AoE1 to AoE2 to AoE3 is the canary in the coal mine for sequels originally being adding new features and options as they now have more time, money, technology and a system to build off of and refine rather than starting from scratch. To becoming completely overhauls with increased spectacle but FEWER features.
Aoe1: 12 Factions
Aoe2: released with 13, had 18 with the expandion, now has 45 with the additional modern ones.
Aoe3: released with 8, 14 with both expansions, has 22 with all the modern ones.
Aoe1: 50 max population, building houses and town centers to reach it.
Aoe2: 200 max population, build houses town centers and castles
Aoe3: Less than 200, 200 is listed as the cap but lots of units count as more than 1. Additionally, Naval units have individual caps on each type.
As another example, prior to 3 you had to train villagers and then set up a gather point for them to deposit resources, mining camps, lumber camps, or mills, this requires you to contiuely construct economkc buildings and protect them as you exaust the ones close to spawn. In 3 your villagers magically teleport resources directly to your base.
I enjoy III. But it's the first example I remember as a kid playing and thinking "this... isn't actually better" when getting a much awaited sequel.
AoE1 to AoE2 to AoE3 is the canary in the coal mine for sequels originally being adding new features and options as they now have more time, money, technology and a system to build off of and refine rather than starting from scratch. To becoming completely overhauls with increased spectacle but FEWER features.
Aoe1: 12 Factions
Aoe2: released with 13, had 18 with the expandion, now has 45 with the additional modern ones.
Aoe3: released with 8, 14 with both expansions, has 22 with all the modern ones.
Aoe1: 50 max population, building houses and town centers to reach it.
Aoe2: 200 max population, build houses town centers and castles
Aoe3: Less than 200, 200 is listed as the cap but lots of units count as more than 1. Additionally, Naval units have individual caps on each type.
As another example, prior to 3 you had to train villagers and then set up a gather point for them to deposit resources, mining camps, lumber camps, or mills, this requires you to contiuely construct economkc buildings and protect them as you exaust the ones close to spawn. In 3 your villagers magically teleport resources directly to your base.
I enjoy III. But it's the first example I remember as a kid playing and thinking "this... isn't actually better" when getting a much awaited sequel.