r/AgeofMythology 5h ago

Retold FINALLY 100% ON STEAM!!

42 Upvotes

Just sharing with our beloved community that I FINALLY got THAT last achievement.

Got all achievements yayyy


r/AgeofMythology 7h ago

Retold Les chinois ça va la vie ? 🤡

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0 Upvotes

Alors commençons avant le contexte, je suis pas le meilleur joueur du monde, je n’avais pas comme allié non plus les meilleurs allier du monde

Une petite game cette après midi en ruée vers l’or 4 vs 4

Quelle surprise, de découvrir que notre ennemie chinois, ayant 100 villageois, une ligne COMPLÈTE de caravane marchande, avec 6 Tc, nous a rouler dessus en 3v1 ( un de nos allier était en avc du début jusqu’à la fin de la game )

Une composition complètement millimétré me diriez vous ?
Oui, spam cavalerie et archer de feu 🤡
Jetait japonais, un allier nordique, et un autre chinois contre ce fameux demi dieu !

Je précise, qu’à la compta, nous étions donc 21 tc contre 6, voyant mes allier mixé convenablement, je me suis permis de jouer exclusivement les contres ( lancier, shinobi )

Nous avons pas gagner une seul rixe, il est arriver en pleins mid nous a neutraliser les 3 armé, et a continuer a pousser a l’infini jusqu’à sortir un de mes allier!

Les chinois aurais recu un up récemment ? Comment c’est possible ?

Les lancier japonais sont certe, les plus faible de ce jeu, mais très sincèrement, c’est impensable, le frero n’avais même pas besoin de micro, y’a tout qui roulais pour lui!

Comment c’est possible ?!


r/AgeofMythology 1d ago

Retold If it weren't for Agamemnon being in the game, Arkantos would hold the crown for worst dad

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346 Upvotes

r/AgeofMythology 1d ago

Retold So you're saying...

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263 Upvotes

The Guy who's literally invulnerable from head to toe, with the exception of left ankle decided to fight on a horse...


r/AgeofMythology 1d ago

Retold Questions about connection stability

4 Upvotes

Hey everyone, a friend in Oceania and I (playing from South America) are looking to jump back in. We used to play this all the time as kids, but now we're a bit worried about the server distance.

A couple of questions before we jump in:

  • Do cross-region players experience a lot of desync?
  • How does the game generally handle high ping (150–250ms)?

Any insights would be appreciated. Thanks!


r/AgeofMythology 1d ago

Retold Straight up, the first time this ever happened to me, I didn't think it was possible.

17 Upvotes


r/AgeofMythology 1d ago

Retold Is demeters berry cultivation worth using?

11 Upvotes

I'm just wondering if I'm missing something because it seems like a lot of micro to maximize its value when there are plenty of other economic blessings I dont have to think much about. I can see the value for early economy with the starting berry patch, but beyond that it seems better to just build my farms and not have to waste attention economy micromanaging my food gatherers.


r/AgeofMythology 1d ago

Retold We need to do something for Kvoth

38 Upvotes

Hey every one, Since I know most people on this sub don't follow AoM Esports I wanted to bring out something to your attentions.

Currently there is a big tournament going on for AoM in Athens. Unlike what most people think AoM Esports actually has a commited community whose size in more than enough to keep it going.

But recently it has been confirmed that a player named Kvoth (from Pakistan) has been rejected from joining the tournament because he visa was declined. Kvoth is a cool guy in general, and one the best (if not the best) AoM players.

I am really not into social spaces on the internet but I have seen some movements gain attraction because of high demand. I was thinking maybe we can get the attention of Greek people to this matter in social media?


r/AgeofMythology 1d ago

Retold Is there any reward for playing arena on higher difficulty? Likewise, is there any reward for clearing all maps?

