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Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Age of Mythology FAQ


Age of Mythology FAQ Walkthroughs


Age of Mythology FAQ

=============================================================================
| Age of Mythology FAQ Version final |
| Last Modified : April 2, 2003 |
| Created On : January 5, 2003 |
| author : James Macarthur james.macarthur2@sympatico.ca|
=============================================================================


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++ News of the expansion has been made!!! It is to be called ++
++ Remeber The Titans. It will deal with a mytological civ ++
++ in itself by presenting the player with the Atlanteans. ++
++ 12 new God Powers, new units and myth units as well as a ++
++ new building set and new tiles. Should be available Fall ++
++ 2003! Bring it on ES!!! ++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

========
CONTENTS
========

1.0 Introduction
1.1 Revision History
1.2 About Me
2.0 Game Overview
2.1 Game requirements
3.0 Civilization Overview
3.1 Greeks
3.2 Egyptian
3.3 Norse
4.0 Gods
4.1 Greek Gods
4.2 Egyptian Gods
4.3 Norse Gods
5.0 Buildings
5.1 Greek Builings
5.2 Egyptian Buildings
5.3 Norse Buildings
6.0 Units (including unit stats)
6.1 Greek Units
6.2 Egyptian Units
6.3 Norse Units
6.4 Unit Counters
7.0 Gameplay Tips
8.0 Resources
8.1 Food
8.2 Wood
8.3 Gold
8.4 Favor
8.5 Population
9.0 Map Types and Game Styles
10.0 Technology
10.1 Common Technology
10.2 Greek Unique Technolgies
10.3 Egyptian Unique Technology
10.4 Norse Unique Technology
11.0 Relics
12.0 Frequently Asked Questions
13.0 Default Hot Keys
14.0 Web Links and Cheats
14.1 Official Sites
14.2 Community Sites
14.3 Fan Sites
14.4 Mythology Websites
14.5 Suggested Downloads
14.6 Cheats
14.7 Abbreviations
15.0 Credits
16.0 Legal

================
1.0 INTRODUCTION
================
I compiled this reference for myself as a guide, then thought, "Why not share
this with others"?
So here it is. Most of the information in this FAQ I gleaned from many places
including the game, the FAQ that Jonathan Galloway wrote in his FAQ as well as
newsgroups, forums and ESO chats.

I am always looking for new information and tactics/ hints as I write this, so
if you see anything that needs feedback (wrong information, right information,
something I missed, etc., contact me at the e-mail above.

The whole idea of this guide is to give players an all in one place to find
information that may be handy to them as they crush their enemies, or are in
turn destroyed.

So without further ado, the guide.

(well OK, a little more ado.)

--------------------
1.1 Revision History
--------------------
08-January, 2003 - started typing the reams of info into this baby!
14-January, 2003 - completed enough to make it worth uploading.
18-January, 2003 - Added Hotkeys, added some new relics, started section on
resources and added to FAQs.
28-January, 2003 - Started adding Unit stats, question about AI, some minor god
info.
1- February, 2003 - More unit stats added.
7 - February, 2003 - Added unit gather rates. Uploaded v1.2.
1 - April, 2003 - Happy April's Fool Day! Decided I hadn't done enough lately,
and got some more stuff added.
18 - April, 2003 - Finished off the last few tables I wanted. Marked FAQ as
final, although if I get new information that needs to be added, I will.
I have gone through the tables and adjusted the stats r the patches and play balance
fixes that ES has made. Hopefully I got them all.

If you can add any information or supply charts or tables to help out, e-mail me
and I will add it, giving full credit to you.

------------
1.2 About Me
------------
I have been playing computer games since the dawn of time. Well Ok, I got my
first 'computer' in 1981, an Atari VCS, later the 2600 at the ripe old age of 11.
Since then I have played games on a C-64, TRS-80, Amiga and PCs. I love RTS games
and first person shooters. I also play RPGs when I have the time. I have
designed 1 mission for 1 game, The Unholy for Freespace2. I play games an
average of 2 to 3 hours a day (I know, no life.) and am always looking for the next
great game. I occasionally play online, but at the time of this writing, I have only
played 1 rated game of AoM, which I won using Loki. My wife plays games with me (she
started with The Sims 2 years ago) and progressed to 'real' games last year with
The Conquerors.
She also lets my 7 year old daughter play AoM with me. Now if my 2 month old
son could only sit at the other computer and use the mouse! (update: I created a mod
for Morrowind called Daywalker. It's based on the movie Blade (II) and I may or may not
upload it!)

=================
2.0 Game Overview
=================
Age of Mythology (AoM) is the latest game designed at Ensemble Studios, the
creaters of Age Of Empires and Age of Empires 2: The Age of Kings, as well as the
expansion packs for these amazing games. AoM is published through
Microsoft Game Studios.

There are 2 versions of the game. The standard edition contains 2 CDs, a small
manual and a fold out tech tree detailing the civilizations and their god choices and
technology trees. The collecters edition is a limited edition (each numbered) that has
all of the stuff from the standard, and throws in A DVD, a CD with the music from the game,
a copy of Bulfinch's Mythology, a poster and a figurine. Since I was dumb and only bought
the standard edition, I may have made some mistakes with the collectors edition.

AoM brings some new game play to the RTS (Real-time Strategy) gaming table. It
supports a full economic model,
unique civilizations, technology to research and standard units. However, it
also adds twists like god powers
(think a one time magic spell), and mythology (duhh!) in the way of powerful
units like the troll, the Anubite,
and Medusa. Although the game can be played and won without ever creating a
mythological unit, they certainly
add a new dynamic to the battles that are fought. Other cool inovations
introduced in AoM includesettlements
(you can only build a new town center (TC) on a free settlement) and ESO, an
online game matching service. With
ESO you can connect to other players with a similair rating (skill level) and
play out the battles of myth! Also
included is a hero system through which some truely powerful humans are brought
forth. An interesting new twist
on food gathering in AoM is the concept of fattening, whereby the longer a
herdable animal lives, the more food
it will provide when it is finally killed.

AoM also contains a great single player experience in the campaign. There are
32 missions in the main campaign
and 3 or 4 training missions. In the story of the main campaign, the player
puts on the sandels of Arkantos, an
Atlantean hero whom uncovers a terrible plot to restore an ancient evil to the
world. Ok so it is a bit cliched,
but still a good story with lots of plot twists. It does a good job of
introducing the player to each of the
god choices and powers as well as the three civilizations.

---------------------
2.1 Game Requirements
---------------------
Age of Mythology requires at least the following to play:
450 mhz Processor
Mouse or pointing device
56K modem (for online play only)
Windows (98, Me, 2000, XP)
128 Meg Memory
CD-ROM (double speed or better)
16MB 3D video card, 800x600 resolution
1.5Gigbyte Hard Drive Space
Highly Recommended
1Gigahertz or better CPU
256 Meg RAM or better
32-64MB 3D video card (or better)

To play online, an internet connection is required. A 56K modem should be good
for 1v1 games, while broadband
is recommended for larger or team games.
AoM also plays on a LAN using TCP/IP (or direct connection).

