Season Three Update – Order of the Dragon

Tuesday, October 25, 2022 #24916Season 3 update

"We’re excited to celebrate with you all and thought we’d get the party started with an early and in-depth view of everything you can expect from Season Three, including new civilizations, challenges, achievements, features and more. Whether you’re interested in honing new strategies with the Malians and Ottomans, building your skillset with Art of War challenges, competing in 1v1 Solo Ranked or competing with friends in the all-new Team Ranked, or earning a set of Age-themed rewards, we’ve got a little bit of something for every play-style coming your way with the Season Three: Anniversary.

Two new civilizations, the Ottomans and Malians, along with corresponding Art of War challenges, Masteries and Achievements!

The start of Ranked Season Three, the introduction of Team Ranked and brand new rewards!

Use Taunts against your opponents and spice up your games with Cheats!

Eight New Maps and Two New Biomes!

Naval Balance Rework brings new opportunity to Naval matches!

Waypoint Markers to set unit paths!

Read full release notes
This page focuses exclusively on gameplay and balance changes. To learn more about Ranked Season 3, new maps, taunts & cheats and caster modes in theofficial patch notes.
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Click on different units or technologies to learn more about them.

Naval Balance Rework

"In this update we’re making sweeping changes to Naval, all of which are listed below. Naval changes specific to a civilization are included in their civilization-specific updates further on."

Here’s a summary of our largest changes and what they mean for Naval gameplay:

Each class of ship now shares the same stats, this means that a Baouchuan and Carrack are both equal in cost and power. We intend to add ship variations back in the future as we look to refine Naval balance further, however, our goal with this update is to create a solid foundation that we can continue to build from.

We moved the Springald Ship and Incendiary Ship to the Feudal Age for all civilizations, this makes Naval combat far more exciting in the early stages of the game now that there’s a classic rock, paper, scissors counter system in place. We also made the counter system much stronger, making mixed army compositions far more important than before.

Archer Ship > Incendiary Ship > Springald Ship > Archer Ship.

Now that there are no naval units unlocked in the Castle Age we added a number of tiering upgrades which are available to all civilizations. Each ship type has a Castle Age and Imperial Age upgrade available to it, as well as the new Armored Hull and Shipwrights upgrades which improve the health and armor of all ships.

Ship costs have been changed across the board, including adding food cost to Archer Ships and Warships. We want to ensure that there are interesting economic decisions when playing Naval maps, and introducing a food cost to certain Naval units ensures that there’s enough demand on the resource. This is especially important as you look to expand their economy onto the water with additional fishing ships.

Ships are also generally cheaper and train faster than before, meaning that you can field more units faster and earlier in the game.

We made a lot of adjustments to the movement speed and turn rates of ships to make them feel more responsive and fun to use.

Ships no longer cancel a garrison command upon colliding with another unit.

Ships can no longer go under bridges.

Fishing deposits can now be reliably selected.

As part of our rework of how you would approach water maps and the naval experience overall, there have been numerous changes. Below are the changes which impact all civilizations collectively. Naval changes specific to a civilization are included in their civilization-specific updates further on.*

Ships no longer cancel a garrison command upon colliding with another unit.

Ships can no longer go under bridges.

Fishing deposits can now be reliably selected.

Springald Ship bonus damage vs Buildings increased from +40 to +45.

Naval Ship Deaths are now correctly confirmed for challenges.

Fire ships burning visual effects now display when the ship is built while off screen.

Naval Traders return 40% less resources from trade routes.

  • Can now see into stealth fog on water, like a Scout.

  • Fishing Boat line of sight set to 14 tiles

  • Speech lines play when fishing boat is commanded to fish.

  • Wood cost reduced from 300 to 100

  • Train time reduced from 60 to 30 seconds

  • Health reduced from 300 to 225

  • Naval Traders return 40% less resources from trade routes.

  • Fixed a bug where trade ships were receiving armor upgrades from the blacksmith.

Developer note

"We want to make trading on Naval maps much more accessible. The goal is to reward you for holding water control and for expanding onto the map beyond the safety of their docks."

  • Health reduced from 600 to 400

  • Moved from Castle Age to Feudal Age

  • Cost changed to 120 Food, 200 Wood, 30 Gold

  • Train time set to 30 from 45 seconds

  • Move speed set to 1.38 tiles/s

  • Range set to 6 tiles

  • Bonus damage vs Archer Ships set to +40

  • Bonus damage vs Buildings set to +40

  • Added “Man-the-sails” ability, which allows the units to move faster for some time, till it enters combat

  • Health reduced to 450

  • Ranged Armor reduced to 3

  • Attack speed set to 4.12s

  • Turn rate set to 185

  • Damage set to 35

  • Class set to “Springald Ship” from “Attack Ship”

  • Reduced firing cone angle so they turn almost 90° to shoot

  • Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.

  • Broadside ships will now correctly chase enemies when they move out of range.

  • When chasing enemy ships, broadside ships will chase further before turning to shoot to account for the turn time.

  • Moved from Castle Age to Feudal Age

  • Wood cost reduce from 160 to 80

  • Train time set from 35 to 15 seconds

  • Bonus attack vs Springald Ships and Buildings set to 300

  • Rotation Rate increased from 260 to 330

  • Move speed set to from 1.5 to 2.0 tiles/s

  • Attack set from 400 to 95

  • Health set to 145

  • Incendiary Ships deal damage more reliably against targets that are moving directly away from them.

