Who plays these games for the story? Jesus. I'll admit the writing on the first game was cute, and the rest is bad, but it doesn't matter. Go read your book, etc. I disagree with the consensus here, too much nostalgia bullshit as usual ; AoW always was meant to be a more balanced version of MoM. The third game is the accomplishment of said balanced design. In that sense it's not flawed at all, if anything this series knows very well what it's doing. This applies to Planetfall as well. I would say the point of these games is to develop tactical battles on a strategic field, with an emphasis on the individual unit characteristics. Following that criteria, AoW 1 was atrocious in so far as the hero abuse made tactical manoeuvring and unit variety often pointless. The insertion of balance is there to keep the tension on the tactical scenarios and remove the more extravagant combinations of MoM (which admittedly are strategically a lot of fun, but on another level). As far as elements not being differentiated enough, the class system is more of than than any of the previous games. I'll agree that the specializations are not impactful enough, but the class-race setup is more than varied in itself.
This. It's funny how AoW3 and 4 are compared negatively to 1 and 2&SM, or rather: it's funny WHY they're compared negatively.
If you want to compare stuff like writing, charm, flavour then yeah, it's a competition. And 1 and 2 I think feel better in this department because each race choice locked you into a very specific unit set. AoW3 I think suffers specifically in the charm department from a serviceable but lackluster art direction which I think is the worst compared to the other 3 games in the series.
In terms of balance or design? I truly believe 3 and 4 are just much better games. In AoW1 it was a hero bulldozer and most of the stuff quickly lost its meaning as your hero gained levels. You reached a point where your hero with all the enchants and leveling buffs could solo almost everything. The difficulty curve I felt was insanely proportional to your hero levels and I never felt there's "other strategies" that would be remotely as good as just getting your hero pumped up.
From point of game designer. Basically if player needs attack in multiple direction, ONE powerful hero accompanied by army can likely devestate ANY enemy position, but there are also other directions of attack that need to happen fast.
So running with hero like a mouse in a labyrinth might be a gameplay for a game that's designed as a puzzle, but in strategy game the easiest way how to counter a strong army is attacking in multiple directions.
But of course, when player uses multiple armies, enemy might lose A LOT of units fast, and the map can be over far sooner.
In AoW2 and SM the heroes also could get absurdly powerful but they also introduced really powerful T3 and T4 units. Still like about 70-80% of the entire unit roster was completely useless and you would never ever build these units past the very early game. There's still some problems with that in 3 and 4 (probably unavoidable) but it's hugely lessened. A big chunk of the AoW2 spellbook was also, as far as I remember, effectively useless either immediately or very quickly as some spells had multiple variants that effectively meant "same shit but bigger numbers".
Well, a lot of machine gun was the same shit, just bigger numbers. At least until MG42. But DshK is still usable.
If you played Cave Wars, the first tech level of wizards were people with cap with a propeller on to of that that were fighting hand to hand... Against swords and muskets. Well, at least they didn't required resources. Then you could research into Tech 2 wizardry. And suddenly they could use weak spells. Still not good against tanks, assault rifles, or vampires, but it was helpful. They actually accomplished something.
Another important part of AoW was fight over mines and other non city resources. Cavalry and countering cavalry were valuable strategies, otherwise player would lose resources and then, only hero would remain.
And lets not forget about making some cities special, when enemy have cities that can produce T3 units and you don't, then the city on the border that CAN be upgraded to T3 if you survive long enough IS valuable.
Even in terms of the campaign there were some very glaring problems which later games avoided. For instance AoW2 (can't remember if this was also the case with the first one) inadvertedly rewarded turtle players who spent 300 turns doing the first campaign map - because research carried over. This meant that if you played optimally and fast you would start the 2nd map with the same character in a SIGNIFICANTLY worse position than a player who clicked the end turn button 100 times and raked in all the research.
If you rush too much, you lose resources, that's a definition of Rushing. It can be bit countered by expanding research in second scenario. But, it feels weird it doesn't allow to research fully.
Don't get me wrong, I'm not about to shit on AoW1 and 2. I love these games and played them to death back in the day. But the entire series is very strong, and each installment comes with its own flaws and improvements. Note that I'm not referring to Planetfall in this post as I think the game was quite experimental and should to be judged separately.
AoW2 actually had massive advantage over AoW4 in... Racial diversity.
There were different species that felt like different species with advantages and flaws. Theirs units were DIVERSE and vastly different from each other. For example, in AoW2 using elven archers two units and one unit to block entrance to prevent enemy to break gate and storm city, they were able to stop A LOT. On the other hand anemic skeleton archers... Yea, you need that ballista, or something that is decent at melee.
Games are moving away from diversity, and that hurts them.