=========================
3.0 Civilization Overview
=========================
There are 3 distinct civilizations in AoM to choose from, with each offering the
player the choice of 3 major gods
to choose from at the start of a game. There are 4 ages in a standard game
(less if you win or lose early!)
consisting of the Archaic age, the Classical age, the Heroic Age and finally the
Mythic Age. Each time the player
begins research for the next age, they will be offered a choice of two minor
gods to worship and gain benefits from.
Choose carefully though as once the research is completed, you will not be able
to rescind the choice made. This
means that for a full game, the player will end up with the major god choosen at
the start, as well as three minor
gods, each more powerful than the last.

The civilizations which can be choosen are the Greeks, the Egyptians and my
personal favorite, the Norse. Each
gains favor (a resource needed to build all mythological units and research) in
a different way. Each also plays
differently.

==========
3.1 Greeks
==========
The Greeks are possibly the easiest civilization to play in AoM because they
play almost exactly like any
civilization from earlier Age of games. Greeks gain favor by worshipping at the
temple they build in the Archaic
age. It is important to note that favor is gained by the Greeks in a diminshing
returns system. Greek heroes are
all named units from stories everyone knows. They are very powerful units and
as a result are capped at a limit of
4 heroes. They are researched at the toen center and each major god grants
unique heroes at each age advance. The
only exception to this rule is Poseidon, who grants an extra hero who is
researched at the dock. This unique hero is
The Argo and is a naval only unit. All other Greek heroes are land only.
Greeks start each game with a scout unit
called a Kataskopos. He can not be replaced if killed, although he is fairly
swift so should be able to scout large
amounts of the map before he is killed. Once a temple is built, the Greek
player can also build Pegasus as much as
they like. Pegasus is an aerial unit and as such can only be killed by ranged
units or buildings. Each Greek major
god also grants a unique unit in the Mythic age, built at the fortress.

The following chart shows a suggested god path to follow to gain the maximum
benefit for each 'Focus' in your game.

FOCUS Archaic Age Classical Age Heroic Age Mythic Age
--------------------------------------------------------------------------------
--
Economy Poseidon Hermes Aphrodite Hephaestus
Infatry Zeus Athena Dionysus Hephaestus
Archers Hades Ares Apollo Artemis
Cavalry Poseidon Hermes Dionysus Hephaestus
Mythological Units Zeus Athena Apollo/Dionysus Hera
Naval Units Poseidon Hermes Dionysus Artemis
Defense Hades Athena Apollo
Hephaestus

=============
3.2 Egyptians
=============
Egyptians are slightly more difficult to play, mainly because one of their best
units (the Pharaoh) is a unit unlike
any unit in any other game. He is given the ability to 'empower' buildings.
This simply means he is able to speed
up whatever is occuring at that building. If it is researching, it happens
faster. Units are built faster and
all gathering done at that particulair drop site is enhanced. With one
exception, only the Pharoah can empower. The
Pharoah is an Egyptian hero who is also very effective in combat. Egyptians can
also build further hero units (the
preist) at their temples. Preists can not empower buildings (with the exception
of those who worship Ra), but can
be very effective in combat versus myth units. Preists also heal nearby allied
troops and a considered a ranged unit
for purposes of combat. Egyptian favor is gained through a series of five
monuments, built by the laborers. Monuments
start small, but gain considerable size and power as they are built. By the
time the fifth monument is built, favor
is generally rolling in quite quickly. Egyptian players are granted automatic
tower upgrades when they reach the
Classical age, making them a good choice for a defensive player. Egyptians are
also not as reliant upon wood as the
Greeks and Norse. Egyptian buildings are quite often free, taking only time to
build. Egyptians are the slowest
builders in the game, but can be sped up with the use of the Pharoah unit.

The following chart shows a suggested god path to follow to gain the maximum
benefit for each 'Focus' in your game.

FOCUS Archaic Age Classical Age Heroic Age Mythic Age
--------------------------------------------------------------------------------
--
Economy Ra Bast Hathor Osiris
Infantry Ra, Set Ptah **** Horus
Archers Set Ptah Sekhmet Thoth
Migdol Stronghold Units Ra, Set Anubis, Ptah Sekhmet
Osiris, Thoth
Defense Isis Bast Hathor Osiris
Pharaoh & Preist Isis, Set Anubis Nephthys Osiris, Thoth
Mythological Units Ra, Isis Bast **** Osiris
Naval Units Ra, Isis Bast Nephthys, Sekhmet Osiris, Thoth

**** - since no specific bonuses are given, choose whichever god suits you best.

=========
3.3 Norse
=========
The Norse are the vikings of old. They are perhaps the most difficult to get
used to because of the way they build
and gain favor. Whereas the Greeks and Egyptians use their laborers to build
all their buildings, the Norse use
their infantry. This makes it very easy to forward build or rip down an enemy
Town Center and replace it with your
own very quickly. Norse soldiers revel in combat, and this is reflected in the
way the Norse gain favor. For each
violent act, favor somes in. Even hunting and herding animals gains a small
amount of favor. The Norse hero unit is
the Hersir, who also creates a small amount of favor just for existing. Each
Hersir is given a name when created,
by using a random name generator. There exists a great sense of humor in many
of the Hersir names. Norse players can
also create dwarves at their town centers. Dwarves are excellent at mining
gold, but not so good at food or wood.
Norse are somewhat handicapped in that they do not possess ranged units capable
of pierce damage. Their is only one
exception to this, the ballista, built in the mythic age at the Hill Fort.

The following chart shows a suggested god path to follow to gain the maximum
benefit for each 'Focus' in your game.

FOCUS Archaic Age Classical Age Heroic Age Mythic Age
--------------------------------------------------------------------------------
--
Economy Thor Forseti, Freyja Skadi Tyr
Ulfsarks Thor Forseti Bragi Tyr
Throwing Axemen Thor Forseti, Freyja Skadi Baldr, Tyr
Cavalry Odin Freyja Njord Baldr
Hersir, myth units Loki Forseti Bragi Hel
Naval Units Odin Heimdall Njord Baldr, Tyr
Defense Odin Heimdall Njord, Skadi Baldr, Tyr

========
4.0 Gods
========

==============
4.1 Greek Gods
==============

==========
Major Gods
==========

----
Zeus
----
Zeus was born to Kronos and Rhea, both titans. Because his father was told he
would be overthrown by a child of his,
he swallowed each of his children at birth. Eventually Rhea grew tired of this,
and substittued a large stone in
place of Zeus. When he grew, he came to rescue his siblings, and overthrow his
father. The titans were then
banished to Tartarus. Zeus was given the reign of the immortals at Olympus and
took the mantel of thunder among
others. He is often pictured holding a Bolt of Lightning, forged by his son
Hepasteus. He is married to Hera.

CIVILIZATION BONUSES:
The Zeus player starts with favor (25), gains favor faster than other Greek
cultures, and has a favor cap of 200,
instead of the 100 imposed on every other major god.
Hoplites move faster. Hoplites (infantry) move faster (approx. 10%) than other
infantry.
Infantry cause extra damage to buildings. Double damage to buildings hit by
infantry weapons.
The Myrmidon is a unique unit to Zeus built in the mythic age fortress. The
Myrmidon is an infantry
unit with bonus damage versus Egyptian and Norse units.

GOD POWER:
Bolt. Bolt is capable of killing any one unit that the player has line of sight
on.