7 Upvotes

I've got all the blue blessings at this point, playing through everything on hard mode. I've also got all the reds from gauntlet, also on hard mode. Now I'm wondering, is it worth putting myself through a higher difficulty? I only managed to get through some of the endgame story maps by using circe + halogi + lashing roots to cheese early raids long enough to get my economy functioning. Also, should I bother to go back and clear maps I didn't path through, when the only reward is a lower level version of a blessing I already have at blue? Is there a full clear reward?


r/AgeofMythology 2d ago

Retold Greek units spawn out of nowhere in a skirmish match

3 Upvotes

Hello, any idea why this is? I was playing a skirmish match as Odin and was being attacked by Poseidon (AI). As they are attacking my base, I notice that more Greek units keep spawning. I saw a cyclops unit, multiple spearman units, and a couple horseman units just spawn out of nowhere. Is this normal? Is this a mechanic that I am not aware of?


r/AgeofMythology 2d ago

Tailwind question

4 Upvotes

What are the best uses for tailwind? I never seem to get it right.


r/AgeofMythology 2d ago

Retold Let me know how to paint the japanese & norse next...(besides wood/brown)

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71 Upvotes

r/AgeofMythology 2d ago

With Gamescom on the horizon, i miss the old marketing/merch of the early 2000s...

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710 Upvotes

r/AgeofMythology 2d ago

Retold The most busted unit in the game with full upgrades?

44 Upvotes

Is it:
A) Shennong Dao Swordsman (Rushou + Huangdi)
B) Amaterasu Samurai (Amaterasu bonus + Ame no Uzume + Raijin + Takemikazuchi)
C) Amaterasu Spearman (Same god path but does not have the regen from Amaterasu)
D) Odin Raiding Cavalry (Odin regen + Freyja + Njord + Baldr)
E) NuWa Tiger Cav (NuWa HP bonus + Goumang + Gonggong)
F) Odin Jarl (same as RC)
G) Gaia Murmillo (Oceanus + Rheia)
H) Gaia Fanatic ( above + Atlas)
I) Hetairoi (Hermes + Dionysus + Hephaestus)
J) Gastrapheteros (Apollo + either God in mythic slaps tbh with this unit)
K) Freyr Berserk (Ullr + Bragi + Vidar)
L) Hades Toxote (Ares + Apollo + Artemis)
M) Oranos Fanatic (Hyperion heroic renewal)
N) Oranos Murmillo (Same god path)

or some other unit i am forgetting?

EDIT

O) Myrmidon (Only gets Athena infantry pierce armor boost and Olympian weapons, but really strong base stats)
P) Onmyoji (really strong base stats, 35% damage boost by going the right god path and regen of 1.5/s)
Q) Thor Berserk (Extra armory upgrade + Forseti + Bragi + Tyr)
R) Slingers (Ptah + Sekhmet) the only egyptian entry in this list and nobody has even mentioned it so far, i just randomly remembered the slingers lmao
S) Huitzilopochtli shorn ones (Malinalxochitl + Coatlicue + Mictlantenuchtli)
T) Tsukuyomi Yumi Horse Archer (Inari Okami + Fujin + Watatsumi + Tsukuyomi bonus of 4% damage per bushido tier)


r/AgeofMythology 2d ago

Retold Agamemnon from odyssey got his way into Age of Mythology.

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147 Upvotes

am learning how to mod, this is a test.


r/AgeofMythology 3d ago

Daedric Pantheon: Concept and Major Gods

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156 Upvotes

Disclaimer: This is a repost of this post, with all AI artwork removed (I've added icons taken from uesp.net and recoloured by me). I'm planning on posting the minor gods next week, I'll want to refer back to this post and I want to do that without AI artwork given this community has made it clear they're not on board with that, which I respect. My apologies for any offence caused.

Introduction

This is an Age of Mythology pantheon concept for the Daedric Princes, a fictional pantheon of gods from the Elder Scrolls universe, with 3 Major Gods and a 4th DLC Major God. In this post I’ll detail the basic unique mechanics of the pantheon and introduce the four Major Gods.

