added a point about the AI.
Replaying AOW3 after an extensive amount of planetfall made me think on what kind of age of wonder 4 i would like to see.
the last planetfall DLC is out. i don't think any developpment have been made yet on a potential new age of wonder game and the year 2020 is ending.
it is the best time to speak about what we may want in a potential future age of wonder title. (unless devs are tired with the franchise and want to try something new ^^)
Why age of wonder 4 and not age of wonder "something else"?
i think we can agree there is a big market for fantasy games. people love fantasy, even more with all the buildup nostalgia.
there is very little grande fantasy strategy games nowerdays. even less if you look at turn based ones.
however, mixing fantasy and science fiction is totally possible like endless legend did. and that could be the future of age of wonder.
What to keep and what to trash?
Planetfall introduced several new welcomed mechanics and sompe improvement over AOW3. but some of the new stuff may feel like a step back and a slight loss in indentity of waht made age of wonder until now. i will try and talk about most of the important aspects of both gamesand what i would prefer to keep.
■ what i would keep from planetfall:
○ the tech tree.
no more randomness. a clean tree with numerous branches connected to each other. no more surprises, you know what you get and what you will get.
○ the modding system.
this makes every unit potentially viable depending on its loadout and role. it is a very appreciated feature that add complexity and freedom of build. however i wish the hero modding system was extended to any units. in a fantasy setting i could see a regular unit be able to eqip either a sword , lance or whatever unique weapon the race and secret tech/magic school may give.
same for armor. would be awesome to be able to change all unit look by giving them different armor and weapons.
○ the secret tech.
...over aow3 class. in planetfall you can choose to use the secret tech or not. you are not forced into one path and can build/research whatever technology you want to make the combo you want. howerver the social part of the secret tech isn't well developped and should take a bigger role. in generall secret tech or whatever it will be called should have a little more importance. it was not enough in planetfall and too much in AOW3.
○ doctrines.
sheer amount of choice you can make, however you like and not tied to the evolution of you empire. however i would like to see more drastic powerfull and specific doctrines with negative effects.
○ race diversity.
all races in AOW3 felt too similar. even if planetfall units follow a certain templatefor most race (the tank, the artillery, etc) all races feels very different from each over even to the point of having their own unique weapons, spells and doctrines.
○ population management.
i really like the little minigame of putting each worker on an area of our choice to make a specific ressource. it add that little extra needed depth without overloading the players with things to do like in stellaris.
○ city buildings.
no more having to build a set amount of lower tier building to be able to build a specific one. now all buildings are available (almost) from the start and only techs decide what you can build next, just like in any civ games. i don't mind upgrading an existing building but i don't like the need of certain buildings to unlock new ones.
○ cosmite and planetfall ressources in general.
cosmite does a great job at limiting T4 spam and slowing powercreep.
food system is a welcomed addition as it allow new starvation mechanic (sadly nearly none existant in planetfall due to how easy it is to produce enough food) and sharing food to other cities.
i would still keep the mana system for spells and summons tho and add cosmite for powerfull ones. (like end game powerfull spells costing cosmite in addition of mana.)
○ special buildings dependent on type of ressources buildings.
i am happy to be forced to specialise cities rather than make every single cities monsters like in AOW3. so that ressource hunt is more important as to get the bonus you want from the ressource sector you got. just like AOW3/planetfall dungeonsLlandmark giving you special spells, unit and buildings.
○ influence ressource, but...
influence ressource come straight from paradox games. it is fine as it is but enable some wierd diplomacy like compliment spam and neutral cities take over on a whim. influence should rather be a kind of score for other AI or neutral faction to take into consideration. just like reputation, influence should be a fixed value that depend on your empire and army power. realisticly an "empire" with alot of influence would be one who share your "empire" religion, art or be either an economical or military powerhouse.
reputation can be something similar but would depend only on your actions. just like in planetfall where most action have a reputation increase or decrease.
○ diplomacy.