UNIQUE TECNOLOGY:
Olympic Parentage. Zeus supplies your hero units with extra hit points

MINOR GOD CHOICES:
Classical Age Athena, Hermes
Heroic Age Apollo, Dionysus
Mythic Age Hephaestus, Hera

TIPS FOR PLAYING:
The best use of the Bolt power is to hold off and see if a Norse Loki player
goes Hel in the Mythic or a Ra player
worships Osiris. Each of these two gods grant a GP that creates a very powerful
unit hard to kill by other means.
Bolt will do the job easily. Another decent use of this power is to kill an
enemy hero unit in a large battle to
turn the tide quickly, or to destroy an enemy scout early, so they are crippled
in knowledge.
Because Zeus gains favor faster, the player can save population slots by not
creating as many worshippers. This
can then be used for extra gatherers or troops.
Hoplites move faster and since they are infantry, they counter cavalary. They
are excellent at getting into
formations of enemy cav units and tearing them apart. They are also good at
raiding economic drop sites due
to their extra speed and bonus damage to buildings.
Zeus' infantry cause doble damage to all buildings, which makes them excellent
at seige without the need for large
amounts of siege weaponry. Because of the damage bonus from infantry, and the
fact that the Myrmydon does bonus
damage to Norse and Egyptian units, they make an excellent army with little
support needed.

--------
Poseidon
--------
Poseidon is one of Zeus' older brothers, swallowed at birth by Kronos. Being
immortal, he was undigested.
Poseidon is usually closely associated with the sea, but he was also the Lord of
Horses. He and Athene were
competing for the favor of the city of Athens. Poseidon gave the city the horse
as his attempt, but lost to
Athene who gave the olive tree.

CIVILIZATION BONUSES:
When a dock is built, a free Hippocampus is spawned. If killed, it respawns at
the dock. The hippocampus is
a free naval scout unit with no attack.
Militia appear at destroyed buildings. The militia do not count against your
population, nor do they cost you
anything (except the destroyed building!). They are relatively weak, but can
help if the enemy forces were
weakened during their assault. The larger a building destroyed, the more
militia that appear.
The market is cheaper to use. All transactions are 10% less then other civs. I
am not sure if this also
applies to buying caravans or researching the market techs.
Cavalry is cheaper. All cavalry units are 10% cheaper.
Stables are cheaper. Stables cost 50% less than other Greek stables.
Poseidon allows an extra hero unit in the Argo. This allows him to field five
hero units at a time. The Argo
is built at the dock.
Gastraphetes, a powerful archer unit, unique to Hades.

GOD POWER:
Lure. Lure causes animals to slowly come towards the stone that is the symbol
of the power. It lures a set
amount of food before fading away. There is a small problem though, in that not
only does it lure herdables
and huntables, it also lures predators that will attack and eat your gatherers.

UNIQUE TECHNOLOGY:
Lord of Horses. Your cavalry units will gain a much larger line of sight,
making them ideal for scouting or
raiding the enemies economic bases.

MINOR GOD PATHS:
Classical Age Ares, Hermes
Heroic Age Aphrodite, Dionysus
Mythic Age Artemis, Hephaestus

TIPS FOR PLAYING:
Because of the bonuses gained by worshipping Poseidon, his cavalry are very
strong and make a good back bone
to your army. It is best to follow the god path through Hermes and Dionysus to
get all the benefits.
The cheaper market use allows you to build more donkey caravans for the same
money as another player. This
can allow you to gain more gold quicker in the late game when gold mines can
become scarce or dangerous.
The hippocampus allows youto keep an eye on your enemies fishing operations for
a quick raid, as well as
allow you to see what naval forces are being built.
Since Lure can bring dangerous animals to your gatherers, cast it close to your
first TC so that it can fire
arrows at wolves and the like. Cast it early as well so that the animals aren't
cleared from the map before
you can benefit from its power.

-----
Hades
-----
Hades is brother to Zeus and Poseidon. He was the God of the Dead and ruler of
the Underworld. Since all
precious minerals and metals came from the realm of Hades, he is also considered
lord of Wealth. This is
reflected in his Vault of Erebus improvement. Shades were the denezins of the
Underworld and as such Hades
commands them in battle. Hades gains excellent archers.

CIVILIZATION BONUSES:
Shades. 20% of all unit loses (only human units!) will return to fight again as
Shades. They appear at your
temple and are not as strong as during life, but they are free. They don't
count against your population.
Stronger buildings. Hades buildings have more hit points (25% higher) and are
therefore harder to destroy.
Stronger archer and building attack. Buildings gain about 20% extra pierce
attack and archers gain about 10%.

GOD POWER:
Sentinel. Invoking Sentinel creates up to 4 (depends on building placement)
'living' statues that defend one
toen center. It can be cast on an allies TC as well. Any improvement that
makes a building stronger affects
Sentinels.

UNIQUE TECHNOLOGY:
Vault of Erebus. Researching the Vault of Erebus gives the benefit of a trickle
of gold constantly. It's not
a huge amount at a time (about .3 gold per second or 1 gold every 3 seconds),
but it is free gold once it is
researched.

MINOR GOD PATHS:
Classical Age Ares, Athena
Heroic Age Aphrodite, Apollo
Mythic Age Artemis, Hephaestus

TIPS FOR PLAYING:
Once engaged in battle, periodically check your temple for any Shades that can
be sent back into battle.
Hades is best played as a defensive civilization due to his many building
improvements. Go into battle
only when you have created a large army capable of defeating the enemy easily.
Because Hades gains so many archer bonuses, consider using them as the backbone
to your army. Follow Ares
and Apollo to gain more benefits.
Keep the Sentinel GP until you or your ally start expanding. Drop it on a TC
you consider important to
your war effort. If you try to place it, and you are shown one or more red
statues, consider deleting the
building(s) that are in the way, then casting the GP. That way, all 4 will
appear. Remember to upgrade them
by researching any improvements to buildings (sight line, attack, etc.).
Although the Vault of Erebus won't make you rich, it will give you access to
slightly more gold than a player
with the same amount of gold miners and improvements. This will allow you to
build more Toxotes and other
archer units.

==========
Minor Gods
==========

-------------
Classical Age
-------------

Ares
----
Greek God of battle and slaughter. He benefits human soldiers attacks.

God Power:
Pestilence. When cast on an enemy town, prevents the enemy from creating new
military units. Any building
under a greenish 'fog' or cloud is affected. It may or may not stop an enemy
from building ANY units, depending
on where the troop buildings have been located.

Myth Unit:
Cyclops. Giants with 1 central eye. Recharging special attack flings enemy
units away. This gives you more time
to deal with them and causes large amounts of damage. They are slow moving and
should be supported with human
soldiers to deal with enemy heroes.

Unique Tech:
WILL OF KRONOS. Cyclops are upgraded to Elder Cyclops which train faster and
cause more damage.
PHOBOS' SPEAR OF PANIC. Attack damage of Hoplites improved.
DEIMOS' SWORD OF DREAD. Hypaspists gain improve attack damage. Since you can't
train Hypaspists until the
Heroic age, save your resources and do not research this until you have built
some of these units.
ENYO'S BOW OF HORROR. Toxotes gain increased attack damage.

