military bonuses from Exploration Sites and at the same time their buffs affect usually a large number of units. This makes the planning of production cities in PF imho less interesting than in AoW3. In AoW3 it feels great to create a city that can produce Archers that are buffed by two Mythical City Upgrades or Armored Infantry with Killing Momentum and Enchanted Armor. In PF it’s sometimes just about getting two Landmarks in a city, and then all units are better.
Additionally, as some Landmarks are so strong, it can make the game also a lot harder if you‘re unlucky with the Landmarks around your starting position.
5 Quality and quantity
Probably most players enjoy the early game in PF (and many other 4X games) more than the late game. I think this is mainly due to the fact that in the beginning it really matters. You care about every unit. Losing a hero in a battle is a huge setback.
In the late game this is often different: Sometimes it’s clear that the AI can’t keep up (so good AI is of course essential). Sometimes the AIs primary forces are defeated but it has still so many units that it creates large and very tedious city battles (using auto combat often means losing units which is bad when there’s another AI to fight). So, regarding the AI it would be imho preferable if there were overall less units but just around two strong armies to create challenging fights.
Finally, the same is also true for the player. With 40 units spread over 7 armies it’s hard to care about every unit. (And if you do, a single late game turn will take around 2 hours.)
In my opinion there should be a way 1) to keep the numbers smaller (EG a way to use city production to upgrade units?) and 2) to reward units that stay alive for many fights (EG no XP cap). This way every fight provides additional motivation.
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