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This section discusses, in detail, the different God Powers available for Age of Mythology: The Titans Expansion Pack. Archaic Age God Powers Deconstruction - Kronos Undo the construction of an enemy building, putting the building’s cost back into your enemy’s stockpile. Number of uses: 2 Cooldown Time: 4:00 Using Deconstruction: Deconstruction is a fairly straightforward god power. Although you can’t cast it on Wonders, Titan Gates, or Town Centers, it can really spell trouble when you cast it on a key enemy building such as a Tower early on or a Fortress. Such a gap in your enemy’s defenses can allow your own troops to move in any start wreaking havoc. Besides using it on Towers and Fortresses, casting deconstruction on a production building such as a Longhouse can slow down the construction of a forward base and thus an early attack by your enemy.

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This section discusses, in detail, the different God Powers available for Age of Mythology: The Titans Expansion Pack.

Archaic Age God Powers

Deconstruction - KronosUndo the construction of an enemy building, putting the building’s cost back into your enemy’s stockpile.

Number of uses: 2Cooldown Time: 4:00

Using Deconstruction:Deconstruction is a fairly straightforward god power. Although you can’t cast it on Wonders, Titan Gates, or Town Centers, it can really spell trouble when you cast it on a key enemy building such as a Tower early on or a Fortress. Such a gap in your enemy’s defenses can allow your own troops to move in any start wreaking havoc. Besides using it on Towers and Fortresses, casting deconstruction on a production building such as a Longhouse can slow down the construction of a forward base and thus an early attack by your enemy.

Gaia Forest - GaiaGenerates a forest, of which you can harvest from. This power is similar to the Dwarven Mine.

Number of uses: 4Cooldown Time: 2:00

Using Gaia Forest:Gaia forest seems to be quite a versatile god power. You might think its only use would be to act as an instant resource to harvest wood from, as gathering wood from the forest is more efficient than from regular trees; you can get a higher wood intake if you really need it. Gaia’s Forest can also be used as a nearly impenetrable barrier. Since the only units that can take down trees effectively are villagers, you can effectively cast the forest on a choke point and keep your enemies from passing through indefinitely. And

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since you can use it multiple times, Gaia’s forest might end up being very helpful for a defensive player.

Shockwave - OranosGenerates a shockwave which scatters enemy units in a relatively small radius. Scattered units are stunned for several seconds as well.

Number of uses: 3Cooldown Time: 5:00

Using Shockwave:Shockwave’s ability to scatter and stun units means that it can be used several ways. The most obvious use would be to halt an attacking force for several seconds; just long enough for you to assemble your forces or make other such arrangements to better defend yourself.

However, it can be used offensively as well. Using it to break apart a meat shield so your cavalry can charge in and take the weaker ranged units and siege is a fairly effective tactic. Using Shockwave with raiding parties could also be useful, casting it in a group of villagers and giving your raiding units a chance to kill several of the stunned, defenseless units.

Classical Age God Powers

Spider Lair - Leto (Kronos, Gaia) - Detailed informationTarget an area to place spider eggs that will hatch a burrow. Enemy units will be killed by the spiders when they cross through the area. Eggs can be killed before they hatch.

Number of uses: 3Cooldown Time: 5:00

Using Spider Lair:Spider lair is a purely defensive god power. Using the god power offensively would be worthless, as spider eggs are extremely vulnerable before they hatch; enemy units could quickly dispatch them. And they can’t move, so there is less of a chance that they will actually get the chance to take out an enemy unit.

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If you cast the god power defensively, spider lair can prove to be a very useful way to thin out an enemy army early on. Typically, you get 4 eggs per cast; 12 total, on average. That means you can theoretically get 12 free instant kills. Not bad at all.

Valor - Prometheus (Kronos, Oranos)Transforms a group of general units into heros, instantly.

Number of uses: 3Cooldown Time: 2:00

Using Valor:Although all Atlantean mortal units can be instantly converted into heroes at the click of a button, the cost of conversion is extremely high. This early on in the game, just turning a couple units into heroes could substantially take out the resources of a player. Valor usually converts around 3 or 4 units to heroes during each cast, saving you quite a bit of resources and obviously allowing you to quickly respond to myth units on the battlefield.

Carnivora - Okeanus (Gaia, Oranos) - Detailed informationGenerates a giant plant, which eats other units.

Number of uses: 3Cooldown Time: 2:00

Using Carnivora:Carnivora is similar to spider lair in that it is a static defensive god power. However, only its special attack is instant kill; but the giant plant doesn’t disappear after a kill like the spiders. It’s an effective god power to defend an area against repeated attacks but obviously can’t be used that well offensively.

One other useful attribute of Carnivora is that it can be cast in the water to a certain depth. With naval warfare being somewhat more prevalent in The Titans, Carnivora can be

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used to control a strait or a very local area.

Heroic Age God Powers

Traitor - Rheia (Kronos, Gaia)Gives you control of an enemy unit

Number of uses: 2Cooldown Time: 4:00

Using Traitor:Traitor’s a pretty straightforward god power. It is obviously best when it is used on a particularly powerful unit such as a Colossus or Fire Giant, and not really the best idea to use it on a Ulfsark or Spearman. Now, Traitor would be several times more powerful if you could take over enemy villagers (and be able to build other civilizations’ buildings), but you aren’t able to do that. Basically just take control of a single military unit; excluding Titan units. Not the strongest god power around, but useful nonetheless.

Chaos - Hyperion (Kronos, Oranos)Makes a group of enemy units neutral for a period of time, causing them to attack anything nearby.

Number of uses: 2Cooldown Time: 4:00

Using Chaos:Chaos oftentimes is simply a free kill of several enemy soldiers. It effects an average of up to 5 soldiers, and they become neutral and attack any nearby units; typically their previous owner’s. They can typically end up killing a couple soldiers and getting killed off themselves, so your enemy ranks are thinned somewhat with Chaos. Like Traitor, it’s not the most useful god power, yet it can be quite helpful with some strategies.

Hesperides - Theia (Gaia, Oranos) - Detailed informationGenerates a tree where you can create dryads.

Number of uses: 2Cooldown Time: 2:00

Using Hesperides:

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The Hesperides tree has two uses. The first one is the most apparent; giving you the ability to produce Dryads. Unlike most myth units, Dryads don’t cost favor; you can pump them out just as long as you have a steady supply of gold, regardless of how much favor you’re taking in. And for such a relatively cheap unit, Dryads are powerful guys. Fast, respectable pierce/hack armor and hitpoints, and a 15 hack attack; they’re fairly effective against a wide range of mortal units.

The tree’s second use is less apparent, but by no means less useful. It acts as a “god power shield”, very much like Isis’ monuments. God powers cannot be cast in it’s rather large range, and placing it in the middle of a base would protect it against devastating god powers such as Meteor or Implode. However, it acts very much like Healing Spring, it can’t be destroyed but enemies can gain control of it. So put the tree in a spot where you should be able to hold. The offensive capabilities with the Dryads and the defensive capabilities with the god power shielding makes the Hesperides Tree god power a very versatile one.

Mythic Age God Powers

Implode - Atlas (Kronos, Gaia)Cast a spherical 'black hole,' which sucks in nearby units and explodes, causing damage to all nearby units and substantial damage to buildings.

Number of uses: 1

Using Implode:Like its cousins Meteor and Earthquake, Implode is an extremely effective way to heavily damage an enemy base. It’s not recommended to use it just against units, as it deals far more damage to buildings. Fairly straightforward: cast it in an enemy base and let it wreak havoc. Send your own army to finish the area off.

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Vortex - Helios (Kronos, Oranos)Teleport all military units of a player to another point on the map.

Number of uses: 3Cooldown Time: 1:00

Using Vortex:Vortex is both a defensive and offensive god power. Offensively, you can use it to ideally hit your enemy on any point on the map with literally everything you’ve got. Just send a Caladria or something similar behind his defenses, cast Vortex, and wreak havoc while your enemy scrambles to defend. And besides just a regular attack, Vortex is perfect for eliminating a Wonder or Titan gate; by simply doing what I described previously.

Defensively, if you get hit in a similar situation with your enemy attacking at a undefended vital area you can use Vortex to get a quick defense to allow you to hold it. Now, with both of these uses you will have absolutely no military units elsewhere on the map; making you extremely vulnerable to a counterattack. Use it carefully, and Vortex should prove to be a powerful god power with its ability to be cast 3 times and just a minute cooldown time.

Tartarian - Hekate (Gaia, Oranos) - Detailed informationGenerates a gate to the underwold lodging creatures which attack everybody.

Number of uses: 1

Using Tartarian:Simply put, Tartarian is a devastating god power when used right. As soon as the gate is cast, powerful Tartarian wolves quickly spawn from it and begin to wreak havoc on anything nearby. And as the wolves are killed, new ones spawn to take their place. The only way to stop them is to take the gate itself out; and those spawn aren’t going to make that job easy in the least. However, those wolves are neutral and thus will attack your units and buildings also; so be sure to cast Tartarian at your opponent’s base or another place where you wouldn’t be damaged by it. Tartarian itself can take out a base if not quickly taken care of, it’s an extremely effective god power.

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Here in our The Titans Expansion Pack frequently asked questions page you'll find answers to the most common questions that come up considering AoMX. If you have a question that you think should be a part of our FAQ, please let us know in the Website Comments forum.

Is there a Demo? Where can I find it? Will there be another expansion pack after this one? Will there be a new campaign? What will it be based on? How many new cultures will there be in AOMX? What language will the Atlanteans speak? What are the new Major and Minor Gods? What are the new God Powers? Will there be a fifth age in the X-Pack? What does the 'Repeat Build' Button do? What is a strategic mini-map? What does 'Easy Select Military' do? What are observers and bookmarks? Will there be improvements made to current in-game God Powers? What improvements, if any, will there be for current in-game Myth Units? Will there be any changes to ESO with the X-Pack? What other improvements will there be made to current in-game features? What are Titan Units? What are the Titan Units for each culture? How do Titan Units travel across water? Do Hero Units have a bonus against Titan Units? Will I be able to build another Titan Unit, if my previous one died? How do Reusable God Powers work? What cultures can reuse their God Powers? Can you delete units which have been casted by the 'Chaos' God Power? I have a question that isn't part of this FAQ

Is there a demo? Where can I find it?

The demo for Age of Mythology: Titans can be found here

Will there be another expansion pack after this one?

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Unfortunately, we don't know for sure. However, it seems highly unlikely that there will be another expansion pack.

Will there be a new campaign? What will it be based on?

Yes, there will be a new campaign with the expansion pack. The campaign will be based on Kastor, Arkantos' son, who will follow in his father's footsteps, and try to stop the opening of the gates of Tartarus.

How many new cultures will there be in AOMX?

There is one new culture in the Titan Expansion pack and that is the Atlanteans. For more information on the Atlanteans, please feel free to go here.

What language will the Atlanteans speak?

The Atlanteans, in AoM, will speak a language that is a mixture of Greek, Norse and Egyptian!

What are the new Major and Minor Gods?

The Atlanteans have 3 Major Gods, and 9 Minor Gods. The three Major Gods are Kronos, Gaia and Oranos. The nine Minor Gods include Leto, Prometheus, Oceanus, Hyperion, Rheia, Theia, Hecate, Atlas, and Helios. You can find more about them here

What are the new God Powers?

A list of the new God Powers can be found here.

Will there be a fifth age in the X-Pack?

Sort of. The 'Titan Age' will be after the 'Mythic Age'; however, with this age, you will not choose a minor god to advange, all you will do is click the button to research the age. Once you reach the Titan Age, you will get the ability to build a Titan Gate, which allows you to create a Titan. Besides the Titan Gate and the Titan, you will not be able to build any new units, buildings, or reasearch any new technologies.

What does the 'Repeat Build' Button do?

The 'Repeat Build' Button allows you to command a building to continually pump out a certain unit. However, to makes sure your resources don't run out, ES has enabled it so

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that there is a floating notification over buildings which have the 'Repeat Build' button enabled.

What is a strategic mini-map?

Ever want to have a larger mini-map? Well, the strategic mini-map makes your mini-map larger, so that you may be able to figure out strategies better, or find resources that have yet to be found by anyone else.

What does 'Easy Select Military' do?

'Easy Select Military' allows you to drag and select Military Units only from an arrange of units on a certain area of the map. This feature is very helpful when you are being attack by an enemy, and need to retaliate quickly.

What are observers and bookmarks?

A new feature in AoMX is the ability to act as an observer during a game. Instead of playing the game with the other players, you will have the ability to watch them, (and in the case of tournaments - Judge and referee them much easier). Bookmarks on the otherhand, are used in recorded games to act as starting points, in case you would like to see a part of that recorded game again, (and not the entire thing). This feature is very similar to the 'Scene Selection' ability of DVDs.

Will there be improvements made to current in-game God Powers?

Yes, as of right now, we know of improvements made to the following God Powers: Eclipse, Ceasefire, Healing Spring and Locust Storm. Of those four, we know that the Eclipse God Power will allow Myth Units to move faster, and have a faster special ability recharge rate.

What improvements, if any, will there be for current in-game Myth Units?

Generally for all current in-game cultures, (Greek, Egyptian and Norse), the improvements will cause their myth units to be cheaper with better stats. As for individual myth units, we know that the Myrmidons will have a bonus against Atlantean infantry.

Will there be any changes to ESO with the X-Pack? Will AoMX support the ability to play on the Zone?

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Yes, there are many improvements made to ESO.. AoMX will not support the ability to play on the Zone, as far as we're aware.

What other improvements will there be made to current in-game features?

It would seem that the other cultures in AOM will not be recieving any added units or gods, though each civilization will be getting a free Myth Unit with each Age advancement. As for other changes made to AoMX, the AI, graphics, and general balance problems will be tweaked a bit. Lastly, there are reports that the water will be utilized much more in AOMX.

What are Titan Units? What are the Titan Units for each culture?

Titan units are special units given to each culture that are fairly large, have huge stats, and can pretty much destroy an enemy fairly quickly. To build a Titan, one must first build a gateway, (which will take almost as long to build as a wonder), and the Titan Unit must go through a small cinematic routine, before it can attack your enemy. The Titan units for each culture include the following:

For the Egyptians, the Titan is a half-bird, half-man named Horis.For the Norse, the Titan is a frost giant named Ymir, which uses a large hammer to destroy everything in its path.For the Greek, the Titan is a half-dog, half-man creature called Cerberus.Lastly the Atlantean Titan is an earth giant covered in blue crystals called Chthonian.

How do Titan Units travel across water?

They will not be able to cross water in any way.

Do Hero Units have a bonus against Titan Units?

Yes, infact they do. It is also possible that hero units aren't as effected by Titan special attacks as other units are.

Will I be able to build another Titan Unit, if my previous one died?

No, you may build only one titan

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How do Reusable God Powers work? What cultures can reuse their God Powers?

Reusable God Powers work in a fairly simple manner. If the God Power is one which causes quite a lot of damage, then it is likely you may only use it once. If the God Power causes little damage, then it may be used numerous times. Currently, there are rumours that as you progress from the Archaic Age to the Mythic Age, the number of times you can reuse a God Power goes down. For example, in the Archaic Age you may be able to use a God Power four times, while in the Mythic Age you would be able to only use it once. This is only a theory, though. After each God Power use, there is a cool off period, (depending on the type of God Power), when you can not use it. As for the cultures capable of having reusable God Powers, there is only one, the Atlanteans.

Can you delete units which have been casted by the 'Chaos' God Power?

No, you can not. Units which have been casted by the chaos God Power work similar to 'Mother Nature' Units, in the fact that they will attack ANY units in their Line of Sight

Here in our frequently asked questions page you'll find answers to the most common questions that come up with regards to Age of Mythology. If you have a question that you think should be a part of our FAQ, please let us know in the website comments forum.

How do I disable the intro cinematics? How do I zoom and rotate? How do I build gates? How do I change the game speed? How do I heal my units when playing Norse or Greeks? Is there a monk unit like

AoK? How do I pick up relics? I can't repair siege weapons or ships! How do I show game scores like in AoK? How do I take screenshots and full map screenshots like in AoK? Why can't I build more than 10 houses? How exactly does empowering work? The text stays on the screen too long! Can I get rid of it? How do I play custom random maps and scenarios?

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How do I restore a multiplayer saved game? How do I watch recorded games? When I am watching a recorded game and leave fixed view on, it just stays over

the player's Town Center all the time! Why? Can I play multiplayer with only one CD? I'm having a problem using ESO or playing by direct IP I have a question that isn't part of this FAQ

How do I disable the intro cinematics?

Download this file, (right click on the link and hit 'save target as') and save it to your Age of Mythology/Startup folder. If you already have a user.cfg file in your startup folder, then edit it to include the line '+noIntroCinematics' instead.

How do I zoom and rotate?

Press + and - to zoom the camera in and out. To rotate the camera, you must first enable camera rotation at the options menu, then use the mousewheel or hold down Ctrl and use the cursor keys.

How do I build gates?

To build a gate, you must first build a wall. Then, select a long section of wall, and you will see a gate icon on the interface. Click this to convert the wall section into a gate.

How do I change the game speed?

Simple answer: sorry, you can't. AoM has no game speed settings. The closest you can get is to use one of two cheat codes. "CONSIDER THE INTERNET" makes everything in the game slower, while "LETS GO!  NOW!" (Two spaces) makes everything in the game faster. To enter these codes, hit enter while in the game, type the code in (it must be in all caps) and hit enter again.

How can I heal my units when playing Norse and Greek? Is there a monk like AoK?

While the all Egyptian players get priests, as Greeks and Norse if you want healing, you must worship certain gods. For the Greeks, Athena's god power 'Restoration' will heal a large number of friendly units in the target area, but you can only use it once. If you worship Apollo, you can research the Healing Temple technology, which causes temples to heal idle units within their radius, one at a time. As Norse, if you worship Forseti you'll gain the Healing Spring god power, and if you worship Freyja, her MU - the Valkyrie - can heal units in the same manner as the egyptian priest.

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How do I pick up relics?

Greek Heroes, Egyptian Pharaohs and Norse Hersir pick up and move relics. To pick up a relic, select your hero and right click on the relic. To utilise its bonus, select the hero carrying the relic and right click on a temple. While Egyptian Priests are heroes, they cannot pick up relics, and you can only store five relics in one temple.

I can't repair siege weapons or ships!

You don't repair siege or ships in AoM, instead you heal them. Anything that can heal normal units also heals ships and siege weapons. This includes Athena's Restoration god power, Apollo's Healing Temple technology, Egyptian priests and pharaohs, Forseti's Healing Spring god power, and Freyja's Valkyrie myth unit.

How do I show scores like in AoK?

Hit the F4 button to display player scores.

How do I take screenshots and full map screenshots like in AoK?

Hit Ctrl F12 to save a screenshot. This will be saved in .jpg format in your Age of Mythology/screenshots directory.

To take a full map screenshot, hit Ctrl Alt F12 - but be warned, this takes a very long time even if you have a powerful system, and generates a huge .jpg file. (20 MB is not unreasonable.) The image will be saved in your Age of Mythology/screenshots directory.

Why can't I build more than 10 houses?

The population limit works a bit different than AoE and AoK. In AoM, you can increase your pop cap in three ways.

Houses boost your pop cap by 10, but you can only have 10 houses. Town Centers boost your pop cap by 15, but you can only build Town Centers on

settlements, and you can only have one Town Center until you reach the third age. Researching the Fortified Town Cetner upgrade in the third age increases the

population supported by your Town Centers to 20.

This makes a maximum pop cap of 115 until the third age - and then the highest population goes to whoever can take the most settlements! Even if you could capture an insanely large amount of settlements though, your pop cap can never go above 300.

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How exactly does empowering work?

Empowering doesn't really speed up gathering like it says in the manual. Instead, whenever a villager goes to a building being empowered to drop his resources, you get an extra 20% resources for free. So if he gathers 10 food and goes to an empowered granary, you get 12 food.

Empowering speeds up the construction of buildings, research of technologies and training of units by 30%. It does not affect villager training or age advance. Finally, Empowering makes Town Centers, Towers and Fortresses attack twice as fast.

The text stays on the screen too long! Can I get rid of it?

Yep. Hit the pagedown key to clear the announcements and chat on the screen.

How do I play custom random maps and scenarios?

To play a custom random map, place the random map files into your Age of Mythology/rm directory. Then start a game as normal, and where you would choose from the normal maps, look for the custom map you just added.

To play a custom scenario in singleplayer, place the scenario file in your Age of Mythology/scenario directory. Open the game and hit the 'Single Player' button on the main menu, then hit 'Load Scenario'. Choose the scenario you're looking for, select the difficulty and hit start.

To play a custom scenario in multiplayer, place the scenario file in your Age of Mythology/scenario directory. Open the game and start a multiplayer game. Where you have the dropdown box to choose your game mode (Supremacy, by default) select custom scenario and pick the scenario you're looking for. Any players who join your game who do not have the scenario will have it automatically transferred to them on joining.

How do load a multiplayer saved game?

Start a multiplayer game as normal. Under game type (by default, Supremacy) select 'Restore game'.

How do I watch recorded games?

Place the recorded game (*.rec files) into your Age of Mythology/savegame folder. On the main menu, click 'More' then click 'Recorded games' and open the file you are looking for.

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When I am watching a recorded game and leave fixed view on, it just stays over the player's Town Center all the time! Why?

Recorded games only record camera movements for the player who recorded the game. For any other players, fixed view will not function correctly.

Can I play multiplayer with only one CD?

Up to three players can play in a local area network (LAN) game on the one CD-Key. You can do this by starting AoM normally, taking the CD out, and then taking it to the next computer to start the game. To play on Ensemble Studios Online, (ESO) you must have a unique CD-Key

Created by Shadows and modified by CheeZy monkey.

Got a question? Need an answer? Here is a list of common questions concerning AoM.

General Questions

Q: What is the editor?A:The Map Editor or Scenario Editor is a tool available in Age of Mythology to create your own maps, known as Scenarios. Ensemble Studios used the same map editor in the game to create the massive Single Player Campaign. You too, have the all the tools necessary to make a campaign like that right in the editor.

Q: Where is the Editor?A:On the AOM Main Menu, click the "more" button, then click the Editor button. This will take you to the Scenario Editor.

Q: How do I install scenarios and other downloadables?A: There are many different types of files you can download for AOM. Here at Age of Mythology Heaven, all our files are zipped (compressed), to unzip them get a program called Winzip. In the zip will be whatever you downloaded and possibly a readme that

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introduces you to the file and tells you how to install it. In the AOM directory (Default is C:/program files/microsoft games/age of mythology)...

.scn files go in the scenario folder. .xs files go in the rm folder. Note, a random map will also come with an

accompanying xml file, it also goes in the rm folder. .mp3 or .wav files go in the sound folder. If a scenario comes with custom sounds

the readme will usually say where to put them or extract them to. .rec or .sav files go in the Save Game folder. Rec files are recorded games Sav

files are saved games. If you downloaded a mod, it should say exactly where to place it's files in the

readme.

Q: Designers? Editors? Modders? Whaa?A: If you don't know what a term used in the Scenario Design Community means, check our Scenario Design Dictionary

Q: How do I setup the players?A: Under the Players menu, click the Setup Players tab. This'll let you set how many players are on your map, their starting age, color, and resources.

Q: What are the different Scenario Genres?A:

B&D=Build and Destroy - B&D Scenarios have a player build up his forces and then attack.

FF=Fixed Force - FF scenarios have the player control a fixed force on the map, whether it be a city or an army etc, the units and buildings are preset and the player commands them.

RPG=Role Playing Game - RPGs usually the player acting as the character through a strong story and set of events.

RPS=Role Playing Strategy - this is a RPG game with strategy, for example the main character might have to command forces or build something, or you might control multiple characters. What separates RPS games from just Strategy is the emphasis on the character(s) and the events they play in the story

Puz=Puzzle - Puzzles usually are things like mazes or "Where's Waldo" type scenarios.

Mix=Mix - Mixes are a combination of different Genres and doesn't generally apply to one game theme.

Str=Strategy - Games that involve strategy to win, for example finding a way to defeat an opponent or defending a wonder.

Otr=Other - games under this genre don't apply to anything stated above.

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Q: How do I submit my own scenarios for others to download?A: Fill out this Form

Cinematics

Q: How do you Zoom and Rotate the camera?A:To rotate, hold ctrl and press either the left or right arrow. Too zoom, press the "-" or "=" keys on your keyboard

Q: How does creating events during an in-game cinematic work? Do you have to trigger them, or is there a special tool for cinematic?A: In the Editor a special Menu made for the creation of movies, using the creation new tracks, and use way-points to control the direction and viewing angle of the movie .

Q: How do I create a movie?A: Look at our Cinematics Guide

Q: How do I change the camera's pitch?A: In Age of Mythology, camera pitching is not supported, however people have found numerous work-arounds, each getting better as time expands. Search for and download the "New Editor" by Reyk - you can get it from his site (german) Nocheine-AOE.de or from Our Download Section - be sure you get the correct latest version. The "New Editor" has hundreds of new features introduced the AOM editor, and also lets you change camera pitch instantly in the game.

Q: How do I start and stop a Cinematic Movie?A: Using the Cinematic Mode effect, and choosing either ON or OFF.

Q: How do I zoom out more?A: You can't however there are many work-arounds found by the community. Here’s one good method

Q: What does Tension, Continuity and Bias mean?A: Tension: Controls the amount of curvature in the animation curve. High Tension produces a linear curve. It also has a slight Ease To and Ease From effect. Low Tension produces a very wide, rounded, curve. It also has a slight negative Ease To and Ease From effect. The default value of 25 produces an even amount of curvature through the key. Continuity: Controls the tangential property of the curve at the key. The default setting is the only value that produces a smooth animation curve through the key. All other values produce a discontinuity in the animation curve causing an abrupt change in the animation. Default=25. High Continuity values create curved overshoot on both sides of the key. Low Continuity values create a linear animation curve. Low continuity creates a linear curve similar to high tension except without the Ease To and Ease From side effect. The default setting creates a smooth continuous curve at the key. Bias: Controls where the animation curve occurs with respect to the key. Default=25. High Bias pushes

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the curve beyond the key. This produces a linear curve coming into the key and an exaggerated curve leaving the key. Low Bias pulls the curve before the key. This produces an exaggerated curve coming into the key and a linear curve leaving the key. The default setting distributes the curve evenly to both sides of the key. Note that none of these settings need to be changed to make your cinematic work.

Map Design

Q: How do I create snow?A: The same way you would create the sky, use Render Snow. This will though, cover the entire map with falling snow.

Q: How do I create rain?A: Rain is created by the use of objects. Check your objects menu, search for rain or rain light. Placing these objects creates the picture of falling rain, along with mist and floating clouds.

Q: How do I create waterfalls?A: There is only one waterfall, and you can find it under the objects menu. Place it near a foundation of water which is raised, beside water which is lower to give the effect of the waterfall. To make taller or bigger waterfalls simply be creative and stack them up or put them together

Q: How can you make the paint brush bigger?A: Hold down CTRL then click and drag the mouse either up or down. The paint brush will expand when you move the mouse up and contract when you move it down. If you have it set to "square" you can make the paint brush into a rectangle. Use this method to make the paint brush be as big as you want. Also remember the hotkeys for brush size, press 1 to 0 on your keyboard to set different sizes for the brush.

Q: How do I get rid of all the elevation from the default map that loads in the editor?A: Use the Level Terrain to level all the terrain on the map and make it flat.

Q: Where can I find the "Gaia Objects" like in AOK?A: Unlike AoK, any object can be placed down for ANY player. So Gaia objects do not exist, and every object is available for every player. However you can set objects to be owned by "Gaia" which is a neutral player. Unlike AOK's Gaia, AOM's Gaia units usually are on the offensive and attack and can be attacked. The Gaia civilization is always Set, the Gaia civilization can only be specified through an RMS (Random Map Script).

Q: How do I get those nice waves on my coastlines?A: There's two ways you can do this. One is a lot easier then the other, but doesn't work for all river and sea types. You can either select "edit water" and then select "beautify"

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which will add even waves, rocks, tree and MISC. to your coastline.'' Or, you can search under objects and find "Wave" and place them down manually wherever you wish.

Q: Is it possible to edit terrain in-game?A: Like most editors, no. Such editing would be far too complicated to impliment.

Q: How do I change the lighting?A: Click the "Light bulb" icon in the editor. A drag down list will appear with your lighting choices. It is possible to make your own custom lighting sets. To do so download A LGT Editor

Trigger Questions

Q: There's so many triggers! How do I go about finding the one I want?A: One of our fellow forumers has created a nice thread for this, for more information, check Here

Q: How do I activate triggers?, I can't find the "Activate Trigger" effect.A:: Use the "Fire Event" effect to activate triggers.

Q: How do you edit objects? The option is faded out...A:Editing objects requires heavy (though not difficult) modding of the game. It's a big hastle and is not worth the effort or result. Keep in mind, this is not an ES supported way of editing unit files. Be cautious in your editing!

Q: How do I create new objectives?A: Use the objective editor. You create new objectives and apply a number to each one. Then, using the "Objectives" effect, use the number of the objective you wish to activate.

Q: How do I use Animations?A: Use the effect "Set Animations" and select the unit you wish the animation to effect. Keep in mind that only certain animations work for certain units. The latest versions of the "New Editor" installments have lists of unit animations you can use built into the editor.

Q: I'm still having trouble with Animations!A:Kumar Shah has created a thread for more help with animations. For more information, check this thread.

Q: How do I use God powers?A: To use a god power, keep several things in mind. 1)The player casting the god power must actually have this power. 2)The player casting the god power must actually have the area which is being struck in their Line of Sight. Lastly, to use a god power. Simple activate the effect "invoke god power", selecting either the area or unit in which it will strike.

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Q: How do I change player diplomacy in game? A: Use the Diplomacy Effect. Making sure you change the diplomacy for BOTH players.

Q: How do I do use Play Dialog effects?A:Play Dialog works like this. This is meant to be used in Cinematics while in Cinematic Mode. When creating a dialog, there's several things you should keep in mind. TRIGGER- Refers to a trigger this effect can activate FILE- Refers to a sound file for voicing or other sound effects SUBTITLE: This is where you should insert your texts. If you put a ":" with anything in front of it, it will be bolded and placed above the rest of the text. Portrait: This is where you would insert the location of a unit's icon, which would be displayed next to where the "subtitle" would go. The latest "New Editor" Installments has a list of all the icons you can use built into the editor.

Q: How do I create "Unit in Area" Conditions?A: AoM uses a different area system then most, but for the most part it is pretty easy.

First you will need to create the condition "Unit In Area" A box will open, asking you to select an object. Now you can place down a

cinema block, a gaia unit or whatever. As long as this unit is the "center" or your desired area.

Select this unit, and double check it is selected by clicking "show" Below you should see "Player" and "Unit Name". This information concerns which player and what unit needs to be at that area for

the trigger to activate.

For example. If you wish for Kastor to be in the area, and he belongs to player two. You could do either of these two.

"Player: Player TwoUnit Name: kastor"

Or"Player: Player Two""Unit Name : Default".

Both work, with the second allowing any player two units to activate the trigger. Below are radius options, and how far or near the unit needs to be. Edit with them to your desire.

