One of my favourite ways to play in Age of Mythology was to wall myself in, investing heavily in towers and archers to pick off enemies as they attacked while keeping the main body of my army safe behind them.
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Watching trebuchets approach enemy walls while archers try to bring them down never gets old, and the same is true of using siege towers to unleash soldiers onto the top of the wall. Wall combat, meanwhile, is one of the biggest and best of Age of Empire IV’s changes, and its effects range out to impact your strategy, your gameplay, and the course of the battle itself. It’s a fun addition, as it gives you another resource to manage and adds more of a challenge as you work to protect your villagers in their separate resource-gathering groups. Stone is back as a resource, causing a little hitch for me when I reached the later stages of my game and looked to build siege weapons, only to realise I’d forgotten to task my villagers with gathering stone. It also reminded me that my archers can construct palisades: watching the enemy cavalry smash itself to pieces against those palisades, with your tiny band of archers picking off the rest, is immensely satisfying.Ī few of Age of Empire IV’s changes and additions caught me out. One of the first Art of War missions, however, is a reminder about which units are better against which type of enemy, and had me rethinking my approach. For instance, my usual strategy once I’ve built my army up is to gather it carefully together, split it neatly into factions - and then panic and hurl them all together in a pell-mell bunch at the enemy.
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The tutorial is great for the basics, but the Art of War missions are more in-depth and coach you in strategy and tactics for moves which you might otherwise have missed. If you’re a newer player like me, I’d recommend you go straight to the Art of War missions after finishing the tutorial.
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It definitely adds more realism to the game, but it does also make you feel slightly more guilty as you tread the path to world domination - especially if you wound their horse too. There are also animations for the death throes of your enemies - instead of instantly collapsing, they flounder on the floor, clutch their stomachs, or else crawl away from the battle before finally perishing. The world of Age of Empires IV is gorgeous to look at, but I think it’s those extra details which really sell it - the way the outline of the building fills in as it’s constructed, the gradual destruction and resulting collapse of buildings and walls as they’re attacked it all serves to add another layer of immersion to an already immersive game. The first thing I noticed was the level of detail.