AI having their own personality is a nice little touch. i believe there is something similar for AOW3 but if it is, it is well hidden.
diplomacy is the weakest part of AOW3 anyway with any AI either waging war with you or tolerating you because of your reputation.
there is more nuance now. however the insults and compliments part is not well implemented. the AI could have their own demands like neutral factions and maybe even give you (or you give them) a mission with ressources as a reward. like placing a bounty on an empire heads and giving ressources for each X unit killed until a thresold is reached.
neutral faction diplomacy would need an overhaul. better than AOW3 system, it still feel like a mercenary camp you would buy stuff from instead of poper diplomacy with a native race.
○ units abilities.
all units having at least 2 distinct abilities is a big plus compared to AOW3. and i am not talking about being able to just hit either melee or range but the multitude of unique abilities each units have even between similar T1.
○ battle map but...
planetfall battlemaps have destructible cover, exploding barils and cars but maps are too big. it permit awfull strategy to abuse the AI. overall planetfall battle maps are better looking with some trully magnificent ones (and horrible ones like most gold landmarks..) and tons of little interactive elements. but the size make some fights drag on. it is less possible to regroup all amires in one spot and take over isolated groups on the battle map in AOW3 than in planetfall and thats for the best.
○ exploration site.
like dungeons but with a mini sotry and several possible choices leading to an alternative end.
it could be extended into AOW3 dungeons with multiple layers and different encounters like in a sort of mini rogue-lite.
○ hero items.
way better than what you would get in AOW3. here in planetfall items really change your hero gameplay as any weapon, mount and secondary weapon really do change what your hero can do instead of some minor bonus damage sword or another pewpew wand with different element.
○ empire mod.
maybe difficult to explain in a fantasy setting (unless you use realms like with magic the gathering) but the best solo experience i ever had in any AOW.
■ what i would keep from AOW3:
○ the strategic map
underground layer, beautifull parchment zommed out map, very diversified environmentswith tons of little tiles linked together.
very different from the plain looking sector based planetfall maps (which kinda works for a science fiction environment but not for fantasy anyway.)
you can tailor each map tiles by tiles to make trully gorgeous maps.
also maps are generally smaller because of the underground layer. big maps can become tedious to finish. some players like me like compact maps.
○ hero skills
heros in AOW3 have alot more perks and stat they can level up. hero personalisation, aside from the none existant modding system it has way more option to tailor your hero the way you want.
○ city expansion and map ressource.
sector system feels impersonal. AOW3 make you more involved in positioning a city and planning its growth.
sure planetfall let you manage in what direction the city shall grow but this can also be done in a civ style where you could plan the shape of your city instead of getting a generic circle shape.
also sector based maps make areas unneccessarly big which also increase the overall map size by alot with lots of empty space.
○ pacing.
quick to get into war or invade other territories but slow to build up your empire. which is the exact opposit of planetfall.
in planetfall you can extand your territories at a very fast pace, rushing mid&end game tech while war with other empires became less common because of map lenght, neutral npc mission spam and time it takes to capture a sector or city. casius belly is not a good system and also never was in stellaris from which it took this system.
○ marauder camps.
AOW3 marauder could get fearsome. i remember the bone dragon roaming in the undergrounjd could give you some sweat. in planetfall? all marauders are usually easy to beat until they are not. but thats always for defenders. roaming marauders are often a joke a few garnison level can easily fend off.
○ random events.
AOW3 events were harsh and impactfull. planetfall events? not so much. i really loved the mini invasion events of AOW3. a one time army spawing somewhere and trying to conquer the world with a leader in command. they would make coordinated attacks to take over cities (unlike planetfall marauders/voidfish) and would never spawn again once defeated. althought planetfall invasions looks cool, in game it felt tedious to have to deal with spawners constantly throwing easy to deal with stacks of doom every 2 turns unless they start attacking some undefended areas and waste 9 turns before attacking another target.