Q: How does the effect "Unit Heading" operate?A:In Math, we learn that a circle is made of 360 degrees. Each degree represents a direction as well. When using this effect, think of a circle, divided into four different sections. 0 Degrees being up, 90 degrees being right ( also a right angle), 180 degrees being downward, and 270 degrees being left. Keep in mind though, you can still use any

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degree. You select a degree between 0 and 360 to determine the position your unit will face.

Q: How do I change a unit's ownership?A: Use the "Convert" or "Convert Army" effects.

Q: How to I change the lighting in the game? Or create a Day/Night cycle?A: Simple really. Check your effects listing, you will notice there is a trigger with a name familiar or relative to "Set Lighting". It allows you to choose which lighting you would like to change to. It also gives you the option of determining the amount of time it will take for the light to change...or "Fading". So in other words, you really only need four different lightings for this. One is Night, Dawn, Dusk and Default which is basically noon.Lets say we want to start at exactly midnight. And, we want the entire cycle from Night to Night again to last, 24 mins. Which is reasonable.Have the lighting set on Night, and have a trigger change the lighting from Night to Dawn for a time of 6 mins. Or, 360 seconds.After that time has elapsed, have another trigger change the lighting from Dawn to Default. Same time amount.Move from that to Dusk, then to night once again.

Q: I know how to disable villagers from coming out of my town center, but the pharaoh and Set's animal still come out? What should I do?A: Use the following trigger:

Set Tech StatusTech: Pharaoh respawnStatus: Unobtainable

Tech: Set's critter Age 1/2/3/4Status: Unobtainable

Q: Can you edit unit stats in AOM?A: Yes and No. There no stat specific triggers in AOM like there were in AOK, but people (as always) have found a work around to this. As you know, to change an ulfsark to a medium ulfsark in AOM you have to use the Set Tech Status effect. If you keep researching "medium ulfsark" the ulfsark's stats will continue to improve. So it's possible to have Ulfsarks with 500 HP and 30 attack, you just have to keep researching techs for it. The same applies to other units. Unfortunately this applies to all Ulfsarks on the map. Currently there are expiramental ways of editing unit HP, LOS, name, and things like that however it's very complicated and requires a lot of modding. We might have an article on this shortly.

Q: How can I use more advanced features in my triggers, such as global variables, or even make my own trigger effects and conditions based on the in-game ones? For example, I'd like to be able to do things such as:

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Keep an invisble counter that can be increased, decreased, and checked in triggers Have a trigger setup whose conditions are OR'ed together instead of being

AND'ed Prevent a player from repairing any buildings/gathering any gold/chopping any

trees Have all units attacked by a special hero get lightning-bolted Have all buildings produced by a player grant a small amount of gold every

second, regardless of how many total buildings there are Display variable chat messages, for example a score message saying every minute

or so how many soldiers each player has Have a unit that changes ownership to the player with the most gold Have a player's villagers get converted to ulfsarks for free when they attack

something and have the ulfsarks get converted back to villagers when they are idle.

A: The typetest.xml file in your Age of Mythology\trigger directory lists all the triggers in the game and tells it how to translate them into code. You can use the commands listed there as well as other scripting commands to create custom effects, often very powerful ones. Check out TwentyOneScore's post about it at This Thread . You can copy-and-paste his custom condition in the <conditions> part of typetest.xml and copy-and-paste his 3 effects in the <effects> part, and they'll be available in the editor. Basically, you can use any script commands in the game in these triggers, and have variables, loops, if statements, etc like in a program. Your game will still be compatible for online play, and the custom effects will transfer to others in multiplayer scenarios.

Misc

Q: Why don't the computer villagers move in my scenario?A: You must assign an AI (Artificial Intelligence) to the computer player. Click the AI button on Player Setup to give the computer an AI. Make sure you hit "Ok" for the AI to be set.

Q: How do I take an in game screenshot?A:cntrl F12 creates a screenshot, which will be created in your screenshot folder located in your AoM Directory. cntrl F12 ALT will create a full map screenshot, located in the same area. CAUTION: A full map screenshot takes a while to generate, be patient.

Q: How do I make the villagers active? Chopping wood, farming and mining?A:Use the "Unit Work" effect.

Q: How do I remove Allied Line of Sight(LOS)?A: 1.) Go to the Diplomacy Folder

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2.) Change Diplomacy from Player 1 to Player # whatever, to ally3.) Set that players Diplomacy to you to Neutral

Q: How do I use “Armies”?A: Refer to this thread for assistance. Thread

Q: How do I make bloods? I don't see any Unit Killed or Count conditions.A: Check this thread

Q: Some units seem to be missing. I can't seem to find "Medium" "Champion" EXT of certain units, such as Toxotes. Where are they?A: Use the effect "Set Tech Status" and activate the techs necessary for such upgrades. For example, if you were wishing to use Medium Hoplites. You would set the tech for "Medium Infantry" to "Active".

Q: What are the HOTKEYS for the editor?A: DGDN has compiled an excellent source for HOTKEYS listings. You can find them Here

Q: How do I stop units from walking through walls?A: ES suggestions that you use the Object Position options and double check that each wall is slightly overlapping the other. If the problems still occurs, use the painting tool to paint "Black Rock" - which is an impassable terrain - under your structures. The "Cliff" terrains also are impassable and can be used as well (especially if you don't want bits of blackness poking out from under your walls)

Q: Is it possible to create new lighting settings?A: Very possible, Render has created an excellent program for this use, and you can download it from the Download Section.More Information.

Q: How do I make units, such as the Hyrda , which gain more heads when they kill a unit, have more heads in the editor?A: Place the unit near several weak units in an area the player will not see. After starting the scenario, and the unit has killed these weak units, fix it's HP using EO's Set HP Effect, and then transport it to the desired location.Keep in mind, units killed in the editor might change the heads in the editor. But once the game is started it will be back to one. So do it in game! Not in editor.

Q: I placed down the Healing Spring, yet it does nothing! How do I make it work?A: The healing spring is eyecandy, and does not work if you simply place it down as an object. You need to invoke the god power to make the healing spring work.

Q: How do I stop villagers/scouts/priests from popping out of Towncenters in the beginning of the game?A: Use the effect Set Tech Status, and select the tech Starting Units {Greek, Egypt, or

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Norse}, and set the status as Unobtainable. Run the trigger immediately at the start of the game.

Q: How do I disable my Allies' Line of Sight (LOS)?A: Use the effect Set Tech Status, and select the tech Shared LOS, and set the status as Unobtainable. Notes: to enable the Allies' LOS, create Set Tech Status, and set Shared LOS as active

Q: How do I copy triggers?A: The Latest version of the "New Editor" installment lets you copy triggers as well as camera tracks, and can even export them into a file which you can load again in the editor.

Q: When I put down a Trojan Horse and test, it disappears for some strange reason.A: When you place the Trojan Horse from the menu, it will turn into the skeleton version (the wooden frame). If you want the fully built version, click on that skeleton and copy/paste it. The pasted version will be the horse.

Q: How come AI players won't build on any Settlements on my map? How can I make them do so?A: The reason the AI can't build on Settlements you place on a map is that they're not aligned to the map grid. It's almost impossible to align one to the grid by hand, but you can do this: 1) Create an area of flat terrain (all the same elevation) 2) Place a Berry Bush for Gaia in the middle of it 3) Add a new trigger with no conditions and two effects: first, Unit Heading on the Berry Bush for 180 (or 90 or 270 or 0 depending which way you want your Settlement to face), and second Change Unit Type on the Berry Bush to Settlement When you test the game, you get a Settlement that the AI can build on. The reason this works is that Berry Bushes are always aligned to the map grid when you place them for some reason, so when you turn them to Settlements the Settlements remain aligned to the grid. You have to set heading to 0, 90, 180 or 270 to make sure the sides of the building are aligned to the grid too however.

Q: How do I play my scenario in multiplayer? Do I have to convert it to a random map? A: Host a LAN game or an Advanced Setup game on ESO and in the game style dropdown, where it says Supremacy or Death Match or whatever, select Scenario. Then select your particular scenario from the list available. Random maps are different from scenarios; they are scripts or programs that tell the game how to lay out terrain and resources, and they are complicated to make.

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The Titan units in AoM:TT are by far the most powerful units in the game. Although summoning out doesn’t give you an instant win, your opponent can’t do much to hold off the behemoth besides build one of his own; otherwise, your Titan will just tear through everything. Although each Titan as a special attack, they all have the same stats which are as follows:

Hitpoints: 7000Crush Attack: 70Hack Armor: 89%Pierce Armor: 94%

As you can see, they’re nearly impossible to take out with conventional armies. However, it is possible to kill a Titan without another of your own. Heroes do have the same bonus attack against Titans as they do against other myth units, meaning massed Hersirs, Priests, or Heroes of Ragnarok could possibly take out the lumbering giants. Since they are so difficult to destroy, the best way to take out a titan is stop the summoning of it before it even gets a chance to start fighting.

Unleashing a Titan As you might expect, it takes quite a lot of work to summon a Titan. In order to gain control of one of these units, you must first reach the Mythic Age. Upon reaching Mythic, you’ll have to research the “Titan Age”. The name is slightly misleading though, as the only thing that you’ll get after finishing the research of the Titan Age is a Titan Gate. The

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Titan Gate icon will appear directly below your god power icons, and you’ll be able to place the gate just like a normal building.

After placing the Titan Gate, you’ll have to get your villagers to working on the gate, just like a Wonder. As I said before, this is the time where you’re most vulnerable to attack. Your economy will be effectively shut down with all of your villagers working on the Titan Gate, you’ll have spent huge sums of money to get the gate, and your enemies will surely be pouring in from every part of the map. On top of that, god powers can have a fairly strong effect against the gate. In its early stages, a Meteor Shower or Earthquake can effectively take it out.

If your gate survives the repeated attacks that you’ll definitely get until your villagers complete it, your Titan will emerge from the gate and will be ready to wreak havoc on your enemies.

Using the Titan Once you’ve unleashed your Titan upon the world, you’ve got to use it… to utterly destroy your enemies, of course. Having a whopping 70 crush attack, Titans can slice through buildings like a warm knife through butter. But that’s not the only thing they’re good for, Titans can also beat the snot out of most any unit in the game. Though, as stated before, they are far less effective against heroes. Heroes aren’t as badly effected by the Titan’s special attack, and heroes also all have attack multipliers against them. Huge armies of heroes should be able to be enough to knock out your Titan.

But you shouldn’t just sit back and let that happen. At this point, a large support army should already be on the field, ready to coordinate attacks with the Titan or just to support it. And, considering human units are quite effective against heroes, your support army should be enough to make sure your Titan isn’t taken out by a sweeping blow by an army of heroes.

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Titan Weaknesses Titans may be powerful, intimidating behemoths, but they’re not flawless. Titans do have some weaknesses, and understanding them should allow you to more effectively use a Titan and fight against one.

Crossing water? Sorry, Titans have absolutely no way to cross any span of water. You can’t use Underworld Passage, Transport Ships, and they can’t just walk through it. Once you unleash a Titan on a landmass, it can’t go to another. This means the place where you put down your Titan gate should be very carefully chosen on any map with bodies of water. Maps like Islands, Nile, and Team Migration should prove to be problematic for those that want to unleash a Titan.

Titans cannot heal; just like the Son of Osiris and Nidhogg. Once it’s damaged, it’s damaged. So, if your enemy keeps hitting your Titan, it can eventually be killed. Also, Bolt might not completely kill the Titan, but it does inflict considerable damage on it: around 1200 hitpoints are instantly taken from it.

The Atlantean Villager is by far the most unique gathering unit in AoMX, even moreso than the specialized Norse Dwarves. But just how unique are they, and how do their stats and capabilities compare with the other villagers? Well, let's start off by looking at their cost in comparison to the average Greek Villager:

Atlantean Villager

Greek Village

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Cost: 125 Food, 25 Wood Pop Cost: 3

Training Limit: 25

r

Cost: 50 Food Pop Cost: 1 Training Limit: 80

As you can see, they cost a whopping 3x more resources, which includes wood. They also cost 3x more pop as well as only allowing players to build approx 1/3 as many villagers as the Greeks. In other words, they're more expensive and you can't train as many. But do their stats make up for their insane price?

 General Villager Statistics

Unit Hitpoints Hack

Attack Hunting Armor

Speed LOS Attack Range Hack Pierce Crush

 Atlantean Citizen 160 8 12 14 30% 35% 99% 3.25 16 Greek Villager 65 8 6 12 25% 35% 99% 3.80 14

Just looking at their basic stats gives you a pretty good idea of that answer. Though they don't have a higher attack, they are far tougher than any other villager, meaning taking an Atlantean villager out should prove to be quite difficult in raiding operations. Although they are slower, the fact that they don't have to move at all to drop off resources negates it. All in all, the basic "combat" stats for the Atlantean Villager are far superior to any other. Now on to what all of you are really looking for, their gathering capabilities:

 Villager Gathering Rate Statistics

Unit Gold Wood Food

Foraging Hunting Herding Farming

 Atlantean Citizen 2.13 2.56 1.64 1.85 1.64 1.52 Greek Villager 0.91 1.08 0.73 0.85 0.73 0.69

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Obviously, their gathering rates are higher than that on the Greek Villager's. You might be saying, "But the rates aren't quite 3x that of the Greek Villager's. How can that offset their 3x cost?" Well, as I said before, Atlantean Villagers do not have to spend any time whatsoever to drop off their resources; they just keep gathering and the resources keep coming in.

And not only is the raw time saved on resource gathering, the Atlantean Villager's lack of a drop-off point hugely increases its efficiency and effectiveness in other areas as well. The time and resources don't need to be spent on building these drop off points, time which could be better used gathering. On top of that, Atlantean Villagers don't need to stay in packs to hunt, mine, chop wood, or do anything to take in resources. Other villagers do due to their need to stay near the drop-off point, but Atlanteans can spread out everywhere; resulting in a more spread-out depletion of resources. Atlanteans don't need to fear about having sucked the gold out of every mine except one and losing that to the enemy.

This "decentralized economy" theme also affects the effectiveness of raiding. If a raiding party comes raiding, they'll have to systematically find and pick off each Atlantean villager to hurt their economy; they can't just attack a group and totally stop the intake of that one resource. One attack doesn't hurt the Atlanteans as badly as another civilization. But anyway, let's go on to their last bit of stats, building construction and repair rates:

 Villager Construction Rate Statistics

Unit Building TC Tower Repair

 Atlantean Citizen 2.2 1.2 1.8 .725 Greek Villager 1.1 1.0 1.1 0.306

This is where the playing field starts to level out between the two. Atlantean Villagers don't have such a huge advantage in construction, only 2x the rate for most buildings. And since it takes longer for them to move from construction site to construction site due to their slower speed, Atlantean Villagers have an even lower advantage. But that 2x rate that I mentioned before doesn't include Town Centers, which build at basically the same rate as any other villager. Atlantean's may have an advantage in building town centers an age early, but their building rate is effectively 1/3 of any other civilization. Expansion may be easier with them, but not by much.

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Overall, I would say that the advantages of the Atlantean Villager are very well balanced by their disadvantages. One might think such a monkeywrench thrown into the game would badly unbalance it in the favor of either the Atlanteans or the old civilizations, but the villager seems to be extremely well taken care of. It takes a while to get used to their completely unique attributes and how to use them effectively, but the Atlantean Villager can prove to me an extremely efficient and effective unit, just as much as the other civilizations'.

Regular Units

 

 

Atlantean Citizen - Detailed information / In-depth AnalysisThe Atlantean Citizen is accompanied by a donkey. This donkey will act as a personal resource dropping point for the citizen, which allows them to be better economically, then the other civilizations; similar to the Palmyran villagers of AoE:RoR. However, though they are economically efficient, they cost 3x as much as a normal villager and train far slower as well.

Created at: TowncenterAge: ArchaicWeak against: Everything

 

 

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Oracle - Detailed informationThe Oracle is the Atlantean scout. However, it doesn't work like a normal scout does. While moving, the Oracle has almost no LOS. However, as it stands still, its LOS increases until it reaches a point; a very large radius.

Created at: TowncenterAge: ArchaicWeak against: Everything

 

 

Llama Caravan - Detailed informationCaravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.

Created at: MarketAge: HeroicWeak against: Everything

 

 

Katapeltes - Detailed informationThe Katapeltes is the main infantry counter against cavalry. Although the Murmillo is also strong against cavalry, the Katapeltes is far more specialized, and thus is far weaker against archers, as well as other infantry.

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Created at: Counter-BarracksAge: ClassicalWeak against: Archers, Axeman, Hypaspist, Throwing Axeman

 

 

Turma - Detailed informationThe Turma is a cavalry archer only good against other archers. It is very much like the Egyptian slinger, though far more mobile. Their mobility could in theory be useful for raiding, as it can be; however, the Turma has such low hack armor and attack that using them for that purpose wouldn't be very effective

Created at: Counter-BarracksAge: ClassicalWeak against: Cavalry, Peltast, Slinger, Huskarl

 

 

Chieroballista - Detailed informationThe Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry. Similar to the Norse Ballista, it is more of a 'anti-personnel' weapon than a siege engine. Interestingly enough, it is the only straightforward infantry counter in Classical, the Atlanteans get their human archer unit (Arcus) in

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Heroic. Massed, Chieroballistas and their hail of bolts can mow down infantry, though the quick-moving cavalry can usually cut them down if unguarded.

Created at: Counter-BarracksAge: ClassicalWeak against: Cavalry, Siege Weapons

 

 

Murmillo - Detailed informationThe Murmillo is the Atlanteans' general infantry unit. It can serve as a cavalry counter, but the Murmillo is a fairly well-rounded infantry unit. It is effective against infantry and does adequately against archers.

Created at: Military BarracksAge: ClassicalWeak against: Archers, Axeman, Hypaspist, Throwing Axeman, Cheiroballista

 

Arcus - Detailed informationThe Arcus is a very powerful archer, with a relatively dirt-cheap price and huge base range of 20. Other archer units with comparable ranges - Chariot Archer & Gastraphetes - are considerably more expensive than the Arcus. The great range let's them mow down infantry units, though they're fairly weak against Cavalry due to their low hitpoints and armor. You could say they're the British Longbowmen of Age of Mythology.

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Created at: Military BarracksAge: HeroicWeak against: Cavalry, Peltast, Slinger, Huskarl, Turma

 

 

Contarius - Detailed informationThe general heavy cavalry unit for the Atlanteans. It has a decent speed, a high attack & armor, and is particularly effective against archers. The Contarius is the Atlantean's best shock troop, due to its speed, attack, and armor.

Created at: Military BarracksAge: HeroicWeak against: Infantry, Camelry, Prodromos, Katapeltes

 

 

Destroyer - Detailed informationThe destroyer is an anti-building unit that is weak against other infantry. Rather slow, the Destroyer has substantial pierce armor, so it can stand withstand even strong hails of arrows. As a result, they're at least somewhat strong against archers, but quite weak against infantry units; the Destroyer's hack armor just doesn't stand up against infantry.

Created at: PalaceAge: HeroicWeak against: Archers, Axeman, Hypaspist, Throwing Axeman, Fanatic

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Fanatic - Detailed informationThe Fanatic fights very well against infantry, but is quite susceptible to archer fire. The Fanatic acts as your general melee infantry counter, but it is only trainable in the Mythic Age.

Created at: PalaceAge: MythicWeak against: Archers, Axeman, Hypaspist, Throwing Axeman

 

 

Fire Siphon - Detailed informationThe Fire Siphon is a siege unit with high pierce armor, high attack, but almost no hack armor. As its main attack, it shoots fire, and is quite effective against buildings. In other words, one or two fire siphons can burn a building to smoldering pile of ashes in no time, faster than most any other siege unit.

Created at: PalaceAge: MythicWeak against: Cavalry, Siege Weapons

 

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Fishing Ship - Detailed informationFishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper (and once you get the two upgrades for it, much faster) source of food than farming, but harder to defend from enemies.

Created at: DockAge: ArchaicWeak against: Everything

 

 

Transport Ship - Detailed informationTransport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.

Created at: DockAge: ArchaicWeak against: Everything

 

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Bireme - Detailed informationThe most basic ship of the Atlantean fleet; an arrow ship. It effectively counters ramming ships quite well.

Created at: DockAge: ClassicalWeak against: Seige Ships

 

 

Fire Ship - Detailed informationThis ship takes the place of the ram ship in the Atlantean fleet. Like that of its RoR and AoK counterparts, this ship will have to close in on its victim to let loose its stream of fire to destroy it.

Created at: DockAge: HeroicWeak against: Arrow Ships

 

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Siege Bireme - Detailed informationThe Siege Bireme is the Atlantean's siege ship. It not only counters arrow ships, but is also effective at taking out shoreline fortifications due to its long range and high attack.

Created at: DockAge: HeroicWeak against: Hammer Ships

 

Other Units

 

 

Carnivora - Detailed informationUpon using the Carnivora God Power, the Carnivora plant appears, ready to attack units and kill when necessarily. Mostly used defensively, the Carnivora plant can be placed both on land and in water; However, it isn't very strong, and can be killed easily if used offensively.

Age: ClassicalWeak against: Archers

 

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Dryad - Detailed informationThe Dryad is a unit created at the Hesperides tree, which is used primarily for defence against enemy attackers. Fast, fairly cheap, and respectable fighters, they can do quite a lot of harm on mortal units; However, you may only be able to create five Dryads at a time.

Created at: Hesperides TreeAge: HeroicWeak against: Heroes

 

 

Tartarian Spawn - Detailed informationTartarian Spawn are a strong, devestating gang of wolves that emerge from the Tartarian Gate, (after casting the Tartarian God Power), and re-emerge once killed. With a fairly high attack, high hitpoints, and a quick speed, the Tartarian Spawn can cause havoc if placed effectively. Usually used offensively, Tartarian Spawn are usually effective against a wide range of mortal units, buildings and myth units. Although, if the Tartarian Gate is destroyed the Tartarian Spawn stop re-emerging. Though you have casted the Tartarian God Power, the Tartarian Spawn are not controlled by any player, and are liable to kill your units if you get too close to them.

Age: MythicWeak against: Heroes

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 Atlantean Overview

Atlantean Index

Kronos Gaia Oranos

The 4th Culture in AoM, The Atlanteans add a whole new theme and flavor to the game. In some ways, you could say that they're mixtures of the 3 previous civilizations; in others, you couldn't even closely compare them to the others. This completely new and unique civilization results in an amazing addition to Age of Mythology.

  Heroes

Unlike the other civilizations of Age of Mythology, the Atlanteans create heroes from regular units, simply by clicking a button while the unit is selected. The change is instant, and these new hero units have all of the attributes of heroes from other cultures. However, it isn't free, the change to a hero costs a significant amount of resources for each unit. Since the heroes are simply created from regular units, it is far easier to mass Atlantean heroes than, say, the Greek's. But their high cost makes it more difficult to mass than their Norse and Egyptian counterparts; Atlantean heroes are a nice middle ground in the game.

The instant conversion to hero for mortal units makes the Atlantean army quite versatile in that aspect. If you see several myth units in an approaching enemy army, you can simply convert a group of your soldiers to heroes to counter the myth units; quickly evening the odds in a battle.

  Favor

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The Atlanteans gather favor similar to the Egyptians and their monuments; by building town centers. Each town center in control by an Atlantean player gives a steady trickle of favor, approximately .3 favor per second per Town center. The more town centers controlled, the more favor intake. To facilitate the Atlanteans' favor gathering, they are able to build Town Centers an age earlier, in the Classical Age. However, this advantage is offset by their extremely low build rate; effectively 1/3 of other civilizations.

  Titan

The Atlanteans recieve a Titan called "Chthonian", a lava-like Titan with crystals growing out of its back. These crystals change color, depending on the color of that civilization in a game.

  Starting Conditions

The Atlanteans start with higher resource counts than the other civilizations starting off, with 325 Food, 300 Wood, and 125 Gold; plus a steady favor generation from the start with their initial Town Center.

Their starting units are one villager and one Oracle; the Atlanteans' scouting unit. However, soon after the game starts you will get two more Oracles from the town center to aid in your scouting. Oracles don't work as other scouts do, they have an extremely low Line of Sight while moving. But while they're standing in one place, their LOS gradually increases until it reaches its maximum range in 1 minute. Once it reaches its maximum range, the Oracle will send a "flare" so that you are aware that its LOS isn't increasing any more.

  Other Attributes

The Atlanteans are completely themed on "Quality over Quantity". Their units are extremely expensive, but far more powerful and effective than the units from the other civilizations. A perfect example of this would be their villager (more info here), which costs 3x more resources but is far more efficient than other villagers.

One attribute given to the Atlanteans through their superior villagers is the termination of resource dropping points. Instead, the Atlantean citizens will have donkeys, which follow them and act as personal resource gathering points; continuously putting resources into the stockpile rather than having to drop them off any any building. If a resource should

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become depleted, the Atlantean citizen will be able to move, by itself, to a similar resource elsewhere.

Another attribute is the ability to use a god power more then once, the amount depending on the power of the God Power being used. Though the Atlanteans can a God Power more than once, there is a time limit, or 'cooldown period' between the usage of the GP. This cooldown period is also dependant on the GP; which ranges from around 1 minute to 5.

Houses for the Atlanteans will also have some changes. Unlike the other three civilizations of AoM, the Atlanteans will have houses which are called 'Manors' and serve a population of 20, not just 10. However, due to this increase in the population cap per house, the Atlanteans will only be able to build five houses. Each house will cost 80 Wood and 25 Gold; considerably more expensive than a normal houes.

The Atlanteans produce the majority of their military units from two buildings: The Barracks and Counter-Barracks. It is almost a mixture of the single building military of the Norse/Egyptians and the 3 building military of the Greeks, another example of the difference and at the same time similarities between the Atlanteans and the other civs.

Mythology Units

 

 

Promethean - Detailed informationThe Promethean is a unit that is a fairly strong myth unit. However, it has a little..."quirk": when its HP level reaches zero, it splits off into mini-versions of itself which can continue fighting.

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God: Prometheus (Kronos, Oranos)Created at: TempleAge: ClassicalWeak against: Heroes

 

 

Automaton - Detailed informationThe Automaton is a decently fast metal myth unit. Strong against both buildings and units, Automatons are able to repair themselves and each other. As a result, they are perfect for hit and run operations. Take out a building or two, retreat, repair, repeat ad infinitum.

God: Leto (Kronos, Gaia)Created at: TempleAge: ClassicalWeak against: Heroes

 

 

Caladria - Detailed informationThe Caladria is a flying unit that has the ability to automatically heal non-fighting units within its LOS. However, if those units are fighting then you must actively target them to heal. Though Caladria are excellent scouting units, they have no attack. But for healing, they are extremely effective. One only needs a couple for keeping an army at optimum shape.

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God: Oceanus (Gaia, Oranos)Created at: TempleAge: ClassicalWeak against: Heroes

 

 

Behemoth - Detailed informationBasically like an organic tank, the Behemoth is extremely effective against buildings...but mainly only buildings. Against units, they aren't nearly as powerful. But since the Atlanteans don't have an actual anti-building siege engine by the Heroic, Behemoths prove to be very useful for that purpose until player can get to Mythic to train Fire Siphons.

God: Rheia (Kronos, Gaia)Created at: TempleAge: HeroicWeak against: Heroes

 

 

Satyr - Detailed informationFairly slow, Satyrs are ranged myth units that hurl spears at their enemies. All in all, they're solid ranged support.

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God: Hyperion (Kronos, Oranos)Created at: TempleAge: HeroicWeak against: Heroes

 

 

Stymphalian Bird - Detailed informationThe Stymphaliam Bird is a flying unit which has an excellent ranged attack, making them effective support units for an army. Along with simple army support, Stymphalian Birds can also serve as raiders, picking off enemy villagers.

God: Theia (Gaia, Oranos)Created at: TempleAge: HeroicWeak against: Heroes

 

 

Hekagigantes - Detailed informationHekagigantes are multi-armed myth Units which do excellent against buildings infantry units. Their special attack is smashing the ground, causing minor earthquakes.

God: Helios (Kronos, Oranos)Created at: Temple

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Age: MythicWeak against: Heroes

 

 

Argus - Detailed informationArgus are curious little green blobs that are surprisingly strong against most units. On top of that, they have an instant kill special attack: green acid spewing from their body.

God: Atlas (Kronos, Gaia)Created at: TempleAge: MythicWeak against: Heroes

 

 

Lampades - Detailed informationLampades aren't as straightforward as most myth units. Their biggest strength is their ability to instill chaos into enemy units, causing them to become neutral and attack any nearby unit.

God: Hecate (Gaia, Oranos)Created at: TempleAge: MythicWeak against: Heroes

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Servant - Detailed informationServants can heal both land and sea units, though they are far more effective in healing sea units. Like the Caladria, Servants automatically heal non-fighting units; fighting units need to be healed by being actively targeted.

God: Oceanus (Gaia, Oranos)Created at: DockAge: ClassicalWeak against: Heroes

 

 

Nereid - Detailed informationThe Nereid is a fairly run-of-the-mill sea myth unit. It's fairly strong against most mortal ships, but weak against ram ships.

God: Hyperion (Kronos, Oranos)Created at: DockAge: HeroicWeak against: Heroes

 

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Man O'War - Detailed informationSimilar to a Jellyfish, Man O'War is a sea unit which uses electrical bolts to attack enemy ships and units. Like all sea myth units, it is extremely effective against mortal ships with its huge attack.

God: Helios (Kronos, Oranos)Created at: DockAge: MythicWeak against: Heroes

Guide to Oranos

By WNxMythos

Oranos, is the Atlantean god of the sky is a very powerful god indeed usually called Over powered commonly said to be the 2nd Best God (right behind Isis) There are many strategies with Oranos the most common seems to be the 4:30 7 villager start up, but you need to remember you can do other things then the 4:30 which will be listed in this guide.

The First 5 Seconds of Oranos

Published 3/2/07, AoT v1.03

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Here's the first 5 seconds of my Oranos, each line is a second. Right when the green bar is done loading I press the Town Center Hotkey the the

villager hotkey once to queue 1 up. Look and see if there�s enough food For Hunting dogs, if so use the 4:30 build,

if not use the 4:00 build. If it is a water map find water and go 4:40 galley rush. Send your first oracle to scout Press the autoqueue button at the Town Center to autoqueue villagers Send out my remaining oracles as they come out

Main Build Ups/Strategies

4:00 Build Up

This build is for vsing somebody who will up faster then a 4:30 and rush you to defend or you want to rush them very quick and hard. This build is a bit harder to do then the 4:30 since you must be faster but is effective when perfected.

OK our starting Citizen will go to food, DO NOT make an Economic Guild or this will NOT work.

Our second Citizen will go to food too. Our third Citizen will hop on the Band wagon and go to Food The fourth Citizen will make a house then gather 5 wood (1 hit on a tree) for the

next Citizen then make a Temple- -then go to Food. Then fifth Citizen will go to Food also. The sixth Citizen go's to gold. Advance to the Classical Age through Promotheus, now put 2 Food Citizen's on

wood and 1 Food Citizen to gold. You should now have 1 food, 3 wood, and 2 gold. (Send 1 vill from wood from

wood to food when you near classic)

Once you have reached Classical age autoqueue Citizen's again and make either, 2 Counter Barracks or 1 Counter Barracks and 1 Military Barracks. Now autoqueue Promotheans at your temple, autoqueue only Turma at your Counter Barracks, and only Murmillo at your Military Barracks. Now raid them with your promos, murmillo, and turma and kill there economy and try and take minamal to no military loses to kill him without him killing you.