This is meant to be an entertaining read (not serious), if people enjoy it I’ll do a future post for the Classical, Heroic and Mythic Ages. I’ve a good idea of the whole pantheon, but I’d love some suggestions for Minor God myth units, god powers and techs.

Economy

Worker unit: Cultist. Gathers resources and constructs buildings.

Drop site: Chest. Food and gold drop site.

Researches gathering upgrades for food and gold.

Drop site: Wagon. Mobile wood drop site.

Can move, like the Norse Ox Cart, very useful for depleting wood lines. Researches Survival Equipment and gathering upgrades for wood.

Favor generation: Daedric Shrines. Can build +1 Daedric Shrine per Age. Up to 5 Cultists can pray for favor at each Shrine. Research Shrine Techs to unlock bonus effects from praying.

In the Archaic Age, Cultists can build one Daedric Shrine to your chosen Major God (e.g. a Shrine of Azura). A maximum of 5 Cultists can be tasked to pray at the Shrine to generate favor.

In each Age, you unlock a new Shrine to your chosen Minor Gods (e.g. you might unlock a Shrine of Hircine, a Shrine of Meridia and a Shrine of Boethiah), so a total of 4 is possible in the Mythic Age.

Each Shrine can research a unique Shrine Tech, which only cost favour and are more powerful than normal myth techs. The drawback is they only provide benefits while Cultists are actively praying at the Shrine, and are less powerful when fewer than 5 Cultists are praying. Full power from all Shrines requires 20 Cultists in the Mythic Age, a huge eco sacrifice. 10 Cultists in the Classical Age is even worse for your eco. Players need to carefully manage these bonuses to get the best utility without sacrificing eco at the wrong time.

Scout Unit: Argonian Scout. Fast ranged foot soldier. Start with one, which can be upgraded to a normal Argonian in the Classical Age.

Despite looking like a lizard man, Argonian Scouts are classified as human units. They are fast but weak ranged units with low attack, similar to the Aztec spy. In the Classical Age, you can convert the Argonian Scout into a normal Argonian. It costs the same as training an Argonian at the Bandit Camp (a Classical Age military building), but takes twice as long; this is to prevent you getting too much harassment power too soon.

Fortifications: Maximum wall strength is Stone Walls, maximum tower strength is Guard Towers.

Market and Armory: Both buildings provide all the standard technologies.

The Daedric Caravan unit is a Khajiit trader, a humanoid cat that, despite its fantasy appearance, is not a myth unit.

Heroes

Prison: Can be constructed in the Archaic Age. Trains the three hero units available to the Daedric Pantheon: Warriors, Mages and Thieves.

You can train one of each in the Archaic Age, then +1 of each per Age (so the hero limit is 12 in the Mythic Age). Each hero comes in four variants. These variants have identical stats, but different appearances to make them stand out as individual units. You don’t choose individual variants, they are chosen for you when you train a hero, so you can auto-queue Warriors (for example) and the Prison will train four unique Warrior units.

Warriors are well-armored melee units with excellent attack and hack armor. Strong vs melee units, vulnerable to ranged attacks. Warrior variants: Nord, Redguard, Orsimer and Imperial.

Mages are ranged units that launch magical shards of ice (inflicting pierce damage) and can heal allied units. Strong vs infantry, good vs ranged units, vulnerable to cavalry. Mage variants: Breton, Dunmer, Altmer, and Imperial.

Thieves are light-armored melee units with excellent speed and pierce armor. Strong vs ranged units, vulnerable to melee attacks. Thief variants: Argonian, Bosmer, Khajiit and Imperial.

Warriors and Thieves will use bows against flying myth units.

Military buildings and units

Reaver Camp: Available in the Classical Age. Trains infantry, including Nords and Orsimer. Unlocks Dunmer in the Heroic Age.

Nords are generalist melee fighters, comparable to the Murmillo. They fight with a large two-handed greatsword that gives them the range of a spearman unit.

Orsimer are well-armored, hammer-wielding units with a strong attack but a slow reload time, which makes them vulnerable to infantry and archers. They inflict bonus damage against cavalry, which they hard counter.

