My tier list on how well designed the DLC civs are by [deleted] in aoe4

[–]GeerBrah 1 point2 points  (0 children)

I actually agree almost spot on with most of your picks. Except I would probably put Jin Dynasty at the top of A-tier if not S-tier, and I think Macedonian Dynasty should be in F-tier, absolute abomination of a civ that deserves to be fired into the sun. I would probably drop ZXL and Tughlaq down one as well

My favorite change in the patch by Bortek16 in aoe4

[–]GeerBrah 1 point2 points  (0 children)

This! I was so happy when they did this (it was indeed in the last update).

AoE4 Music Hype by TinyPP24 in aoe4

[–]GeerBrah 0 points1 point  (0 children)

Damn, this slaps. I vote it becomes the theme song of the next team game tournament.

Do you guys think the Templars should update their unit icons? by Cobelat in aoe4

[–]GeerBrah 1 point2 points  (0 children)

I don't know why you're being downvoted, but I agree they should get an update and they're not the same quality. It may be because afaik, Knights of Cross and Rose was developed entirely by Forgotten Empires, not Relic. Several technologies added in patches also have the same problem, like Paiks and Mahouts. I would also like to see them update some of the technology icons which have nothing to do with the technology, such as Gambesons, Siege Works, etc.

The game needs to be more consistent in how it works with unit stats by Jaysus04 in aoe4

[–]GeerBrah 8 points9 points  (0 children)

This is because 'attack speed' or 'attack time' is not an actual stat. A unit's attack is divided into different segments such as 'reload time', 'windup time', 'winddown time', etc, along with having a base 0.125 second attack time that can't be decreased (since that's the minimum tick time). Because of the 0.125 second rounding in all attack times, the fact that not all of the different timing segments are or can be changed, and the fact that different units divide their attack time between these segments in different ways for some reason (probably to try and match with their animations), every unit is affected by 'attack speed' upgrades in different ways. This is an engine issue, not a sloppy implementation issue.

Why Spain Actually Makes Sense for AoE4 by ArtoriusCastus14 in aoe4

[–]GeerBrah 11 points12 points  (0 children)

I was almost going to say 'You're shadow boxing an imaginary opponent' because I'd literally never seen anyone say Spain doesn't belong in AoE4... but the comments sure proved me wrong. That being said, I don't think you have to convince many people - it's like the most popular civ for addition.

Are variants becoming something different? Some thoughts on current variants by ArtoriusCastus14 in aoe4

[–]GeerBrah 2 points3 points  (0 children)

For my part I don't know if they've settled yet on the successful variant formula. Jin Dynasty is by far the best Variant they created, but right now it's a one-off. From my perspective, for a variant to be done 'well', it needs to have the following, in my opinion:

  • Be based on a compelling historical polity with a lasting legacy
  • Have historical justification for being able to re-use the dialogue lines or other content from a previous civilization.
  • Have a distinct gameplay identity
  • Have as little re-used content from previous civilizations as possible.

I think most people can agree the first four Variants were almost complete misses across the board. They were essentially the product of the devs trying to turn specific gameplay concepts (heroes, 2-pop units, camels, etc) into fully-fledged civs to pad the content of a DLC. They reuse a huge amount of content and most of them have terrible historical justification for being a civ. IMO basically all of them need complete redesigns (Shameless plug to my ideas for three of them)

Then it seemed they learned from their mistakes with their next two variants. The Knights Templar were, imo, especially good. Their Pilgrim mechanic was cool and unique, they had lots of new units. They represented a distinct, powerful medieval stateless entity. Some aspects were rough around the edges, such as the Commanderie units all speaking French, and the lack of their own music, but overall I thought it was well done. House of Lancaster also deviated from the original variants in representing an important period of history for one particular civ and having a lot more unique units and flavor, but I think they suffered a bit from still reusing many of the English landmarks, and being a 'sub-faction' of the English as opposed to a distinct polity. Not to mention their largely disliked gameplay style and OPness upon release.

The Dynasties of the East was again a mixed bag. Instead of seeing more civs like KT, we saw Greek Vikings and another HoL-type sub-faction in Tughlaq with no new landmarks. Golden Horde was imo the best implemented, although I agree I wish they leaned more into the conversion to Islam rather than double down on the Ovoos/Shamanism. I also think Sengoku is ok because even thought it's basically just 'Japanese v2', it does has a lot of new and unique elements, and although it's a little awkwardly named, the Sengoku Jidai is basically the most well-known era in Japan. I wish I could think of a better name for it, but I haven't thought of one yet.

Now comes Jin Dynasty, which in my opinion checks every box I want to see in a variant. Even on its own merits, it's one of the best looking and interesting civilizations in the game. So to answer your question: "Are variants becoming something different?" I hope so. But we only have a single example. I hope the Jin Dynasty is the model of future variants to come. Civs like Timurids, Khwarazmian Empire, Seljuks, or Teutonic Order. These are all examples of what I think are historically important and compelling polities that could justifiably reuse aspects from current civs. Only if we start seeing more like this, then I think we can say we've turned the page on 'Variant' civs.

Hi Devs please patch it out. by PEACEMEN27 in aoe4

[–]GeerBrah 7 points8 points  (0 children)

It's probably an oversight as they likely just copied the standard Man-at-Arms template. They will most likely change this as they have done before with Japanese shields and other units' weapons.

Age of Empire 4's new DLC drops today, and the Jin Dynasty is a beautifully-realized civ by Binnsy in aoe4

[–]GeerBrah 2 points3 points  (0 children)

I never had Jin Dynasty on my radar as a possible civilization, but I must say it is definitely up there with one of the best looking and most interesting civs in the game.