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4:30 Build Up

This is the usual build up for Oranos and is recommended you use this most of the time. It involves raiding the any until his economy is wiped out and there�s no hope and he resigns.

Our starting Citizen will build a Economic Guild (buy hunting dogs) then go to food.

The second Citizen go's to food. The third citizen go's to wood The fourth Citizen go's to gold, once you have 80 wood and 25+ gold build a

manor with your gold ville then send him back to gold The fifth Citizen go's to food. The sixth Citizen go's to food (make a temple at this point, about 3.05 usually

with either gold or wood vill) The seventh Citizen go's to gold Advance to the Classical Age through

Promotheus. after you advance you should have 2 food, 3 wood, 2 gold, buy both gold/wood upgrades at eco guild

Once you reach classical age autoqueue citizens again and auto queue Promotheans, then build 2 Counter Barracks and 1 Military Barracks, autoqueue Turma from both counter barracks and autoqueue murmillo from your military barracks.

Archaic 2nd TC Grab

This is a good strategy to do a boom/rush with it gives you 9 villes and a 2nd TC with a 6 minute Classical.

Make eco guild, get hunting dogs, food The second Citizen go's to food The third Citizen go's to wood Fourth Citizen gold. (manor @ 25 gold) Fifth Citizen gos to gold. Sixth Citizen gos to wood Next go to tc food(make temple) food Advance about 5.50-6mins

Once you have reached classical age autoqueue Citizens at both your TC's and autoqueue Prometheans at your temple. Put up a few counter barracks and 1 military barracks and autoqueue Turma at your counter barracks and autoqueue Murmillo at your military barracks. Copper Weapons, Copper Mail, Pickaxe, Shaft Mine, Husbandry, Hunting dogs, Handaxe, Bow Saw, and be in the Heroic Age.

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4:40 3 Dock Bireme Rush

This is a great strategy for Water (mostly Midgard and Mediterrainian though) it allows for a 7 Citizen, 4:40 classical age time with 3 docks pumping Biremes.

Our starting citizen makes a dock and then goes to wood or food which ever is closer.

Make 2 fishing Ships. Our 2nd Citizen gos to food if our starting citizen went to wood, he gos to wood if

the starting citizen went to food. Our 3rd Citizen gos to wood Our 4th Citizen goes to food, when u have 80 wood, make a manor and go to

wood Our 4th Citizen goes to food Our 5th Citizen goes to food Our 6th Citizen goes to food (make temple) Our 7th Citizen goes to gold Start advancing around 3:40 or so

Once you start advancing move vills so you have 2 on gold, 4 on wood and a builder making another dock and a manor. When you advance you have 2 choices, make a 3rd dock and go full grush, or make a barracks and aq murms + proms and attack on land ASWELL as fight all the time with galleys from 2 docks

Classical Age Minor Gods

Promotheus

Promotheus is almost 100% of the time your best choice because, 1. Valor saves you about 500 resourses from heroizing and helps you defend from myth units which are the Atlantean's weakness which this god power kills that weakness for a while into the game. 2. His unit the promothean is a super cheap quick training myth unit that is very strong imo for early game, it splits in half so they must kill it twice, it has decent crush attack, 6 of them can kill a completely unguarded TC.

Valor

Target a group of units to turn them into heroes instantly, this does it for 3 units, and 1 Citizen if theres one by. You save about (if you hit 3 units and 1 Citizen) 700 resourses in all average, this god power is invaluable imo. Valor can be used 3 times.

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Promothean 90 gold 10 favor 4.00 Speed 175 Hitpoints 80% Crush Armor 50% Hack Armor 25% Pierce Armor 5 Crush Attack 10 Hack Attack

Once promotheans die, they split into 2 and both the Offsprings have half the stats of the main one.

Alluvial Clay 150 Gold 12 Favor

Increases the amount of Hitpoints your Promotheans have by 30%

Heart of the Titans 200 Gold 20 Favor

Decreases the cost of heroizing units by 30% in Food, Gold, and Wood.

Oceanus

Oceanus is the god of water, his myth units both can heal 1 for water and 1 for air. The caladria he has is a great scout but expensive. His techs effect Infantry.

Carnivora

Where you target this summons a Carnivorus plant that has a special ability that it will auto-kill any normal unit. It has decent stats, but it cannot move which makes it incredibly vulnarable to archers. This god power can be used 3 times.

Servant 125 gold 15 favor 300 Hitpoints 5.50 speed 3 pop

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80% Crush Armor 25% Hack Armor 30% Pierce Armor 4 Crush Attack 8 Hack Attack

Servants can heal any unit on the sea, can if they can heal units on the shoreline as well, they also can attack if they have too in a battle.

Caladria 100 Wood 25 Gold 10 Favor 125 Hitpoints 6.00 Speed 2 pop 99% Crush Armor 10% Hack Armor 20% Pierce Armor

Caladria are aireal healers that also have a large Line of Sight so they are fast, and very good scouters, but they a very costly and weak and have no attack.

Bite of the Shark 200 Food 15 Favor

Bite of the Shark gives Murmillo a extra 15% hack damage.

Weightless Mace 200 Food 25 Favor

Weightless Mace increases Katapeltes Speed by 10% and there hack attack by 15%.

Heroic Age Minor Gods

Theia

Theia is usually the best choice for Heroic age (since Hyperion's GP, and unit sucks and his techs aren't to good either) she focuses on Calvary.

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Hesperides Tree

Hesperides Tree is a decent GP which acts like a Isis Monument and blocks God powers, a long with that you can make a Dyrads, which are 150 gold and a decent myth units which take NO pop. You can only have a maximum of 5 dyrads out at once and Hesperides Trees can be captured by enemys. This god power can be used 2 times.

Stymphalian Bird 200 Wood 50 Gold 25 Favor 400 Hitpoints 3.60 Speed 4 Pop 15 Range 80% Crush Armor 15% Hack Armor 30% Pierce Armor 11 Pierce Attack

Stymphalian Bird's are a powerful aireal unit but expensive, they get a huge multiplyer vs. Myth units and they fire about 3 Projectiles so if all 3 hit thats about 33 Pierce Damage, not to bad in my opinion.

Lemurian Descendants 50 Food 75 Gold 8 Favor

Lemurian Descendant's gives all your units a extra 9 Line of Sight.

Poseidon's Secrets 300 Food 35 Favor

Poseidon's Secrets gives Contauris a extra 10% Speed and 15% Hack attack, this tech is awesome for Contauris if you are doing so, this is a must get.

Lance of Stone 300 Gold 12 Favor

Lance of Stone makes all your Hero Contauris get a large bonus vs. Buildings.

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Hyperion

Hyperion isn't the best god, infact he has a stinky God power and myth unit and his techs aren't to great either. The only reason you might go him is vs. a Syclla Spammer.

Chaos

Target a group of enemy units to turn them to gaia, this makes them attack everybody so they could attack your enemy, or you might be unlucky and have those units attack you anyways. Can be used 3 times.

Satyr 225 Wood 18 Favor 400 Hitpoints 3.75 Speed 3 Pop 16 Range 80% Crush Armor 50% Hack Armor 50% Pierce Armor 12 Pierce Attack

Satyr's are bad Myth units in my opinion there costly weak for a heroic age unit compared to lets say a Stymphalian Bird. I advise to not make these.

Nereid 200 Gold 15 Favor 400 Hitpoints 5.00 Speed 3 Pop 80% Crush Armor 30% Hack Armor 50% Pierce Armor 25 Hack Attack

The reason I said the only time you might go Hyperion is vs. a Syclla Spammer is because of these, this people get a whopping 600% Bonus Damage vs. Water Myth Units making a couple of these will own a Syclla Spam also with a few Archer Ships to kill there Hammer Ships

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Heroic Renewal 150 Food 150 Gold 20 Favor

Heroic Renewal allows your Hero unit's to regenarate at about 1.5 Hitpoints every second.

Gemino 350 Wood 150 Gold 25 Favor

Satyr's throw a extra 3 javelins when doing there attack, this tech is a complete waste of resourses in my opinion, give it a pass.

Mythic Age Minor Gods

Hekate

Hekate is the Goddess of Chaos, which is basically what she can do, cause a lot of Chaos she is ideal if you going to get the Titan which granted most atlantean do.

Tartarian Gate

This god power causes a lot of havoc and is very powerful indeed, when you place it you open a gate to Tartarus and it will constantly summon Tartarian Beast's until destroyed which the monster's are very powerful. But only a max of 6 can be out at once but once 1 dies it will be replaced. If you place the Tartarian Gate under a building correctly it will destroy it. If are going to build a Titan you this as a slight distraction while you build it. Can be used 1 time.

Lampades 250 Gold 25 Favor 350 Hitpoints 4.30 Speed 5 Pop 10 Range 80% Crush Armor 40% Hack Armor

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50% Pierce Armor 10 Crush Attack 12 Pierce Attack

Yet another chaos causer this witch's ability is to make a enemy unit turn to Gaia this becomes hostile to all, like a Mini Chaos God power. When it dies it sprays blood which does a bit of damage to units around it.

Asper Blood 200 Wood 250 Gold 15 Favor

This tech makes your Lampades blood spray stronger, for the cost of this thing and what it does, I say PASS!

Mythic Rejuvanation 300 Gold 30 Favor

If you going to get a Titan this tech is invaluable. It makes all myth units regenarate 2 Hitpoints a second, this includes the Titan.

Celerity 200 Gold 10 Favor

Decreases the training time of myth units by 60%, this tech is pretty cheap if your massing Myth units I say give it a go.

Helios

Helios is a good god to choose if you don't plan on going for a Titan he is a very good god. He is the only Minor god that gives you a building, and he gives you the best Siege weapon in the game... the heka...

Vortex

Vortex is a very good god power that only has a 1 minute cool down time, Vortex instantly teleports all your units on the map were you target it, if you units are off fighting some where and you get surprise attacked you can use Vortex and fend off the attack. Or you could do a surprise attack in there base and destroy him that way etc.

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Heka Gigantes 300 Gold 25 Favor 850 Hitpoints 3.30 Speed 5 Pop 80% Crush Armor 44% Hack Armor 44% Pierce Armor 30 Crush Attack 25 Hack Attack

Heka Gigantes are like tanks, the have large Hitpoints, good armor and a monsterous attack. There also the only myth unit that can use its special on Heros which makes it very powerful, its special bashes back the soldiers attacking it and damages them at the same time.

Man O'War 300 Food 25 Favor 900 Hitpoints 6.00 Speed 5 Pop 8 Range 80% Crush Armor 50% Hack Armor 69% Pierce Armor 25 Hack Attack

Man O'War's attack is similar to that of the Son of Osiris with a lighting chain attack, thought its range sucks and its a water myth unit since water battle is almost never in Mythic age *cough* useless *cough*.

Halo of the Sun 350 Gold 20 Favor

This tech increases Fire Siphon's damage by 25% and Fire Ships damage by 20%. Usefull if your using a lot of Fire Siphon vs. a Turtler/Tower spammer.

Petrified

Petrified increases all your Siege units Hack armor by 15%, if your enemy is using a lot of Melee units and killing your siege then this is the tech for you.

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Mirror Tower 300 Wood 150 Gold 5 Favor 1100 Hitpoints 22 Range 5% Crush Armor 30% Hack Armor 85% Pierce Armor 15 Pierce Attack

Its not a Technology, its not a Myth units, its the only Building given by a Minor god called the Mirror Tower. The mirror tower does not shoot Arrows it shoots a beam of light similar to that of the Petsuchos Ra, its 100% Accurate which makes it pretty good, if you need some extra defense in a battle try making some Mirror Towers.

Unit Combos/Help vs. Certain Civs

Some times you need something different then Promothean, Murmillo, and Turma vs. some civs, you will need to adjust your strategy.

Zeus

Versus a Zeus you might get hoplite rushed so you will need to make cheiroballista/Turma/Murmillo combo to fend off the Toxete, Hoplite, and Hippikon Combo but you will need to micro a lot to win those battles.

Hades

You will most likely need a lot of Turma since he will most likely Toxete spam, later you will need to adjust you units to what he does, for example of he goes Hoplite/Toxete, you will need of course Cheiroballita/Turma.

Poseidon

You will usually need a good amount of Katapeltes or Murmillo to counter his Calvary and his raids, you might want to throw in a few Turma incase he starts making Toxete all of a sudden.

Ra

Katapeltes and Turma, Katapeltes micro'ed on the Camelry/Elephants and Turma on the Slingers (if any) and the Chariot Archers, the key is scouting his migdol to see what he is making.

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Isis

Raid them hard in the beginning keep Isis completely off gold or once she gets Heroic the a/e And Chariot or Elephants will usually kill you, unless of course he go's Classical fight and he won't get the Migdol units.

Set

The key is to scout vs. him since he might go classical fight or Go FH.

Thor

Thor you must kill before he gets to Mythic age, once he does he will almost always go Ragnarok if he is in a tight position the goal is to raid/and micro your butt off and own his army.

Odin

Odin will usually make Throwing axemen and Raiding Calvary or go FH, or both strats make Katapeltes and cheiroballista's.

Loki

Loki is a Atlantean killer, all the myth spam you MUST go through Promotheus, it is usually smart to go Krush style and go..

Starting ville food DO NOT make a economic guild. 2nd Ville food 3rd Ville food 4th Ville make manor then temple then go food 5th ville go food Once you start advancing gather 125 food then make 2 food

villes go wood and 2 food villes go gold then autoqueue citizen. Once you advance autoqueue Promotheans and make 2 counter barracks both

making turma, kill there foword base and stop there rush then after that just raid them to death .

Kronos

Same applys to the Kronos and Loki, he will most likely Krush you so go Krush Style Build and fight him from there usually whoever has best economy, better micro will win.

Oranos

Go 4:30 start and go Murmillo, Promothean, Turma, whoever has better economy, and whoever can micro the others turma heros and kill the promotheans with your turma heros will usually win.

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Gaia

Main weakness=Myth units just go 4:30 and rush/raid them like crazy should usually win.

A Guide to Oceanus

By Centaurus

Introduction 

I have decided to compile a guide to Oceanus as it seems that this has not yet been done and I believe that many Gaia and Oranos players shun Oceanus without really appreciating his strengths and how subtly powerful he can be.

So you've decided to do something different and you've passed over Leto's Automatons or Prometheus' Valor (*shudder*)?

Let's see what you're bringing to the table:

The Carnivora Godpower

You are able to place this man-eating plant up to three times. It cannot be healed and is fairly easy to destroy, so it is important that consideration is given to how it is used. Carnivora takes 2 minutes to recharge. Here are the statistics for the plant:

Hack Damage: 15

Crush Damage: 10

HP: 500

Hack Armor: 34%

Pierce Armor: 30%

Published 21-Dec-04, AoM:TT v1.03

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As you can see, it is fairly durable with 500 Hit Points, but it does seem to fall quickly to focused arrow fire or an attack by Heroes or Myth Units.

The plant also has a special attack which inflicts an instant kill on it's target (it swallows the victim), however it cannot use this special attack on Villagers, Dwarfs, Fishing Boats, Heroes or Myth Units. The special attack recharges every 15 seconds. The plant can easily take out 5 Hoplites and take two with it's instant kill. It can even take out 3 Hoplites under Town Centre fire.

Looking at the above, we can see that the Carnivora is just as useful as the Spider Lair. However, it also gets a Crush attack and it can be used on water and that is where the beauty of the Carnivora lies.

I will now look at the best uses of the Carnivora plant.

On Water

When you reach Classical, you can start to scout the seas with not only your boats, but also with your Servant and Caladria (see below). This will enable you to quickly locate enemy fishing operations and Docks.

Once you have discovered the enemy, three options open up. If you're very lucky and a skilled micro player, it is possible to capture all three options at once:

1. You can cast Carnivora on an enemy fishing operation. The Carnivora cannot swallow the fishing boats but it can disrupt all three and clear themn away from the fish whilst inflicting damage. It is a good idea to bring the Servant in to try and destroy the fishing boats at this stage and you can add Biremes as they are produced.

2. You can cast Carnivora as close to an enemy dock as you can. The enemy can no longer safely produce military ships from that dock. This is because the Carnivora will use it's instant attack on any military ship that emerges from the dock. Fishing ships will escape but they will be damaged. This could force the enemy to garrison fishing ships to fire on the carnivora. It will also force the enemy to send military ships to attack the Carnivora, which gives you plenty of time to build up a fleet to attack the enemy fishing. In the mean time, your Carnivora will be inflicting 10 Crush damage per hit on the Dock until it is taken down. Again, the Servant can assist with the dock.

3. If you find that you have been beaten to the water then the enemy may have Arrow Ships waiting. Cast the Carnivora on top of the ships. This will deliver an instant kill to one ship and immediately focus the fire of any others whilst you bring up reinforcements. In this situation, it is better to pull the Servant back and use it to heal your fleet as they arrive and engage the enemy.

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As mentioned above, sometimes you can strike gold (or make it if very clever) and have a fishing operation right next to a dock that is now producing arrow ships. The placement of the Carnivora becomes easy and can be devastating to your opponent in the fight for the water.

Carnivora can also be useful to guard narrow areas of water.

Also be aware that Carnivora is very vulnerable to Water Myth Units and if Oranos chooses Hyperion in Heroic, the Nereid can be used to guard the plant. A good player can counter Carnivora with Heroic Fleet or ranged Heroes or Myth Units on the shore.

Gaia or Oranos?

Of course, both Gods will benefit from the Carnivora on a water map, but Gaia has the edge. Her extra fast wood income from Gaia's forest, her Lush around her Docks, her cheaper economic techs (to get Hand Axe early) and her sturdy fishing boats which can easily escape a raid.

On Land

Now this is where the use of Carnivora can be trickier. However, there are many uses for Carnivora on land. Always bear in mind that the plant requires Military back-up in order to be fully effective. It is static so it is very vulnerable to archers. Heroes and Myth Units are a threat to it too. Hero Turma are a great guard for the Carnivora. As long as small precautions are taken, Carnivorae are very capable and versatile:

1. They can be used as a sentinel. Carnivora can be used in exactly the same way as Spider Lair. Unless a military attack includes archers, Heroes or Myth Units this can be an effective way of guarding key buildings or Town Centres.

2. They can assist in a defence of the base. If you are building yourself in against an assault, you can place the Carnivora to plug a gap that is being attacked by the enemy. I have seen this done when facing a stream of Thoth Elephants from Isis. The Egyptian player lost one Elephant to the plant's instant kill and immediately changed tactics. The advantage here is that you can send your own military units in to help protect the plant.

3. The plant can be used on a building in a forward base. If you find that Kronos has timeshifted a Counterbarracks nearby or if Loki has built a Longhouse, the Carnivora can be placed next to it. The plant will attack the building and instantly kill units that emerge (except Heroes or Myth Units). The enemy will be forced to place his gather point elsewhere. If backed up by an assault of Murmillos on the base, this can quickly accelerate the collapse of a rush.

4. The plant can be used to raid villagers off a resource if you find them unguarded. This can allow Gaia to move in and build at the resource or Oranos to move his military quickly into place or build a Skypassage there. It will also force the

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enemy to send units to assist (if he can ;)). Later in the game, the plant can be used to attack enemy trade routes and markets.

5. The plant can be used to assist in the assault on an enemy Town Centre. If placed next to the Town Centre when it is under attack by your other units, it will scatter villagers and inflict crushing damage on the structure. If microed, it can also pick off incoming enemy military. In fact, if done well, it may even be possible to launch a rush on an enemy Town Centre early in Classical using the Caladria (for Line of Sight and healing), Murmillos upgraded with Shark Bite (see below) and Copper Shields and the Carnivora.

6. The plant can be used to help protect vulnerable Citizens and manors from raids. They might fall to the attackers, but they will buy you enough time to send help.

As you can see, the plant is extremely versatile on land and I am sure that there are many other uses for it that I haven't been able to think of.

Gaia or Oranos?

Both Gods can benefit a lot from the plant on land. Oranos in particular can find the more offensive uses beneficial, and the plant can be well-guarded by an upgraded Sky Passage and vice-versa. For Gaia the plant can be a huge help if she needs to defend, because she can also use Gaia's Forest. The carnivora also works well with Dryads when attacking a Town Centre so both Gods can make use of this advantage. It can also support Behemoths. I am not sure if it benefits from Mythic Rejuvenation, but if it does then Hekate can benefit both Gods (and Lampades also inflict Crush Damage). Satyrs can protect the plant from Myth Units and Archers. It can be used at the same time as Vortex too or Tartarian Gate if placed well. It can also disrupt the building of a Titan gate.

So as you can see, the Carnivora is the only Classical Age God Power that can directly assist you when trying to stop or stall a Titan Gate.

Myth Unit: Servant

(Costs 125 Gold, 15 Favour & 3 Population)

The Servant is unique. It is the only Classical Age offensive water Myth Unit available to any of the 12 Major Gods. It can also heal at the rate of .75 hit points per second. Here are it's stats:

Hack Damage: 8

Crush Damage: 4

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HP: 300

Hack Armor: 25%

Pierce Armor: 30%

Crush Armor: 80%

Speed: 5.5

Line of Sight: 16

Looking at these stats, you can see that the Servant is the only naval unit with a hack attack. This can be a huge bonus in the Classical Age water fight. The Crush damage will also allow the Servant to do damage to Docks and Arrow Ships also have low Crush Armour. If two of these units are mixed into a naval battle and are well-microed, they can cause a lot of trouble for the enemy.

In the sections above, some mention has been made of possible uses for the Servant. His presence is likely to force the enemy to micro to counter the Servant and can also prompt the enemy to spend resources on Heroic Fleet, thus slowing down his Arrow Ship production. The Servant can also be used to take out enemy fishing and can protect your own fishing. His ability to heal is also invaluable. If you have two Servants, they can help to keep each other alive. They can repair damaged ships and fishing boats. They also have a healing range of 12, so they can heal friendly units close to the shore in an emergency.

If you want your Servant to heal during battle, it is best to put him behind your fleet and place him on 'Stand Ground'. However, it is better to use Caladriae for this(see below) as they have a better rate of healing and can escape danger more easily. Finally, the Servant is fast and makes a good scout for the water early in the game. Only the Hippocampus or a Greek Trireme makes a better water scout this early in the game.

Gaia or Oranos?

Either God will benefit enormously from the Servant when fighting the water. Gaia can make the most of the Servant, however. She can claim Pick-Axe and Shaft-Mining earlier in order to produce enough Gold to create more. Her Forest also allows for faster naval production as back-up. She also has stronger Fishing Boats which will help your Servant to keep them alive if they are raided.

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Myth Unit: Caladria

(Costs 100 Wood, 25 Gold, 10 Favour and 2 Population)

The Caladria is basically a scouting unit which travels as fast as a Pegasus. However, it has less Hit Points, Less Line of Sight, Less Armour and costs a lot more to create and are slower to train. However, what makes up for this is their excellent healing ability. Here are their stats:

Has no attack

HP: 125

Hack Armor: 10%

Pierce Armor: 20%

Speed: 6.0

Line of Sight: 16

As you can see, the Caladria has no attack at all. It should primarily be used in the same way as a Pegasus, but with more care due to it's more fragile nature and it's costliness. Use it to Scout for whatever your strategy demands...villagers, Town Centres, resources, enemy armies or bases; or use it to gain line of sight for using a God Power.

Because of its low Population cost, it is worth fielding two Caladria at least, so that they can heal each other if they run into danger. Bear in mind, that with a speed of 6, they are likely to escape almost any ranged threat quickly and with minimal damage but they must be microed well if you want to keep them alive.

The Caladria has a very good healing rate at 1.5 Hit Points per second, which is another reason to field more than one. They can also be used to heal a navy during a water battle whilst your Servant joins the fight (see above) and usually make a better choice than the Servant in this respect. Caladriae make good protectors for a travelling army, particularly in pairs. They can stay just bhind the battle lines and heal friendly troops during battle.

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Finally, Caladriae can also keep economic units such as Citizens and Caravans alive for longer if they are raided, just until help arrives. They can also be used to restore injured Citizens and Caravans after a raid.

Gaia or Oranos?

Both Gods can make excellent use of the Caladria. Gaia's fast wood gathering and cheaper economy mean that she can quickly field more of the Caladria unit. She can also, keep her already fast-producing navy alive, which means that she can spend the wood and gold saved on other units such as Turma and Cheiroballistae, or on Towers or more buildings. The Caladria can also keep the stronger Fishing Boats and Caravans and the faster Citizens (with Channels) alive for longer. The Scouting ability is particularly useful for Oranos. Oranos already knows where the Town Centres are, so he can use the Caladriae solely to seek out prey for his raids, or perhaps for good spots to set up Sky Passages. The Caladria's healing ability is particularly useful for raiding, as Oranos can quickly retreat his raiders back to a Caladria for a bit of healing if needed. If the Caladria's healing ability is also combined with Hyperion's Heroic Renewal and Hekate's Mythic Regeneration, this can give Oranos an incredibly regenerative army.

Technology: Bite of the Shark

(Costs 200 Food, 15 Favour)

Once researched, this technology will increase the Hack Attack of all Murmillos and Murmillo Heroes by 15%.

This is huge. The Murmillo already has an Attack score of 8, which is equal to a Hoplite or a Hersir. An Ares Hoplite can be upgraded with 10% Attack and a Hersir cannot have its Attack upgraded through a God in Classical. When all possible line, armoury and God upgrades are researched in Classical, the Hero Murmillo with Shark Bite is the best all-round infantry unit in the game. It need only fear ranged-pierce units, Throwing Axemen and Egyptian Axemen. The Hero Murmillo also becomes a deadly Myth Unit killer when armed with Bite of the Shark.

Gaia or Oranos?

Oranos benefits the most here, because he lends an extra 10% speed to the Murmillo which transforms it into an even deadlier machine (think Murmillo Blitzkrieg). One Oranos Hero Murmillo upgraded through Oceanus and assigned a Cladria can be devastating for a Classical opponent. In Heroic, any Hero Murmillos can benefit from the Caladria, Bite of the Shark AND Heroic Renewal if Hyperion is chosen. Gaia can use her Murmillos more defensively if she is attacked too early. One or two Hero Murmillos in the base with Bite of the Shark, a Caladria and a Carnivora for back up can soon see off most early rushes and can strike back as a devastating counter-attack on an enemy's

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forward base. Gaia can also more easily gear her economy towards a fast production of Murmillos if need be and because she is not using Favour on Automatons, she can afford to use Hero upgrades a little easier.

Technology: Weightless Mace

(Costs 200 Food, 25 Favour)

Once researched, this will increase the Attack of all Katapeltes and Katapeltes Heroes by 15% and will also increase their speed by 10%.

Again, this is huge. Although the Katapeltes only has 5 Hack Attack, this bonus can make the unit a fairly effective piece of standard infantry with an attack of 5.75. When combined with the triple bonus against Cavalry or the 2.5 times bonus against Siege, we can see why the extra speed comes in useful. Let's not forget the 7 times bonus against Myth Units when converted to a Hero, which also brings an increase in speed.

A Katapeltes increase in speed, combined with its extra attack makes Oceanus one God that you do not want to raid with Cavalry if you value your horses! Siege will also find it almost impossible to get past Katapeltes and Myth Units cannot hope to compete Katapeltes Heroes upgraded with Weightless Mace.

Use Weightless Mace Katapeltes to protect exposed Citizens or Caravans from raiders or to protect a base that is under attack from fast units and siege. Hero Katapeltes make better counters to Myth Units than Hero Murmillos. They are more expensive to upgrade but they will perform better.

Gaia or Oranos?

Oranos. He adds an extra 10% speed to the Weightless Mace Katapeltes, making it one of the fastest units in the game. When upgraded to Hero, this brings the Katapeltes to the point where it can not only chase down Cavalry, but also kill them quickly. A Hero Katapeltes through Oranos/Oceanus can also challenge archers and Cheiroballistae, particularly if backed up with Turma and Caladriae. They will still need to be wary of Axemen and Throwing axemen. Again, Gaia's better economy can help her to produce more Katapeltes and possibly upgrade more to Heroes. The Weightless Mace Katapeltes can make an excellent addition to the defence of Gaia's economy and home base, however.

Conclusion

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Oceanus is very strong on water for Gaia and strong on land. He is strong on water for Oranos and very strong on land. When Oceanus is fully explored and understood, it becomes clear just how many strategies are available with him, or just how he can assist gainst a particular opponent strategy.

For instance, Leto can be doomed against a Hersir rush or a Krush. Oceanus can repel rushes and raids much easier than Leto in many cases. The strengths of Oceanus reverberate right through until Mythic, whereas Prometheus can lose some value later in the game as Prometheans become less effective whilst Oceanus' Infantry become more effective.

I hope that this guide provides some food for thought and hope that others will be encouraged to look at the Ocean God more closely when playing Gaia or Oranos. Your comments, suggestions and criticisms are also more than welcome, of course. :)

~ Centaurus ~

The Kronos Rush

By Vagabond_Lion

Introduction 

I got this idea from a 1650 I played on Anatolia who got a 3:20 classical, time shifted his temple outside my base and rushed me with Promethean. It took me totally by surprise and worked really well (although I did win eventually). So I decided to give it a try, and the next 15 or so games I tried it and won ~90% of my games.

What You Want To Do ...

You should be aiming for a 3:30-3:45 classical depending on your starting food source. Send your 3 scouts straight to the enemy base so you get a good look at where they are collecting food, and where their hunting is etc. Then put the first 3 vils to food, next 1 builds a house then a temple and goes to food and next 1 goes to food as well, so it’s a total of 5 vils all on food, then as soon as you have 400 food, advance to classical and time shift your temple outside their base, preferably where they can’t see it but also if possible next to one of their hunting sources preventing them from hunting there. Send all your oracles next to the temple and queue up 1 more. Meanwhile start shifting your

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villagers around, as soon as you can afford to queue up another villager put 2 vils on wood and 2 on gold.

You should hit classical between 3:30 and 3:45, send vills to wood/food (what ever you need most of) as you are likely to have too much gold therefore build your houses with a gold villager. Use your hero GP on your oracles and start queuing up Prometheans from the temple. Send in your 4 oracle heroes and your free Promethean to their nearest vills; their food source if possible, delaying their advancement. Then simply start working your way around your opponents base killing vills and making him have to garrison them. Also as soon as you see his temple, de-construct it stopping him getting myth units for a while.

Build 2-3 counter barracks at your base and time shift them next to your temple and start queuing turmas using the auto queue button if you like, and just keep working your way round his base avoiding TC fire where possible and constantly harassing villagers.

Also, at some point it will be worth building a mill and getting the economy upgrades; get the wood one first if possible. Anyway, if all goes to plan you should have harassed his vills, stopped them from working or killed them, cut off his hunting and other resource supplies and have won the game by 8 minutes!

When To Use This Rush

It doesn’t really work very well on water maps because if you want to be fast enough to classical age you can’t dock because it wastes too much wood, so your opponent will be fishing and you won’t be able to, leaving them at a distinct advantage. It also doesn’t work nearly as well when your opponent is expecting it, since he can prepare and get heroes ready for the attack. Nor does it work that well vs Isis because of the free towers, monuments blocking GP, pharaoh and priests etc.

This strategy is viable, even vs. Set and his animals.