○ colon start.
a game mod i really enjoyed for its ability to give us the choice of where to start our first colony.
○ spells.
stronger, more impactfull spells, quite different from each magic school and really powerfull end game spells.
○ craft.
okay i admit i never use the crafting tool in AOW3 mostly because most items you can create aren't really that worth it. but with planetfall modding and equipment system? crafting could be nuts. imagine crafting your own weapons for your regular troops. taking a elven wooden stick for its sturdiness and adding a crude orkish blade on the tip for its bleeding potential. and TADAA new weapon with combined stats, bonus and malus!
○ empire quests.
more varied quests that require you to actually work for it instead of finishing it easily by default after just playing the game for some turns.
○ good vs bad vs neutral.
some actions do give you some reputation in planetfall. but its use kinda stops here. i prefer being able to use unique units and getting unique rewards depending on alignement. but alignement should not impact diplomacy as much as it did in AOIW3.
○ population hapiness.
losing a battle, a hero, your leader or winning more than 3 battles in a row and many other little things like that would increase or decrease your overall population hapiness. a not so friendly mechanic that made you think before you act and actually feel the need of keeping heros alive.
planetfall got rid of that making losing any hero or leader not very punishing if just for the occasional mount or weapon loss.
EDIT:
○ the AI.
AOW3 AI and planetfall AI are in fact very similar. but the simple gameplay loops of AOW3 makes it decent, ,even challenging at time whereas planetfall AI is the weakest part of the game. poor modding, poor decision making, overly defensive, poor at teching up, poor at fighting because of larger battle maps (which led to easy wins for the human player if he regroups his troups which the AI will never do !), easy to drag out of city walls, do not know how to keep ressources to build better troups, bad at overpowering its enemy, and so on.
i miss the aggressive AOW3 AI who knew how to spam strong units, tech up as fast as a player would and wasn't afraid of sending all its forces to invade someones territory even accross the map.
I hope i havn't forgotten to talk about some important specific points ^^.
Don't hesitate to share your thoughts, even if you disagree on some (or all) points ^^'.
Have a nice day
the last planetfall DLC is out. i don't think any developpment have been made yet on a potential new age of wonder game and the year 2020 is ending.
it is the best time to speak about what we may want in a potential future age of wonder title. (unless devs are tired with the franchise and want to try something new ^^)
Why age of wonder 4 and not age of wonder "something else"?
i think we can agree there is a big market for fantasy games. people love fantasy, even more with all the buildup nostalgia.
there is very little grande fantasy strategy games nowerdays. even less if you look at turn based ones.
however, mixing fantasy and science fiction is totally possible like endless legend did. and that could be the future of age of wonder.
What to keep and what to trash?
Planetfall introduced several new welcomed mechanics and sompe improvement over AOW3. but some of the new stuff may feel like a step back and a slight loss in indentity of waht made age of wonder until now. i will try and talk about most of the important aspects of both gamesand what i would prefer to keep.
■ what i would keep from planetfall:
○ the tech tree.
no more randomness. a clean tree with numerous branches connected to each other. no more surprises, you know what you get and what you will get.
○ the modding system.
this makes every unit potentially viable depending on its loadout and role. it is a very appreciated feature that add complexity and freedom of build. however i wish the hero modding system was extended to any units. in a fantasy setting i could see a regular unit be able to eqip either a sword , lance or whatever unique weapon the race and secret tech/magic school may give.
same for armor. would be awesome to be able to change all unit look by giving them different armor and weapons.
○ the secret tech.
...over aow3 class. in planetfall you can choose to use the secret tech or not. you are not forced into one path and can build/research whatever technology you want to make the combo you want. howerver the social part of the secret tech isn't well developped and should take a bigger role. in generall secret tech or whatever it will be called should have a little more importance. it was not enough in planetfall and too much in AOW3.
○ doctrines.
sheer amount of choice you can make, however you like and not tied to the evolution of you empire. however i would like to see more drastic powerfull and specific doctrines with negative effects.