Athena
------
Goddess of Wisdom and Warfare. Infantry defence benefits from her improvements.

God Power.
Restoration. A short lasting (4-5 seconds) power that heals your units and
buildings. It also can affect
allies in it's area. Monitor your units or buildings carefully so that you can
cast this when needed most. It
is best used when you need to boost your army to puch the enemy out of your town
(you are winning the battle)
and enter their base or to extend the life of your units in the enemy town to
finish off things like TCs and
fortress type buildings.

Myth Unit:
Minotaur. This half man, half bull creature gets a recharging gore attack that
will instantly kill human units.

Unique Tech:
LABYRINTH OF MINOS. Upgrades Minotaurs to Bull Minotaurs which are cheaper and
are stronger (more hit points).
SARISSA. Hoplite hack armor increased making them more resistant to infantry and
cavalry.
AEGIS SHIELD. All infantry pierce armor increased, improving resistance to
archers.

Hermes
------
The God of Messengers whom improves your cavalry.

God Power.
Ceasefire. All combat all across the map stops for the length of the power.
Doves circle all the TCs on the
map to show the peace that has erupted. It can gain the player time to
reinforce their army or stop an enemy
from finishing off a building, giving you time to repair it. A side effect of
this power is that any building
that can attack aside from a TC stops at it's current building level until the
power is over. It is humorous
to watch Norse infantry pounding the nails into a Hill Fort in your town to no
effect!

Myth Unit:
Centaur. A Horses body supporting a human torso. A very strong archer unit
whos special attack is a super
accurate shot that always hits its target. This unit is quick and makes a great
raider for hit and run
tactics on enemy gathering points.

Unique Tech:
SYLVAN LORE. Centaurs become Centaur Polemarchs, with improved speed and hit
points. An awesome raiding unit.
SPIRITED CHARGE. Speed and attack damage of Greek Cavalry improved.
WINGED MESSENGER. Food cost of Pegasus unit reduced to 0 (costing only 2 favor
now)! Additionally, they train
faster and have a longer line of sight.

----------
Heroic Age
----------

Apollo
------
The God of the Sun and Music. Archers benefit from Apollos improvements.

God Power:
Underworld Passage. Two lines of sight must exist. One where you would like
the entrance (your base) and the
other at the exit (generally the enemies base, best if just outside of it). This
allows you to move all you troops
into the one end, and they appear at the other end. This can create a very
quick end to the game. To end this
GP, one end or the other must be destroyed.

Myth Unit:
Manticore. The body of a lion, human face and scorpions tail create a fearsome
foe. Manticore shoot multiple
poisonous barbs from its tail. Very effective versus human units and gets a
bonus versus myth units.

Unique Tech:
ORACLE. All units and buildings gain a larger line of sight. Your scouts
become much better and your units and
buildings will see the enemy sooner so you can change their battle lines of prep
them for battle.
TEMPLE OF HEALING. The Greek temple becomes a healing point that can also heal
your allied units. Stationary
units heal faster than moving units or those involved in combat. The temple can
only heal one unit at a time
unlike the Norse Healing Spring.
SUN RAY. Improves the attack damage of a large number of units. Toxotes,
Peltasts, Gastrophetes, Manticores and
Cantaurs all gain from this technology.

Aphrodite
---------
Goddess of Love & Beauty. Her improvements benefit villagers.

God POwer:
Curse. Enemy units will be turned to pigs (which can further be turned into
food for your forces!). It affects
a small area, and will not affect all units in the area.

Myth Unit:
Nemean Lion. The lion slain by Heracles has the ability to roar causing damage
to all enemy units in the
immediate area.

Unique Tech:
ROAR OF ORTHUS. Armor of your Nemean Lions is improved (all armor types).
GOLDEN APPLES. Villagers generate favor faster. This may allow you to remove
one worshipper and place them on a
resource you need (food or gold for example).
DIVINE BLOOD. Villagers gain speed while moving (gather faster), build faster
and carry more resources. This allows
you to get an economic boost when needed to create larger armies.

Dionysus
--------
God of Wine and Celebration. Cavalry and Navy benefit most from his
improvements.

God Power:
Bronze. For a short time, all your units within the area of effect are turned
to bronze. This allows them to
continue moving and fighting while gaining all kinds of armor boosts. It will
affect allied units if they are in
the area of effect when triggered. Units become almost impervious to attacks
while Bronze is on.

Myth Unit:
Hydra. This beast starts with 1 head, but gains more (up to 5 I believe) with
success in battle. Each head
improves the overall attack of the beast. Also with more heads, it can attack
adjacent units.
Scylla. A naval version of the Hydra. It also gains additional headsd through
battle.

Unique Tech:
BACCHANALIA. All units (yes all) gain extra hit points with this tech. When
your population is maxed out this tech
could provide the small boost you need to defeat the last enemy units on the
map.
THRACIAN HORSES. All cavalry benefit from this. Hit points increase.
ANASTROPHE. Pentekonter get extra attack damage, speed and also train faster.

----------
Mythic Age
----------

Artemis
-------
Goddess of Hunt and of Nature. Her improvements benefit your archers and naval
units.

God Power:
Earthquake. When triggered, Earthquake will rumble through an enemy town and
destroy many buildings and heavily
damage many others. It also affects enemy units, although it mostly knocks them
to the ground with only a little
damage.

Myth Unit:
Chimera. One of the offspring of Echinda and Typhon, it was a beast with a
goats body, lions head and snakes
tail. It can breathe fire and affects multiple enemy units at once.

Unique Tech:
FLAMES OF TYPHON. Chimera are upgraded to Tyrants with improved attack (both
normal and the special flame attack)
as well as more hit points.
SHAFTS OF PLAGUE. Toxotes, Peltasts and Gastrophetes gain increased attack
damage.
TRIEARCH. Triremes get more hit points making them more resistant to enemy
siege ships.

Hephaestus
----------
God of the Forge and Labor. Human soldiers and weapons benefit from his
improvements.

God Power:
Plenty. When cast a large vault appears (make sure to protect it) and provides
a constant flow of food, wood
and gold. If an enemy gets more troops near it then you, it goes to his control
and he gains the resources. The
resources come in at roughly the rate of 2 gatherers. I will have to double
check this rate though...

Myth Unit:
Colossus. Perhaps the strongest (in terms of hit points) unit in the game, the
Colossus is a construct resembling
the Colossus of Rhoads. It is very strong against buildings and can lat for a
long while against units. It's
special 'attack' allows it to eat trees and gold mines to regain lost hit
points.

Unique Tech:
HAND OF TALOS. Colossi are upgraded to Silver Colossi giving them more hit
points.
SHOULDER OF TALOS. Silver Colossi are once again recast into Gold Colossi
giving them more hit points again.
FORGE OF OLYMPUS. All armory upgrades cheaper. Try holding off researching
armory techs until you have gained
the benefit of this tech to save resources. Make up for the slightly weaker
units by building more of them.
WEAPON OF THE TITANS. All unique Fortress units as well as the Myrmidon,
Hetairoi and Gastraphetes gain
increased attack damage.

Hera
----
Wife of Zeus, Goddess of the Home. She benefits buildings and myth units.