However, it works very well vs all other civs particularly Atlanteans (because harassing one of their vils with a Promethean is like harassing 3 vils of another civ). And it works very well when you take them by completely by surprise. As for the maps; it works best on the ones with hunting in the starting LOS.

A Guide to the Cheiroballista

Published 21-Nov-07, AoM:TT v1.03

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By Squeoo

Introduction

Cheiroballistae, by definition, are the Atlantean Counter-Infantry unit, but they are in fact a siege weapon.

Stats

I'll start by comparing them to spearmen, considering Spearmen and Cheiroballistae are both units meant to counter each other.

Fully Upgraded Cheiroballista (Petrified [Helios], Engineers, Burning Pitch):

102 Hitpoints36% Hack Armor50% Pierce Armor75% Crush Armor12s Train Time7 Pierce Damage (x4 arrows)3.85 Speed30 Line of Sight20 Range

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+1000% Damage against Buildings.+110% Damage against Walls.+100% Damage against Infantry.+350% Damage against Huskarls.+300% Damage against Destroyers and Destroyer Heroes.+200% Damage against Ships

Fully Upgraded Spearmen (Leather Frame Shield [Ptah], Spear on the Horizon, Greatest of Fifty [Horus]):

122 Hitpoints62% Hack Armor47% Pierce Armor99% Crush Armor5s Train Time11.9 Hack Damage5.00 Speed19 Line of Sight+110% Damage against Cavalry

Notes about this match-up:

In equal population amounts, fully upgraded AND basic Cheiroballistae will win both match-ups, when microed and when BOTH sides are non-microed. When expertly microing the Spearmen (making them all fire on a couple and dodge while others rip the unmicroed Cheiros to shreds) the Spearmen will win, but that is beyond the area we are studying right now...

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The Spearman is the hard counter unit for Egyptians to use against Cheiroballistae but Camelry and Mercenary Cavalry work better because of their speed and the fact that Cheiroballistae do not get a bonus against them.

Other Notes about Cheiroballistae

Cheiroballistae are highly inaccurate - one arrow will almost always hit, but the enemy almost HAS to be moving for 2 arrows to hit them. The inaccurate arrows normally cause "splash damage" so three arrows will hit three different people and the fourth arrow will miss if the enemies are standing in basic formatiion (side by side).

Cheiroballistae cost 4 population, very pricey. Cheiroballistae are still considered siege, so Katapeltes, Raiding Cavalry,

Villagers, Prodromos and Spearmen get bonus damage against them. Cheiroballistae hit 3/4 arrows 50% of the time, and 4/4 arrows 50% of the time

when the targetted enemy unit is standing directly in front of them (e.g. when they are being attacked by melee units).

Other Match-ups

Cheiroballistae do their intended job well, they beat all infantry in equal pop-wise battles, including Huskarls and Katapeltes.

Cheiroballistae beat most archers pop-wise, only losing pop-wise to Arcuses, and occasionally Gastraphetes (50% of the time).

Cheiroballistae, even before getting burning pitch (which gives them +1000% damage to buildings), do quite well vs. buildings despite dealing pierce damage.

Elephants cannot stand up to massed Cheiroballistae. Pop-wise they can, but when you have enough Cheiroballistae nearly 3/4 arrows from each Cheiroballista hits them every shot (due to the slow speed and large size of Elephants). So with enough Cheiroballistae, Elephants aren't too rough to deal with - do not expect Cheiroballistae to be able to handle Elephants by themselves though. It is just useful to know that if you are on the offensive side, and he is depending on auto-queued Elephants to take down your units, he will fail at this for a while. Of course, Katapeltes and Fanatics are your best counter to them!

In theory Villagers are a deadly enemy to Cheiroballistae but fully upgraded Cheiroballistae can deal with villagers without much problem. This is because approximately two arrows hit the villager as it moves towards the Cheiroballista. Then when the Villager reaches the Cheiroballista, the three or so arrows that are now hitting the Villager will take it down before it deals too much damage (beware facing Ra's Skin of the Rhino Villagers though).

Practical Uses

Obviously use cheiroballista to counter infantry, I hope that you have grasped that they do their job efficiently.

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If your enemy is atlantean and you are both running turma, make a couple cheiroballistae to both deal damage and absorb the attacks, seeing as they have 50% pierce armor and do quite well vs. archers.

Vs. Atlantean enemies Cheiroballistae should be massed IMO, especially when combined with fanatics, destroyers, or both, for a very strong army that is tough to beat.

Vs. Norse making cheiroballistae with Katapelts is a strong combination, as the enemy has to have strong micro in order to counter this. Obviously if they can flank you with a few villagers from the back they can take out your cheiros since the katapelts deal low damage even if they start to catch them, but throwing axeman and raiding cavalry are really necessary, both of which you are countering at every second, please be aware that some expert norse players have found ways to counter this and believe it is really not that strong.

Another Tactic where cheiroballistae are powerful vs. norse, which this is probably a better tactic, is keeping roughly 3 or 4 in your army alongside massed turma and murmillo, because this leaves a strong meatshield with much ranged backfire, and the splash damage of cheiroballista can simply wipe the enemy forces clean without giving it second thought.

Vs. Egyptian classical fighter you need to run 1-2 counter rax turma (normally I go 2), 1 counter rax Cheiro, and 1 rax Murmillo, simply because this battle is so insanely tough for you, be sure to get some Prometheans if having gone prometheus, or if gaia, keep either Automatons OR have bite of the shark researched ASAP... I would suggest oceanus as gaia however in case they start bringing in elephants.

Vs. Greek you really can find little usage for them, because of the massive myth units and the very high life Hippikons, both of which will just tear them apart, no matter what their meat shield... only real way to use them vs. zeus is throw in between buildings is he is doing a hoplite rush (which he might do since infantry are easier to spam vs. atty).

FAQ

I will leave this section open to any questions you may ask, including numbers (exact) from the editor and any fights you want me to retest, basically any questions about cheiroballistae that you think would make the guide look a little better right here.

Q: I see that cheiroballista have 30 LOS, would they make a good scout? A: No, unfortunately they only have a 3.85 movement speed, which is about the

same as a destroyer so their line of sight is only a real plus in being able to sight an enemy's units and arrange your army accordingly to counter them, or running him slightly towards a gold mine to see if it's occupied. I would definitely not suggest having them stake-out a gold mine, however, since it IS a 4 population unit that single handedly will lose vs anything they throw at it except for infantry...

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Q: Shouldn't Myth units be able to simply run over cheiroballistae in normal combat?

A: It all depends on the playing abilities of the atlantean player, as you all know, cheiroballistae cannot be heroized, but they are also ranged and do not intend to have units run straight into them, so if the enemy heroizes some turma, katapelts, or any other unit really (those being the best 2 in normal combat) that they heroize, it becomes simply a battle of micro and unit choices.

Q: Which makes a better Priest counter, the Arcus or the Cheiroballista? A: If your enemy is running 16 Priests or less, the Arcus is by far the better

counter. It does slightly more damage than a Cheiroballista, as well having a faster firing speed. If your enemy is running between 17-24 priests, the tests come so very close that there is no one definite winner in effectiveness and if the enemy has more than 25 priests (which is 50 pop or higher devoted to priests) Cheiroballistae rip them to pieces so very fast in comparison to Arcuses. In another test, where there was a Tower spam as well as a bunch of enemy Priests (which is a very probable situation to face if you have a Titan), the Cheiroballistae are the best counter in any population based tests.

Closing

Thank you for reading my guide, it took me roughly a week and a half to complete, but I am pretty sure of the information I have given.

~ Squeoo ~

Implode God Power: The Guide

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By Lord_of_Valhalla

Introduction 

The Titans expansion has added a lot to AoM: more interesting units, gods, technologies and god powers. Atlas’ Implode god power, I think, is the most interesting of all. While god powers such as Earthquake and Meteor destroy buildings, and Lighting Storm kill armies, the Implode god power can do both as effectively if it is used correctly. You only get

one cast, and this guide will help you get the most out of it.

Damaging Buildings with Implode

(Note: all test below have been run at least 3 times. Data was posted only if all 3 tests produced same data)

Test 1.1 – Damage Distribution

As you can see on the screenshot to the right (click to enlarge), in the plain field there are 3 Egyptian barracks lined up. In front of them is a runestone, which will be the target for the Implode GP. When the GP was cast on the runestone, the beautiful graphics kick in, showing the bright center and a spiral of fog going into it. In the end there is an explosion and a shockwave going from the center. Now lets examine the barracks:

Barracks 1 – 630/1200Barracks 2 – 630/1200Barracks 3 – 630/1200

We can see that the same amount of damage was dealt to all 3 barracks: 570 damage. Also, the barracks weren’t damaged until the whole thing exploded, therefore the shockwave deals damage to all the building equally if they are within the range of the shockwave.

Test 1.2 – Damage Strength

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Yes, we all heard that the more units are sucked in, the more damage Implode deals. Lets check that out. In this test, 4 spearmen are added near the runestone (screenshot to the left). The spearmen are sucked in, and after the explosion the barracks have the following health:

Barracks 1 – 402/1200Barracks 2 – 402/1200Barracks 3 – 402/1200

4/4 Spearmen dead

Hooray! 798 damage was done. More damage is done if the spearmen are sucked in. But does it matter what type of unit is sucked in?

Test 1.3 – Damage Strength per Unit Type

In this test, the spearmen were replaced by Anubites, the GP was cast, and the following results were produced:

Barracks 1 – 402/1200Barracks 2 – 402/1200Barracks 3 – 402/12000/4 Anubites dead

Therefore, it doesn’t matter how strong the unit is, or if it gets killed or not. It will still contribute to the damage done to the buildings by the final shockwave.

Test 1.4 – Damage Strength per Unit

Now all but one Anubites were deleted, and Implode was cast once again on the runestone:

Barracks 1 – 573/1200Barracks 2 – 573/1200Barracks 3 – 573/1200

0/1 Anubite dead

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So according to this, each unit will contribute 57 to total damage done by the final shockwave. To check that it works with 4 units sucked in, you do this calculation:

HP of Barracks = 1200 – (570 + (57 * 4))HP of Barracks = 402

This gives us the same results as in test 1.2! It works! :)

Test 1.5 – Type of Damage Done

But what type of damage does it do, Crush, Hack, or Pierce? For that I tested it on the Barracks with Masons (+180HP, +4% Crush Armor) and no units to be sucked in, and here are the results compared to the results of test 1.1:

Barracks from test 1.1 – 630/1200 (570 Damage done)Barracks from test 1.5 – 838/1380 (542 Damage done)

Aha! So the type of damage done is pure crush.

The Implode Formula

Since the un-upgraded Barracks have 5% Crush Armor, they get 570 damage base and 57 per unit sucked in. If they had 0% Crush Armor, the numbers would be 600 and 60, because 30 is 5% of 600, and 3 is 5% of 60. Those 30 and 3 are the absorbed amount of damage by the 5% Crush Armor, so only 570 and 57 Hp is deducted. So here is the Implode Formula:Note: CA = Crush Damage

Damage of Shockwave = 600CA + (60CA * Units Sucked In)

Note: You still have to account for buildings’ Crush Armor.

Now! Onto the next section, where we go over how to effectively kill units using Implode.

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Killing Units with Implode

(Note: all test below have been run at least 3 times. Data was posted only if all 3 tests produced same data)(Note: myth units have been used, because most human soldiers

cannot withstand the damage of Implode)

Test 1.1 – First Step

Lets take 3 Fire Giants and put them around the runestone. After casting Implode, they are sucked in, and then thrown out damaged (screenshot to the right):

Fire Giant 1 – 520/600Fire Giant 2 – 520/600Fire Giant 3 – 520/600

Each has taken 80 damage. Take a look at their stats. Lets assume that damage done was Hack. If their Hack Armor is 60% that means that only 40% of the damage “got through”. If 40% of the damage that got to the Fire Giants’ HP is equal to 80, than 100% (base damage) would be 200 Hack Damage.

Test 1.2 – Theory Test

Lets take Automations (screenshot to the left). They have 40% Hack Armor, and 200 HP. If my theory is right, 200 Hack Damage would be dealt to them. 40% of that is absorbed by the Hack Armor, so 80 (40% of 200) would be deducted from the total damage done – 200. Therefore the Automation should get 120 damage, leaving it with only 80HP. Lets check that out. Here are the results after casting Implode:

Automation 1 – 80/200Automation 2 – 80/200Automation 3 – 80/200

As you can see the system works! The Automations have been left with exactly 80HP, just like expected.

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Test 1.3 – Does it Matter How Many Units Are Sucked In?

Now lets put just one Automation and cast Implode:

Automation - 80/200

Therefore, no, it doesn’t matter.

Test 1.4 – Does Shockwave Damage Units?

If we put the Automation far enough from the runestone that he doesn’t get sucked in, but the shockwave still reaches him, we will see that it doesn’t damage him.

The Implode Formula for Units

This formula is much simpler: if a unit is sucked in and you hear a little “zap!” that means that 200 Hack Damage has been dealt to it. Remember that the units Hack Armor will absorb a portion.

Now, we'll wrap things up in the next section, and talk about the best ways and worst ways in general to use this GP.

Wrapping Things Up ...

When To and When Not To

As you can see, the Implode god power is way more powerful if you know how to use it well. Here are situations where it is best used:

Enemy is constructing a Titan Gate or Wonder. This is by far the best use for it. First, it will suck in most of the villagers constructing it, and most likely kill them. Second, it will produce a shockwave powerful enough to destroy the Titan Gate or Wonder, because each villager sucked in will contribute 60 Crush Damage to the final shock wave. Imagine your enemy suddenly without a Titan Gate and most of his villagers!

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Enemy City Full of Units. The result of it is pretty straightforward: his army is dead, his building on fire, and you are happy.

However, Implode has a few disadvantages: it sucks in allied units if too close, the shockwave damages allied buildings, and it can only be cast on open ground, not on a building. Here are situations when not to use it:

You want to get rid of an enemy army near your city. If you do that, he’ll suffer casualties and you’ll suffer defeat. If you have no choice, target it behind his army, so it gets pulled away from you city, and so the shockwave doesn’t reach your buildings.

A city of a forward base with no units. Remember that Implode does little damage if no units were sucked in.

Final Words

I really hope you have learned a lot from my guide, because Implode is one of the best GPs in the game if you know how to use it. So stand back Helios and Hekate, and make way for Atlas!

Age of Mythology (PC) & The Titans (PC)

The Complete Strategy Guide

Version: 0.7 - 03/03/05 By Jim Chamberlin [email protected]

===========================================================================

<< Disclaimer >>

This document may be freely distributed so long as it is not edited or or altered in any way, I am given credit, you do not charge for viewing

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this guide; this includes, but is not limited to websites, cds, dvds, magazines, etc.

This document was made for personal use only. No part of this document may be copied or used in any form of media without the express written consent of Jim Chamberlin. Unauthorized use of any information herein is a direct violation of Copyright Law, and legal action will be taken.

This document is Copyright © 2005 Jim Chamberlin. All Rights Reserved.

Microsoft, Age of Mythology, and Ensemble are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.

===========================================================================

<< Online References >>

Microsoft's Official Site http://www.microsoft.com/games/ageofmythology Ensemble Studios http://www.ensemblestudios.com/ Through The Ages http://www.throughtheages.com/ Age of Mythology Heaven http://aom.heavengames.com/

=========================================================================== Contacting Me ===========================================================================

I am NOT hiding any information, however if your question has not been properly answered in this FAQ, email me. Be sure to read through the FAQ (Frequently Asked Questions) section, as that is where I answer questions that either will or have made me answer multiple times. When emailing me, put "Age of Mythology" or "AOM" in the Subject. Doing that will get you a faster reply...hint, hint.

If you don't want to use email, an alternative is a message board. Below is an address for the Age of Mythology and Titans message boards on GameFAQs. There are others who visit that forum, who I am sure can and will help answer any question you may have.

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http://boards.gamefaqs.com/gfaqs/gentopic.php?board=476277 http://boards.gamefaqs.com/gfaqs/gentopic.php?board=914617

I would also recommend checking out Age of Mythology Heaven and Through The Ages (web addresses listed in the "Online References" section just above) for additional help. They have their own message boards with more gamers than that of GameFAQs.

If you have a strategy or tip for Age of Mythology, please feel free to submit it, by emailing me. As mentioned above, please include "Age of Mythology" or "AOM" in the Subject Line. If your tip is used in this guide, you will be given credit. If you don't want your Email-Address listed in this guide, for fear of getting SPAM, please mention this in your email, and I'll happily just include your name/alias.

=========================================================================== Author's Notes ===========================================================================

Over time, links or URLS (Uniform Resource Locators) may become out-of- date. Unfortunately, this does tend to happen with the Internet, so I must remind you that the addresses originally in this document did in fact work. If you find a link that doesn't work properly, please let me know, and I'll see if I can either find a replacement for it, or include some sort of notice stating the problem.

Also, over time, Ensemble Studios releases patches, which can cause some changes to things like the stats of units, buildings, etc. Please take this into account when looking at them; I am not likely going to be able to keep up with all of the patches.

=========================================================================== Revision History ===========================================================================

Version 0.7 - Mar 03, 2005 - 747 KB

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Added a Frequently Asked Question, and added two stategies from Hiram Jones.

=========================================================================== Table of Contents ===========================================================================

Overview

Age of Mythology Features Age of Mythology: The Titans Features

Basics

Resources

Titans

Cultures

Greek Mythology Egyptian Mythology Norse Mythology Atlantean Mythology

Greek Buildings Egyptian Buildings Norse Buildings Atlantean Buildings

Greek Units Egyptian Units Norse Units Atlantean Units

General Technologies

Tips and Strategies

Relics Frequently Asked Questions (FAQ)

Appendices

Hotkeys Cheats Links Revision History

Final Words...

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=========================================================================== Overview ===========================================================================

Ensemble Studios released Age of Mythology on October 29, 2002 as yet another great title. Some call this a sequel to Age of Empires II - it kind of is and isn't. While the technology and ideas within Age of Mythology are certainly greater in comparison to that of Age of Empires II: Age of Kings, it does not follow the time line where AoE II left off; it's for this reason, and this reason only that I don't consider Age of Mythology, or AoM, a sequel to AoE II.

After a successful launch of Age of Mythology, Ensemble Studios developed and released an expansion pack, called "The Titans", which only further added to the addictive and exciting gameplay of that found in Age of Mythology. A little further down in this guide, you'll be able to learn about what was added with the expansion pack.

=========================================================================== Age of Mythology Features ===========================================================================

Age of Mythology preserves the familiar elements popular in previous Age of Empires games. Wonders, civilization bonuses, technology trees, resource gathering, empire building, and large armies clashing on fields of battle are all at the heart of the game. At the same time, a number of entirely new gameplay features are introduced, making for a fresh, original experience:

* God Powers - These rare and powerful gifts grant players the powers of the gods several times during each game.

* Mythological Units - Each with their own special ability, these scarce units can be added to a player's armies to change the character of the fighting force.

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* Multiple Ways To Advance Ages - Players now get to choose different ways to advance though the ages, each providing a different set of bonuses.

* Highly Differentiated Civilizations - Age of Mythology builds on the civilization differentiation featured in Age of Kings and features civilizations that play dramatically different from one another.

* Graphics worthy of the gods – Age of Mythology features beautiful environments, buildings, units and special effects rendered in full 3-D using Ensemble’s revolutionary game engine. Hundreds of unit animations bring the game world to life, as players see units fighting using a variety of attack and defense maneuvers. In addition to beautiful cascading waves and lifelike terrain, the special effects in Age of Mythology include waterspouts, infernos, lava, tornadoes, earthquakes and smoke with astonishing levels of detail.

* A game for everyone – Age of Mythology offers diverse game modes and a variety of settings for novice and experienced real-time strategy fans alike. In-game cinematic scenes create a seamless, story-based and character-driven campaign. In addition, Age of Mythology is easy to learn and use with an intuitive, streamlined interface.

* Replayability - The game offers more than 15 map types, 13 game variants and five starting conditions in its multiplayer lineup. Nine highly differentiated civilizations and the inclusion of a random map generator keep gamers coming back to play.

* To Hades and back – Players can now petition the gods for favors in the game. Persuade Ra to strike an enemy’s city center with a meteor; enlist Thor to trap opponents in a snow squall; or beg Poseidon to swamp an attacking fleet. Players reinforce their armies with Minotaurs, griffons, giants, Cyclops and many other mythological creatures. In addition, players can seek out hidden treasures like the Golden Fleece and Hades’ Helm of Invisibility while traveling through underworld domains, rough seas or a vast desert.

* Divine gameplay true to the Ages – Age of Mythology preserves many familiar elements from the Age of Empires games – including wonders, technology trees, ages and civilization bonuses – while enabling skill-based combat decisions. Smarter units allow players to make better use of inherent strengths and terrain advantages.

=========================================================================== Age of Mythology: The Titans Features

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===========================================================================

Age of Mythology: The Titans adds a fourth mythology, the Atlanteans, to the existing Greek, Egyptian and Norse mythologies in Age of Mythology. A new single-player campaign will add yet another chapter to the expansive panoply of ancient folklore along with the addition of new scenarios. Atlantean players will be able to call upon the might of the Titan gods (such as Atlas and Cronus) multiple times throughout the game, and may also upgrade human units to heroes. The expansion pack will introduce 12 new god powers, 15 new human units and 12 formidable myth units to the game.

* Atlantean mythology - Take advantage of unique cultural attributes, god powers, myth units and much more to dominate your opponents. Use your Titan god powers multiple times to demolish the opposition, promote selected units within the culture to hero status, and reap the benefits of a culture with new features, such as the ability to control time and space. Explore new maps and expand the "playground of the gods."

* An extended story line - The Titans adds new scenarios to explore and conquer. In-game cinematics help to integrate and further enrich the game’s story.

* A new victory condition - Create a Titan unit that dwarfs everyone else; wreak havoc and rain destruction on enemy civilizations.

* Additional powers, heroes and mythological units - The Titans brings the ancient world to life in more detail than ever before with exciting gameplay elements and characters. The expansion pack will unveil the incredible powers of the Titan gods, which can be unleashed by the Atlanteans who worship them. In addition, new myth units and human units allow gamers to build their civilization and go into battle in a nearly infinite number of ways.

=========================================================================== Basics ===========================================================================

This section is or those of you who have never played an "Age" game, as this is a very basic summary of the game.

In Age of Mythology, you start off with a few villagers and some

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resources (food, gold, and wood). You may also get a scout or military unit, depending on what culture you choose at the beginning of the game.

You also have God Powers. What God Powers you have will not only depend on what culture you choose, but what Gods you choose. The God Powers can range from a power that can damage buildings and units, to one that will create a large gold mine.

You take your villagers and create an economy, which at the very beginning is often limited to food, gold, and wood. Your villagers can chop wood, kill animals to get food, and mine for gold. Over time you will expand your empire, creating towers, walls, and military units, advance in Ages allowing you to choose new Gods and gain access to new units and technologies to further advance your empire.

There are obviously a variety of strategies you can take on, but I'll get into that a bit later in this guide.

=========================================================================== Resources ===========================================================================

A person's resources are the single most important thing in Age of Mythology. If you don't have sufficient resources, you cannot build an effective economy to support any sort or military force, or even advance to the next Age. AOM has four main resources: food, wood, gold, and Favor. Each culture has its own advantages and disadvantages when it comes to collecting these resources.

FOOD ---- Food is a universally needed resource in the game. The food is needed to build nearly all units, especially the ever-important villagers who do the gathering of the resources. Food can be collected in several ways, such as farms, hunting, foraging, fishing, and herding. Most of these are pretty self-explanatory, but the herding should be elaborated on a bit.

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The herdable animals are spread around on your map. I recommend using either a scout or fast military unit (cavalry, preferably), depending on what you have. Your enemy can steal your animals, so keep an eye on them. The herdables tend to fatten up over time, so once you've gotten them back to your Town Center, don't kill them immediately - wait a bit. Here's a few figures which show how much food you can gather from them.

ANIMAL INITIAL AMT FATTENED AMT Goat 50 300 Pig 50 300 Cow 75 400

GOLD ---- Much like food, gold is needed quite often, usually with researching technologies and military units. Building a large military force can be quite expensive!

Your villagers gather gold from mines, which do tend to vary on size. If you choose Thor, you have the ability to create your own mine, instead of relying on natural ones. Norse Dwarves gather gold faster than most units for other cultures.

WOOD ---- Wood isn't needed as quite as much as Food and Gold, but is with respect to buildings and some military units. The military units that require large amounts of wood, are Archers and Siege Weapons.

FAVOR ----- Favor is the new resource in the game. Favor is needed for your Mythological units as well as for the improvements/technologies offered by the Gods. Each culture gains Favor in their own unique ways. You can learn about this in the "Mythology" sections below.

As you can see, the various types of resources are unique in the way they are obtained, but also when it comes to be used. I can't tell you which resources you need to focus on in each game, because it's impossible. Your strategy for any given game will dictate the way you will need to focus your economy. This will likely be discussed further along in this

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guide.

=========================================================================== Titans ===========================================================================

The most unique unit of the game was added in the expansion pack, the Titan. Each culture has their own Titan. They're pretty much unstopp- able unless you use another Titan, although mythological units and Heroes can do a bit of damage since the Heroes have bonuses.

Gaia, the Mother Earth goddess, created Oranos, the god of the sky, and mated with him, thereby producing the first immortals - the Titans. The twelve Titans were equally divided between males (Lapetus, Hyperion, Oceanus, Coeus, Creus, and Kronos) and females (Phoebe, Rheia, Theia, Mnemosyne, Tethys, and Themis). In addition, Gaia gave birth to other creatures, including the Cyclops and the Hecatoncheired (hundred-headed giants).

Oranos hated Gaia's children, however, and hid them within Mother Earth, causing her great pain and suffering. Kronos, the youngest of the Titans, eventually overthrew his father and freed his siblings, though he kept the other creatures imprisoned. The Titans and their children (including Prometheus, Atlas, Hekate, Selene, and Helios) then ruled the universe. At this time humankind was created and Atlantis was founded. All was not harmonious, however.

Kronos took his sister Rheia as his wife. Fearing a prophecy that his own offspring would turn on him, as he had turned on Oranos, Kronos swallowed his children as they were born. Rheia gave birth to her sixth child, Zeus, in the dead of night and fooled Kronos by giving him a stone to swallow. Zeus was then entrusted to Gaia until grown, at which point he returned and

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forced Kronos to regurgitate the five older children (and the stone).

A war, called the Titanomachy, broke out between Zeus and his generation against many of the older Titans. At the request of Gaia and to aid his cause, Zeus freed the Cyclops, who forged Zeus' thunderbolts, Hades' helmet of invisibility, and Poseidon's trident. The struggle raged for ten years, and the earth shook and burned as huge rocks crashed into it and thunderbolts ignited forests. Some surmise that Atlantis was destroyed in this struggle, perhaps for siding with the Titans against Zeus' confederacy.

As the climax of the war approached, Zeus recalled the wishes of Gaia and returned to the Underworld to free the Hecatoncheired. Maddened by their long imprisonment at the hands of the Titans - first Oranos, and then Kronos - they unleashed a storm of rocks that ended the war. Zeus condemned to Tartarus, the Titans who stood against him and the Cyclops, fashioned a series of gates and walls to hold them. Zeus also placed the Hecatoncheires as their guards. Zeus and his generation took over the universe and ruled from Olympus.

Thus all the gods of the universe were the progeny of the Titans and ruled in peace only so long as the Titans remained imprisoned. But there remained in the world both mortals and immortals who continued to plot revenge.

=========================================================================== Cultures ===========================================================================

In Age of Mythology, we have three different cultures to choose to play with, the Greeks, Egyptians, and Norse. The expansion pack, Titans, added an additional culture, the Atlanteans. Each of these cultures is unique in many, many ways.

In each of the cultures, as you progress through the Ages, you have are given options as to which Gods you choose to play with. Each God brings different bonuses and abilities to your culture. All four

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cultures have three Major Gods in the beginning to choose from, and as you progress, are able to choose from a variety of Minor Gods.

Greeks ------

Of the four cultures, the Greeks are one of the easiest to learn. I found that it was the easiest to transition to, from Age of Empires II. Villagers construct buildings and gather resources, just as in AoE II.

The Greeks have a very diverse military compared to the other cultures. The military units are very strong, but a bit on the expensive side (you get what you pay for, eh?).

The Greeks start off with a free Kataskopos, a cavalry scout unit. Put him to good use early on in your game(s) by looking for settlements, new food and gold sources, enemy locations, and perhaps even steal enemy domesticated animals.

Each Major Greek God gives you four (or in the case of Poseidon, five) Heroes. Heroes are created at the Town Center. You get a new Hero with each Age-advance.

The Greeks are the only culture to have direct control over the rate at which they can gain Favor from the Gods. Greeks gain Favor by worshipping at a Temple; the more worshippers, the faster your Favor will increase. The Temple allows you to research several units and technologies, which require Favor, in addition to the typical calls for Gold & Food. If you choose Zeus, you start off with Favor, gain Favor faster, and have an increased Favor cap of 200.

Egyptians ---------

When you think of Egyptian history, you're more likely to think of things made of gold than wood. This is something the developers of Age of Mythology took into consideration (you won't need to do a whole lot of wood chopping, compared to other cultures). In fact, you'll find that several Egyptian buildings are Free, but the Egyptians build them slower. The Pharaoh can empower the building to increase the building speed. Unlike the Greeks, for

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instance, the Egyptians can begin farming in the Archaic Age, as opposed to the Classical Age.

The Egyptians have several benefits that encourage a defensive game style. The Egyptians have a unique military unit, the Mercenary, which is a great fighter, but will die after 30 seconds or so.

The Egyptians have two Heroes, the Pharaoh and Priest. The Pharaoh features several unique abilities, the most important being the ability to empower a building. This empowerment acts as a bonus of sorts, but the effect really depends on the building that is empowered at the time. A Monument, for instance, will gain Favor much faster than if it weren't empowered.

Norse -----

With the Greek culture, its villagers gather the resources, but with the Norse culture, they have two groups (gatherers and Dwarves) to collect the Wood, Food, and Gold. Greek villagers also are tasked with constructing the various buildings needed, but the Norse are a bit different here as well. The Norse infantry, who not only have to fight battles, are tasked with the construction of the buildings.

The Norse have a rather unique unit, the Ox Cart. Instead of building a stationary resource drop-off point, such as a Storehouse, or Lumber Camp, for instance, the Ox Cart acts as a mobile resource drop-off point. The Ox Cart can save you time and resources this way; just imagine the time and cost it would save you from using the Ox Cart as opposed to building the numerous stationary resource drop-off points around your big piece of land.

Instead of worshipping at a Temple to gain Favor, like the Greeks, the Norse gains Favor by hunting and engaging in war. Norse Hero, the Hersir, is able to gain Favor faster than the other units.

Atlanteans ----------

The Atlanteans, much like the Norse, benefit in resource gathering because the villagers don't need to walk to a resource drop- off point, because they have pack donkeys to drop their resources in (Norse have Ox Carts). To balance this, the developers have made the Atlantean villagers more expensive to create.

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Unlike the other cultures, the Atlanteans don't have the Hero units but rather have the ability to turn a unit into a Hero. This is, however, a very expensive thing to do, so you will want to use this power sparingly. Try to use this when its incredibly important, such as you're being attacked by a large force of Mythological units; your newly-upgraded (Hero) units will benefit from their bonus damage against those Mythological units.