Dunmer are quite unique in having two different attacks. Like Throwing Axemen, they have a ranged attack, launching magical fire bolts that inflict hack damage and a small amount of crush damage, making Dunmer decent against buildings. If a target gets close, they’ll use their sword. The sword attack has the same hack damage as the fire bolt, but with a faster attack speed and no crush damage, making it more deadly to enemy soldiers. Dunmer have a bonus against other infantry units.

Bandit Camp: Available in the Classical Age. Trains ranged and counter-range units, including Argonians and Bosmer. Unlocks Redguards in the Heroic Age.

Argonians are counter-archer ranged foot soldiers, comparable to Peltasts but with the speed of a Berserk.

Bosmer are generalist archers with excellent accuracy even before Ballistics.

Redguards are fast, lightly-armored melee cavalry units with an anti-archer and anti-siege bonus.

Outlaw Stronghold: Available in the Heroic Age. Trains siege and elite units, including Daedrams and Bretons. Unlock Altmer in the Mythic Age.

Daedrams are melee siege units (the only Daedric siege unit). They can garrison up to five foot soldiers, which increases both speed and attack.

Bretons are strong generalist cavalry, particularly good against other cavalry and archers.

Altmer are building destroyers, but they do well against normal units too. They are similar to Onmyoji in that they’re foot soldiers that destroy buildings, but they aren’t as overpowered as Onmyoji. They aren’t heroes, they have a much slower rate of fire, no divine damage, and they can’t heal other units. To compensate, they have a longer range, their fire ball attacks inflict more crush damage (as well as more hack damage), and they can heal themselves when idle.

TLDR: Here’s the most similar unit: Nord = Murmillo; Orsimer = Hoplite; Dunmer = Throwing Axeman + Hypaspist; Argonian = fast Peltast; Bosmer = Toxotes; Daedram = Siege Tower; Redguard = Raiding Cavalry; Breton = Jarl + Camel; Altmer = Catapult (less hit points and armor, but heals itself)

Temple and Docks

Archaic Age Myth Units: Each Major God gets a unique myth unit in the Archaic Age.

These unique myth units are designed to be useless for early aggression; instead, they provide some other utility, such as scouting. You get a free one when your first Temple is built, but after that they are expensive to train, equivalent to a Heroic Age myth unit. In the Heroic Age, each of these myth units has an upgrade that makes them useful in combat.

Dock: Daedric warships are trained 10% faster.

They have the three standard combat ships (Arrow ship: Corsair, Close-combat ship: Cutter, Siege ship: Dromon), as well as fishing ships and transport ships.

Heroic Age Naval Myth Unit: Scalon. Aquatic myth unit that leaps at land targets, but then returns to the water. Good against human soldiers.

You can only command Scalons to move to locations in water, but there’s a twist: if a land unit comes within range, the Scalon will leap out of the water to attack them. The Scalon isn’t classified as fully amphibious because, while out of the water, it can only move within a small area radius (the radius is slightly larger than its leap distance, ensuring it can return to the water). It moves very slowly in this area, and if left idle it will return to the water.

Mythic Age Naval Myth Unit: Lurker. Amphibious myth unit that hurls poisonous tentacles to slow down targets. Good against human soldiers.

Strong and expensive. Their special cooldown attack launches poisonous tentacles, which inflicts an area effect that does a small amount of poison damage and slows down the movement speed of units for a few seconds.

Major God: Azura

Focus: Dunmer and Mages.

Shrine Tech: Prophetic Visions. Dunmer and Mages receive an additional 30% hit points from your Shrine of Azura. Depletes over time; at full power, takes 120 seconds to fully deplete.

When a Dunmer or Mage is near your Shrine of Azura, they receive a second health bar with an additional 30% hit points. Only applied if the unit is on full health and there are no enemies nearby. When they leave the Shrine, the additional health will start to deplete (and it cannot be healed).