God Power:
Lightning Storm. Similair to Zeus' Bolt, but lasts longer, and affects an area
as opposed to one unit. Lightning
strikes will hit randomly in the area it was cast, hitting many enemy units and
causing them large amounts of
damage or death. It can be escaped from as the power doesn't move. It also can
cause light damage to
buildings.

Myth Unit:
Medusa. One of the Gorgon sisters with live snakes for hair, tusks, golden
hands and bronze wings. Her gaze will
turn enemy units to stone (recharging). She also carries a bow and arrows and is
a decent ranged attacker. This
unit is perhaps the strongest of all units in the game when supported properly.
Carcinos. A large crab summoned by Hera to kill Heracles while he was battling
the Hydra. He defeated both, but
for it's efforts, Hera placed it in the stars. It is a naval unit decent
against enemy ships. When killed the
Carcinos releases large amounts of boiling blood that can damage enemy units.

Unique Tech:
FACE OF THE GORGON. Medusas upgraded to Matriarchs with increased hit points.
ATHENIAN WALL. Buildings gain more hit points and can be very useful in late
game when expanding.
MONSTROUS RAGE. All your myth units gain increased attack damage for any attack
type (hack, pierce and crush).

=================
4.2 Egyptian Gods
=================

==========
Major Gods
==========

--
Ra
--
Ra was the most important of the ancient Egyptian Gods. He is considered the
God of the Sun, and is often
portrayed with the Sun. He has the head of a falcon and the body of a man.

CIVILIZATION BONUSES:
Preists can empower. All Egyptian Pharaohs can empower (make a building do
something faster), but priests
can't. Ra's can. This allows him to build a very strong economy very quickly.
Pharaoh empowers faster. Ra's Pharaoh empowers buildings with more speed,
allowing another boost to the
economic boom possible under Ra.
Monuments are stronger. The monuments all Egyptian civilizations must build to
gain favor are stronger under
Ra, with 20% more hit points. They are also cheaper, costing 25% less to build.
Chariot Archers & Camelry are faster and stronger. They are built in the Migdol
Stronghold and can move
faster (10%) and have a lot more hit points (20%). This makes them very strong
in the late game.

GOD POWER:
Rain. Rain causes all farms near any TC (including your allies and enemies) to
produce food at a faster rate.
Rain has the side benefit of causing a global ban on all other God Powers while
in effect. Rain affects all
civilizations on the map, but is strongest for the caster. Since Egyptians are
the only civilization that
can build farms in the first age, this can be a very strong god power. If
enough fars are built before the
enemy builds theirs, the caster will reap a large amount of food.

UNIQUE TECHNOLOGY:
Skin of the Rhino. Laborers are given better hack and pierce armor, making them
harder to kill. This allows
better hunting (elephants and rhinos will fight back!) or survive an earlier
rush a little easier.

MINOR GOD PATHS:
Classical Age Bast, Ptah
Heroic Age Hathor, Sekhmet
Mythic Age Horus, Osiris

TIPS FOR PLAYING:
Ra has a very strong economic base. With his Rain power, it is easy to create
fairly large amounts of
food quickly.
Ra has the ability to empower faster with his Pharaoh and with his priests.
This allows him an excellent
ability to gain large amounts of resources to mount a strong attack, heavy on
Migdol units and myth units.
Follow the god path through Osiris to gain a second Pharaoh and perhaps one of
the strongest ranged units in
the game in the Son of Osiris.
If you are planning a Migdol heavy army, follow Sekhmet (Bone Bow) to gain extra
bonuses for your Chariot
Archers, and Osiris to gain the Son of Osiris and the speed and attack of
Camelry (Desert Wind).
Because the priests of Ra can empower, scout with your Pharaoh. He can pick up
relics, he has a longer line
of sight and is harder to kill.
When playing a team game, try to coordinate casting Rain with your allies so
that the maximum benefit is
gained. Also keep in mind that no other GPs can be cast while Rain is active.
Use it to boost food
production while attacking. That way you have food after the attack and your
enemies can't cast a GP to
counter your attack.
Learn Skin of the Rhino early so that your villagers can hunt larger animals for
lots of food. It also makes
them more survivable in a rush.
If you follow Hathor, cast Locust Swarm on an enemy before casting Rain. That
way they can't benefit from the
faster food production of rain.

----
Isis
----
Isis was the wife of Osiris and mother of Horus. She was considered a
protective Goddess and as a result
has many defensive abilities in AoM.

CIVILIZATION BONUSES:
Monuments block god powers. Each Monument built by Isis creates a 'shield' to
other god powers.
Cheaper technology improvements. Isis saves 10% off the cost of all
techonological improvements. This applies
to food, wood and gold costs. This save a large amount of resources for
military units or more improvements.
Priests build obelisks faster. Obelisks are the chief way Egyptians keep LOS
into enemy activities. By
building them faster (60% faster) and cheaper (60% less resources), Isis can
keep an eye out on enemies easily
and cheaply.
Town Centers add to Population Cap. Each TC gives the player +3 population.
This allows more villagers in
the early game to gather, and more military units in the late game.

GOD POWER:
Prosperity. Isis speeds up your laborers so that they gather gold at double
their rate. This is stackable
with all gold mining technologies.

UNIQUE TECHNOLOGY:
Flood of the Nile. When researched at a granary, Isis creates a trickle of free
food. This may allow you
to move a gatherer to wood or gold to improve your gather rates.

MINOR GOD PATHS:
Classical Age Anubis, Bast
Heroic Age Hathor, Nephthys
Mythic Age Osiris, Thoth

TIPS FOR PLAYING:
Build your monuments all across your town to provide a shield against enemy god
powers. Consider building
one or more in your expansion towns or allies towns to provide protection for
them.
Because Isis gets cheaper obelisks, and they build faster, build many around the
map so that you will
always know what your enemy is doing.
The higher population cap of your TCs allow more gatherers in the early game to
build a stronger economy.
Since each TC gets the +3 pop bonus, use the extra room later in the game to
create more military.
Before invoking Prosperity, send as many gatherers to mine gold to maximize the
power. Also consider
researching most if not all of the mining technologies before casting.
Consider Hathor (Sun Dried Bricks) to reduce the cost of buildings. This goes
well with Isis' improvements.
Also think about following Thoth in the late game. Not only does he supply
Meteor, he also has the Book
of Thoth to allow faster resource gathering.

---
Set
---
Set was the God of Evil an Chaos. He was the one who tricked Osiris and killed
him, scattering the
parts so that he couldn't rise again. He was also considered the God of the
Desert and Foreign Lands. He
has an affinty with animals and gains power over them.

CIVILIZATION BONUSES:
Animals at age advancement. Set starts with a Hyena which can be used to scout
or attack enemy villagers in
the early game. At each age advance, he gains a further batch of animals
spawned at the temple.
Convert wild animals. Set's priests can convert wild animals (select the
priest, then right click on the
animal). This power can create an army of animals to attack and raid enemy
villagers or resources points.
Pharaohs summon wild animals. Costing a little favor, Set's Pharaoh can summon
wild animals which can be
used as food or as an army. As you advance through the ages, you will be given
more animal choices.
Slingers & Chariot Archers train faster. Ranged units of Set train 20% faster.
Slingers have more hit points (+10%) and more hack armor, making them better in
battle.