Unlike the other cultures, the Atlanteans don't gain Favor from the Gods by worshipping at a Temple, for example, but rather by constructing new Town Centers atop Settlements. If you build two new Town Centers you will gain Favor faster than you build just one, so you should consider expansion.

=========================================================================== Greek Mythology ===========================================================================

Each Major Greek God gives you four (or in the case of Poseidon, five) Heroes. Heroes are created at the Town Center. You get a new Hero with each Age-advance.

The Greeks are the only culture to have direct control over the rate at which they can gain Favor from the Gods. Greeks gain Favor by worshipping at a Temple; the more worshippers, the faster your Favor will increase. The Temple allows you to research several units and technologies, which require Favor, in addition to the typical calls for Gold & Food. If you choose Zeus, you start off with Favor, gain Favor faster, and have an increased Favor cap of 200.

Gaea, or the earth, was the first deity of the Greek cosmological order, born of the chaos that reigned before life. She gave birth to Uranus (the heavens), and together they conceived giants, cyclopses, and titans. Uranus was not pleased with his monstrous offspring, so he locked all his children away deep within the earth.

And Gaea was not pleased with Uranus for this. So she enlisted the titan Kronos to attack his ungrateful father and seize power. But Kronos was an

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even less tolerant father than Uranus, and was soon dealt the same blow by his own son Zeus. And with Zeus' ascension to power, so begins the Greek era of the Olympians.

Now controlling the entire cosmos, Zeus decided to divide the spoils between his brothers Poseidon and Hades. The drawing of lots decided that Zeus would retain his title as ruler of the gods, while Poseidon would take possession of the seas. Hades was left with control of the underworld, and felt slighted, but there he ruled nonetheless, an angry and jealous deity.

Meanwhile, Zeus' marriage to Hera (the goddess of marriage and community) was not going well. His many affairs left her as angry and jealous as Hades, but she never openly challenged Zeus, and took her frustrations out upon other enemies instead.

Still, the pair had many children. Zeus showed open favoritism toward Athena, who became the goddess of wisdom and warfare. Unlike her brother Ares (the god of warfare), Athena was judicious and benevolent, choosing her battles to promote civilization and advancement. To Ares it was irrelevant which side prevailed in a battle; he only wanted ample bloodshed to assuage a violent nature. Ares even took his children - Phobos (fear), Deimos (terror), and Enyo (horror) - into battle with him.

But Ares was cowardly and quick to flee when things turned against him, and was even publicly mocked by his own brother Hephaestus.

Hephaestus (god of the forge and blacksmiths) had caught Ares having an affair with his wife. While said to be the ugliest of all deities, somehow Hephaestus married Aphrodite, the very goddess of love and beauty. But she rarely reciprocated his love, preferring instead the war god, Ares.

Meanwhile, Zeus continued to have extramarital trysts of his own, many of which bore offspring - most famously Artemis (goddess of archery) and Apollo. God of wisdom, truth, music, the sun and among other things, healing, Apollo proved to be one of the most revered Olympians. A

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childhood act of goodwill set the precedent for Apollo: a giant serpent called Python greedily guarded the Oracle at Delphi (a well from which sprang prophecies of the future). The serpent ravaged the nearby countryside, poisoning rivers and wells, destroying crops, and razing entire villages. The young Apollo defeated Python and liberated the Oracle.

Despite his good nature, Apollo was not always treated with respect, especially by his half-brother Hermes. Fleet of foot with winged sandals, Hermes was the messenger to all Olympian gods. But he was mischievous as well - and even while still wrapped in swaddling, he stole cattle from Apollo. Apollo demanded their return, but ended up giving in to Hermes as a result of his skill of the lyre. Hermes thus became the god of music.

In any case, Zeus did not limit his trysts to goddesses - mortal women also appealed to him. One such mortal was Semele, whom Zeus "visited" in the night as a divine presence. Semele did not know who the father was, but was pleased to have coupled with deity, and bore the child Dionysus, god of wine and celebration.

This naturally disturbed Hera, whose jealousies over Zeus' affairs never abated. She convinced Semele to uncover who the father was, even while knowing that no mortal woman could survive an encounter seeing Zeus in the flesh. Semele was killed.

But Hera was not yet satisfied, and even had Dionysus murdered. Rhea brought him back to life and Zeus was forced to enrage Hera further by extending Dionysus divine protection.

The following chart reveals the Minor Gods from which you must choose, according to your Major Gods, at each Age advance.

MAJOR GOD CLASSICAL AGE HEROIC AGE MYTHIC AGE Zeus Athena, Hermes Apollo, Dionysus Hephaestus, Hera Poseidon Ares, Hermes Aphrodite, Dionysus Artemis, Hephaestus

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Hades Ares, Athena Aphrodite, Apollo Artemis, Hephaestus

Below are the Greek Major & Minor Gods.

ZEUS ----

Description: The youngest son of the Titans Kronos and Rheia, he was hidden by his mother when Kronos learned of the prophecy that one of his sons would supplant him as ruler of the world. When fully grown, Zeus forced his father to regurgitate his other children that he had swallowed, and then Zeus led a revolt against the Titans, who were banished to Tartarus, below even the underworld. Zeus and his two brothers drew lots to decide each god’s part of the world. Zeus drew the heavens, and supreme rule over all the gods and humankind.

Zeus was always considered a weather god, with lightning, thunder, rain, and thunderstorms attributed to him. Later he became associated with justice and the law. He could shape-shift, taking the shape of any object or living thing, and he used this ability in his seductions. Although he took his sister Hera as his wife, he seduced many other goddesses and mortal women, siring many children who became prominent in Greek mythology. There were many statues erected in Zeus’ honor, the most magnificent being the colossal statue of Zeus at Olympia, one of the Seven Wonders of the Ancient World. The Olympic Games were held originally in his honor.

Bonuses: Greeks start with 15 Favor with a cap at 200 Villagers generate Favor 37.5% faster Hoplites move 12% faster Infantry do twice the damage to buildings

Bolt God Power - Bolt of lightning that kills single unit instantly |_ Zeus's God Power calls a bolt from the heavens to smite any single unit, except for Titans, Transports, and Ox Carts.

To use Bolt, select the Bolt icon at the top of the screen, and then left-click the unit that you want the bolt to strike. You must have line of sight to the unit.

Olympic Parent Improvement - Heroes receive 25% Hit Point Bonus |_ Many Greek heroes were half-mortal children of the Olympians, the Greek gods. Zeus was the most notorious philanderer in the Greek pantheon and sired many of the gods themselves -- and some of the most famous heroes of Greek mythology: Heracles, Perseus, the twin Argonauts Castor and Pollux. These heroes accomplished amazing tasks because of their divine heritage,

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but often faced divine wrath when the gods fought amongst themselves, as they often did, striking out at the children of their enemies.

ATHENA - Classical Age ------

Description: The goddess of wisdom, crafts, justice, and war, she is often associated with a shield for war, the owl for wisdom, or the olive tree. When Athena and Poseidon vied to be the patron of a prominent city, they held a contest to see who could give the city the finest gift. Poseidon provided a well, but it produced salty water. Athena gave the olive tree that provided food, oil, and wood. The city took the name Athens.

Athena had a prominent role in Homer’s epics, the Iliad and the Odyssey, serving as Odysseus’ patron throughout his long voyage. In addition to sponsoring warriors and heroes, she introduced many skills necessary for civilization. In an unusual but not unique birth, she sprang from Zeus’ head fully grown and ready for battle. Legends say that Zeus had prevented a normal birth of a son with Athena’s abilities, who he feared would unseat him. Although she was a protector of human heroes, she maintained a distance from male gods whom she perhaps found unworthy of her. Athena’s companion was Nike, the goddess of victory.

Restoration God Power - Heals friendly units/buildings in the target area. |_ Athena's healing touch affects all allied units and buildings in a small area. As long as the light shines down, units in the area will regain hitpoints.

To use Restoration, left click on the Restoration icon, then target anywhere on the map. Using Restoration during a fight can prolong the life of your armies. Using it while a town is under attack can save your buildings.

"Of Pallas Athena, guardian of the city, I begin to sing. Dread is she, and with Ares she loves deeds of war, the sack of cities and the shouting and the battle. It is she who saves the people as they go out to war and come back. Hail, goddess, and give us good fortune with happiness!"

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-- Homeric Hymn to Athena

Minotaur Mythological Unit |_ King Minos prayed to Poseidon to send him a snow-white bull as a sign he was fit to rule Crete. He promised to sacrifice the animal, but when it appeared, he kept it for his own. In retribution, Poseidon caused Minos' wife to fall in love with the bull. Their offspring was the Minotaur, a beast with the head of a bull and the body of a man. Minos had a huge labyrinth constructed under Crete where the Minotaur could be kept. Each year seven boys and seven girls were sent into the maze to be eaten by the beast. Eventually the Minotaur was slain by Theseus who unraveled a ball of twine as he moved into the labyrinth so he could find his way out.

The legend of the minotaur may have originated because of the important of the bull in Minoan ritual. Minoan buildings were adorned with bull horns, and their hourglass shields covered with bull hide. Early frescoes show Minoan youths leaping over the horns of bulls as a form of sport.

Aegis Shield Improvement - Infantry have -10% Pierce Vulnerability |_ The Aegis was a magical shield that officially belonged to Zeus, but he usually allowed his favorite child, Athena, to carry it. The shield was fringed and covered with scales and often adorned with a medusa head. It may have been the shield Perseus used to reflect the Medusa's image, thereby avoiding her gaze. Some myths depict the Aegis as a cloak, or a shield that could convert to a cloak. Like much of the armament of the Olympians, it was forged by Hephaestus.

Sarissa Improvement - Hoplites have -10% Hack Vulnerability |_ Although often referred to as the goddess of wisdom, Athena's realm more accurately extended to technology, and the development of the sarissa qualifies as one of the greatest achievements in military technology. While Greek infantry used 8-10' long spears for centuries, Alexander the Great refined its use for the Greek phalanx, creating a 16-20' long, two-handed pike called a sarissa. Macedonian phalanxes armed with sarissas dominated Mediterranean warfare until the rise of Rome.

Labyrinth of Minos Improvement - Minotaurs cost -25% Food and have +40% HP |_ Minos, the Minoan king of Crete, imprisoned the minotaur in a complex labyrinth designed by Daedalus, the famous Athenian inventor. The labyrinth was so skillfully designed that none could escape before they were devoured by the minotaur. None but Theseus, that is, who, aided by Minos' daughter Ariadne, was able to find his way by unraveling thread to mark his route. Minos was so enraged that he imprisoned Daedauls in the labyrinth, but Daedauls escaped by fashioning bird wings of wax. Upon his death,

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Minos was made one of the judges of Hades.

The Minoan palace at Knossos had an elaborate floorplan and may have led to the myth of the labyrinth.

HERMES - Classical Age ------

Description: The messenger of the gods, Hermes wore a winged cap and winged shoes. He presided over shepherds, trade, land travel, literature, athletics, oratory, and even thieving -- any activity requiring agility. He was known for his cunning and shrewdness, and as the inventor of the lyre, the flute, and the pan-pipes. He is credited with the invention of foot-racing, wrestling, and boxing. He guided the souls of the dead to the underworld. In early accounts he is a patron of fertility or luck. Later he was associated with roads. Road markers, called herms, bore a representation of Hermes. Similar markers outside homes warded off evil. He used his ingenuity to save heroes on several occasions, including Odysseus twice.

Ceasefire God Power - Stops all combat for 60 seconds |_ Ceasefire prevents all combat on the entire map for its duration. Enemy units will not be able to damage your units or buildings. In addition, no one can build any building that attacks, though other types of buildings are allowed.

To call a temporary Ceasefire, left click the Ceasefire icon and then left click anywhere on the map.

Centaur Mythological Unit |_ Half-man and half-horse, Centaurs are usually seen with torso and head of a man and the body of a horse, but different descriptions exist. They were notorious for showing up uninvited to outdoor celebrations (for a creature that large they seemed to have had trouble holding their liquor) and for abducting women, especially young maidens. Because of their drunkenness and inclination toward violence, most were driven to the mountains of Thessaly. Chiron, the centaur that educated Achilles was an exception. Centaurs are usually depicted carrying a bow.

Spirated Charge Improvement - Cavalry have +10% Speed/Attack |_ Hermes was known for his speed and athleticism and was said to have invented the race as a competitive sport. Statues of Hermes were positioned at gymnasiums and stadiums throughout Greece.

Greek cavalry could not truly charge, as their saddles did not have the stirrups which allowed later medieval cavalry to brace

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the impact of a lance against the weight of a mount.

Sylvan Lore Improvement - Centaurs have +25% HP, +30% Speed |_ Although Hermes was associated more with music and travel than with sylvan environment, he was the father of Pan (with Dryope), who was the Greek god of wooded areas and fields. Pan's mother fled at the sight of him, but Hermes took Pan up to Olympus, where he entertained the gods as a jester.

Winged Messenger Improvement - Pegasus costs 0 Food, has +6 LOS, Trains 50% | Faster |_ Hermes was the messenger of the gods, a job made easier by the winged sandals that Hermes wore. He lent the sandals to Perseus when the hero fought the sea monster that threatened Andromeda.

APOLLO - Heroic Age ------

Description: The god of music, archery (only as sport), medicine, colonization, herds, and divination, he represents many of the better qualities of humankind, including order, intelligence, rationalization, and an appreciation for the finer things. He could cause or cure the plague. He established the oracle at Delphi and perhaps the city of Troy. He is often perceived as the perfect male. Apollo and his twin sister Artemis were fathered by Zeus and born of the Titan Leto, necessarily incurring the wrath of Zeus’ wife Hera, who did all she could to prevent the twins from being born. Apollo was also well known for his love affairs with beautiful mortals of both sexes, including among them Calliope, Coronis and Daphne. Apollo's Oracle at Delphi was well known throughout the Mediterranean. Apollo is closely associated with the sun, or at least with Helios, the Greek sun god.

Underworld Passage God Power - Allows units to travel between two points | on the map instantly |_ Apollo's God Power creates a permanent (until destroyed) tunnel through the Underworld, which may be used to travel almost instantly from one point to another on the map.

To use the Underworld Passage, left click on the Underworld Passage icon, then left click where you want one end of the passage to be. Left click again in a different location to place the other end of the Underworld passage.

Place one end in your town and the other end in an ally's town to

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allow quick reinforcements and speedy retreats. Use it to circumvent walls and defenses or even place one end deep in enemy territory for a sneak attack. The passage remains in place as long as the entrance and exit are intact.

Manticore Mythological Unit |_ The Manticore probably came into Greek mythology from Persia and originated in tales about far away and exotic India. The beast had the body of a red lion, a human face (with blue eyes and human ears), three rows of teeth, a stinging poisonous tail, and poisonous spines that could be shot like arrows in any direction. Its voice was like a mixture of pipes and trumpets. It was fast and capable of great leaps. When villagers vanished without a trace, it was believed they were devoured by a manticore.

Oracle Improvement - All units and buildings gain +6 LOS |_ One of the reasons for Apollo's prominence in Greek mythology was his Oracle at Delphi, who could predict the future. Apollo established the oracle when he rid Delphi of the serpent, Python. Apollo dedicated a bronze tripod to the sanctuary there, and bestowed divine powers on the priestess. The priestess, known as the Pythia, would chew on laurel leaves and inhale the hallucinating vapors issuing from the temple floor, while mumbling prophecies that had to be translated by attendant male priests.

Sun Ray Improvement - Archers, Centaurs and Manticores gain +10% attack |_ Apollo was known as "Phoebus," the "radiant," and had a close connection to Helios, the sun god. Apollo is often shown holding a bow and arrow symbolizing the sun's rays, as he was the god of archery (as art, not for warfare or hunting).

Temple of Heating Improvement - Temples heal a single unit at a time |_ Idle units heal much faster than those moving or engaged in combat. Some units, such as undead, Titans, or the dragon, Nidhogg, cannot be healed.

Apollo was the father of Asclepius, the god of medicine, whose symbol, the cadeuses, is still used as a symbol for medicine today (though is often portrayed as the winged staff of Hermes's, not the serpent-entwined staff of Asclepius).

"I begin to sing of Asclepius, son of Apollo and healer of sicknesses. In the Dotian plain fair Koronis, daughter of King Phlegyas, bare him, a great joy to men, a soother of cruel pangs. and so hail to you, lord: in my song I make my prayer to thee!"

--Homeric Hymn XVI

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DIONYSUS - Heroic Age --------

Description: The god of wine, the theater, agriculture, the fertility of nature, and mysteries, he is usually seen with grape vines, ivy, or a panther. Unlike most Greek gods, who are normally portrayed as bright creatures of the light, Dionysus is mysterious and shadowy. His followers revel in mad behavior, drunkenness, and death. Because of his differences, Dionysus may have been a melding of Greek and Asian attributes.

He was the patron of the Maenads, wild women who worshipped him and roamed the mountains shouting and hunting wild animals. He was also the patron of mystery cults, of which we know very little today. The greatest mystery associated with Dionysus is that at one point he was believed slain, but then reborn, a very unusual circumstance for an immortal god.

Bronze God Power - Increases the armor of mortal units for a little while |_ This Heroic Age God Power temporarily armors units in the area with solid bronze, making them nearly invulnerable to enemy weapons for a short time. Enemies are not affected.

To use Bronze, select the Bronze icon at the top of the screen and left click near the units you want bronzed.

Hydra Mythological Unit |_ Another of the fierce offspring of Echinda and Typhon, the Hydra was a large serpent with multiple heads and poisonous breath. Killing the Hydra near the city of Lerna in Argolis was the second of Heracles’ twelve tasks. Each time he cut off one of the Hydra’s heads, however, two more grew back. A nephew helped him by cauterizing each wound as a head was lopped off. The last head was immortal, so Heracles buried it under a large rock. Once the beast’s body was dead, Heracles dipped his arrowheads into its blood, giving them extra potency.

Scylla Mythological Unit |_ A terrifying sea monster with six serpent heads and a ring of barking dogs around her waist, Scylla guarded one side of the straits of Messina, between Sicily and Italy. The dogs alerted her when a ship was passing so she could seize sailors. Scylla was originally a beautiful nymph who was transformed by the jealous sorceress Circe.

Anastrophe Improvement - Pentekonters have +20% attack, move 10% faster | and train 25% faster

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|_ The anastrophe was a surprise maneuver used by Trireme captains to suddenly change directions and attempt to ram.

Bacchanalia Improvement - Improves the HP of all units by 5% |_ As god of wine, Dionysus' festivals with his followers were full of joy and celebration. However, there was a darker side to these events as well. Dionysus was also representative of untamed natural forces, and in a drunken, wild state, Dionysus' followers would be driven to bloody deeds and kill with their bare hands.

Thracian Horses Improvement - Cavalry have +20% HP |_ When Dionysus was young and wandered Earth as a mortal, his growing cult was opposed by King Lycurgus of Thrace. Dionysus drove Lycurgus mad, so that he chopped up his own son with an axe, believing he was pruning a vine. Eventually his own subjects caused Lycurgus to be torn to pieces by wild horses.

HERA - Mythic Age ----

Description: The queen of the Olympian deities. She is a daughter of Cronus and Rhea, and wife and sister of Zeus. Hera was mainly worshipped as a goddess of marriage and birth. It is said that each year Hera's virginity returns by bathing in the well Canathus. The children of Hera and Zeus are the smith-god Hephaestus, the goddess of youth Hebe, and the god of war Ares. According to some sources, however, her children were conceived without the help of a man, either by slapping her hand on the ground or by eating lettuce: thus they were born, not out of love but out of lust and hatred.

She punished her rivals and their children, among both goddesses and mortals, with implacable fury. She placed two serpents in the cradle of Heracles; she had Io guarded by a hundred-eyed giant; she drove the foster-parents of Dionysus mad, and tried to prevent the birth of Apollo and Artemis. Even Zeus usually could not stand up to her. Sometimes when he got angry, he chained her to the mountain of Olympus by fastening anvils to her feet. However, most of the time Zeus resorted to stratagems: he either hid his illegitimate children, or he changed them into animals.

Hera's main sanctuary was at Argos in the Peloponnesus, where she was worshipped as the town goddess. Also, in this town the Heraia, public festivities, were celebrated. Other temples stood in Olympia, Mycene,

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Sparta, Paestum, Corinth, Tiryns, Perachora, and on the islands of Samos and Delos.

Lightning Storm God Power - Damages large numbers of units over a wide area |_ Hera's God Power calls down a storm of lightning bolts that strike all enemy units in the area. In addition, the bolts may strike buildings or trees, but do much more damage against units. Quick enemies may be able to escape the storm, which covers a large area but does not move.

To call this mighty storm, left click on the Lightning Storm icon at the top of the screen, then left click where you want the storm to strike. You must have line of sight to the targeted area.

Carcinos Mythological Unit |_ During Heracles' battle with the hydra, Hera summoned a crab to attack Heracles and aid the hydra. Although Heracles defeated both hydra and crab, Hera rewarded the crustacean by placing it as a constellation up in the night sky. Latin for "crab" is "cancer," and in Greek it is "Karkinos" -- from where derives the word "carcinogen."

Medusa Mythological Unit |_ Medusa was one of three sisters known as the Gorgons, children of sea gods with live sea snakes for hair, scaly necks, boar-like tusks, golden hands, and bronze wings. One tale is that Medusa was once a beautiful maid who boasted of being more beautiful than Athena, who turned her into a monster so ugly that those who gazed upon her were turned to stone. She was killed by Perseus, with the help of Athena and Hermes. From her blood was created the winged horse, Pegasus. Her head was used as a weapon to kill the sea monster Cetus and then the head was mounted on Athena's shield.

Athenian Wall Improvement - Increases the HP of all buildings by 30%, | walls by 10% |_ The Long Walls of Athens are attributed to the architect Callicrates. The Long Walls stretched from Athens itself to the harbor at Piraeus, a distance of over 7 miles. The walls were formed of large blocks of stone stacked over 60' high and 12' thick. In the absence of powerful siege artillery, Athens was virtually impregnable except by the sea, which was defended by the famous Athenian navy.

Face of the Gorgon - Medusa gains +33% HP |_ While Medusa is the most famous of the Gorgons, there were actually many of them, though only three are named in Greek mythology: Medusa, Euryale and Stenno. Only Medusa was mortal. The Gorgons were monstrous creatures covered with scales, hair

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of living serpents, hands of brass, and sharp fangs. It is not always clear if it was seeing the horrid visage of a Gorgon or meeting their gaze that could turn the viewer to stone. The Gorgons lived far to the west where they guarded an entrance to the underworld.

Monstrous Rage Improvement - All myth units gain +25% to all damage types |_ Hera's implacable fury was well-known, especially against the various extramarital lovers of Zeus and their children. She placed serpents in the cradle of Heracles, sent a hundred-eyed giant to watch over Io, and tried to prevent the births of Athena and Artemis. As punishment for the madness she imbued upon Heracles that caused him to kill his parents, Zeus chained Hera to Olympus with anvils tied around her ankles.

HEPHAESTUS - Mythic Age ----------

Description: The god of fire, volcanoes, blacksmiths, and metal working, he had a strong following in the cities where his skills were important to commerce and war. He is usually seen with an axe. In one account he sided with his mother Hera against Zeus who threw him so far that he fell all day and limped thereafter. Hephaestus was associated with Mt. Etna on the island of Sicily. In his workshop he fashioned many wondrous things for the gods, including thunderbolts for Zeus, Athena’s shield, arrows for Eros, and the chariot with which Helios the sun god rode across the sky. He also helped create the first human woman from clay, named Pandora, who released the evils of the world on humankind from her magic jar.

Plenty God Power - Creates a vault which constantly generates food, wood, | and gold. |_ Hephaestus' God Power creates a wondrous, mythical Vault that grants a constant flow of Food, Wood, and Gold.

To erect the Vault of Plenty, left click on the Plenty icon, then left click where you wish to place the Vault. The gods favor the strong -- if an enemy has more units or buildings near the vault than you, then you will lose control of the vault and the enemy will get the flow of resources. Place the Vault carefully, and then defend it well.

Colossus Mythological Unit |_ The Great Colossus at Rhodes was one of the Seven Wonders of the Ancient World. It stood over 150 ft. high on a 50 ft. white marble base. It was mostly hollow, with a skin of bronze welded to a skeleton frame of stone and metal. Though it

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was destroyed by an earthquake after standing for only about fifty years, such was its enormity that people came to Rhodes just to see its ruins, just as people today visit the ruins of other Greek monuments, buildings and temples.

Forge Of Olympus Improvement - Armory technologies cost 75% less |_ As the smith of the Greek gods, Hephaestus forged many great items for the other gods, such as the thunderbolts of Zeus, Aegis Shield, arrows of Eros, chariot of Helios and armor of Achilles. He even helped to create the first woman, Pandora, of clay. Hephaestus also created items used against the gods when he was wronged, such as a throne that held Hera prisoner when she cast him out of Olympus for being so ugly, and a chain-link net used to trap his wife, Aphrodite, when he suspected her of cheating on him with Ares.

Hand of Talos Improvement - Colossus gains +100 HP |_ One of Zeus' many lovers was a mortal woman named Europa. In the form of a white bull, Zeus spirited her away to the isle of Crete, where she had 3 sons. Zeus had Hephaestus forge a giant of iron to defend Europa and the island. Talos was powered by a single blood vein that ran from his throat to his ankle. The vein was sealed with a pin at the ankle.

Shoulder of Talos Improvement - Colossus gains +200 HP, -20% hack damage | Vulnerability |_ On the return voyage of Jason and the Argonauts, they needed to stop and resupply on the Isle of Crete, but the sorcerous Medea warned them of Talos. When Talos appeared and began to throw rocks at the Argo, Medea played her lyre to coax him to sleep. She then pulled out the bronze pin that held in his blood and the giant collapsed. Jason and his men could then collect food and water before continuing their voyage.

Weapon of the Titans Improvement - Unique units gain +10% attack |_ The Titans created and ruled the Earth before their children, the Olympians, overthrew them. They wielded the raw power of the elements: Light, Earth, Time, Water, Fire. The children of the Titans, the Olympians, wielded fantastic, if more conventional, weapons forged by the club-footed god Hephaestus or cyclops smiths.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

POSEIDON --------

Description: The third son of Kronos and the brother of Zeus and Hades, he drew the seas as his domain to rule. He was known also as the god of

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earthquakes and the god of horses. The symbols most often associated with Poseidon were the trident and dolphin. Sailors relied upon him for favorable winds and safe voyages, but he was moody. Despite sacrifices including drowned horses, he could cause storms, bad winds, and earthquakes at a whim. Like Zeus, he projected his power and masculinity on women, fathering many children.

In a famous contest between himself and Athena to decide which of the two would be the patron god of Athens, he threw a spear into the ground to create the Spring of the Acropolis. Athena surpassed him, however, by creating the olive tree. He often used water and earthquakes to exact revenge, but could be cooperative as well. He greatly aided the Greeks in the Trojan War, but took years of revenge on Odysseus, who had harmed one of Poseidon's Cyclops offspring.

Bonuses: Cavalry cost 10% less Stables cost 25% less Market use cost only 10% When Poseidon's buildings are destroyed, miltia emerge from the rubble Gains a Hippocampus at the dock when a temple is built

Lure God Power - Draws animals closer for villagers to hunt. |_ Poseidon's God Power creates a mythical stone to which animals are drawn. The magnet draws huntable, herdable and predatory animals alike, so be cautious when placing it close to your Villagers. It will only summon a certain amount of Food, so once a maximum number of animals reaches the Lure, it will crumble to pieces. Careful placement of the Lure can ensure that the Food bonanza it provides gets to you quickly.

To use Lure, left click the icon at the top of the screen, then left click where you want the stone to appear. Be careful where you place it because any predators that arrive may attack your Villagers.

Lord of the Horses Improvement - Cavalry have +4 LOS |_ In addition to his more familiar role as lord of the sea, Poseidon was also the god of horses. He sometimes adopted the form of a horse when pursuing mortal women, which may account for the fact that some of his children were horses, including Arion, one of the steeds of Achilles. It is not known if Poseidon appeared as a horse when he seduced Medusa, but when she was killed, she produced the winged horse, Pegasus.

"Lord Poseidon, from you this pride is ours. The strong horses, the young horses, and also the rule of the deep." -- source Unknown

ARES - Classical Age ----

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Description: The Greek god of war, he is usually seen with a spear, the preferred weapon of Greek Hoplites. He was tall and handsome, but vain and cruel. He was preoccupied with war and battles, quick to rush into a fight, reveled in bloodshed, and heedless of who won or lost. He was worshipped most strongly in regions like Thrace, where the people were particularly fierce. There was one exception to his obsession with war: he was smitten by Aphrodite and had a long running affair with her. Homer recounts in the Odyssey a tale of the sun god Helios spotting the pair enjoying each other’s charms and reporting their tryst to Hephaestus, Aphrodite’s husband. The great smith fashioned a special net in which he caught the pair locked in their passionate embrace. He offered to exhibit the netted pair to the gods of Olympus, but the women demurred. Homer says that many of the male gods offered to switch places with Ares.

Pestilence God Power - Halt production at enemy buildings in the target area |_ This Classical Age God Power called by Ares prevents enemy military buildings from training new soldiers within its area of effect. Enemies can still train new units outside of the area of effect. Allied units are not affected, and neither are economic buildings, such as Town Centers.

To invoke a Pestilence, left click on the Pestilence God Power at the top of the screen, and then left click anywhere on the map. You must have line of sight to use this power.

Cyclops Mythological Unit |_ Giants with one central eye, the Cyclopes were storm gods in early Greek mythology. In some tales they became smiths and worked with Hephaestus on Zeus’ thunderbolts. In other tales there were only three Cyclopes, representing thunder, lightning, and a thunderbolt. In classical Greece, the "lesser cyclopes" were seen as the sons of Poseidon, bestial and violent, who were avoided and feared. There were also wise and powerful "elder Cyclopes" that were the sons of Kronos.

Deimos' Sword Improvement - Hypaspists have +15% attack |_ Deimos, also called Fear, was one of the sons of Ares and Aphrodite. He followed Ares in battle, along with his brother, Phobos. Deimos is a personification of emotion and does not

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appear as an actual character in any Greek myths.

Enyo's Bow Improvement - Toxotes have +10% attack |_ Enyo, the personification of strife and discord, was also known as Eris, and was the daughter of Ares. She delighted in bloody battlefields, and was known as the Sacker of Cities, and appeared in Troy when the city fell to the Greeks. In some myths, Enyo produced the Golden Apple that began the Trojan War.

"Yet these charged forth -- they could not choose but so, for Strife and deadly Enyo in their midst stalked, like the fell Erinyes to behold, breathing destruction from their lips like flame."

-- Quintus, The Fall of Troy

Phobos' Spear Improvement - Hoplites have +10% attack |_ Phobos, or Terror, was one of the sons of Ares and Aphrodite. He accompanied his father into battle. Phobos is more of an abstraction than an actual god and does not appear in any Greek myths.

"In the centre was Phobos (Fear) worked in adamant, unspeakable, staring backwards with eyes that glowed with fire. His mouth was full of teeth in a white row, fearful and daunting, and upon his grim brow hovered frightful Eris (Strife) who arrays the throng of men ..."