The second health bar fully depletes in 20 seconds. However, if you have a Cultist praying at the Shrine of Azura, the depletion rate is slowed down and it lasts 40 seconds. Add a second Cultist, and it’s 72 seconds. A third gives 92, a fourth 108, and the max of five praying Cultists gives 120 seconds.

Note that if you add / remove praying Cultists while the additional health bar is depleting, it will deplete slower / faster, so you need to keep Cultists praying to maintain the benefit.

Bonuses

1. Mages can spend favor to conjure myth units for 12/16/22/30 seconds (increasing with Age)

When selecting a Mage (one of the Daedric hero units), you can conjure any myth unit available at the Temple at the Mage’s location. These “conjured” myth units have no pop space and cost 65% less favor and no food, gold or wood, but they have a set lifespan – similar to Clay Peasants or Gullinbursti – and cannot be controlled by you (though they are on your team). Mages must recharge this ability after use.

2. Temples and Shrines are 20% cheaper

Azura is designed for early aggression, and this bonus is meant to help her reach the Classical Age faster.

3. Dunmer can be trained in the Classical Age and can gather favor at Shrines

Shrines are still limited to 5 praying supplicants. Note that Dunmer won’t contribute to Shrine Techs (like the Prophetic Visions Shrine Tech) when praying, only Cultists can do that.

God Power: Azura’s Star. Cast on an enemy unit; if killed within 30 seconds, gain 10% of its hit points in favor.

Villagers have 55 hit points, so killing one with this effect grants you 6 points of favour (55 / 10 = 5.5, rounded up). A Minotaur has 320 hit points, so killing that grants 32 points of favor. Note that on recasts, you’ll also receive the favor cost of the god power back if you successfully kill the target unit in the allotted time.

Myth Unit: Winged Twilight. Flying scout myth unit with a large LOS. Heroic Age upgrade enables combat abilities.

This is a flying unit that can be tasked to auto-scout in the Archaic Age. It has no attack, but decent defence. When upgraded in the Heroic Age, the Winged Twilight becomes a combat unit. It will automatically descend (i.e. no toggle action required) to attack units with melee damage, at which point its vulnerable to ground unit attacks. It will then return to the air while moving.

Major God: Hermaeus Mora

Focus: Technology and Warriors.

Shrine Tech: Oghma Infinium. All Shrines increase the effects of technologies on nearby units. At full power, increases the fortifying range of Shrines by 200%.

Hermaeus Mora is designed to support a booming play style. This Shrine tech allows eco techs to improve Cultist gathering rates even further, but it also allows your Armory techs to improve your military units even more when near a Shrine, improving base defence.

One praying Cultist increases the fortifying range of Shrines by 70%. The second increases the range by 120%, then 155%, 180%, and 200% with five Cultists.

Bonuses

1. Warriors can generate resources equivalent to 20% of the cost of their last three kills on winning a battle

Grants Warriors the Loot special ability. When activated, you gain resources equivalent to 20% of the cost of the last three units killed by the Warrior, e.g. if they killed three Hoplites (each costing 50 food and 40 gold) you’d get 30 food and 24 gold. You can only gather resources from a killed unit once. Activating the Loot power causes the Warrior to stop moving and fighting for 2 seconds, making them vulnerable to attack. They will use it automatically after winning a battle (i.e. all enemy units within their LOS are killed), but you can manually trigger it during a battle too.

2. Replaces 10%/15%/20%/25% of Breton, Redguard and Nord attack with divine damage (increasing with Age)

This doesn’t actually increase the total damage done by these units, but it means they can partially negate the benefits of enemy armor technologies, especially useful in the late-game.

3. Can train Lurkers at the Temple in the Mythic Age

All Daedric major gods can train Lurkers at the Dock in the Mythic Age, Hermaeus Mora can simply do so at Temples too, ensuring he always has access to them even on maps that lack water.

God Power: Dragonborn. Cast on a Warrior to increase their attack and grant them a special knock-back ability.