GOD POWER:
Vision. Vision allows the player to temporarily see any part of the map (that
was targetted). This can be
used to quickly scout large areas or target a further God Power in the area as
it counts as LOS.

UNIQUE TECHNOLOGY:
Ferel. Causes your converted animals to do more damage in battle. It also
restores the food lost to
animals that were converted (they lose some food value when converted), so it
has an economic value as
well as a military.

MINOR GOD PATHS:
Classical Age Anubis, Ptah
Heroic Age Nephthys, Sekhmet
Mythic Age Horus, Thoth

TIPS FOR PLAYING:
Use the priest units to convert animals and the Pharaoh to summon animals.
These can be used by you
as food if required or as an early army. They also absorb arrows your main army
might otherwise take.
Because Set gains some bonuses to ranged units and Migdol units, consider
following Ptah, Sekhmet and
Thoth to further these.
Use your converted animals as scouts. They are cheap and usually fast.
Use your priests to convert animals near your enemies base. Either take them
back to your town as
food, or use them to harass the enemy gatherers. Use the ability of your
Pharaoh (summon wild animals)
in the same way.
Slingers are stronger and train faster under Set, so they are a good unit to
build. Also consider
Chariot Archers as they train quickly as well.
Consider using Vision in combination with an offensive type God Power such as
Meteor or Tornado.
When summoning or converting animals, select the Pharaoh or priest then use the
command bar to get the
animal you want.

==========
Minor Gods
==========

-------------
Classical Age
-------------

Anubis
------
Anubis was the Egyptian God of the Dead and Judgement. His improvements benefit
Spearmen and myth units.

God Power:
Plague of Sepents. A bunch of serpents will appear at the targetted area to
defend the area from enemy
attack. They can't be controlled and they will not leave the area they were
summoned in. They remain
until killed. They are fairly easily killed by laborer type units, and will not
attack buildings. If cast
on water, sea serpents appear, attacking only warships, leaving fishing ships
alone.

Myth Unit:
Anubite. Fast moving infantry with a leap attack. When they are near the
enemy, they leap the last distance
covering it faster than any other unit could. This attack does some damage.
They are basically the same as
the dog faced warriors in the movie 'The Mummy Returns.'

Unique Tech:
FEET OF THE JACKAL. Anubite hit points improved as well as attack damage and
leaping distance. Good idea to
research if you plan to make an early army of Anubites to raid the enemy.
SERPENT SPEAR. Egyptian Spearmen gain more attack damage, making them more
deadly to enemy cavalry.
NECROPOLIS. Increases the favor gain rate of your civilization. Best if used
while you have all 5 monuments
constructed.

Bast
----
Bast is the Goddess of Fertility. This cat faced Goddess benefit farmers and
wood gatherers.

God Power:
Eclipse. When triggered, the whole map darkens as the sun is hidden by the moon
and allows your myth units
a speed bonus as well as attack bonuses. If affects only your myth units and
prevents other god powers from
being used while in effect. Save it until you have a large myth army for best
results.

Myth Unit:
Sphinx. A human faced cat like the famous one on the Giza Plateau. This is a
fast moving unit that turns
into a dust devil (small tornado) when attacking. It can be upgraded twice, in
order.

Unique Tech:
CRIOSPHINX. The first of 2 improvements for the Sphinx, it turns your Sphinx'
into Criosphinx', with more
hit points and attack damage.
HIERACOSPHINX. Can't be researched until Criosphinx is completed. Your
Criosphinx will become Hieracosphinx,
with more attack damage and more speed.
SACRED CATS. Farms produce food faster (while being worked by a farmer) by
ridding the farm of vermin. It is
best to use this only when you have many farms and should be stacked with Ra's
Rain GP for best results.
ADZE OF WEPAWET. Laborers can knock trees over faster and gather the wood
quicker. Since Egyptians are not
as dependent upon wood in the early game, save this one and research it when you
need extra wood for towers or
units.

Ptah
----
God of Creation. One of the few Egyptian gods to appear human, his benefit is
farms, axemen, slingers and
spearmen.

God Power:
Shifting Sands. Used to shift your (or enemy) units around the map. Both the
beginning and the end point
must be under line of sight. It can be used to bypass enemy defences and put
your army in the enemy base
or to move the enemy army to another point. A nasty trick is to put them in an
area surrounded by your
towers.

Myth Unit:
Wadjet. This unit is named for the Serpent Goddess who appears on the crown of
a Pharaoh. It is a venom
spitting ranged unit effective against human units and buildings.

Unique Tech:
SHADUF. An invention of Ptah's, it cuts the cost and build-time of farms.
SCALLOPED AXE. Axemen gain an attack bonus with this tech. Best used if your
enemy goes heavily into
infantry as your axemen are their counter.
ELECTRUM BULLETS. Attack damage of slingers improved. This is excellent to use
if the enemy goes heavily
ranged army. Combine it with Sekhmet's Slings of the sun and/or Set's stronger
slingers.
LEATHER FRAME. Pierce armor of Spearmen increased making them stand up to
ranged attacks better.

----------
Heroic Age
----------

Hathor
------
Hathor, the bovine faced diety, is Goddess of the Sky. She benefits Mercenaries
and buildings.

God POwer:
Locust Swarm. When invoked, large amounts of locusts swarm across enemy farms
or fishing ships,
destroying them. This can set back an enemy dependent upon these forms of food.
This can be devastating
if followed by a rapid attack.

Myth Unit:
Petsuchos. A bejeweled crocodile that fires a beam of focused sunlight at
range. It is very effective
against human units and can tear buildings apart fairly quickly. It is not very
good at close range.
Roc. A huge eagle like bird that carries a gilded cage in its beak. It can be
hit only with ranged
weapons. The Roc is used to carry units around the battlefield (in the cage)
and can not attack on its
own.

Unique Tech:
CROCODOPOLIS. Petsuchos get longer range. This keeps them a little further
away from the enemy, but
they still need to be supported.
MEDJAY. Mercenaries live longer (both mercenaries and Merc cavalry). This
improves them a little so that
you could use them as base defence while your army wipes out an enemy town.
SUN DRIED MUD BRICK. Building hit points improved. Also lowers cost of
construction. Makes things like
Migdol Strongholds more potent and can make towers very tough to destroy.

Nephthys
--------
Goddess of the Night and of the Dead. She benefits Pharaohs and Priests.

God Power:
Ancestors. When invoked, a small army of the dead is summoned to fight for you.
These units CAN be
controlled, but last only a short time. It can be invoked on water, where it
will summon ghost ships.

Myth Unit:
Leviathan. Literally 'twisted animal' in Hebrew, this gigantic fish is a naval
transport. Units can
climb into it's mouth (really!) and be transported across water. It can attack
although it is a weak
attack considering the size of the beast.
Scorpion Man. Another unit resembling the Scorpion King himself in 'The Mummy
Returns.' This unit
wields a sword for melee as well as a poison attack in its recharging tail
attack. The tail attack affects
multiple units at once and the poison lasts for a short time after the attack,
causing additional damage.