-- Hesiod, Shield of Heracles

Will of Kronos Improvement - Cyclopes have +50% hack damage, double | crush damage, train 25% faster |_ Greek mythology makes a distinction between the "lesser" Cyclopes, who were the sons of Poseidon, and the "elder" Cyclopes, who were children of Kronos. Their names were given as Arges, Brontes, Steropes, Euryalos, Elatreus, Trakhios and Halimedes. The Elder Cyclopes were known as craftsmen and builders, and were so feared for their great strength that they were kept locked in Tartarus.

"After ten years of fighting Ge prophesied a victory for Zeus if he were to secure the prisoners down in Tartarus as his allies. He thereupon slew their jail-keeper Kampe, and freed them from their bonds. In return the Cyclopes gave Zeus thunder, lightning, and a thunderbolt, as well as a helmet for Hades and a trident for Poseidon. Armed with these the three gods overpowered the Titans, confined them in Tartaros, and put the Hekatonkheires in charge of guarding them."

-- Apollodorus

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HERMES - Classical Age ------

Description: The messenger of the gods, Hermes wore a winged cap and winged shoes. He presided over shepherds, trade, land travel, literature, athletics, oratory, and even thieving -- any activity requiring agility. He was known for his cunning and shrewdness, and as the inventor of the lyre, the flute, and the pan-pipes. He is credited with the invention of foot-racing, wrestling, and boxing. He guided the souls of the dead to the underworld. In early accounts he is a patron of fertility or luck. Later he was associated with roads. Road markers, called herms, bore a representation of Hermes. Similar markers outside homes warded off evil. He used his ingenuity to save heroes on several occasions, including Odysseus twice.

Ceasefire God Power - Stops all combat for 60 seconds |_ Ceasefire prevents all combat on the entire map for its duration. Enemy units will not be able to damage your units or buildings. In addition, no one can build any building that attacks, though other types of buildings are allowed.

To call a temporary Ceasefire, left click the Ceasefire icon and then left click anywhere on the map.

Centaur Mythological Unit |_ Half-man and half-horse, Centaurs are usually seen with torso and head of a man and the body of a horse, but different descriptions exist. They were notorious for showing up uninvited to outdoor celebrations (for a creature that large they seemed to have had trouble holding their liquor) and for abducting women, especially young maidens. Because of their drunkenness and inclination toward violence, most were driven to the mountains of Thessaly. Chiron, the centaur that educated Achilles was an exception. Centaurs are usually depicted carrying a bow.

Spirated Charge Improvement - Cavalry have +10% Speed/Attack |_ Hermes was known for his speed and athleticism and was said to have invented the race as a competitive sport. Statues of Hermes were positioned at gymnasiums and stadiums throughout Greece.

Greek cavalry could not truly charge, as their saddles did not have the stirrups which allowed later medieval cavalry to brace the impact of a lance against the weight of a mount.

Sylvan Lore Improvement - Centaurs have +25% HP, +30% Speed |_ Although Hermes was associated more with music and travel than with sylvan environment, he was the father of Pan (with Dryope), who was the Greek god of wooded areas and fields. Pan's mother

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fled at the sight of him, but Hermes took Pan up to Olympus, where he entertained the gods as a jester.

Winged Messenger Improvement - Pegasus costs 0 Food, has +6 LOS, Trains 50% | Faster |_ Hermes was the messenger of the gods, a job made easier by the winged sandals that Hermes wore. He lent the sandals to Perseus when the hero fought the sea monster that threatened Andromeda.

Aphrodite - Heroic Age ---------

Description: The goddess of love, beauty, and sexual rapture, her name derives from the word for sea foam. In one story, she was born when Kronos the Titan was castrated and his genitals were thrown into the ocean. The sea began to roil and from the foam Aphrodite took shape. In contrast, Homer says she was the daughter of Zeus and Dione. Regardless of her ancestry, she was beautiful beyond words.

Seeking Olympian tranquility, Zeus gave Aphrodite in marriage to hard-working and reliable Hephaestus. With his metal working skills he fashioned for her wonderful jewels, including a golden magical girdle. The combination of her personal charms and her jewels made her irresistible. She took advantage of her gifts, loving glamour and flirting, and was not particularly happy with a dirty, boring husband. She took many lovers, including Adonis, and bore several children, including Eros. The festival of Aphrodisiac was celebrated, especially in Athens and Corinth. Coupling with her priestesses was a form of Aphrodite worship.

Curse God Power - Turn several enemy units into pigs |_ Aphrodite's God Power turns a random number of Villagers and human soldiers into Pigs. The weaker the units affected, the more units can be affected.

To use Curse on your enemies, select the Curse icon at the top of the screen, then left click near the enemy units you want to turn into pigs. You must have line of sight to the enemy units you wish to Curse.

Nemean Lion Mythological Unit |_ A large and ferocious lion that lived on the plains of Nemea, it terrorized the area and could not be killed by normal men, who ran in fear from its mighty roar. The first labor of Heracles was to kill the Nemean Lion. When Heracles discovered his arrows

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and other weapons had no effect on the beast, the hero closed with it and used his incredible strength to strangle it. He skinned the beast and returned with its skin as a cloak. Heracles was thereafter depicted wearing the cloak of the Nemean Lion.

Divine Blood Improvement - Villagers move 20% faster, carry 10 more | resources, and construct buildings 20% faster |_ Aphrodite's name means "foam-born," and according to mythology, she rose from the sea near Cyprus after Oranos the Titan's severed body parts were hurled into the ocean by Kronos. As the goddess of beauty and passion, Aphrodite engaged in many trysts with mortals, much like her foster father, Zeus. Prominent among these was Aeneas, who would escape the burning city of Troy to eventually found Rome.

Golden Apples Improvement - Villagers gather favor 15% faster |_ Enyo, or Strife, the daughter of Ares decided to sow discord by producing a golden apple inscribed "to the fairest". The goddesses Athena, Hera and Aphrodite immediately began squabbling over for which one of them the apple was intended. A shepherd named Paris was chosen to answer the question. Athena offered him wisdom. Hera offered him power. Aphrodite offered him the most beautiful woman in the world. Paris chose Aphrodite. The most beautiful woman in the world turned out to be Helen, wife of a prominent Greek king, and her abduction began the Trojan War.

Roar of Orthus Improvement - Nemean Lion -50% pierce damage vulnerability, | 20% hack damage vulnerability |_ Echidna was a half-woman, half-snake mother of many monstrous progeny, including Ladon (a dragon), the Hydra, the Chimera, Orthus (a multi-headed dog) and Cerberus (the multi-headed dog that guards the gates to Erebus). Echidna and Orthus had their own foul brood, including the Greek Sphinx and Nemean Lion. Orthus was guarding the cattle of Geryon when he was strangled by Heracles.

DIONYSUS - Heroic Age --------

Description: The god of wine, the theater, agriculture, the fertility of nature, and mysteries, he is usually seen with grape vines, ivy, or a panther. Unlike most Greek gods, who are normally portrayed as bright creatures of the light, Dionysus is mysterious and shadowy. His followers

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revel in mad behavior, drunkenness, and death. Because of his differences, Dionysus may have been a melding of Greek and Asian attributes.

He was the patron of the Maenads, wild women who worshipped him and roamed the mountains shouting and hunting wild animals. He was also the patron of mystery cults, of which we know very little today. The greatest mystery associated with Dionysus is that at one point he was believed slain, but then reborn, a very unusual circumstance for an immortal god.

Bronze God Power - Increases the armor of mortal units for a little while |_ This Heroic Age God Power temporarily armors units in the area with solid bronze, making them nearly invulnerable to enemy weapons for a short time. Enemies are not affected.

To use Bronze, select the Bronze icon at the top of the screen and left click near the units you want bronzed.

Hydra Mythological Unit |_ Another of the fierce offspring of Echinda and Typhon, the Hydra was a large serpent with multiple heads and poisonous breath. Killing the Hydra near the city of Lerna in Argolis was the second of Heracles’ twelve tasks. Each time he cut off one of the Hydra’s heads, however, two more grew back. A nephew helped him by cauterizing each wound as a head was lopped off. The last head was immortal, so Heracles buried it under a large rock. Once the beast’s body was dead, Heracles dipped his arrowheads into its blood, giving them extra potency.

Scylla Mythological Unit |_ A terrifying sea monster with six serpent heads and a ring of barking dogs around her waist, Scylla guarded one side of the straits of Messina, between Sicily and Italy. The dogs alerted her when a ship was passing so she could seize sailors. Scylla was originally a beautiful nymph who was transformed by the jealous sorceress Circe.

Anastrophe Improvement - Pentekonters have +20% attack, move 10% faster | and train 25% faster |_ The anastrophe was a surprise maneuver used by Trireme captains to suddenly change directions and attempt to ram.

Bacchanalia Improvement - Improves the HP of all units by 5% |_ As god of wine, Dionysus' festivals with his followers were full of joy and celebration. However, there was a darker side to these events as well. Dionysus was also representative of untamed natural forces, and in a drunken, wild state, Dionysus' followers would be driven to bloody deeds and kill with their bare hands.

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Thracian Horses Improvement - Cavalry have +20% HP |_ When Dionysus was young and wandered Earth as a mortal, his growing cult was opposed by King Lycurgus of Thrace. Dionysus drove Lycurgus mad, so that he chopped up his own son with an axe, believing he was pruning a vine. Eventually his own subjects caused Lycurgus to be torn to pieces by wild horses.

ARTEMIS - Mythic Age -------

Description: The goddess of the hunt and the protector of children, she is often seen with her bow and with wild animals, or wandering in the woods accompanied by nymphs. She and her twin brother, Apollo, were children of Zeus and the Titan Leto. Artemis was said to be aloof and free-spirited, free of husband and home, and forever a virgin. She exacts complete and deadly retribution for those who transgressed against the gods or herself. She turned the hunter Actaeon into a stag that was torn apart by his own hunting dogs, all for accidentally seeing her bathing. She was also believe to be responsible for the deaths of women in childbirth.

Earthquake God Power - Damages enemy buildings and units |_ Artemis calls forth the wrath of nature in a mighty Earthquake. Every unit in the area is affected, though enemies take more damage, and buildings are hurt much more than units. Farms take very little damage.

To unleash the devastation, left click on the Earthquake icon at the top of the screen, then left click where you want the center of the Earthquake to be. You must have line of sight to target Earthquake.

Chimera Mythological Unit |_ The chimera is one of the varied offspring of Echidna (with the torso of a beautiful woman and a horrible serpent below the waist) and Typhon (a fire-breathing giant with 100 serpent heads). The Chimera is a fire-breathing beast, usually depicted with the body of a goat, the head of a lion, and tail of a serpent. The Corinthian hero, Bellerophon, defeated the original Lycian (a Greek kingdom in Asia Minor) chimera by flying into battle on the winged horse, Pegasus.

Flames of Typhon Improvement - Chimerae have +30% attack, +20% HP, | special attack does 30% more damage |_ Typhon was a fire-breathing monster that dripped venom from his eyes. The battle between the gods and Typhon was so destructive that most of life on earth was killed. In the end, Typhon hurled

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Mount Aetna at Zeus, but Zeus struck it with a hundred well-aimed thunderbolts and pinned Typhon beneath the rubble. The monster was never entirely killed, though, which is why Mount Aetna still rumbles with earthquakes and lava. Typhon had many offspring with the equally monstrous Echidna, including the Chimera.

Shafts of Plague Improvement - Arrows Archers have +15% attack |_ Like her brother, Apollo, Artemis was said to be able to cause plague by firing her arrows. The family of Niobe met with such a death. Niobe made the foolish claim that she was superior to the mother of Apollo and Artemis, Leto, for she had borne seven sons and seven daughters, and Leto only two. Apollo then shot all seven sons and Artemis all seven daughters.

Trierarch Improvement - Triremes have -20% crush damage vulnerability |_ The Trierarch was the highest ranking officer on a trireme, and also responsible for the cost and maintenance of his ship. He was assisted by the Pentekontrarchos, who maintained the ship's purse and records, the Kubernator, or pilot, and the Auletes, who played a flute to keep rowers in rhythm.

HEPHAESTUS - Mythic Age ----------

Description: The god of fire, volcanoes, blacksmiths, and metal working, he had a strong following in the cities where his skills were important to commerce and war. He is usually seen with an axe. In one account he sided with his mother Hera against Zeus who threw him so far that he fell all day and limped thereafter. Hephaestus was associated with Mt. Etna on the island of Sicily. In his workshop he fashioned many wondrous things for the gods, including thunderbolts for Zeus, Athena’s shield, arrows for Eros, and the chariot with which Helios the sun god rode across the sky. He also helped create the first human woman from clay, named Pandora, who released the evils of the world on humankind from her magic jar.

Plenty God Power - Creates a vault which constantly generates food, wood, | and gold. |_ Hephaestus' God Power creates a wondrous, mythical Vault that grants a constant flow of Food, Wood, and Gold.

To erect the Vault of Plenty, left click on the Plenty icon, then left click where you wish to place the Vault. The gods favor the strong -- if an enemy has more units or buildings near the vault

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than you, then you will lose control of the vault and the enemy will get the flow of resources. Place the Vault carefully, and then defend it well.

Colossus Mythological Unit |_ The Great Colossus at Rhodes was one of the Seven Wonders of the Ancient World. It stood over 150 ft. high on a 50 ft. white marble base. It was mostly hollow, with a skin of bronze welded to a skeleton frame of stone and metal. Though it was destroyed by an earthquake after standing for only about fifty years, such was its enormity that people came to Rhodes just to see its ruins, just as people today visit the ruins of other Greek monuments, buildings and temples.

Forge Of Olympus Improvement - Armory technologies cost 75% less |_ As the smith of the Greek gods, Hephaestus forged many great items for the other gods, such as the thunderbolts of Zeus, Aegis Shield, arrows of Eros, chariot of Helios and armor of Achilles. He even helped to create the first woman, Pandora, of clay. Hephaestus also created items used against the gods when he was wronged, such as a throne that held Hera prisoner when she cast him out of Olympus for being so ugly, and a chain-link net used to trap his wife, Aphrodite, when he suspected her of cheating on him with Ares.

Hand of Talos Improvement - Colossus gains +100 HP |_ One of Zeus' many lovers was a mortal woman named Europa. In the form of a white bull, Zeus spirited her away to the isle of Crete, where she had 3 sons. Zeus had Hephaestus forge a giant of iron to defend Europa and the island. Talos was powered by a single blood vein that ran from his throat to his ankle. The vein was sealed with a pin at the ankle.

Shoulder of Talos Improvement - Colossus gains +200 HP, -20% hack damage | Vulnerability |_ On the return voyage of Jason and the Argonauts, they needed to stop and resupply on the Isle of Crete, but the sorcerous Medea warned them of Talos. When Talos appeared and began to throw rocks at the Argo, Medea played her lyre to coax him to sleep. She then pulled out the bronze pin that held in his blood and the giant collapsed. Jason and his men could then collect food and water before continuing their voyage.

Weapon of the Titans Improvement - Unique units gain +10% attack |_ The Titans created and ruled the Earth before their children, the Olympians, overthrew them. They wielded the raw power of the elements: Light, Earth, Time, Water, Fire. The children of the Titans, the Olympians, wielded fantastic, if more conventional, weapons forged by the club-footed god Hephaestus or cyclops smiths.

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HADES -----

Description: The brother of Zeus, Hades drew the underworld as his to rule when the Titans were overthrown and banished to Tartarus. He shared rule of the underworld with Persephone, whom he had abducted from above. Although required to release her, she was tricked and forced to remain with him. Hades sat on an ebony throne and wore a helmet that made him invisible. There he ruled the dead and accepted those newly arrived from above. Hermes brought the souls of the dead to the River Styx where Charon, the ferryman, carried them across. The three-headed watchdog, Cerberus, prevented any escape. Most souls remained on the empty Plain of Asphodel. A lucky few of extraordinary merit went on to the blessed islands of Elysium. The unlucky were sentenced to unending torment further down in Tartarus. In rare instances, Hades allowed living mortals, such as Odysseus, to enter the underworld and then leave again. Even more rarely did Hades free the dead to return to the living. He was the richest of the gods, possessing all the mineral wealth in the Earth.

Bonuses: Archers have 10% more attack Buildings have 25% more hit points and 20% more attack When human soldiers are killed, there is a 20% chance a shade will be generated at the player's temple

Sentinel God Power - Creates four statues at a target town center which | will attack any enemies within range |_ Hades grants this God Power that causes 4 stony guardians to rise from the ground and protect a Town Center belonging to you or an ally.

To summon the Sentinels, left click on the Sentinel icon at the top of the screen, then left click on a Town Center. If there is not space for all 4 Sentinel statues, some may appear red. You may use the God Power anyway and create fewer statues, or you can try to remove the obstructions (such as deleting a building), or just use the power on a different Town Center.

The Sentinels are affected by improvements that make buildings stronger.

Vaults of Erebus Improvement - Increases Gold production by 0.75 gold/second |_ Although Hades was the god of the dead, he was also considered the god of wealth because precious minerals came from beneath the ground. Hades' realm was divided into two parts, Erebus, where the

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dead first entered the underworld, and the deeper region of Tartarus, where the Titans were imprisoned. The underworld was divided from the world of the living by 5 rivers: Acheron, the river of woe; Lethe, the river of forgetfulness; Styx, the river of unbreakable oaths; Phlegethon, the river of fire; and Cocytus, the river of lamentations.

ATHENA - Classical Age ------

Description: The goddess of wisdom, crafts, justice, and war, she is often associated with a shield for war, the owl for wisdom, or the olive tree. When Athena and Poseidon vied to be the patron of a prominent city, they held a contest to see who could give the city the finest gift. Poseidon provided a well, but it produced salty water. Athena gave the olive tree that provided food, oil, and wood. The city took the name Athens.

Athena had a prominent role in Homer’s epics, the Iliad and the Odyssey, serving as Odysseus’ patron throughout his long voyage. In addition to sponsoring warriors and heroes, she introduced many skills necessary for civilization. In an unusual but not unique birth, she sprang from Zeus’ head fully grown and ready for battle. Legends say that Zeus had prevented a normal birth of a son with Athena’s abilities, who he feared would unseat him. Although she was a protector of human heroes, she maintained a distance from male gods whom she perhaps found unworthy of her. Athena’s companion was Nike, the goddess of victory.

Restoration God Power - Heals friendly units/buildings in the target area. |_ Athena's healing touch affects all allied units and buildings in a small area. As long as the light shines down, units in the area will regain hitpoints.

To use Restoration, left click on the Restoration icon, then target anywhere on the map. Using Restoration during a fight can prolong the life of your armies. Using it while a town is under attack can save your buildings.

"Of Pallas Athena, guardian of the city, I begin to sing. Dread is she, and with Ares she loves deeds of war, the sack of cities and

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the shouting and the battle. It is she who saves the people as they go out to war and come back. Hail, goddess, and give us good fortune with happiness!"

-- Homeric Hymn to Athena

Minotaur Mythological Unit |_ King Minos prayed to Poseidon to send him a snow-white bull as a sign he was fit to rule Crete. He promised to sacrifice the animal, but when it appeared, he kept it for his own. In retribution, Poseidon caused Minos' wife to fall in love with the bull. Their offspring was the Minotaur, a beast with the head of a bull and the body of a man. Minos had a huge labyrinth constructed under Crete where the Minotaur could be kept. Each year seven boys and seven girls were sent into the maze to be eaten by the beast. Eventually the Minotaur was slain by Theseus who unraveled a ball of twine as he moved into the labyrinth so he could find his way out.

The legend of the minotaur may have originated because of the important of the bull in Minoan ritual. Minoan buildings were adorned with bull horns, and their hourglass shields covered with bull hide. Early frescoes show Minoan youths leaping over the horns of bulls as a form of sport.

Aegis Shield Improvement - Infantry have -10% Pierce Vulnerability |_ The Aegis was a magical shield that officially belonged to Zeus, but he usually allowed his favorite child, Athena, to carry it. The shield was fringed and covered with scales and often adorned with a medusa head. It may have been the shield Perseus used to reflect the Medusa's image, thereby avoiding her gaze. Some myths depict the Aegis as a cloak, or a shield that could convert to a cloak. Like much of the armament of the Olympians, it was forged by Hephaestus.

Sarissa Improvement - Hoplites have -10% Hack Vulnerability |_ Although often referred to as the goddess of wisdom, Athena's realm more accurately extended to technology, and the development of the sarissa qualifies as one of the greatest achievements in military technology. While Greek infantry used 8-10' long spears for centuries, Alexander the Great refined its use for the Greek phalanx, creating a 16-20' long, two-handed pike called a sarissa. Macedonian phalanxes armed with sarissas dominated Mediterranean warfare until the rise of Rome.

Labyrinth of Minos Improvement - Minotaurs cost -25% Food and have +40% HP |_ Minos, the Minoan king of Crete, imprisoned the minotaur in a complex labyrinth designed by Daedalus, the famous Athenian inventor. The labyrinth was so skillfully designed that none could escape before they were devoured by the minotaur. None but Theseus, that is, who, aided by Minos' daughter Ariadne, was able

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to find his way by unraveling thread to mark his route. Minos was so enraged that he imprisoned Daedauls in the labyrinth, but Daedauls escaped by fashioning bird wings of wax. Upon his death, Minos was made one of the judges of Hades.

The Minoan palace at Knossos had an elaborate floorplan and may have led to the myth of the labyrinth.

ARES - Classical Age ----

Description: The Greek god of war, he is usually seen with a spear, the preferred weapon of Greek Hoplites. He was tall and handsome, but vain and cruel. He was preoccupied with war and battles, quick to rush into a fight, reveled in bloodshed, and heedless of who won or lost. He was worshipped most strongly in regions like Thrace, where the people were particularly fierce. There was one exception to his obsession with war: he was smitten by Aphrodite and had a long running affair with her. Homer recounts in the Odyssey a tale of the sun god Helios spotting the pair enjoying each other’s charms and reporting their tryst to Hephaestus, Aphrodite’s husband. The great smith fashioned a special net in which he caught the pair locked in their passionate embrace. He offered to exhibit the netted pair to the gods of Olympus, but the women demurred. Homer says that many of the male gods offered to switch places with Ares.

Pestilence God Power - Halt production at enemy buildings in the target area |_ This Classical Age God Power called by Ares prevents enemy military buildings from training new soldiers within its area of effect. Enemies can still train new units outside of the area of effect. Allied units are not affected, and neither are economic buildings, such as Town Centers.

To invoke a Pestilence, left click on the Pestilence God Power at the top of the screen, and then left click anywhere on the map. You must have line of sight to use this power.

Cyclops Mythological Unit |_ Giants with one central eye, the Cyclopes were storm gods in early Greek mythology. In some tales they became smiths and worked with Hephaestus on Zeus’ thunderbolts. In other tales

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there were only three Cyclopes, representing thunder, lightning, and a thunderbolt. In classical Greece, the "lesser cyclopes" were seen as the sons of Poseidon, bestial and violent, who were avoided and feared. There were also wise and powerful "elder Cyclopes" that were the sons of Kronos.

Deimos' Sword Improvement - Hypaspists have +15% attack |_ Deimos, also called Fear, was one of the sons of Ares and Aphrodite. He followed Ares in battle, along with his brother, Phobos. Deimos is a personification of emotion and does not appear as an actual character in any Greek myths.

Enyo's Bow Improvement - Toxotes have +10% attack |_ Enyo, the personification of strife and discord, was also known as Eris, and was the daughter of Ares. She delighted in bloody battlefields, and was known as the Sacker of Cities, and appeared in Troy when the city fell to the Greeks. In some myths, Enyo produced the Golden Apple that began the Trojan War.

"Yet these charged forth -- they could not choose but so, for Strife and deadly Enyo in their midst stalked, like the fell Erinyes to behold, breathing destruction from their lips like flame."

-- Quintus, The Fall of Troy

Phobos' Spear Improvement - Hoplites have +10% attack |_ Phobos, or Terror, was one of the sons of Ares and Aphrodite. He accompanied his father into battle. Phobos is more of an abstraction than an actual god and does not appear in any Greek myths.

"In the centre was Phobos (Fear) worked in adamant, unspeakable, staring backwards with eyes that glowed with fire. His mouth was full of teeth in a white row, fearful and daunting, and upon his grim brow hovered frightful Eris (Strife) who arrays the throng of men ..."

-- Hesiod, Shield of Heracles

Will of Kronos Improvement - Cyclopes have +50% hack damage, double | crush damage, train 25% faster |_ Greek mythology makes a distinction between the "lesser" Cyclopes, who were the sons of Poseidon, and the "elder" Cyclopes, who were children of Kronos. Their names were given as Arges, Brontes, Steropes, Euryalos, Elatreus, Trakhios and Halimedes. The Elder Cyclopes were known as craftsmen and builders, and were so feared for their great strength that they were kept locked in Tartarus.

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"After ten years of fighting Ge prophesied a victory for Zeus if he were to secure the prisoners down in Tartarus as his allies. He thereupon slew their jail-keeper Kampe, and freed them from their bonds. In return the Cyclopes gave Zeus thunder, lightning, and a thunderbolt, as well as a helmet for Hades and a trident for Poseidon. Armed with these the three gods overpowered the Titans, confined them in Tartaros, and put the Hekatonkheires in charge of guarding them."

-- Apollodorus

APOLLO - Heroic Age ------

Description: The god of music, archery (only as sport), medicine, colonization, herds, and divination, he represents many of the better qualities of humankind, including order, intelligence, rationalization, and an appreciation for the finer things. He could cause or cure the plague. He established the oracle at Delphi and perhaps the city of Troy. He is often perceived as the perfect male. Apollo and his twin sister Artemis were fathered by Zeus and born of the Titan Leto, necessarily incurring the wrath of Zeus’ wife Hera, who did all she could to prevent the twins from being born. Apollo was also well known for his love affairs with beautiful mortals of both sexes, including among them Calliope, Coronis and Daphne. Apollo's Oracle at Delphi was well known throughout the Mediterranean. Apollo is closely associated with the sun, or at least with Helios, the Greek sun god.

Underworld Passage God Power - Allows units to travel between two points | on the map instantly |_ Apollo's God Power creates a permanent (until destroyed) tunnel through the Underworld, which may be used to travel almost instantly from one point to another on the map.

To use the Underworld Passage, left click on the Underworld Passage icon, then left click where you want one end of the passage to be. Left click again in a different location to place the other end of the Underworld passage.

Place one end in your town and the other end in an ally's town to allow quick reinforcements and speedy retreats. Use it to circumvent walls and defenses or even place one end deep in enemy territory for a sneak attack. The passage remains in place as long as the entrance and exit are intact.

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Manticore Mythological Unit |_ The Manticore probably came into Greek mythology from Persia and originated in tales about far away and exotic India. The beast had the body of a red lion, a human face (with blue eyes and human ears), three rows of teeth, a stinging poisonous tail, and poisonous spines that could be shot like arrows in any direction. Its voice was like a mixture of pipes and trumpets. It was fast and capable of great leaps. When villagers vanished without a trace, it was believed they were devoured by a manticore.

Oracle Improvement - All units and buildings gain +6 LOS |_ One of the reasons for Apollo's prominence in Greek mythology was his Oracle at Delphi, who could predict the future. Apollo established the oracle when he rid Delphi of the serpent, Python. Apollo dedicated a bronze tripod to the sanctuary there, and bestowed divine powers on the priestess. The priestess, known as the Pythia, would chew on laurel leaves and inhale the hallucinating vapors issuing from the temple floor, while mumbling prophecies that had to be translated by attendant male priests.

Sun Ray Improvement - Archers, Centaurs and Manticores gain +10% attack |_ Apollo was known as "Phoebus," the "radiant," and had a close connection to Helios, the sun god. Apollo is often shown holding a bow and arrow symbolizing the sun's rays, as he was the god of archery (as art, not for warfare or hunting).

Temple of Heating Improvement - Temples heal a single unit at a time |_ Idle units heal much faster than those moving or engaged in combat. Some units, such as undead, Titans, or the dragon, Nidhogg, cannot be healed.

Apollo was the father of Asclepius, the god of medicine, whose symbol, the cadeuses, is still used as a symbol for medicine today (though is often portrayed as the winged staff of Hermes's, not the serpent-entwined staff of Asclepius).

"I begin to sing of Asclepius, son of Apollo and healer of sicknesses. In the Dotian plain fair Koronis, daughter of King Phlegyas, bare him, a great joy to men, a soother of cruel pangs. and so hail to you, lord: in my song I make my prayer to thee!"

--Homeric Hymn XVI

Aphrodite - Heroic Age ---------

Description: The goddess of love, beauty, and sexual rapture, her name

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derives from the word for sea foam. In one story, she was born when Kronos the Titan was castrated and his genitals were thrown into the ocean. The sea began to roil and from the foam Aphrodite took shape. In contrast, Homer says she was the daughter of Zeus and Dione. Regardless of her ancestry, she was beautiful beyond words.

Seeking Olympian tranquility, Zeus gave Aphrodite in marriage to hard-working and reliable Hephaestus. With his metal working skills he fashioned for her wonderful jewels, including a golden magical girdle. The combination of her personal charms and her jewels made her irresistible. She took advantage of her gifts, loving glamour and flirting, and was not particularly happy with a dirty, boring husband. She took many lovers, including Adonis, and bore several children, including Eros. The festival of Aphrodisiac was celebrated, especially in Athens and Corinth. Coupling with her priestesses was a form of Aphrodite worship.

Curse God Power - Turn several enemy units into pigs |_ Aphrodite's God Power turns a random number of Villagers and human soldiers into Pigs. The weaker the units affected, the more units can be affected.

To use Curse on your enemies, select the Curse icon at the top of the screen, then left click near the enemy units you want to turn into pigs. You must have line of sight to the enemy units you wish to Curse.

Nemean Lion Mythological Unit |_ A large and ferocious lion that lived on the plains of Nemea, it terrorized the area and could not be killed by normal men, who ran in fear from its mighty roar. The first labor of Heracles was to kill the Nemean Lion. When Heracles discovered his arrows and other weapons had no effect on the beast, the hero closed with it and used his incredible strength to strangle it. He skinned the beast and returned with its skin as a cloak. Heracles was thereafter depicted wearing the cloak of the Nemean Lion.

Divine Blood Improvement - Villagers move 20% faster, carry 10 more | resources, and construct buildings 20% faster |_ Aphrodite's name means "foam-born," and according to mythology, she rose from the sea near Cyprus after Oranos the Titan's severed body parts were hurled into the ocean by Kronos. As the goddess of beauty and passion, Aphrodite engaged in many trysts with mortals,

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much like her foster father, Zeus. Prominent among these was Aeneas, who would escape the burning city of Troy to eventually found Rome.

Golden Apples Improvement - Villagers gather favor 15% faster |_ Enyo, or Strife, the daughter of Ares decided to sow discord by producing a golden apple inscribed "to the fairest". The goddesses Athena, Hera and Aphrodite immediately began squabbling over for which one of them the apple was intended. A shepherd named Paris was chosen to answer the question. Athena offered him wisdom. Hera offered him power. Aphrodite offered him the most beautiful woman in the world. Paris chose Aphrodite. The most beautiful woman in the world turned out to be Helen, wife of a prominent Greek king, and her abduction began the Trojan War.