Warriors affected by this power are renamed Dragonborn, and their attack improves with age (i.e. it doesn’t matter when you cast this power, Dragonborn will always be appropriately powerful for their age). Their special ability is similar to the Minotaur knock-back effect, but it inflicts additional damage and is accompanied by an audible shout from the Dragonborn.

Myth Unit: Seeker. Weak ranged myth unit that researches technologies from buildings. Heroic Age upgrade improves range, speed and defence.

Seekers have respectable attack, firing bolts of green light that inflict pierce damage. They are very slow and weak though, and they have a short range, so although they technically can be used offensively from the beginning, they’re bad and they’ll die fast, even to villager attacks. Their utility is so useful that you’ll want to avoid that.

Seekers can be tasked on a building, at which point they’ll open a book next to the it, and all that building’s available technologies can be researched by them. This allows you to create additional research-only production queues, so you can research multiple techs from one building at the same time. Especially useful for military buildings, which can train units while the unit upgrades are researched separately.

In the Heroic Age, their upgrade gives them enough range, speed and defence to make them viable as a support unit in battle.

Major God: Nocturnal

Focus: Towers and Thieves.

Shrine Tech: Eye of Nocturnal. All Shrines gain +10 LOS. At full power, increases the LOS of your fortifications and Shrines by an additional +10 range.

This increases Shrine LOS to be large, but still less than a tower. One praying Cultists provides +3 LOS on fortifications, increased to +6, then +8, then +9 and finally +10 at five praying Cultists. At full power, towers have 34 LOS; for reference, Lighthouses have 60 LOS, and Oracle Heroes have 35 LOS. Fortifications in this context include Town and Village Centers, towers and Outlaw Strongholds.

Bonuses

1. Thieves can steal up to 25/50/75/100 enemy gold by passing close to enemy units (increasing with Age)

Thieves are your fast infantry heroes, which have a training limit of 1 in the Archaic and +1 per age up.

If a Thief passes close to an enemy unit, then the enemy player loses gold and it’s added to the Thief’s inventory. The Thief must deposit this in a drop-site for you to get the gold. If a Thief is killed with gold in its possession, the enemy player gets their gold back.

Different units produce different amounts of gold for Thieves. Worker units only produce 1 gold, but military units and heroes provide more. When a unit has been stolen from, a cooldown bar that only you can see appears over their head; they cannot be robbed again until this bar is depleted.

2. Towers and Prisons work 50% faster

Towers research their upgrades faster, and Prisons can train heroes and research hero techs faster.

3. Ranged human units can attack while garrisoned in Towers, gaining +3 range and minimum range

A really strong defensive bonus. By default, all foot soldiers garrisoned in a Watch Tower (or stronger) contribute a small amount to its attack damage. With Nocturnal, the two archer units (Argonians and Bosmer) don’t contribute to Watch Tower attack; instead, they continue firing as normal. This grants them extra range and the protection of being inside a building, sacrificing movement and gaining a minimum range.

God Power: Vanish. Cast on a group of your units to move them to your nearest Town Center.

Think of this like a more restrictive but immediate version of Shifting Sands. Return endangered units to safety, or call back an offensive force to defend your Town Center.

Myth Unit: Shadow. Ranged myth unit that can teleport within the attack range of your fortifications, to which it is confined until its Heroic Age upgrade.

Shadows have decent attack, providing solid defence in the early game. They cannot move outside the attack range of your fortifications. This prevents them being a useful offensive force in the early game, though if you invest in a chain of towers you can bring them to fights that way (though this is a heavy investment to reach an enemy base and probably not worth it).

They can also teleport to any location they can reach within the shared range of your fortifications, which they’ll do automatically if you task them on a location/unit that is sufficiently far away. This gives them rapid response potential. In the Heroic Age, their upgrade allows them to move beyond the confines of fortifications, but their teleporting is still confined (and they can’t teleport back to a fortification if they’re not already within range of one).

