


But the way they phrase the Mongols on as a civ that must mobilise to secure resources across the map and this one that relies on its mobility and aggression sounds like such a thematic fit for game balance, I can't help but love the asymmetry. This isn't a difference of three or four units (unique unit, camel, Steppe Lancer, and Eagle Warrior). The only concern is how much more difficult asymmetrical factions are to balance. The fact that Mongols can get early Cavalry is just one of the many hints that civilisations will be more "fully realised" and characterised compared to one another than in AoEII. Meanwhile they had no problem keeping to AoEII's 4 resource and 4 age paradigm.

It is so intuitive and helps smooth out early gameplay that, even though it may ultimately be relatively minor, thrills me to think about how AoEIV has its own place in the franchise. Instead of finnicking with pushing deer, your scout has a new role that helps contribute to your early economy. The hunt-and-carry for deer by a scout looks like the kind of change to AoEIV that really makes it modern compared to AoEII. It also looks like it embraces the fundamentals of AoEII (the most popular of the series) while taking the best of what it can from AoEIII and AoM (asymmetrical factions) and being innovative in all respects. Please contact us if you would like special flair, to change your existing flair, or if you have questions about promoting your game. Notice: We assign "developer" flair to users that are promoting their own game. A sub-reddit for discussion of RTS games and news.
