
But, broadly, civilizations are more distinct from one another, or, as game designers love to say, "asymmetrical." The Mongols, for example, can pack up all their buildings and move them, something the English aren't about to do with a stone castle. There are still generic units shared between factions, because AOE4's developers decided to retain the triangle of cavalry, ranged units, and pikemen core to series' combat. I would've liked to see a lot more of AOE4, but the short glimpses I got were still enough to pick up on how many changes can fall under the umbrella of modern. Three big things fans will want to know about right away: the plan is to launch with eight civilizations (largely from Europe and Asia, but not exclusively), there will be four campaigns tracing the histories of some of those civilizations, and naval combat is in. I got a preview of the Age of Empires fan livestream Microsoft ran this Saturday, which only included a few minutes of AOE 4 in motion and a few hard details. "We knew we wanted to make a modern version of Age, but we also wanted to make a game that felt like Age of Empires and would be immediately relatable to the core community," game director Quinn Duffy said at a recent roundtable, where members of the AOE 4 team talked about the game in-depth for the first time. So much time has passed, and other strategy games have evolved and iterated how RTS works.