Roar of Orthus Improvement - Nemean Lion -50% pierce damage vulnerability, | 20% hack damage vulnerability |_ Echidna was a half-woman, half-snake mother of many monstrous progeny, including Ladon (a dragon), the Hydra, the Chimera, Orthus (a multi-headed dog) and Cerberus (the multi-headed dog that guards the gates to Erebus). Echidna and Orthus had their own foul brood, including the Greek Sphinx and Nemean Lion. Orthus was guarding the cattle of Geryon when he was strangled by Heracles.

ARTEMIS - Mythic Age -------

Description: The goddess of the hunt and the protector of children, she is often seen with her bow and with wild animals, or wandering in the woods accompanied by nymphs. She and her twin brother, Apollo, were children of Zeus and the Titan Leto. Artemis was said to be aloof and free-spirited, free of husband and home, and forever a virgin. She exacts complete and deadly retribution for those who transgressed against the gods or herself. She turned the hunter Actaeon into a stag that was torn apart by his own hunting dogs, all for accidentally seeing her bathing. She was also believe to be responsible for the deaths of women in childbirth.

Earthquake God Power - Damages enemy buildings and units |_ Artemis calls forth the wrath of nature in a mighty Earthquake. Every unit in the area is affected, though enemies take more damage, and buildings are hurt much more than units. Farms take very little damage.

To unleash the devastation, left click on the Earthquake icon at the top of the screen, then left click where you want the center of the Earthquake to be. You must have line of sight to target

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Earthquake.

Chimera Mythological Unit |_ The chimera is one of the varied offspring of Echidna (with the torso of a beautiful woman and a horrible serpent below the waist) and Typhon (a fire-breathing giant with 100 serpent heads). The Chimera is a fire-breathing beast, usually depicted with the body of a goat, the head of a lion, and tail of a serpent. The Corinthian hero, Bellerophon, defeated the original Lycian (a Greek kingdom in Asia Minor) chimera by flying into battle on the winged horse, Pegasus.

Flames of Typhon Improvement - Chimerae have +30% attack, +20% HP, | special attack does 30% more damage |_ Typhon was a fire-breathing monster that dripped venom from his eyes. The battle between the gods and Typhon was so destructive that most of life on earth was killed. In the end, Typhon hurled Mount Aetna at Zeus, but Zeus struck it with a hundred well-aimed thunderbolts and pinned Typhon beneath the rubble. The monster was never entirely killed, though, which is why Mount Aetna still rumbles with earthquakes and lava. Typhon had many offspring with the equally monstrous Echidna, including the Chimera.

Shafts of Plague Improvement - Arrows Archers have +15% attack |_ Like her brother, Apollo, Artemis was said to be able to cause plague by firing her arrows. The family of Niobe met with such a death. Niobe made the foolish claim that she was superior to the mother of Apollo and Artemis, Leto, for she had borne seven sons and seven daughters, and Leto only two. Apollo then shot all seven sons and Artemis all seven daughters.

Trierarch Improvement - Triremes have -20% crush damage vulnerability |_ The Trierarch was the highest ranking officer on a trireme, and also responsible for the cost and maintenance of his ship. He was assisted by the Pentekontrarchos, who maintained the ship's purse and records, the Kubernator, or pilot, and the Auletes, who played a flute to keep rowers in rhythm.

HEPHAESTUS - Mythic Age ----------

Description: The god of fire, volcanoes, blacksmiths, and metal working, he had a strong following in the cities where his skills were important to commerce and war. He is usually seen with an axe. In one account he sided with his mother Hera against Zeus who threw him so far that he fell all day and limped thereafter. Hephaestus was associated with Mt. Etna on the island of Sicily. In his workshop he fashioned many

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wondrous things for the gods, including thunderbolts for Zeus, Athena’s shield, arrows for Eros, and the chariot with which Helios the sun god rode across the sky. He also helped create the first human woman from clay, named Pandora, who released the evils of the world on humankind from her magic jar.

Plenty God Power - Creates a vault which constantly generates food, wood, | and gold. |_ Hephaestus' God Power creates a wondrous, mythical Vault that grants a constant flow of Food, Wood, and Gold.

To erect the Vault of Plenty, left click on the Plenty icon, then left click where you wish to place the Vault. The gods favor the strong -- if an enemy has more units or buildings near the vault than you, then you will lose control of the vault and the enemy will get the flow of resources. Place the Vault carefully, and then defend it well.

Colossus Mythological Unit |_ The Great Colossus at Rhodes was one of the Seven Wonders of the Ancient World. It stood over 150 ft. high on a 50 ft. white marble base. It was mostly hollow, with a skin of bronze welded to a skeleton frame of stone and metal. Though it was destroyed by an earthquake after standing for only about fifty years, such was its enormity that people came to Rhodes just to see its ruins, just as people today visit the ruins of other Greek monuments, buildings and temples.

Forge Of Olympus Improvement - Armory technologies cost 75% less |_ As the smith of the Greek gods, Hephaestus forged many great items for the other gods, such as the thunderbolts of Zeus, Aegis Shield, arrows of Eros, chariot of Helios and armor of Achilles. He even helped to create the first woman, Pandora, of clay. Hephaestus also created items used against the gods when he was wronged, such as a throne that held Hera prisoner when she cast him out of Olympus for being so ugly, and a chain-link net used to trap his wife, Aphrodite, when he suspected her of cheating on him with Ares.

Hand of Talos Improvement - Colossus gains +100 HP |_ One of Zeus' many lovers was a mortal woman named Europa. In the form of a white bull, Zeus spirited her away to the isle of Crete, where she had 3 sons. Zeus had Hephaestus forge a giant of iron to defend Europa and the island. Talos was powered by a single blood vein that ran from his throat to his ankle. The vein was sealed with a pin at the ankle.

Shoulder of Talos Improvement - Colossus gains +200 HP, -20% hack damage | Vulnerability |_ On the return voyage of Jason and the Argonauts, they needed to stop and resupply on the Isle of Crete, but the sorcerous Medea

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warned them of Talos. When Talos appeared and began to throw rocks at the Argo, Medea played her lyre to coax him to sleep. She then pulled out the bronze pin that held in his blood and the giant collapsed. Jason and his men could then collect food and water before continuing their voyage.

Weapon of the Titans Improvement - Unique units gain +10% attack |_ The Titans created and ruled the Earth before their children, the Olympians, overthrew them. They wielded the raw power of the elements: Light, Earth, Time, Water, Fire. The children of the Titans, the Olympians, wielded fantastic, if more conventional, weapons forged by the club-footed god Hephaestus or cyclops smiths.

=========================================================================== Egyptian Mythology ===========================================================================

The Egyptians have two Heroes, the Pharaoh and Priest. The Pharaoh features several unique abilities, the most important being the ability to empower a building. This empowerment acts as a bonus of sorts, but the effect really depends on the building that is empowered at the time. A Monument, for instance, will gain Favor much faster than if it weren't empowered.

Before there was air, earth, or even sky, there was only water - turbulent, bubbling water from which the first God, Ra, arose.

Ra transformed into a new element in the cosmos, the sun. But the paucity of other life soon weighed heavily upon him, and so through communion with his own shadow, he sired a daughter, Tefnut. She also was a new element - moisture. And Ra's other child, Shu, became the air. They in turn had offsping of their own, Geb and Nut (the earth and sky). Soon an enture cosmological order had been established. But with it came unforseen challenges.

Soon Ra found himself forced into daily battle with the serpent Apep for control of the atmosphere. Enlisting the help of wife and daughter Bast (goddess of cats and fertility), Ra was successful on most days. But on days when Apep prevailed, storms and foul weather were the rule.

This was the mere beginning of whar Ra would contend with. The frustrations

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of lording over a human population that was prone to complaint and rebellion once led Ra, in a fit of anger, to cast one of his eyes out and hurl it toward the earth. The eye transformed into the goddess of vengeance, Sekhmet, a force so destructive toward humanity that a remorseful Ra had to recall her via trickery. Ra ordered his servants to create thousands of vessels of beer. The beer would be mixed with pomegranate juice to appear like the blood of her human victims and used to flood the field surrounding her earthly abode.

The plan worked. When Sekhmet next emerged to finish slaughtering human- kind, she caught her reflection in the gruesome red lake, fell in love with it, and drank the mixture, falling asleep harmlessly. It worked so well that she was eventually made the wide of Ptah (the very god of creation). And later, ironically, she transformed into Hathor, goddess of love and celebration.

Still, taking responsibility for the entire cosmos was beginning to tax Ra's vitality. As he grew older, Ra looked for a replacement for his duties overseeing the earth. It would be his great-grandson, Osiris.

Osiris (along with Isis, Set, and Nephthys) had been brought into the world through the union of Geb and Nut. But when Ra left dominion of the world to Osiris, the first sibling rivalry in cosmos history took place- and what a rivalry!

Osiris had been a benevolent dictator - under his rule the men of Egypt became civilized. But brother Set (the god of chaos and storms) was jealous of the favor shown Osiris, and mirdered him. He constructed an elaborate chest and held a party, telling all his siblings that whoever fit into it could keep it for their own. But he had built the beautiful casket with but one of them in mind: Osiris. And when Osiris climbed in, Set had it sealed and his conspirators sent it down the Nile, hoping it would never be seen again.

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Thus Osiris was the first God in history to die, and became the first God of the underworld. When Nephthys told her sister, Isis of the murder, Isis became grief-stricken, for Osiris was her husband as well as her brother. She found the body and was even successful in reviving Osiris, and together they had a son, Horus. But Set soon discovered this, and enraged, ripped Osiris into 14 pieces, scattering the parts over Egypt so that even Isis could not piece them together. Anubis, inventor of embalming and son of Osiris, performed the funeral in the great pyramid.

Set was now lord of the world, and given his proclivity for chaos and violence, it seemed as if all of Osiris' works would soon be reversed. Set was even said to be plotting an overthrow of his father Ra.

In response, Ra and Horus amassed a great army to overthrow Set's rule. They enlisted Thoth, god of wisdom and truth, who transformed Horus into a sun-disk with a heat so intense it confounded Set's armied, and they destroyed one another.

But Set himself was nowhere to be found. He had gone into hiding a great distance away, where he was free to form yet another force with which to defeat Ra and Horus.

But it was not to be. And with eventual defeat, Horus dismembered Set much the way his father had been. Thus Horus came to rule the world and set the precedent for the pharaohs who followed.

The following chart reveals the Minor Gods from which you must choose, according to your Major Gods, at each Age advance.

MAJOR GOD CLASSICAL AGE HEROIC AGE MYTHIC AGE Ra Bast, Ptah Hathor, Sekhmet Horus, Osiris Iris Anubis, Bast Hathor, Nephthys Osiris, Thoth Set Anubis, Ptah Nephthys, Sekhmet Horus, Thoth

Below are the Egyptian Major & Minor Gods.

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RA --

Description: As one of the earliest and most successful agricultural cultures on Earth, the ancient Egyptians gave their sun god, Ra, supremacy, recognizing the importance of sunlight in producing food. The Pharaohs of Egypt believed they were descendants of Ra.

The daily rise, overhead passage, and setting of Ra greatly impressed the Egyptians. At dawn, Ra was seen as a newborn child, issuing from the sky or a heavenly cow. By midday, Ra was thought of as a flying bird or sailing boat. At sunset, Ra was seen as an old man descending to the land of the dead. Overnight, Ra as a boat sailed eastward through the underworld in preparation for the next day’s ascent. Along the way he had to battle or evade Apep, the great serpent of the underworld that sought to devour him. Part of the worship of Ra involved creating magic to aid or protect Ra in his nightly struggle with Apep, helping to assure the return of the sun.

Later in the ancient Egyptian period, Ra was diminished by being forced to reveal to Isis his name, thereby giving her access to some of his magical power. Despite the uplifting of other gods by some cults, however, worship of the sun remained paramount in ancient Egypt. Ra was often combined with other deities to enhance the prestige of the latter, as in Ra-Atum or Amun-Ra.

Bonuses: Camels, Chariot Archers Have 10% More Hp And Move 10% Faster Monuments Cost 25% Less And Have 20% More Hit Points Priests Can Empower Buildings, But At A Reduced Rate (10% Not 20%) Pharaoh Empowering Yields 25% More Resources Instead Of 20%

Rain God Power - Farms and fishing boats work 300% faster, allies and | enemy's farms/fishing boats work 200% faster |_ Ra calls down a rainstorm to allow your crops to grow. During the Rain, all Farms near Town Centers will produce Food at a faster rate, but your own Farms will produce even faster than other players' Farms. A Villager must be working on a Farm to gain the benefit. During the Rain, no other God Powers may be used on the map.

To call the showers, left click on the Rain icon, then left click anywhere on the map.

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Skin of Rhino Improvement - Villagers have 30% more hack/pierce armor, | 10% more attack |_ The skin of the rhinoceros is deeply-folded or plaited, and studded with rivet-like tubercles on the shoulders, flanks and legs that gives it the appearance of being armor-plated. There is some truth to the myth that rhino skin is resistant to projectiles.

PTAH - Classical Age ----

Description: The cult center of Ptah was at Memphis, one of the older cities of ancient Egypt, and his importance grew as that city became the capital for many dynasties. He was usually depicted as a shaven- headed mummy holding a scepter or working with tools. He may have originally been a fertility god, and for a time was held to be the creator of all gods and religious practices. As other cults and gods rose in importance, he became a protector of the arts and crafts, a shaper of all things.

Shifting Sands God Power - Teleport units to a different point on the map |_ Ptah's Shifting Sands can be used to transport allied or enemy units from one location on the map to another. All allied units are affected, but not every enemy unit in the area will be moved.

To summon the sandstorm, left click on the Shifting Sands icon. Targeting the sand storm requires two left clicks, the first is near the units you wish to transport, the second is where you want those units transported. You must have line of sight to both clicked areas. A good use for sandstorm is to shift an invading army out of your town or to transport quickly past some defenses for a surprise attack.

Wadjet Mythological Unit |_ The Wadjet is named for the serpent goddess who appears in snake form on the crown of the pharaoh. Her name means "papyrus- colored-one". The serpent Wadjet can spit venom at a long range, though the vestigial wings are used only to lift the heavy cobra hood above the sand.

Electrum Bullets Improvement - Slingers +10% attack |_ Ptah was a god of technology, so his mythological improvements bring better armor and weapons to the Egyptians.

Electrum is a naturally occurring alloy of gold and silver. Though weaker than other metals available at the time, the mystical, spiritual and psychological properties of the metal were more

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important than its strength. The great Pharaoh Ramses rode into combat on his chariot wearing a helmet of electrum.

Leather Frame Shield Improvement - Spearmen -10% Pierce Vulnerability |_ The Egyptians favored a round-topped, leather-covered wooden shield. Leather over a wooden frame offered a cheap, light and easy-to-work covering that was, in many cases, more resilient than heavy and expensive metal coverings. A lighter shield meant that troops carrying them could move more quickly and wield them more effectively.

Scalloped Axe Improvement - Axemen +10% attack |_ The Egyptians were fond of the axe as a weapon and tool. Heavily ornamented axes have been discovered with the burial goods of important mummies. Scalloping added surface area to the head of an axe, making it stronger and able to deal more damage.

Shaduf Improvement - Farms cost 33% less, are built twice as fast |_ Ptah was a god of technology, so his mythological improvements benefit the economy of the Egyptians.

The shaduf was a simple, but important invention, consisting of a container made of animal skins or clay attached to a lever counterbalanced by stones. The container was used to lift water from the Nile River and dumped into canals for irrigation.

BAST - Classical Age ----

Description: A daughter of Ra, Bast was the goddess of the cat, considered a sacred animal in ancient Egypt. She was usually associated with the moon, perhaps because cat eyes can shine in moonlight. A special necropolis at her cult center in Bubastis held huge numbers of mummified cats. Together, Bast and the lioness-headed Sekhmet killed the great serpent Apep that tried to swallow Ra and turn the world into darkness.

Eclipse God Power - Increase the power of your myth units, prevents | other GP's from being used |_ The Eclipse God Power temporarily improves the attack of all your Myth Units on the map. While the sun is blocked out, they will fight with magically-boosted strength.

To invoke the Eclipse, left click on the Eclipse icon at the top of the screen, then left click anywhere on the map.

Sphinx Mythological Unit |_ "Sphinx" was originally a Greek word ("to strangle") that was applied to the pharaoh-headed lion statues that the Greeks saw in Egypt, that Herodotus named "androsphinx". The Greek sphinx was a monstrous brood of Typhon and Echidna, usually depicted as a winged lion with a female head. She sat on a rock near

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Thebes and asked passersby the now famous question, "What animal is that which in the morning goes on four feet, at noon on two, and in the evening upon three?" Those who could not answer were eaten. Oedipus knew the correct answer (humans) and caused the sphinx so much consternation that she cast herself from her rock and died.

However, the sphinx as a monster probably predates Greek mythology. Assyrian myths have sphinxes guarding temple entrances. Sphinx-like creatures appear in Phoenician and Persian art as well.

The Egyptians called their sphinxes "Hu". In addition to the man-headed androsphinx, they also depicted ram-sphinxes that Herodotus named "criosphinxes" and falcon-headed sphinxes named "hieracosphinxes".

Adze of Wepwawet Improvement - Villagers knock down trees in one hit, | gather wood 10% faster |_ Wepwawet's sacred adze allows your Laborers to fell a tree in a single blow, though they still must gather the wood from the fallen trunk.

Wepwawet was a minor Egyptian god of the funerary cult. He used his adze (a precursor of the plane tool) to break open the mouth of the deceased in the "opening of the mouth" ceremony. Egyptians depicted him as a jackal, though later Greeks associated him with wolves, and named his sacred town of Zawty "Lycopolis".

Criosphinx Improvement - Sphinx +50 HP, +20% hack/+50% crush damage |_ The ram-headed Criosphinx was a guardian of sacred Egyptian sites. The Temple at Karnak was once connected to Luxor and the Nile by the Avenue of the Sphinx – a road flanked by dozens upon dozens of the implacable riddle keepers.

"And yet the riddle was not to be solved by guess-work but required the prophet's art; wherein thou wast found lacking; neither birds nor sign from heaven helped thee, but I came, the simple Oedipus; I stopped her mouth by mother wit, untaught of auguries."

-- Oedipus, Oedipus Rex

Hieracosphinx Improvement - Sphinx +20% move rate, +20% hack/+50% crush | damage |_ Instead of a human head, the Hieracosphinx has the fierce head of a hawk, a nasty disposition and a razor-sharp beak – all the better to eviscerate those who cannot answer its riddles. It is a much more aggressive and pitiless Sphinx than its more peaceable cousins, the Criosphinx and Androsphinx.

"Say, sirrah, hast thou ever proved thyself a prophet? When the

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riddling Sphinx was here why hadst thou no deliverance for this folk?"

-- Oedipus, Oedipus Rex

Sacred Cats Improvement - Villagers farm 10% faster |_ Bubastis was the center for worship of Bast, the cat-headed Egyptian goddess of fertility. Initially, her worship included the cats that inhabited her Temples, but eventually extended to all cats. Cat worship was pragmatic for the Egyptians, for the cats protected their grain stores and homes from vermin and venomous creatures. Killing a cat was considered murder; a Roman living in Alexandria discovered this when he accidentally killed a cat and was subsequently pulled from his home into the street and lynched by an angry mob of Egyptians.

SEKHMET - Heroic Age -------

Description: The lion-headed wife of Ptah was a goddess of war and the heat of the desert. Her name means "powerful." She rose to prominence during the second millennium BC, when Egypt engaged in many wars extending its domain and was a leading power in the world. The Egyptians of the era readily worshipped a goddess who was a fierce hunter. Together with Bast, the cat goddess, Sekhmet destroyed Apep, the underworld serpent that attempted to swallow Ra. In one myth, she is sent to wage war on those who thought Ra was getting feeble. She was so effective in spreading ruin that Ra had to trick her into drinking a lake of what appeared to be blood, but was actually beer dyed with pomegranate juice. Sekhmet became intoxicated and humanity was saved.

Citadel God Power - Turn a friendly town center into a mighty Citadel |_ This defensive God Power transforms a Town Center into a mighty Citadel, with great hit points and attack. The Citadel otherwise acts like a normal Town Center. You can use Citadel on allied Town Centers, even if they are Atlantean, Greek or Norse.

To erect the Citadel, left-click the Citadel icon, then left-click on your own or an allied Town Center. In a swirl of sand the Citadel arises to protect your lands.

Scarab Mythology Unit |_ Scarab beetles are a diverse group of insects that live in South America and Egypt. Egyptians adopted the scarab as sacred, and used it to represent Ra, who rolled the sun across the sky each day. The most famous scarab beetles roll dung into a ball, and then proceed to roll their treasure back to their tunnels.

Egyptians depicted scarabs in a variety of artwork, including amulets and "heart scarabs" which were large pieces hung on the neck or as a pectoral.

"You are my soul which is in my body, the god Khnum who makes

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my limbs sound. When you go forth to the Hereafter, my name shall not stink to the courtiers who create people on his behalf. Do not tell lies about me in the presence of the Great God!"

-- inscription found on a heart scarab in the Temple of Amun

Bone Bow Improvement - Chariot Archer +4 range |_ The bow and crossed arrows were symbols of Neith, a goddess considered old even by the ancient Egyptians. Neith was a goddess of war, hunting, protection and creation. She was often depicted holding a bow and arrows or crowned by a star over which a bow curved.

Bows could be constructed of very simple materials, wood and sinew or more complex, sturdier materials, horn, soft and hard woods and sinew. Arrowheads were made out of stone, bone and metals.

Ram of the West Wind Improvement - Siege Tower +20% HP and attack |_ Rams were the first siege engines used to breach walls. They were simply large weapons that were carried or wheeled up to a wall and used to smash the stone or brick. As walls evolved, rams became larger and offered more defense for those bearing it into battle, such as protective mantlets or eventually mobile towers.

Slings of the Sun Improvement - Slingers do +30% damage to Infantry & | Throwing Axemen |_ Ancient hunters used slings to kill or stun small prey and while sling stones had the capacity to maim or kill, soldiers often used them simply to distract or harass enemies. Because archers relied on their range and aim, slingers could be very effective against them. Slingers didn’t have to approach archers on foot, a deadly prospect, and the stones they hurled into a formation of archers wounded many, killed others and certainly broke their concentration and threw off their aim.

Stones of Red Linen Improvement - Catapult, War Barge +20% attack |_ Sekhmet is sometimes called "lady of red linen," referring to the blood-soaked garments of her victims. While she was a destructive force, she generally used her powers to annihilate evil. While she was a bringer of plagues, her priests were also known for their medical skills.

HATHOR - Heroic Age ------

Description: A goddess of the sky and fertility, Hathor was portrayed as a cow, a woman with the head of a cow, or as a woman with a headdress of cow’s horns and a sun disk. She may have been a daughter of Ra, who relies on her in several myths. In other

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myths, she and Sekhmet are portrayed as the same goddess. Hathor was popular as the goddess of love, and associated with festivals of music and dance. Worship of her spread into other nearby cultures, although her name was changed.

Locust Swarm God Power - Destroy enemy farms, stealing food in the process |_ This Heroic Age God Power summons a swarm of locusts that will destroy enemy Farms or Fishing Ships. Because both of these are expensive to establish, you can strike a blow against an enemy economy. The Locusts cannot be attacked, and do only minor damage to Villagers.

To plague your enemies with locusts, left click on the Locust Swarm icon, then left click it near where you want the locusts to swarm. You must have line of sight to the area to target the swarm.

Petsuchos Mythological Unit |_ The Petsuchos is a magic crocodile that can focus the beams of sunlight into deadly searing rays. Like many ranged units, the Petsuchos is weak when fighting at close range, but his beams fire with perfect accuracy at distance.

"Petsuchos" is the Greek rendering of an Egyptian word meaning "he who belongs to Suchos," the crocodile god also known as Sobek. The Petsuchos was the sacred crocodile of Suchos kept in a private lake in the city of Crocodopolis. He was an old, pampered beast who wore golden rings in his ears and riveted bracelets on his forelegs.

Roc Mythological Unit |_ Reports of the Roc, a giant bird, come to us from the Arabian Nights and the reports of Marco Polo. Sinbad describes the Roc as being enormous with 16 yard long wings and a bulky body. In one tale, a Roc carries Sinbad to safety after a shipwreck and in another, Rocs destroy ships by dropping huge boulders on them. Marco Polo tells of Rocs from Madagascar and how an envoy from there presented a huge Roc feather to the Chinese court. A very large flightless bird may actually have survived on the island until the 16th century before going extinct.

Crocodopolis Improvement - Petsuchos has +4 range |_ The crocodile god, known as Suchos or Sobek, was said to aid fertility. The Greeks named his oasis of Fayoum near Lake Qarun "Crocodopolis" or "city of the crocodile," where was kept a sacred crocodile in his own private lake.

Medjay Improvement - Mercenaries live 30 seconds longer |_ For the Medjay, Nubian nomads, long service alongside the military forces of Egypt became service as a police force in parts of Thebes.

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Around 200 B.C. they protected the construction of the royal necropolis at Deir el-Medina. There they ensured that the workers worked, were kept safe and they even pitched in to help in the construction itself. Eventually the Medjay people and their culture were totally absorbed by Egypt.

Sun Dried Mud Brick Improvement - Buildings have 10% more HP, cost 15% less |_ Plentiful, easy to work, strong and an excellent barrier to heat, sun-dried mud brick was one of the most common construction materials in ancient Egypt. Straw and other debris added to the bricks gave them better tensile strength. Plaster, woven straw coverings and stone foundations often protected mud brick walls from the elements. Stone was used preferentially for monuments and tombs because it would better survive the elements without such protections, lending a material immortality to the intended spiritual immortality of the nobles and notables buried therein.

OSIRIS - Mythic Age ------

Description: Inheriting the rule of Egypt when his father abdicated, the god Osiris taught his subjects how to make tools, cultivate crops, brew beer, and make music. He brought civilization to the Nile Valley by instituting laws and founding religion. He incurred the jealousy of his brother Set, however, who had him trapped and exiled, then murdered and cut into pieces. Osiris’ wife Isis was able to reassemble most of his body, however, and resurrect him. Forgoing the opportunity to rule Egypt once again, he chose instead to go west following the sun and rule the land of the dead. In preparation for his journey and new life, Isis embalmed him. Thereafter, the dead came to Osiris to be judged for admission to the underworld where their souls could reside safely forever. The heart of each petitioner was weighed against the feather of truth. The final judgment could be influenced by magic or by temple offerings. The promise of eternal life was a powerful lure, and Osiris

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drew many followers. Osiris is usually portrayed wrapped in embalming linens.

Son of Osiris God Power - Turns the Pharaoh into a lightning wielding | demi-god |_ This Mythic Age God Power transforms your Pharaoh into the falcon-headed, lightning-wielding Son of Osiris. This unit has all the powers of a normal Pharaoh, such as countering Myth Units, healing and empowering, but is much more powerful in combat. He is under your control and lasts until killed. He cannot be healed. If he is killed, you will regain a normal Pharaoh.

Guard the Son of Osiris carefully; he will almost certainly become your enemy’s favorite target.

To turn your Pharaoh into a demigod, left click on the Son of Osiris icon at the top of the screen, then left click on your Pharaoh. If you cannot locate your Pharaoh, use the banner button at the top right of the screen to center your view on him.

Mummy Mythological Unit |_ Heroes prepared for the afterlife were turned into Mummies by embalming and special rites. Among their duties in the next life might be the defense of sacred sites if robbers or other evil doers disturbed their rest. Then the Mummies would arise and destroy their enemies.

Atef Crown Improvement - Mummy +20% HP, +40% attack; Minions live twice | as long |_ Osiris was often depicted wearing this conical white crown topped by the solar disk and flanked by two red ostrich plumes. The white crown was the crown of Upper Egypt, the solar disk was a sun symbol of kingship and the red feathers were symbols of the two truths -– life and death. The feather was also a symbol of Ma’at, the goddess of truth and justice.

Desert Wind Improvement - Camelry +20% speed, attack and HP |_ Dromedaries (one-humped camels) are remarkably adapted to life in the harsh desert environment. They can go for days without water, lose almost half of their body weight without adverse effects, and carry hundreds of pounds. Their flat feet and pacing gait allow them to move at a good, rocking clip across the desert sands.

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Funeral Barge Improvement - Kebenits do damage x2 vs arrow ships |_ Each morning Ra, the sun god, was reborn and rode across the sky on the Manjet-Barge, the "Barge of a Million Years." At sunset, when Ra died and became Auf, the barge turned into the Mesektet-Barge, the "Night Barge," and carried him through the hours of darkness until his rebirth.

New Kingdom Improvment - Gives you two pharoahs instead of one |_ Lower Egypt, the fertile Black Lands, and Upper Egypt, the arid Red Lands, were united when the ruler of Upper Egypt, King Menes, conquered Lower Egypt, founding the 1st Dynasty around 3100 B.C.

"The living Heru; Who prospers the Two Lands; the Two Ladies: Who prospers the Two Lands; the Golden Heru: Who prospers the Two Lands; King of Upper and Lower Chem: Neferkare; the Son of Re: Sha[baka], beloved of Ptah-South-of-his-Wall, who lives like Re forever."

–- From the Shabaka Stone

HORUS - Mythic Age -----

Description: The mystical son of Isis and Osiris, he was raised in secrecy in the Nile swamps to avoid being discovered by Set, who had killed his father, Osiris. When he reached adulthood he sought to avenge his father and kill Set. After a lengthy contest in which he lost an eye, he triumphed and his reward was the rule of Egypt. He gave the lost eye to Osiris and wore instead a serpent on his head to replace it. All pharaohs thereafter wore this serpent as a symbol of authority and their ability to see and know all.

"Horus, strong Bull, steady at heart as the son of Nut, victorious king! / He sets up all his borders at each place according to his desire. / He spends the time of ploughing in Egypt. / He brought to its knees the land of the people of Retenue / when he felled their trees / and destroyed their cities ..."

-- rock stela by Qasr Ibrim on the banks of the Nile

Tornado God Power - Wreak havoc on enemy buildings and units |_ Horus unleashes his wrath in a twisting funnel cloud. The Tornado can sweep up entire armies, or turn cities into piles of rubble. The Tornado moves around randomly, and can damage allied units or buildings if it gets too close, though it does more damage to enemy units and buildings.

To summon the Tornado, left click on the Tornado icon at the top of the screen, then left click where you want the Tornado to appear.

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Just be careful where you target it.

Avenger Mythological Unit |_ Because the Avenger is so deadly fighting hand-to-hand, it is best to combat him with ranged units. In combat, the Avenger periodically attacks as a whirlwind, damaging all enemy units around him.

Horus was the child of Osiris and Iris who, upon reaching adulthood, was known as Her-nedj-tef-ef, "Horus, Avenger of his Father," whose role it was to seek venegance and cast out the evils of Set.

"Behold, the fire riseth in Abydos and it cometh; I cause it to come, the Eye of Horus. It is set in order upon thy brow, O Osiris Khenti-Amenti; it is set in the shrine and riseth on thy brow." -- The Pyramid Texts

Axe of Vengeance Improvement - Axemen have damage x3 vs Buildings |_ The Egyptians favored two different forms of axe: one that hacked and one that pierced. The earlier, hacking axe had a long cutting edge and was better against unarmored foes. The piercing axe could punch through armor, helmets and skulls alike, as the mummy of Sekenere Tao II, a 17th Dynasty ruler of Thebes, reveals.