○ race diversity.
all races in AOW3 felt too similar. even if planetfall units follow a certain templatefor most race (the tank, the artillery, etc) all races feels very different from each over even to the point of having their own unique weapons, spells and doctrines.
○ population management.
i really like the little minigame of putting each worker on an area of our choice to make a specific ressource. it add that little extra needed depth without overloading the players with things to do like in stellaris.
○ city buildings.
no more having to build a set amount of lower tier building to be able to build a specific one. now all buildings are available (almost) from the start and only techs decide what you can build next, just like in any civ games. i don't mind upgrading an existing building but i don't like the need of certain buildings to unlock new ones.
○ cosmite and planetfall ressources in general.
cosmite does a great job at limiting T4 spam and slowing powercreep.
food system is a welcomed addition as it allow new starvation mechanic (sadly nearly none existant in planetfall due to how easy it is to produce enough food) and sharing food to other cities.
i would still keep the mana system for spells and summons tho and add cosmite for powerfull ones. (like end game powerfull spells costing cosmite in addition of mana.)
○ special buildings dependent on type of ressources buildings.
i am happy to be forced to specialise cities rather than make every single cities monsters like in AOW3. so that ressource hunt is more important as to get the bonus you want from the ressource sector you got. just like AOW3/planetfall dungeonsLlandmark giving you special spells, unit and buildings.
○ influence ressource, but...
influence ressource come straight from paradox games. it is fine as it is but enable some wierd diplomacy like compliment spam and neutral cities take over on a whim. influence should rather be a kind of score for other AI or neutral faction to take into consideration. just like reputation, influence should be a fixed value that depend on your empire and army power. realisticly an "empire" with alot of influence would be one who share your "empire" religion, art or be either an economical or military powerhouse.
reputation can be something similar but would depend only on your actions. just like in planetfall where most action have a reputation increase or decrease.
○ diplomacy.
AI having their own personality is a nice little touch. i believe there is something similar for AOW3 but if it is, it is well hidden.
diplomacy is the weakest part of AOW3 anyway with any AI either waging war with you or tolerating you because of your reputation.
there is more nuance now. however the insults and compliments part is not well implemented. the AI could have their own demands like neutral factions and maybe even give you (or you give them) a mission with ressources as a reward. like placing a bounty on an empire heads and giving ressources for each X unit killed until a thresold is reached.
neutral faction diplomacy would need an overhaul. better than AOW3 system, it still feel like a mercenary camp you would buy stuff from instead of poper diplomacy with a native race.
○ units abilities.
all units having at least 2 distinct abilities is a big plus compared to AOW3. and i am not talking about being able to just hit either melee or range but the multitude of unique abilities each units have even between similar T1.
○ battle map but...
planetfall battlemaps have destructible cover, exploding barils and cars but maps are too big. it permit awfull strategy to abuse the AI. overall planetfall battle maps are better looking with some trully magnificent ones (and horrible ones like most gold landmarks..) and tons of little interactive elements. but the size make some fights drag on. it is less possible to regroup all amires in one spot and take over isolated groups on the battle map in AOW3 than in planetfall and thats for the best.
○ exploration site.
like dungeons but with a mini sotry and several possible choices leading to an alternative end.
it could be extended into AOW3 dungeons with multiple layers and different encounters like in a sort of mini rogue-lite.
○ hero items.
way better than what you would get in AOW3. here in planetfall items really change your hero gameplay as any weapon, mount and secondary weapon really do change what your hero can do instead of some minor bonus damage sword or another pewpew wand with different element.
○ empire mod.
maybe difficult to explain in a fantasy setting (unless you use realms like with magic the gathering) but the best solo experience i ever had in any AOW.
■ what i would keep from AOW3:
○ the strategic map
underground layer, beautifull parchment zommed out map, very diversified environmentswith tons of little tiles linked together.
very different from the plain looking sector based planetfall maps (which kinda works for a science fiction environment but not for fantasy anyway.)
you can tailor each map tiles by tiles to make trully gorgeous maps.
also maps are generally smaller because of the underground layer. big maps can become tedious to finish. some players like me like compact maps.