Unique Tech:
SPIRIT OF MA'AT. Preists are cheaper to build and can heal faster. An
excellent tech to have as preists
are the only way of healing for an Egyptian player. This allows them to heal
more units faster.
FUNERAL RITES. Pharaoh and Preists gain extra damage versus myth units. This
allows the pharaoh (who gets
better at each age advance) to become a force multiplier.
CITY OF THE DEAD. Pharaohs gain more hit points and will rise from the dead
faster. This is a tech that
becomes mandatory if you plan on moving your Pharaoh from empowering to offense.

Sekhmet
-------
Another feline faced diety. Goddess of the desert and of Warfare. Her
improvements benefit Slingers,
Chariot Archers, Catapults, Siege Towers and War Barges.

God POwer:
Citadel. Transforms 1 (yours or an allied) Town Center to a defensive structure
with more hit points
and a stronger attack. Consider holding onto this one until you or an ally have
expanded and need some
extra defense at your new town.

Myth Unit:
Scarab. The Egyptians considered the Scarab Beetle sacred. Here it is a living
siege weapon. It's giant
mandibles have incredible damage versus buildings and towers. It can also
attack (weakly) enemy units and
should be supported with troops. If killed, its acidic blood spills on the
ground damaging enemy units.

Unique Tech:
BONE BOW. Chariot Archers get a longer range making them a little more deadly
as infantry would have to close
on them to attack.
SLINGS OF THE SUN. Slingers are granted a burning sling which gives them extra
damage to infantry units.
STONES OF RED LINEN. Catapults and War Barges are given an increased attack
versus buildings. Both of these
units already get a bonus against buildings, this goes even further.
RAMS OF THE WEST WIND. Siege towers get increased attack and hit points.
Depending upon your strategy, it is
likely you will need to only research Rams of the West Wind OR Stones of Red
Linen.

----------
Mythic Age
----------

Horus
-----
The Falcon headed diety often portrayed in Egyptian myth benefits Axemen and
Spearmen.

God POwer:
Tornado. A large funnel shaped cloud appears at the trigger point and randomly
moves slowly around the
area. If it hits any buildings, it can cause large amounts of damage,
potentially destroying them. It
also affests units, sucking them into the cloud and dropping them when the power
is finished. It can affect
allied units and buildings, but the damage is reduced over what enemy units and
buildings get.

Myth Unit:
Avenger. A fast moving, falcon headed melee unit that can attack multiple units
at once using it's recharging
whirlwind attack. It is best faced from range and with heroes if possible.

Unique Techs:
AXE OF VENGENCE. Axemen gain increased damage against buildings and walls.
Best when combined with Ptah's
Scalloped Axe.
GREATEST OF FIFTY. Pierce armor of Spearmen increased granting them better
resistance to archer attacks. Also
adds bonus attack damage versus enemy archers.
SPEAR ON THE HORIZON. Spearmen hit points and attack are increased.

Osiris
------
God of Judgement (yes another!). His improvements benefit Camelry, Pharaohs and
archer ships.

God Power:
Son Of Osiris. When cast upon your Pharaoh, he becomes the living embodiment of
the God Osiris. He gains a
better empowerment rate as wells as an all new attack - chain lightning. It
will strike 4 units at a time,
causing a little less damage on each in line. To replace the Pharaoh used as a
SoO, research New Kingdom. If
killed, the SoO, is replaced with the original Pharaoh again.

Myth Unit:
Mummy. A very powerful myth unit who can convert enemy units into minions
fighting for the mummy. They can be
controlled like any other unit, although they will perish after a short time on
their own. They can turn a
battle when used correctly. They do require some micromanaging to get the best
effect.

Unique Tech:
ATEF CROWN. Mummies gain more hit points and minions will last longer before
dying. This tech is best used
with a gang of mummies (turning enemy units) supported by a decent army.
DESERT WIND. Camelry become faster and get more attack damage. Best used with
Migdol benefits such as Ra's
increased Camelry hit points.
NEW KINGDOM. A second Pharaoh is created for the rest of the game. He is
exactly the same as the original,
except for name. He can empower and gains the benefits of all age advances and
respawns on death.
FUNERAL BARGE. Kebenit warships gain bonus damage versus other archer ships.

Thoth
-----
The God of Wisdom has the head of bird (a crane?) and his improvements benefit
laborers and Migdol
Stronghold units.

God Power:
Meteor. When targetted, a stream of large space rocks crash into the area
causing damage to any units or
buildings that are hit. They come in on a random pattern, so they may or may
not obliterate the enemy town
or army.

Myth Unit:
Phoenix. A slow moving air unit excellent against enemy buildings. It can
only be hit by enemy ranged
fire. If killed over passable terrain, an egg is created at the site. This egg
costs as much to hatch as
a brand new phoenix, but is already closer to the action, making it worth
clicking on, as well as keeping
a temple free to build something else. This unit is also good against human
soldiers.
Sea Turtle. Turtles were typically viewed and associated with evil and night.
The Sea Turtle flings
enemy ships out of the water and bashed about.

Unique Techs:
BOOK OF THOTH. Researching this tech allows your laborers to gather food, wood
and gold faster. This allows
you to create a huge late game economy to fund expensive myth and Migdol units.
TUSKS OF APEDEMAK. War Elephants gain more hit points and attack damage. Great
when combined with Valley of
Kings and/or Set's Migdol bonuses. UPgraded war elephants can turn a town into
rubble fairly quickly.
VALLEY OF THE KINGS. Camelry, Chariot Archers and War Elephants train much
faster, appearing almost as fast
as Mercenaries. Allows you to quickly field huge powerful armies (if you have
the resources).

==============
4.3 Norse Gods
==============

==========
Major Gods
==========

----
Odin
----
Odin is the father of Thor and God of Warfare and Poetry (boy, do they go
togethor!). He is also the God
of Wisdom and Death. He hung himself upon the World Tree, Yggrdasil to learn
about death and sacrificed
one of his eyes to get a sip from the waters of wisdom. He was the first of the
Norse gods and not usually
worshipped by the common man, instead by the warriors. He is not a warrior
himself, but was able to
rally his faithful into a frenzy.

CIVILIZATION BONUSES:
Human Unit regeneration. All of Odins human units (except gatherers) will
slowly regenerate after taking
damage. Idle units will gain faster then ones involved in combat or movement.
This is the most powerful
healing in the game.
Raven Scouts. Two respawning raven scouts appear at your temple upon reaching
the Classical age (2). These
birds are powerful scouts, with a decent LOS and only ranged attacks can hurt
them. They are respawned at the
temple in a short amount of time if killed.
Hill Fort Units get more hitpoints. Odin grants 20% more hitpoints for units
built at the Hill Fort. These
units include the Jarl (it is possible to create Jarls with 378 Hitpoints) and
Huskarls, as well as the
portable ram and the ballista (the only pierce damage unit available to the
Norse, other than the Troll).
Hunting bonus. Odin gives his followers the ability to hunt faster (10%) than
other civilizations, favor
and food will come in slightly faster.

GOD POWER:
Great Hunt. Because Odin is also the hunts master, his God Power that reflects
this. When cast upon a group
of animals (herdables as well as huntables), more animals appear in the herd.
As much as half again the
original number can appear.

UNIQUE TECHNOLOGY:
Lone Wanderer. Ulfsarks become faster when Lone Wandered has been researched.
This allows them to enter
cavalry formations faster and tear them up (Ulfsark is counter-cavalry).
Because you also start with Ulfsarks,
they become your scout unit and this makes them scout the map for food, gold,
relics and the enemy faster.