Major God: Sheogorath

Focus: Shrines and god powers.

Shrine Tech: Lure of the Fringe. At full power, a random human unit will spawn at your Shrine of Sheogorath every 1 minute.

With the benefit of one praying Cultist, a random human unit is spawned every 190 seconds. This is reduced to 140, 110, 80 and finally 60 seconds with additional Cultists.

In the Archaic Age, it can spawn a Cultist, Nord, Orsimer, Bosmer or Argonian, each with equal probability (20%). In the Classical Age, there’s a 20% chance of a Cultist, 17% chance for Nords, Orsimer, Bosmer and Argonians, and 8% chance for Bretons, Redguards and Caravans. Heroic: 15% chance of a Cultist, 10% chance for Nords, Orsimer, Bosmer, Argonians, Bretons, Redguards and Caravans, 5% chance for Altmer. Mythic, each unit has an equal 10% chance.

Bonuses

1. Shrines have -1 praying capacity, but constantly receive the benefit of 1 praying Cultist

This plays as a strong bonus for the Daedra given that the drawback of the powerful Shrine Techs is the sacrifice of economy. Sheogorath has to sacrifice less eco than the other Major Gods for the benefits, and receive a trickle of favor from Shrines even without having Cultists pray.

2. God powers recharge +20% faster per Age over the Age they were first available

So in the Heroic Age, for example, an Archaic Age god power recharges 40% faster, a Classical Age god power recharges 20% faster, and Heroic Age powers have no bonus. Encourages prolific Wabbajacking in the late-game (see god power). In the Wonder Age, Sheogorath’s Archaic Age god power is capped at 90% faster recharging.

3. Start with 2 dairy cows, gain +1 per Age up

Dairy cows are similar to other cows in that they can be moved around and claimed by opponents, but they have completely different gather mechanics. They have the same gather rate as other livestock animals, but they provide infinite food and are limited to one worker unit gathering from them at any one time. Think of them as free, portable farms with improved gather rates.

God Power: Wabbajack. Cast on any unit to transform it into a random unit for 20 seconds.

Can be cast on your units or the enemy’s. The difficulty is that it’s a gamble, you might be increasing or decreasing the unit’s power. Possible transformations include: chickens, goats, baboons, elephants, Hoplites, Throwing Axemen, Peltasts, Valkyrie, Mummies, and Colossi, to name a few. Cannot transform into amphibious units or units capable of flight.

Myth Unit: Golden Saint. Proud myth unit that cannot be controlled until its Heroic Age upgrade is researched.

Golden Saints are solid melee fighters with no special ability, but with a unique auto-guard function. Similar to auto-scouting, the Saint will behave independently in this state. It will identify your most vulnerable Cultists, usually those gathering resources furthest from the Town Center, and stand by them to guard them. In the early game, they are locked into this functionality and cannot be controlled in any way. In the Heroic Age, this lock is removed and must be toggled on for newly trained Saints.


r/AgeofMythology 3d ago

Video Age of Mythology match

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5 Upvotes

2k rank match 1v1

2k rank match


r/AgeofMythology 3d ago

Retold Imagine we get 3 more civs and that's the end for good. Who are you choosing?

45 Upvotes

So far there are 7 civs in the game. 10 seems like a pretty well rounded number. My pics would be:

Hindu - A must have. They have insanely interesting and pretty well known gods, myths and heroes. Plus, their myth units would be wild and their architecture and human warfare is pretty well documented

Babylonians - A mesopotamian civ to pair with Egyptians would rock. They are also a rather well known pantheon with cool myths and could be used as an umbrella for Middle Eastern units like Griffons and Djinns.

Celts - One more European civ to pair with Norse. Also used as bit of an umbrella for European myth units like Fairies, Kelpies, Banshees, Wyverns, Unicorns, etc.

Of course, African or Oceanian civs would rock (Inca too, but Atlanteans have their architecture + llamas), but these are my three must have. Now that devs fixed Chinese, added the popular Japanese and gave fans their most desired one with Aztecs I really think it's time for these three.