○ hero skills
heros in AOW3 have alot more perks and stat they can level up. hero personalisation, aside from the none existant modding system it has way more option to tailor your hero the way you want.
○ city expansion and map ressource.
sector system feels impersonal. AOW3 make you more involved in positioning a city and planning its growth.
sure planetfall let you manage in what direction the city shall grow but this can also be done in a civ style where you could plan the shape of your city instead of getting a generic circle shape.
also sector based maps make areas unneccessarly big which also increase the overall map size by alot with lots of empty space.
○ pacing.
quick to get into war or invade other territories but slow to build up your empire. which is the exact opposit of planetfall.
in planetfall you can extand your territories at a very fast pace, rushing mid&end game tech while war with other empires became less common because of map lenght, neutral npc mission spam and time it takes to capture a sector or city. casius belly is not a good system and also never was in stellaris from which it took this system.
○ marauder camps.
AOW3 marauder could get fearsome. i remember the bone dragon roaming in the undergrounjd could give you some sweat. in planetfall? all marauders are usually easy to beat until they are not. but thats always for defenders. roaming marauders are often a joke a few garnison level can easily fend off.
○ random events.
AOW3 events were harsh and impactfull. planetfall events? not so much. i really loved the mini invasion events of AOW3. a one time army spawing somewhere and trying to conquer the world with a leader in command. they would make coordinated attacks to take over cities (unlike planetfall marauders/voidfish) and would never spawn again once defeated. althought planetfall invasions looks cool, in game it felt tedious to have to deal with spawners constantly throwing easy to deal with stacks of doom every 2 turns unless they start attacking some undefended areas and waste 9 turns before attacking another target.
○ colon start.
a game mod i really enjoyed for its ability to give us the choice of where to start our first colony.
○ spells.
stronger, more impactfull spells, quite different from each magic school and really powerfull end game spells.
○ craft.
okay i admit i never use the crafting tool in AOW3 mostly because most items you can create aren't really that worth it. but with planetfall modding and equipment system? crafting could be nuts. imagine crafting your own weapons for your regular troops. taking a elven wooden stick for its sturdiness and adding a crude orkish blade on the tip for its bleeding potential. and TADAA new weapon with combined stats, bonus and malus!
○ empire quests.
more varied quests that require you to actually work for it instead of finishing it easily by default after just playing the game for some turns.
○ good vs bad vs neutral.
some actions do give you some reputation in planetfall. but its use kinda stops here. i prefer being able to use unique units and getting unique rewards depending on alignement. but alignement should not impact diplomacy as much as it did in AOIW3.
○ population hapiness.
losing a battle, a hero, your leader or winning more than 3 battles in a row and many other little things like that would increase or decrease your overall population hapiness. a not so friendly mechanic that made you think before you act and actually feel the need of keeping heros alive.
planetfall got rid of that making losing any hero or leader not very punishing if just for the occasional mount or weapon loss.
EDIT:
○ the AI.
AOW3 AI and planetfall AI are in fact very similar. but the simple gameplay loops of AOW3 makes it decent, ,even challenging at time whereas planetfall AI is the weakest part of the game. poor modding, poor decision making, overly defensive, poor at teching up, poor at fighting because of larger battle maps (which led to easy wins for the human player if he regroups his troups which the AI will never do !), easy to drag out of city walls, do not know how to keep ressources to build better troups, bad at overpowering its enemy, and so on.
i miss the aggressive AOW3 AI who knew how to spam strong units, tech up as fast as a player would and wasn't afraid of sending all its forces to invade someones territory even accross the map.
I hope i havn't forgotten to talk about some important specific points ^^.
Don't hesitate to share your thoughts, even if you disagree on some (or all) points ^^'.
Have a nice day
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