AoE4 got done so dirty. At its core is literally the best RTS game in decades, I could write an essay about how it got around the Starcraft Problem (and probably will knowing me) but that was only after shaking off a buggy release. the ‘variants’ thing was a cool idea: take an existing civ and explore new space in their design. The Ayyubids are like the perfect example of what a variant faction could be: take the “one big pool of landmark bonuses that you choose from each age” from the Abbasids but for a tempo-based faction rather than a late-game one, and there’s some historical continuity so the idea just makes intuitive sense. But it seems clear to me that the higher-ups at Microsoft said “so variants are a way to make new playable factions without having to design as many new assets? Cool, you’re only doing that from now on.’ The newest base civs are still Byzantines and Japanese from the very first expansion back in 2023. They’ve been teasing ‘the Vikings’ for a while now - which, given AoE4’s commitment to more historical accuracy might be ‘the Danes’ or ‘the Scandinavians’ - and I’m crossing my fingers that they’re just releasing what they can in between major expansions because hey, it was a long time from the base game to the Sultans Ascend in 2023, which -
okay, this is my other pet hypothesis about AoE4 development. The initial release was kinda buggy and barebones. A year later we get the ‘free anniversary update’ which includes the Ottomans and Malians. Awesome! Free stuff! Goodwill is won amongst the fans! The Sultans Ascend comes out a year later, and we get:
the Ayyubids. Perfectly on-brand.
the Byzantines and the Order of the Dragon. Fair enough, if you’re going to focus on the west Asian sultanates, you can include their opponents.
Jeanne d’Arc and Zhu Xi? Well, it was their first expansion, they were trying some new stuff
The Japanese? Look I’m not gonna say no to more content but I for one have never heard of the sultanate of Japan.
It’s an odd list, given the title, isn’t it? It almost seems like *this* was where they had originally planned to release the Ottomans and the Malians - you know, the actual historically-Muslim empires that come to mind when I think of sultans ascending - but they had to push stuff out of the door early to get some goodwill back and their schedule has been thrown off ever since. Especially since the next major expansion was Dynasties of the east - you know, the perfect place to debut Japan and Zhu Xi’s Legacy. And that’s why all of the major expansions have felt so weird: it’s all been out of sync due to 1. those early civs being pushed out ahead of schedule for the ‘anniversary update’ and 2. higher-ups using ‘variant civs’ to fill in the gaps more cheaply.
What I hope this means is that later 2026 will be a ‘return to form’ for AoE4 instead of just tinkering, so I’m crossing my fingers.
that is not a dumb question at all because 'starcraft problem' is something I coined in this post and not, like, an established term or anything.
Anyway, in most genres there's been a long, slow process of evolution and refinement: not just people trying out different things within the genre but developers gaining more experience and learning lessons from past releases, technology improving and allowing for more complex mechanics. Y'know, Growth. But for that to happen you need different releases from different publishers competing within the genre. In the late nineties, you had that: you had Warcraft as the standard-setter, Age of Empires as the one with a more complex economy and more 'symmetric' factions with smaller differences, and Command and Conquer as the one that had Evil Soviet Tim Curry shouting "SPAAAACE!"
Then Starcraft came out (or rather, the Brood War expansion) and swallowed up the whole genre like a black hole. Starcraft could not be dethroned. When Age of Empires 3 came out it was a multimillion-selling award-winning game-of-the-year material and it didn't even scratch Starcraft's paint job. When Starcraft 2 finally came out, we learned that even Starcraft couldn't beat Starcraft.
Which is kind of a problem for the genre, not just for the obvious reasons but also because Starcraft is... not the best game to set the template for the RTS genre. Much of its depth comes from late-nineties jank and using minor bugs to your advantage and all sorts of other esoteric things that are hard to learn, and so the RTS genre gained a reputation for having a really high barrier to entry, the whole "don't bother playing if you don't have 400 APM and haven't memorized several novels of Secret Tech" stereotype.
So when Starcraft finally started to peter out, you had a situation where there was a genre that hadn't seen much innovation in literal decades and had a ton of nostalgic appeal (think of how many people recognize "Wololo" from Age of Empires) but also the genre that everyone looks at and says "no thanks I'm not hardcore enough for that." Which is why the genre left its mark in other ways: RTS influence is obvious in MOBA games like League and DoTA but also in "RTS-lite" games like Thronefall or Diplomacy is Not an Option.
