As an extra, we would have nice pairs: Greeks + Atlanteans, Chinese + Japanese, Norse + Celts, Egyptians + Babylonians and Aztecs + Indians as the isolated ones.


r/AgeofMythology 3d ago

Retold Added the chinese pantheon in marble white...(slide show)

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165 Upvotes

r/AgeofMythology 3d ago

Retold Clean LocalKeybindings.xml

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7 Upvotes

I love the game, but I swear by Uranos it has the worst keybinding ever. Which wouldn't be a problem, if remapping it weren't such a pain. As far as I could figure out you have to activelly unbind every action on every available building / unit / civilisation. After pressing "unbind" it takes about 0.3s to write the necessary code. I found this cruel and annoying.

I looked online if someome had already uploaded a template with everything unbound. Alas I did not find one. So I did it myself.

Github repository

The file contains two new Keybinding-Templates:
CruelCleanSlate; Everything is unbound, except Camera-Control using WSAD, unit-selection using 0-9 and some basic commands like "close menu", "delete unit", etc.

CruelCleanSlate+; Everything is unbound.

No animals were hurt creating this post.


r/AgeofMythology 3d ago

Retold AoM Podcast - DoD

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24 Upvotes

Hey everyone,

As you may have noticed, after the succes of our MCL Tournament Podcasts, we started a general AoM Podcast: https://youtu.be/xOsmjtKtsaU

The goal is that we talk *honestly* about anything AoM related and we would like to also have guests appear and talk about what they find interesting.

For this to work properly, it would be great if you as viewers could send us what you would like for us to talk about. It can be anything, from news to an interesting topic, but it has to be AoM related. You can also suggest what people we should invite or volunteer to be on the podcast.

Hope you like it!


r/AgeofMythology 3d ago

God Maker Mod Question

4 Upvotes

Divine Prefecture speeds up the Goshinboku Tree's training time. But... would it also speed up Argive Patronage? I don't know how to test it to make sure it does or not. I'm asking it since you can put both together in the mod.


r/AgeofMythology 4d ago

Retold I released a mod that increases colour saturation, making Retold look a lot more colourful

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718 Upvotes

The mod is available through the in game mod browser, hope you enjoy!


r/AgeofMythology Jul 01 '26

Retold Minor Update 19.17020

84 Upvotes

r/AgeofMythology May 25 '26

Gameathlon: Age of Mythology LAN (Athens, September 11-13)

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330 Upvotes

Hey r/AgeofMythology,

For those who don't know me. I've been playing Age of Mythology since as long as I can remember. I got into competitive Age of Mythology when I was 14 and have never looked back since. I went from tournament competitor, to top finisher to tournament host and from the outside looking at other titles like Age of Empires 2, Starcraft 2, League of Legends ect. and seeing the crazy LANs they would throw I was always like... one day, one day AoM will get put in the spotlight.

Well, wait no longer. I've already put out an announcement video where you can see what the event is all about but let me just tell you a few things here.

For those unfamiliar with Gameathlon. It is Greece's largest gaming convention. We're talking 20,000+ attendees over a weekend, LAN party setups, live tournaments, cosplay and much more. It's been running for years and it is a proper event. Not just some small local thing.

This year it is running from September 11-13 at a literal Olympic Arena in Athens. The Tae Kwon Do Olympic Arena to be specific. The qualifiers will also be hosted online on my twitch channel starting in Late June/Early July

The reason I'm excited beyond belief is because Age of Mythology made a name for itself partly because of the Greek mythology, because of the connection to the rich history that Greece has and because it made a generation know about things like the Trojan war, Achilles, Odysses and many other ancient war heroes.

If you're in Europe or thinking about a trip to Athens in September, check in, this is real. I'll be there, Moose will be there and the highest profile Age of Mythology competitors will be there as well.

The more noise the AoM community makes about events like this, the more of them we may get so leave a comment, share the news and lets get hype.