Developer note

"Improving the quality of life for our naval units has been on the radar for a long time and we are happy to announce that we have been able to teach our Incendiary Ships how to better utilize Attack Move commands that they are given! Incendiary ships will no longer sail uselessly toward the Attack Move destination. Instead, they will now scan for targets along the way and if an enemy unit is within range they will move toward that target and detonate when close enough. These changes should go a long way towards improving the average utility of Demolition ships. That said, we don’t believe in automating away the value of good micro so the optimal use of Incendiary Ships will always be through direct player management."

  • Cost set to 200 wood, 200 food, 200 gold

  • Move speed set to 1.25 tiles/s

  • Attack Range set to 9

  • Damage type changed from Ranged to Siege

  • Population reduced from 6 to 5

  • Health set to 700

  • Damage set to 45

  • Bonus Damage vs Buildings set to +70

  • Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.

  • Cost set to 90 Food, 150 Wood

  • Train set to 25 seconds

  • Sight range set to 12 tiles

  • Move speed set to 1.75 tiles/s

  • Turn rate set to 330

  • Attack speed set to 1.5s

  • Bonus damage vs Incendiary Ships set to 18

  • Health set to 300

  • Ranged Armor set to 1

  • Range set to 6.5 tiles

  • Damage set to 6

  • Archer Ships now fire 5 arrows in a single burst which scatter toward the target location.

Buildings & Siege

  • Health increased from 1500 to 2000

  • Healing rate chaned from from 5 to 3 HP/s

  • Placement has been made more flexible.

  • New defensive Emplacement 'Naval Arrowslits' added with 10 damage (+25 bonus vs Ships), 11 range, 3s attack speed.

  • Arrowslits and garrison arrow bonus vs Ships reduced from +25 to +10

  • Bonus damage vs Ships reduced from +500 to +200

  • Bonus damage vs Ships reduced from +200 to +100

Technologies

  • Research time reduced from 45 to 30 seconds

  • Cost changed from 175 Gold, 75 Food to 175 Gold 75 Wood

  • Now also increases move speed of Fishing Boats by +10%

  • Cost changed from 350 Gold, 150 Food to 350 Gold 150 Wood

  • Research time reduced from 60 to 45 seconds

  • No longer exclusive to Chinese

  • Research time reduced from 60s to 30s

  • Arrow Ships fire +1 arrow in each burst attack

  • Research time reduced from 60 to 45 seconds

  • All military ships gain +20% Health

  • Cost changed from 150 Food, 250 Gold to 200 Food 500 Gold

  • All military ships gain +1 Ranged Armor, down from +2

  • New technology which can be researched after Armored Hull

  • All military ships gain an extra +1 Ranged Armor

  • All military ships gain an extra +20% Health

  • Cost set to 300 Food 550 Gold and 50s to research

  • New technology which adds +20% attack radius to Incendiary Ships

  • Cost set to 100 Food 250 Gold and 30s to research

  • New technology which adds +1 Range and +20% attack speed to Springald Ships

  • Cost set to 150 Food 350 Gold and 35s to research

  • New technology which adds a Swivel Cannon to the Springald Ship, which deals 15 damage and can fire in 360 degrees

  • Cost set to 150 Food 350 Gold and 45s to research

  • New technology where Arrow Ship arrows set enemy ships on fire dealing 30 damage over 10 seconds (not stacking with each arrow)

  • Cost set to 200 Wood 500 Gold and 45s to research

Units

  • Weapon damage reduced from 2 to 1

  • Scouts will now be grouped with other Cavalry when in group formation

Developer note

"Scout damage is being decreased so they are less effective at early game villager harassment. Scouts leading formations often led themselves to their deaths in far too many situations."

  • Range increased from 0.2875 to 0.5375 tiles

  • Bonus damage to walls increased from +100 to +200

Developer note

"Increased range makes it easier for multiple Rams to all hit the same target. We also bumped up the bonus damage vs Walls, so they are a more effective (yet risky, compared to longer range) siege counter to all types of walls throughout all phases of the game."

  • Bonus damage vs Buildings reduced from +500 to +450

Economy

  • Research time reduced from 75 to 45 seconds

  • Total cost reduced from 250 to 150

  • Research time reduced from 75 to 60 seconds

  • Total cost reduced from 500 to 350

  • Total cost reduced from 1000 to 750

Developer note

"We wanted to make these technologies more cost effective in the early game to increase the depth of economic decision making. Often you would skip these technologies in the Feudal Age, as it was more cost effective to go to Castle Age first, or wait until high villager counts."

  • Build time reduced from 30 to 20 seconds

  • Cost reduced from 75 Wood, 75 Gold to 60W, 60G

  • Build time reduced 35 seconds to 25 seconds

  • Traders will now move out of the way if they were preventing a Stone Wall Gate from being constructed

  • Traders no longer stop moving when you assign them to a new home

Developer note

"We’d like to see more trade earlier in the game. This is a step in that direction, we have more efforts planned for future updates."

  • Building multiple farms by shift-queuing on top of a Mill or Town Center (or Granary) will now consistently and predictably populate around that structure

  • Fixed an issue where latency affected building placement

  • Fixed an issue where Villagers could sometimes idle when constructing a wall with two or more villagers.

  • Fixed an issue where walls and other buildings could sometimes stomp trees in dense forests, which could result in walls having a gap

Buildings

  • Stone cost increased from 300 to 350

  • Build time increased from 120 to 150 seconds

Developer note

"It’s out intention that rush, boom, and tech strategies are equally viable. We’ve seen the villager boom taking over and wanted to add more risk to that path."

  • Build time increased from 140 to 180 seconds

Developer note

"Forward keeps should be an exciting and risky strategy. We’ve pulled the build time back so there’s more risk and counterplay options for dealing with keeps built near or in the enemy base."

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