MINOR GOD PATHS:
Classical Age Freyja, Heimdall
Heroic Age Njord, Skadi
Mythic Age Baldr, Tyr

TIPS FOR PLAYING:
When a battle is done, pull your human units back for a quick rest to improve
their regeneration rate. In the
long run you can save a pile of resources if you get your units healed instead
of replacing them.
Consider Freyja for the second age. Even though her myth unit (Valkyries) heal,
her bonus technolgy (Thundering
Hooves, researched at the Longhouse) makes your cavalry stronger and faster.
This allows better Jarls, which
are very difficult to counter, even with counter cavalry units. Besides, a few
Valkyries in your army helps
heal troops even faster.
Use your ravens to scout when you get them. Two scouts can cover a lot of
ground quickly and when the map is
scouted, consider parking them near an enemy to keep an eye on them. Make sure
they stay out of range of TCs,
towers and the like though so they don't get killed.
Becasue Hill Fort units get 20% more hitpoints, consider them as the backbone to
your forces. No one alse can
create Jarls with 378 hitpoints, so they are an excellent unit as a main force.
Huskarls are counter archer,
but can also rip buildings down quickly.
Use hunting as your primary source of food. You will gain food faster and each
animal killed gains a little
favor. Also use your scouts to kill animals near your enemies base. You will
deprive them of food, and gain
some favor.
Invoke Great Hunt on the largest herd of animals you can find. I have not been
able to get extra elephants, but
zebras and giraffes quite often double. Another great trick is to save your
sheep, goats and pigs and place them
in the center of the herd you are going to cast on. They will also give bonus
animals. If possible, do not
kill the herdables until they have 'fattened' (stopped going up inthe food
counter).
When using Great Hunt, cast it on the largest amount of animals possible. Make
sure to research Hunting Dogs
at an Ox Cart so that this bonus is stacked with Odin's natural hunting bonus,
making food flow in very
quickly.
Consider using Great Hunt on a Set allies animal army. This will allow them to
send a larger raiding force into
an enemies town and cause more trouble.
Learn Lone Wanderer soon after starting so that your Ulfsarks can scout better
and rip cavalry apart with the
increased speed.

----
Thor
----
Thor was God of Thunder and the son of Odin.

CIVILIZATION BONUSES:
Thor's Armory. All other civs can not build an armory until the 2nd age. Thor
can build it in the first.
This gives him a slight advantage for his troops in survivability. He can also
research a full age ahead
of his rivals. His armory allows cheaper research for all technologies as well.
Third, his armory is also
cheaper than that of other gods.
Dwarves. Thor starts with dwarves instead of human gatherers. Thor's dwarves
are also cheaper (60 gold
instead of 70). It is possible to create only dwarven gatherers, saving food
for units involved in a rush!
Thor's dwarves also gain a boost in gathering rates for food and wood.

GOD POWER:
Dwarven Gold Mine. When cast, a gold mine is created. It can be placed
anywhere a building can be built.
The later in the game it is cast, the more gold it will provide. If cast in age
1, you can mine 250 gold.
1000 gold in the classical age, 3000 in the Heroic and finally 6000 if cast in
the Mythic Age.

UNIQUE TECHNOLOGY:
Pig Sticker. When researched, Thor's dwarves and gatherers gain an improved
hunting rate, putting them
almost at par with Odin! The technology not only allows hunted animals to be
gathered faster, it allows
gatherers to kill animals faster. This in turn can increase the amount of favor
gained through hunting.

MINOR GOD PATHS:
Classical Age Forseti, Heimdall
Heroic Age Bragi, Skadi
Mythic Age Baldr, Tyr

TIPS FOR PLAYING:
It is possible to do an all dwarf build. This saves food for age advancement
and military units. Because
Thor's dwarves gather food and wood as well as they do gold, this is a viable
strategy. This becomes even
better when Pig Sticker has been researched.
Research Pig Sticker as soon as you can (before hunting is best). This allows
you to gather food from hunted
animals almost as quickly as Odin (who gets a hunting bonus)! Quicker age
advancement again!
The special armory should be built as soon as possible to gain the largest
benefit. By builing early and
researching the armor and weapons within, your troops will survive longer. It
is possible to gain a full
age or even two on your enemies survivability in this way.
Hold off on casting Dwarven Gold Mine as long as possible. The more advanced
the age, the more gold you
will receive. Try casting it near a protected area (near your TC or Hill
fort(s)). Another good tactic is
to cast it when you need gold quickly and your dwarves are done with a mine.
Cast it beside them and they
don't have to walk across the map to start again. Remember that anyone can mine
from it. Another good use
is if your ally is under siege, cast it in their town so they can gain the gold
and remove the siege.


----
Loki
----
Loki is blood-brother to Odin and the God of Trickery.

CIVILIZATION BONUSES:
Hersir are faster and can summon myth units during combat. Not only do Loki's
Hersir move faster (10%), they
have a unique ability to summon myth units in the midst of comabat. When a
Hersir is created, a random myth
unit is selected for them. When the Hersir creates enough favor through combat
to create that unit, the unit
appears alongside them and starts to fight for Loki's forces.
Mythological Units cost less favor. Loki requires 10% less favor for any myth
unit he builds. Between this
bonus and the summoning bonus, it is possible to create large armies of myth
units.
Longhouse units train faster. Any longhouse units built under Loki train 10%
faster, allowing you to field
many Throwing Axemen quickly.
Ox carts are cheaper and faster (but weaker). Loki builds Ox carts for 50%
less, and they move faster, getting
to new locations quickly, but they are also weaker (80 less HPs). They need
more protection in forward areas.

GOD POWER:
Spy. Loki grants the use of Spy, which can be cast on any unit in the game. It
is permanent (until the unit is
killed) and grants slightly better LOS to you then the unit normally has. To
show you and your allies (but not
enemies) which unit the power was used on, a white Rune symbol appears over the
head of the unit. This power is
perhaps the best of the powers in the game when used right, but is also one of
the most difficult to use and get
the most benefir from.

UNIQUE TECHNOLOGY:
Eyes in the Forest. All infantry units (built and unbuilt) benefit from this
improvement. It always a longer
LOS to help you spot trouble faster than the enemy. It is very useful when
scouting and also in battle. If you
can see the enemy force first, you can adjust your tactics or army accordingly.

MINOR GOD PATHS:
Classical Age Forseti, Heimdall
Heroic Age Bragi, Njord
Mythic Age Hel, Tyr

TIPS FOR PLAYING:
Build lots of Hersirs. Because they move faster they survive better in battle.
They also gain favor at twice
the rate of other Norse units (but not other Hersirs) so favor can pile up
quickly. To improve them further,
follow Forseti in the classical age to gain the Hall of Thanes improvement which
makes them faster and gives
more hitpoints. More Hersirs also create more myth units.
Consider Forseti for the classical age also for the Healing Spring. It can
provide the needed healing to keep
the Hersirs alive to gain the favor they need to summon powerful myth units.
Loki's myth units cost less favor, so build lots. 10% less favor means 1 more
myth unit for every 10 you build.
Build lots of longhouses. A 10% reduction in training time allows lots of
Throwing Axem

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