![]() On top of that hero items are more scarce and without crafting you will need to be a bit more mindful of either clearing the map and the skills that the hero will learn down the line. It's definitely different from the unit mods, but still introduces a similar progression to unit roster which is pretty influential.Īlso the unit types are a bit more pronounced via more restrictions on what any given class has - no melee for ranged units, more classes with 1-hit attacks rather then 3-hit etc. I'm not entirely sure how the new tome, race and enchantment framework will feel though. The main thing being the chopping up of overall content into building blocks for the player to arrange into an empire which is significantly different from both AoW3 and planetfall. Sectors, new empire resource like influence (imperium) for diplomacy and some other stuff, on guard abilities, casus bellies, defence stat rework.īut all in all it has quite some changes of its own. I would expect it to be closer to AoW3 with some imports from planetfall: I am not too sure if I like the consistency of tech trees in planetfall vs the RNG research in AoW. While I am not against having multiple cities (and I do not consider 4 cities wide), it gives PF some sort of an early game monotone opening that can get boring after a bit. ![]() "Get 4 cities up before turn 20" is a common suggestion in PF. I really don't like the city spammage of planetfall. Haven't seen enough of AoW4 units, but seems like they early ones may be more elementary than planetfall's? PF bad units that can build trenches right out of the gate, or has a pretty powerful aoe blind effect, or simply carry a grenade - and those units can easily become more special through cheap tier 1 mods. ![]() AoW3 doomstacks with t4/5 units gets pretty boring while planetfall t5s are more. Planetfall's mod system is amazing and most units have a role even in endgame. Imo the two games each have their strengths.
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