

The only way race choice impacts class choice is racial modifiers of units (orcs deal slightly more melee damage, goblins have slightly less HP but are slightly cheaper) and racial governance bonuses, which are not that interesting (I looked it up - most bonuses up to tier 3 usually amount to something like your specific tier 1 or 2 units gaining an extra point of damage or some bonus HP. The choices you make in PF make a bigger impact on how your unit roster looks like and behaves than AoW3. I know there are some exceptions to this, like my favorite syndicate+promethean, but they're far and few between.ĪoW3 has race + class + magic school (unless I'm forgetting something), while PF has race + tech + neutral faction alliance. There are multiples examples of classes giving almost fuck all to certain races and for the rest it's usually just "yeah, having some units/mods that share dmg channel might be good". or don't", cause it synced with literally nothing before the final dlc race arrived. The class is often literally obsolete and something like hereditor, for example, was just "spam only hereditor units. I have voiced my opinion on the mod system a lot of times (tldr: nice idea, mediocre execution, the reality of how the game plays turns it into largely meaningless theorycrafting), but the main issue I have is that despite there just being choice of race and class, there's very little interesting combos in PF. Like I said, the main difference is that AoW3 puts a very strong focus on the class, while in PF it's the race. Both games have exactly the same approach of certain class units being different depending on the race (which is cool). Well, no, because AoW3 actually has multiple mechanics and systems that go beyond race and class choice whereas in PF that's all there is, because all the AoW3 incline is either completely gutted or just plain gone.