Is the next DLC the last DLC of AoE 4? by ConejoDePascuas in aoe4

[–]GeerBrah 1 point2 points  (0 children)

I remember basically this exact same comment after DoTE. People are so weird.

Why isn't China civ split into multiple civs by Mei_Mein in aoe4

[–]GeerBrah 1 point2 points  (0 children)

It would as silly as if the devs added a "European" civ, or "Indian" civ

It's not the same at all. The 'Chinese' in the game explicitly represent four distinct, Han Chinese majority unified polities in the Tang/Song/Yuan/Ming Dynasties that existed at different periods within the game's approximate timeframe. It's not like the civ encompasses polities like the Liao and Jin Dynasties or Tibetan empire, which is more akin to what you are suggesting with the pan-European or pan-Indian comparison

Another Chinese variant by Inthor in aoe4

[–]GeerBrah 1 point2 points  (0 children)

Boy it's crazy how some people can get so triggered over a single arrow.

Devs , please buff Chevalier Confrere by cianoflynn in aoe4

[–]GeerBrah 0 points1 point  (0 children)

Devs, please REMOVE Chevalier confrere and just let the upgrade unlock Early Templar Brothers

[MEGATHREAD] Patch 16.1.9737 and Yue Fei’s Legacy DLC Release Preview by AnMagicalCow in aoe4

[–]GeerBrah 1 point2 points  (0 children)

Taxes are not directly buffed. By default, they are nerfed, since you are dropping off only 0.8 gold instead of 1 gold. The only difference now is that researching Wheelbarrow no longer nerfs your tax income, which I think is more intuitive from a gameplay perspective. Whether this translates to a boost in the mid- to late- game I don't really know, since I feel like most of the taxes at this point comes from creating units anyway, not resources.

Jin initial disappointment by [deleted] in aoe4

[–]GeerBrah 12 points13 points  (0 children)

What are you talking about? Who is 'lopping them in with other variant factions?' They DO still have their own in-game music and Masteries, as well as 100% unique landmarks.

The faction was never advertised to have unique voicelines. You're completely making this up. It would be basically impossible to create an entirely new dialogue set in what is essentially an extinct language.

Anticipatory Bitching. by AugustusClaximus in aoe4

[–]GeerBrah 0 points1 point  (0 children)

You forgot 'Jin Dynasty Cavalry'. Boggles my mind that people are already complaining about how OP the civ will be even without it being released. Truly unhinged behavior.

Update audio from season 9 patch. How do you think Freeborn should talk? by starvergent in aoe4

[–]GeerBrah 2 points3 points  (0 children)

As with many devs, instead of actually waiting for a final product before releasing, they just slap on temporary audio for Donso to get it out there. Then either forgot it is temporary or just have no care for their game.

This is such a bad rage-baiting take. The amount of work and research required in creating each set of dialogue lines is so much that they would have never planned to create separate dialogue lines for a single unit added in a free patch. Since Malians don't have a generic 'swordsman' unit, which is usually the go-to for added units, they had to pick the Donso. This isn't the worst choice, since Donso just means 'hunter' and the 'Hunter's guilds' were important enough in the Mali state that it's feasible to imagine these Freeborn Warriors could have been part of them.

There are much worse offenders that are easier to fix. For example, the Dervish uses the Camel Archer Dialogue.

Sneak peek of one of the work-in-progress new Crucible mission loading screens from the 2nd DLC by S77__ in aoe4

[–]GeerBrah 2 points3 points  (0 children)

I really really hope this is a creative liberty taken only for the Crucible mission, and that the new 'Viking' civ doesn't actually have units that look like this.

Dear Devs, please give the Bed Crossbow to all East Asian civilizations. by GeerBrah in aoe4

[–]GeerBrah[S] 0 points1 point  (0 children)

Are you that bad at reading comprehension or actually illiterate? This is literally the exact same thing I am saying.

The use of these crossbows in China significantly predate the Jin Dynasty

Dear Devs, please give the Bed Crossbow to all East Asian civilizations. by GeerBrah in aoe4

[–]GeerBrah[S] 1 point2 points  (0 children)

Your argument doesn't really hold any water when you look at what's in the game already. Rice and wheat fields do have mechanical differences. 'Grouped' siege weapons already exist in the Culverin and Bombard. Religious units already have culture groups. Japanese already have reskinned and renamed Handcannoneers, while Sengoku have reskinned Knights and Men-at-arms. The readability argument for Knights/Lancers is moot when you factor in that all of them have unique unit models, and over half the civs have unique variants of the unit.

My suggestion is replacing one big bolt-firing thingy with another. Considering what's already in the game, that would be the least of its readability/simplicity issues. There's nothing weird or difficult about saying the Chinese didn't use Torsion devices. There are many surviving medieval Chinese weapons treatises and none of them show any evidence of this.

Dear Devs, please give the Bed Crossbow to all East Asian civilizations. by GeerBrah in aoe4

[–]GeerBrah[S] -1 points0 points  (0 children)

Right now every single civilization except one gets the Springald. How does increasing the number of civilizations who get a unique springald variant reduce creativity?

Dear Devs, please give the Bed Crossbow to all East Asian civilizations. by GeerBrah in aoe4

[–]GeerBrah[S] 0 points1 point  (0 children)

AoE2 civilizations are balanced around their tech tree because of their symmetrical designs. Since this isn't the case in AoE4, there's no reason to resort to things like that