Greatest of Fifty Improvement - Spearmen -10% hack vulnerability, damage | multiplier vs cavalry increased by 1 |_ The invasion of the Hyksos at the end of the 14th Dynasty spurred the peaceful Egyptians to organize what had, to that point, been a rather informal army. The Pharaoh often led his armies into battle. The chain of command ran from the Pharaoh and princes to other nobles and officers, down to the "Greatest of Fifty." The Greatest of Fifty commanded fifty soldiers, one of four such groups under the command of a Standard Bearer. Soldiers under a Standard Bearer all carried the same arms and armament.

Spears on the Horizon Improvement - Spearmen +10% attack, +30% HP |_ Horus set out to vanquish Set. He stood at the prow of a barge protected by the spells of Isis. He had a chained spear fashioned for the hunt, and Thoth laid great spells upon Horus’ splendid weapon. The spear flashed and glittered. Set, in the form of a great, red hippopotamus, attacked the barge of Horus, but the spells of Isis held, and the barge was untouched. With a mighty heave,

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Horus cast the shining spear into the neck of the hippopotamus and Set, murderer of Osiris and enemy of Ra, was destroyed.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

SET ---

Description: The brother of Osiris (the god who brought civilization to Egypt), Set was a god of storms in Upper Egypt. Set became jealous of Osiris and worked unceasingly to destroy him. Through trickery, Set trapped Osiris in a coffin that was hidden in the Middle East. When Isis recovered the barely living Osiris, an enraged Set killed him and cut him into pieces that were scattered. His actions turned most of the other gods against him, but he felt his power was unassailable. Horus, the son of Isis and Osiris, eventually killed Set, and Set became identified as a god of evil.

Set is associated closely with animals such as the dog, crocodile and scorpion. He is the god of chaos, the desert, and foreign lands. In the Book of the Dead, Set is called "Lord of the Northern Sky" and is held responsible for storms and cloudy weather. The tale of the long conflict between Set and Horus is seen by some as a representation of a long struggle between cults in Egypt. The winning cult may have portrayed the god of the enemy’s cult the evil one.

Bonuses: Priests can convert wild animals Pharaoh can summon animals at the cost of Favor Starts with a Hyena scout, additional animals are summoned at the temple on each age advance Slinger and Chariot Archer trained 20% faster Slingers have 10% more HP and 10% less hack vulnerability Migdol Stronghold costs 25% less

Vision God Power - Reveals a large area in the fog of war for 20 seconds |_ Set's God Power grants you brief line of sight to any part of the map, even if you have not explored there.

To invoke Vision, left click on the Vision icon, then left click anywhere on the map that you wish to see. Vision is best targeted on areas of the black map, especially when you learn something about where and what your enemy is building. Vision has another somewhat sneaky use. Because it can be targeted anywhere on the map, you can use Vision to give you line of sight long enough to target another God Power without having to rely on a fragile

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scout to make it into position.

Feral Improvements - Converted animals have 10% more HP, hack armor and | pierce armor, have 50% more attack |_ Set is associated with several animals, including pigs, crocodiles, scorpions and donkeys. His long-eared, droop-nosed visage is probably an aggregate of many of these animals rather than any one of them. He is also depicted as a male hippopotamus, considered by the Egyptians to be a destructive, dangerous creature.

PTAH - Classical Age ----

Description: The cult center of Ptah was at Memphis, one of the older cities of ancient Egypt, and his importance grew as that city became the capital for many dynasties. He was usually depicted as a shaven- headed mummy holding a scepter or working with tools. He may have originally been a fertility god, and for a time was held to be the creator of all gods and religious practices. As other cults and gods rose in importance, he became a protector of the arts and crafts, a shaper of all things.

Shifting Sands God Power - Teleport units to a different point on the map |_ Ptah's Shifting Sands can be used to transport allied or enemy units from one location on the map to another. All allied units are affected, but not every enemy unit in the area will be moved.

To summon the sandstorm, left click on the Shifting Sands icon. Targeting the sand storm requires two left clicks, the first is near the units you wish to transport, the second is where you want those units transported. You must have line of sight to both clicked areas. A good use for sandstorm is to shift an invading army out of your town or to transport quickly past some defenses for a surprise attack.

Wadjet Mythological Unit |_ The Wadjet is named for the serpent goddess who appears in snake form on the crown of the pharaoh. Her name means "papyrus- colored-one". The serpent Wadjet can spit venom at a long range, though the vestigial wings are used only to lift the heavy cobra hood above the sand.

Electrum Bullets Improvement - Slingers +10% attack |_ Ptah was a god of technology, so his mythological improvements bring better armor and weapons to the Egyptians.

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Electrum is a naturally occurring alloy of gold and silver. Though weaker than other metals available at the time, the mystical, spiritual and psychological properties of the metal were more important than its strength. The great Pharaoh Ramses rode into combat on his chariot wearing a helmet of electrum.

Leather Frame Shield Improvement - Spearmen -10% Pierce Vulnerability |_ The Egyptians favored a round-topped, leather-covered wooden shield. Leather over a wooden frame offered a cheap, light and easy-to-work covering that was, in many cases, more resilient than heavy and expensive metal coverings. A lighter shield meant that troops carrying them could move more quickly and wield them more effectively.

Scalloped Axe Improvement - Axemen +10% attack |_ The Egyptians were fond of the axe as a weapon and tool. Heavily ornamented axes have been discovered with the burial goods of important mummies. Scalloping added surface area to the head of an axe, making it stronger and able to deal more damage.

Shaduf Improvement - Farms cost 33% less, are built twice as fast |_ Ptah was a god of technology, so his mythological improvements benefit the economy of the Egyptians.

The shaduf was a simple, but important invention, consisting of a container made of animal skins or clay attached to a lever counterbalanced by stones. The container was used to lift water from the Nile River and dumped into canals for irrigation.

ANUBIS - Classical Age ------

Description: Usually depicted with the head of a jackal or as a black dog, Anubis was associated with funerary rites. His mother Nephthys had tricked Osiris, then ruler of Egypt, into giving her a son because she had no children by her evil husband Set. When Set overthrew Osiris, the baby Anubis was hidden in the Nile swamps to preserve him from Set’s wrath. There he was found by Isis, who adopted him. When Osiris chose to go west to rule the underworld, Anubis performed the embalming with the help of Isis’ magic. Prior to the rise of Osiris as ruler of the underworld, Anubis had been a principal guardian of the dead. Anubis carried on as a guardian under Osiris, guiding the dead to the site of judgment and helping to weigh their souls.

Plague of Serpents God Power - Summons friendly serpents to guard an area | from enemies

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|_ Anubis' God Power summons a nest of Serpents to defend an area. The animals are not under your control and will not leave the area in which they are summoned, even if chasing fleeing enemies. They last until slain, however. Serpents are not very strong against Villagers and won't attack buildings.

To summon the serpents, left click on the Plague of Serpents icon, then left click anywhere you have line of sight. Because you cannot give commands to the Serpents, it is important to place them where they will do the most damage or intercept the most attackers. If used over the water, Sea Snakes are summoned instead. They won't attack Fishing Ships, but will attack warships.

Anubite Mythological Unit |_ Anubis' priests, the "stm", wore jackal masks during the mummification rituals. Anubis was among the oldest deities of Egyptian mythology and his role changed as the myths matured, passing from the main god of the underworld to the judge of the dead once Osiris took over the former role. Anubis' association with jackals was probably the result of jackals prowling around graveyards. He was colored black because embalmed corpses are pitch black in color. Although Anubis was often identified as "sab" a jackal, rather than "iwiw" a dog, there was still much confusion over which animal Anubis actually was. Some Egyptologists refer to the "Anubis animal" to represent the unknown species that he was supposed to represent. Cities dedicated to Anubis were known for their great number of dog mummies and whole cemeteries.

"We, known as the Jackals, the Priests of Anubis, are guardians of their glorious tombs, or of their humble graves. We are the keepers of the dead. We are the servants of Anubis. We are Cynopolis." -- Chapter of the Dead, Book of Ma'at

Feet of the Jackal Improvements - Anubite has +50 HP, +20% attack, | jump attack does +7 damage, jump attack | has 6 longer range |_ After his murder at the hands of Set, Osiris usurped Anubis’ position as chief god of the dead. Anubis thereafter took on varied duties related to caring for the Ka, or souls, of the dead in the afterlife – one of which was the swift transport of souls to the Hall of Maat, the Hall of Judgment, where he was responsible for weighing the hearts of the dead.

Necropolis Improvements - Monuments gather favor 10% faster |_ The ancient city of Syut was a center of worship for Anubis and Wapwawet. Syut was later renamed Lycopolis – City of the Wolf - by the Greeks for its importance to the two "wolf-headed" gods.

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Today the city of Asyut is an important agricultural center for cotton and grains, but the tombs of its ancient necropolis tell of its significance as a center of Anubis – god of the dead and guardian of the necropoli.

Serpent Spear Improvements - Spearmen have +10% attack |_ Horus set out to vanquish Set. He stood at the prow of a barge protected by the spells of Isis. He had a chained spear fashioned for the hunt, and Thoth laid great spells upon Horus’ splendid weapon. The spear flashed and glittered. Set, in the form of a great, red hippopotamus, attacked the barge of Horus, but the spells of Isis held, and the barge was untouched. With a mighty heave, Horus cast the shining spear into the neck of the hippopotamus and Set, murderer of Osiris and enemy of Ra, was destroyed.

SEKHMET - Heroic Age -------

Description: The lion-headed wife of Ptah was a goddess of war and the heat of the desert. Her name means "powerful." She rose to prominence during the second millennium BC, when Egypt engaged in many wars extending its domain and was a leading power in the world. The Egyptians of the era readily worshipped a goddess who was a fierce hunter. Together with Bast, the cat goddess, Sekhmet destroyed Apep, the underworld serpent that attempted to swallow Ra. In one myth, she is sent to wage war on those who thought Ra was getting feeble. She was so effective in spreading ruin that Ra had to trick her into drinking a lake of what appeared to be blood, but was actually beer dyed with pomegranate juice. Sekhmet became intoxicated and humanity was saved.

Citadel God Power - Turn a friendly town center into a mighty Citadel |_ This defensive God Power transforms a Town Center into a mighty Citadel, with great hit points and attack. The Citadel otherwise acts like a normal Town Center. You can use Citadel on allied Town Centers, even if they are Atlantean, Greek or Norse.

To erect the Citadel, left-click the Citadel icon, then left-click on your own or an allied Town Center. In a swirl of sand the Citadel arises to protect your lands.

Scarab Mythology Unit |_ Scarab beetles are a diverse group of insects that live in South America and Egypt. Egyptians adopted the scarab as sacred, and used it to represent Ra, who rolled the sun across the sky each day. The most famous scarab beetles roll dung into a ball, and then proceed to roll their treasure back to their tunnels.

Egyptians depicted scarabs in a variety of artwork, including amulets and "heart scarabs" which were large pieces hung on the neck or as a pectoral.

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"You are my soul which is in my body, the god Khnum who makes my limbs sound. When you go forth to the Hereafter, my name shall not stink to the courtiers who create people on his behalf. Do not tell lies about me in the presence of the Great God!"

-- inscription found on a heart scarab in the Temple of Amun

Bone Bow Improvement - Chariot Archer +4 range |_ The bow and crossed arrows were symbols of Neith, a goddess considered old even by the ancient Egyptians. Neith was a goddess of war, hunting, protection and creation. She was often depicted holding a bow and arrows or crowned by a star over which a bow curved.

Bows could be constructed of very simple materials, wood and sinew or more complex, sturdier materials, horn, soft and hard woods and sinew. Arrowheads were made out of stone, bone and metals.

Ram of the West Wind Improvement - Siege Tower +20% HP and attack |_ Rams were the first siege engines used to breach walls. They were simply large weapons that were carried or wheeled up to a wall and used to smash the stone or brick. As walls evolved, rams became larger and offered more defense for those bearing it into battle, such as protective mantlets or eventually mobile towers.

Slings of the Sun Improvement - Slingers do +30% damage to Infantry & | Throwing Axemen |_ Ancient hunters used slings to kill or stun small prey and while sling stones had the capacity to maim or kill, soldiers often used them simply to distract or harass enemies. Because archers relied on their range and aim, slingers could be very effective against them. Slingers didn’t have to approach archers on foot, a deadly prospect, and the stones they hurled into a formation of archers wounded many, killed others and certainly broke their concentration and threw off their aim.

Stones of Red Linen Improvement - Catapult, War Barge +20% attack |_ Sekhmet is sometimes called "lady of red linen," referring to the blood-soaked garments of her victims. While she was a destructive force, she generally used her powers to annihilate evil. While she was a bringer of plagues, her priests were also known for their medical skills.

NEPHTHYS - Heroic Age --------

Description: Her name means "lady of the castle." She was another daughter of Geb and Nut, and the wife of the evil Set. Denied a child by Set, she tricked Osiris into fathering a son, Anubis. She was associated with funerary rites, one of the key rituals in

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ancient Egyptian life. She normally appears as a woman with mummy wrappings for hair.

"Nephthys saith unto the Osiris Ani, whose word is truth:- I go round about thee to protect thee, O brother Osiris. I have come to be a protector unto thee. My strength shall be near thee, my strength shall be near thee, for ever. Ra hath heard thy cry, and the gods have made thy word to be truth. Thou art raised up. Thy word is truth in respect of what hath been done unto thee. Ptah hath overthrown thy foes, and thou art Horus, the son of Hathor."

-- the Papyrus of Ani

Ancestors God Power - Summons an army of Minions to serve the player for | a short period of time |_ This third age god power calls forth Ancestral Warriors to fight alongside your armies for a short while.

To call the Ancestors left click on the Ancestors icon and left click anywhere you have line of sight. This god power is similar to Plague of Serpents god power except that the Ancestors can be commanded just like normal military units. Ancestors can be useful with a fighting army, as a disruption to an enemy's economy or as a defense against a surprise attack. They will go back to their eternal rest in a short while - be sure to summon them to a place where they will be useful.

Leviathan Mythological Unit |_ The word "Leviathan" ("twisted animal" in Hebrew) has been adopted to mean any gigantic monster, but was perhaps originally cited in the Bible and described in great detail. The leviathan was a fire-breathing creature that boiled the ocean when it swam near the surface. Its skin was covered with heavy armored plates like shields, and its belly was encrusted with broken pottery.

There is speculation that the word is a corruption of the seven-headed serpent "Lotan", a monster from Canaanite legend that was killed by Baal.

Scorpion Man Mythological Unit |_ Scorpions understandably had a large influence on Egyptian mythology. Ra's daughter, Selket, was associated with the scorpion, which graced her crown. In order to make her son, Horus, strong, Isis exposed him to scorpion stings in the desert. Scorpions were also associated with Set, along with other "wicked" animals of the desert.

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There was indeed even a King Scorpion, a predynastic ruler known only from a few surviving artifacts such as the "scorpion mace". It is unclear whether the ruler's name or title were "scorpion" but the kingly figure on the mace is labeled as SQRT along with hieroglyphics of a clearly drawn scorpion sign.

City of the Dead Improvement - Pharaoh +20% attack, +30% HP, returns | from dead faster |_ Egyptians were buried in tombs. People of lesser importance might be buried together in large groups, while aristocrats, priests, and pharaohs had their own private tombs for their families. The most powerful pharaohs were enshrined in pyramids, or in massive caves like those at Karnak. Tombs of the wealthy were carefully hidden and fitted with false chambers and concealed doors to discourage thieves. While few important tombs escaped robbers, that of Tutankhamen was discovered in 1922 virtually intact and yielded a wealth of treasure, over 3500 items in all.

"The Osiris Ani, whose word is truth, saith: I am the serpent Sata whose years are infinite. I lie down dead. I am born daily. I am the serpent Sa-en-ta, the dweller in the uttermost parts of the earth. I lie down in death. I am born, I become new, I renew my youth every day."

-– the Papyrus of Ani

Funeral Rites Improvement - Pharaoh, Priest damage multiplier vs Myth | units increased by 4 |_ When an ancient Egyptian of importance died, his or her body was carried in procession to its tomb and then the ceremony of the opening of the mouth was performed. This ceremony, performed on statues of the gods, was designed to endow the statue with the living ka of the deceased for the journey to the afterlife. The deceased was then mummified, important organs were placed in their own canopic jars, offerings were made to the gods, and then the deceased was ready to face judgment.

"Nephthys saith unto the Osiris Ani, whose word is truth: I go round about thee to protect thee, O brother Osiris. I have come to be a protector unto thee. My strength shall be near thee, my strength shall be near thee, for ever. Ra hath heard thy cry, and the gods have made thy word to be truth. Thou art raised up. Thy word is truth in respect of what hath been done unto thee. Ptah hath overthrown thy foes, and thou art Horus, the son of Hathor."

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-– The Papyrus of Ani

Spirit of Ma'at Improvement - Pharaohs, Priest double healing rate, | Priests -20% cost |_ Ma'at was an early Egyptian goddess who went on to become a personification of the spiritual ideal of the ancient Egyptians. Ma'at represented cosmic harmony, justice, balance, order and peace.

ENTERING INTO THE HALL OF MA'AT TO PRAISE OSIRIS KHENTI AMENTI

"_I have seen the Hidden One who is therein. I was hidden, but I found the boundary. I journeyed to Nerutef, and he who was therein covered me with a garment. I have myrrh of women, together with the shenu powder of living folk. Verily he (Osiris) told me the things that concerned himself. I said: Let thy weighing of me be even as we desire."

–- The Papyrus of Ani

THOTH - Mythic Age -----

Description: A patron of learning and invention, Thoth was the chief god of the city of Khmun and a divine scribe. He served as a loyal advocate and supporter of Osiris, defending him against charges by Set, helping Isis resurrect him as lord of the underworld, helping to keep Horus hidden from Set until the son reached adulthood, and then helping Horus regain his inheritance. Thoth then assisted Osiris by recording the past deeds of all who sought to enter the Underworld. He read the scales when the hearts of those seeking entrance were weighed versus the feather of truth. Thoth grew in importance as people sought his help in proving their innocence at judgment time. The priests of Thoth enhanced his reputation as a magician and claimed he had access to spells that gave him domination over the natural world and the gods themselves. Thoth is usually depicted with the head of an ibis or baboon.

"Thereupon shall come Thoth, who is equipped with words of power in great abundance, and shall untie the fetters, even the fetters of the god Set which are over my mouth."

-- From the Papyrus of Ani

Meteor God Power - Wreak havoc on enemy buildings and units

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|_ Thoth calls down a barrage of flaming Meteors upon an area. Everything in the area will take damage if struck by the Meteors, though allied units tend to get thrown rather than take significant damage. Both units and buildings can be struck and damaged by Meteors.

To call down this strike from the heavens, left click on the Meteor icon at the top of the screen, then left click the area on the map you would like to incinerate. You must have have line of sight to use this power.

Phoenix Mythological Unit |_ An eagle-like bird with feathers of gold and red, the Phoenix was associated with the Sun and fire. It was long-lived and had the ability to reproduce or reincarnate itself after death. In some traditions, it built its own funeral nest before dying and then a young Phoenix would issue from the dead body. After Christianity began to spread, the tale of the Phoenix changed so that the bird turned its funeral nest into a pyre and self-immolated. After a period of time, usually three days, a new Phoenix rose from the ashes. The Phoenix became a symbol for both immortality and life after death.

"And at the five hundred years' end, the priests array their altar honestly, and put thereupon spices and sulphur vif and other things that will burn lightly; and then the bird phoenix cometh and burneth himself to ashes. And the first day next after, men find in the ashes a worm; and the second day next after, men find a bird quick and perfect; and the third day next after, he flieth his way." -- The Travels of Sir John Mandeville

Sea Turtle Mythological Unit |_ The Egyptians considered the turtle a creature of night and dark water, and therefore became associated with Set and an enemy of the sun god, Ra. They were not to be eaten or used in medicine.

"May Ra live and the turtle die." -- ancient Egyptian epithet

Book of Thoth Improvement - Villagers gather gold, wood, and food from | farms 10% faster

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|_ Thoth was the Egyptian god of wisdom, and his magical Book was said to contain a collection of spells that would enable the reader to know the language of the animals and to enchant the sky and the earth itself.

"The Book of Thoth lies beneath the middle of the river, near Coptos, in an iron box. In the iron box is a box of bronze; in the bronze box is a sycamore box; in the sycamore box is an ivory and ebony box; in the ivory and ebony box is a silver box; in the silver box is a golden box - and in that lies the Book of Thoth. All around the iron box are twisted snakes and scorpions, and it is guarded by a serpent who cannot be slain."

-– From the tale of Setna Khaemwese and the Book of Thoth

Tusks of Apedemak Improvement - War Elephants +20% HP, +10% attack |_ Lion-headed Apedemak was a Nubian god of war and victory. He was often depicted standing on the backs of elephants. Elephants and cattle were revered at Apedemak’s center of worship, Musawwarat es-Sufra, to the north of the Sixth Cataract, where elephants had military and religious significance.

Valley of the Kings Improvement - Migdol Stronghold units train 66% faster |_ Centuries of Pharaohs were buried in the famous Valley of Kings, including the mighty general Thutmose III, the last of the great Pharaohs, Ramses III, and of course, the child Pharaoh Tutankamen. The inhabitants of Deir el-Medina constructed many of the tombs in the Valley. Skilled tomb-builders sometimes lived in isolated communities so that the secrets of the tombs they built could be kept safe.

HORUS - Mythic Age -----

Description: The mystical son of Isis and Osiris, he was raised in secrecy in the Nile swamps to avoid being discovered by Set, who had killed his father, Osiris. When he reached adulthood he sought to avenge his father and kill Set. After a lengthy contest in which he lost an eye, he triumphed and his reward was the rule of Egypt. He gave the lost eye to Osiris and wore instead a serpent on his head to replace it. All pharaohs thereafter wore this serpent as a symbol of authority and their ability to see and know all.

"Horus, strong Bull, steady at heart as the son of Nut, victorious king! / He sets up all his borders at each place according to his desire. / He spends the time of ploughing in Egypt. / He brought to its knees the land of the people of Retenue / when he felled their trees / and destroyed their cities ..."

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-- rock stela by Qasr Ibrim on the banks of the Nile

Tornado God Power - Wreak havoc on enemy buildings and units |_ Horus unleashes his wrath in a twisting funnel cloud. The Tornado can sweep up entire armies, or turn cities into piles of rubble. The Tornado moves around randomly, and can damage allied units or buildings if it gets too close, though it does more damage to enemy units and buildings.

To summon the Tornado, left click on the Tornado icon at the top of the screen, then left click where you want the Tornado to appear. Just be careful where you target it.

Avenger Mythological Unit |_ Because the Avenger is so deadly fighting hand-to-hand, it is best to combat him with ranged units. In combat, the Avenger periodically attacks as a whirlwind, damaging all enemy units around him.

Horus was the child of Osiris and Iris who, upon reaching adulthood, was known as Her-nedj-tef-ef, "Horus, Avenger of his Father," whose role it was to seek venegance and cast out the evils of Set.

"Behold, the fire riseth in Abydos and it cometh; I cause it to come, the Eye of Horus. It is set in order upon thy brow, O Osiris Khenti-Amenti; it is set in the shrine and riseth on thy brow." -- The Pyramid Texts

Axe of Vengeance Improvement - Axemen have damage x3 vs Buildings |_ The Egyptians favored two different forms of axe: one that hacked and one that pierced. The earlier, hacking axe had a long cutting edge and was better against unarmored foes. The piercing axe could punch through armor, helmets and skulls alike, as the mummy of Sekenere Tao II, a 17th Dynasty ruler of Thebes, reveals.

Greatest of Fifty Improvement - Spearmen -10% hack vulnerability, damage | multiplier vs cavalry increased by 1 |_ The invasion of the Hyksos at the end of the 14th Dynasty spurred the peaceful Egyptians to organize what had, to that point, been a rather informal army. The Pharaoh often led his armies into battle. The chain of command ran from the Pharaoh and princes to other nobles and officers, down to the "Greatest of Fifty." The

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Greatest of Fifty commanded fifty soldiers, one of four such groups under the command of a Standard Bearer. Soldiers under a Standard Bearer all carried the same arms and armament.

Spears on the Horizon Improvement - Spearmen +10% attack, +30% HP |_ Horus set out to vanquish Set. He stood at the prow of a barge protected by the spells of Isis. He had a chained spear fashioned for the hunt, and Thoth laid great spells upon Horus’ splendid weapon. The spear flashed and glittered. Set, in the form of a great, red hippopotamus, attacked the barge of Horus, but the spells of Isis held, and the barge was untouched. With a mighty heave, Horus cast the shining spear into the neck of the hippopotamus and Set, murderer of Osiris and enemy of Ra, was destroyed.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ISIS ----

Description: The daughter of the earth god Geb and the sky goddess Nut, Isis became the mother goddess of Egypt. When Osiris, her brother and husband, inherited the rule of Egypt, she worked together with him to bring civilization to the Nile Valley. She taught cloth making and curing the sick, and introduced the concept of marriage. She ruled Egypt wisely while Osiris traveled the world spreading civilization elsewhere. Isis was able to resurrect Osiris after he had been killed and dismembered by Set. She assisted at Osiris’ embalming in preparation for his journey to his new kingdom in the land of the dead, thereby helping to create the Egyptian rituals of burial. She secreted her son by Osiris, Horus, until he was able to seek revenge in a long contest that eventually saw the end of Set. The magic of Isis was a very powerful aid in attaining a favorable judgment from Osiris. Her magic abilities improved greatly when she took advantage of Ra’s agedness to trick him into revealing his name, giving her access to some of his power. She is often portrayed suckling the child Horus.

Bonuses: All technologies cost 10% less food, wood, and gold Monuments prevent god powers from being targeted nearby Town Centers support +3 maximum pop Priests summon outposts 60% faster, outposts cost 33% less

Prosperity God Power - Double gold gathering rate for 50 seconds |_ Isis' God Power makes your Villagers gather Gold at double rate for a short period of time. Make sure you are in a good position to maximize your Gold mining while this God Power is in use.

To invoke the blessing of the gods, left click on the Prosperity

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icon, then left click anywhere on the map, but preferably close to a Mining Camp or Town Center.

"The galleries which they dig ... are not straight, but run in the direction of the metal containing vein, and as the workers are in the dark in these winding tunnels, they carry torches which are affixed to their foreheads ... non nubile children enter these underground galleries ... and lift with great pains the loosened chunks of ore and carry them outside."

-- Diodorus

Flood of the Nile Improvement - Generates 0.75 food/second |_ The Black Land, another name for Lower Egypt, refers to the deposits of rich, black soil that the regular flooding of the Nile left behind. This rich, black soil was excellent for farming and, coupled with irrigation and inventions like the shaduf, allowed ancient Egyptians to survive and prosper in an otherwise harsh environment. The Egyptians’ whole way of life depended upon these floods. The Nile today no longer floods as it once did. A series of dams and hydro-electric plants, like the one at Aswan, control its flooding and generate electrical energy. Such damming is a subject of great controversy in Northern Africa for many social and environmental reasons.

ANUBIS - Classical Age ------

Description: Usually depicted with the head of a jackal or as a black dog, Anubis was associated with funerary rites. His mother Nephthys had tricked Osiris, then ruler of Egypt, into giving her a son because she had no children by her evil husband Set. When Set overthrew Osiris, the baby Anubis was hidden in the Nile swamps to preserve him from Set’s wrath. There he was found by Isis, who adopted him. When Osiris chose to go west to rule the underworld, Anubis performed the embalming with the help of Isis’ magic. Prior to the rise of Osiris as ruler of the underworld, Anubis had been a principal guardian of the dead. Anubis carried on as a guardian under Osiris, guiding the dead to the site of judgment and helping to weigh their souls.

Plague of Serpents God Power - Summons friendly serpents to guard an area | from enemies |_ Anubis' God Power summons a nest of Serpents to defend an area. The animals are not under your control and will not leave the area in which they are summoned, even if chasing fleeing enemies. They last until slain, however. Serpents are not very strong against Villagers and won't attack buildings.

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To summon the serpents, left click on the Plague of Serpents icon, then left click anywhere you have line of sight. Because you cannot give commands to the Serpents, it is important to place them where they will do the most damage or intercept the most attackers. If used over the water, Sea Snakes are summoned instead. They won't attack Fishing Ships, but will attack warships.

Anubite Mythological Unit |_ Anubis' priests, the "stm", wore jackal masks during the mummification rituals. Anubis was among the oldest deities of Egyptian mythology and his role changed as the myths matured, passing from the main god of the underworld to the judge of the dead once Osiris took over the former role. Anubis' association with jackals was probably the result of jackals prowling around graveyards. He was colored black because embalmed corpses are pitch black in color. Although Anubis was often identified as "sab" a jackal, rather than "iwiw" a dog, there was still much confusion over which animal Anubis actually was. Some Egyptologists refer to the "Anubis animal" to represent the unknown species that he was supposed to represent. Cities dedicated to Anubis were known for their great number of dog mummies and whole cemeteries.

"We, known as the Jackals, the Priests of Anubis, are guardians of their glorious tombs, or of their humble graves. We are the keepers of the dead. We are the servants of Anubis. We are Cynopolis." -- Chapter of the Dead, Book of Ma'at

Feet of the Jackal Improvements - Anubite has +50 HP, +20% attack, | jump attack does +7 damage, jump attack | has 6 longer range |_ After his murder at the hands of Set, Osiris usurped Anubis’ position as chief god of the dead. Anubis thereafter took on varied duties related to caring for the Ka, or souls, of the dead in the afterlife – one of which was the swift transport of souls to the Hall of Maat, the Hall of Judgment, where he was responsible for weighing the hearts of the dead.

Necropolis Improvements - Monuments gather favor 10% faster |_ The ancient city of Syut was a center of worship for Anubis and Wapwawet. Syut was later renamed Lycopolis – City of the Wolf - by the Greeks for its importance to the two "wolf-headed" gods. Today the city of Asyut is an important agricultural center for cotton and grains, but the tombs of its ancient necropolis tell of its significance as a center of Anubis – god of the dead and guardian of the necropoli.

Serpent Spear Improvements - Spearmen have +10% attack |_ Horus set out to vanquish Set. He stood at the prow of a barge

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protected by the spells of Isis. He had a chained spear fashioned for the hunt, and Thoth laid great spells upon Horus’ splendid weapon. The spear flashed and glittered. Set, in the form of a great, red hippopotamus, attacked the barge of Horus, but the spells of Isis held, and the barge was untouched. With a mighty heave, Horus cast the shining spear into the neck of the hippopotamus and Set, murderer of Osiris and enemy of Ra, was destroyed.

BAST - Classical Age ----

Description: A daughter of Ra, Bast was the goddess of the cat, considered a sacred animal in ancient Egypt. She was usually associated with the moon, perhaps because cat eyes can shine in moonlight. A special necropolis at her cult center in Bubastis held huge numbers of mummified cats. Together, Bast and the lioness-headed Sekhmet killed the great serpent Apep that tried to swallow Ra and turn the world into darkness.

Eclipse God Power - Increase the power of your myth units, prevents | other GP's from being used |_ The Eclipse God Power temporarily improves the attack of all your Myth Units on the map. While the sun is blocked out, they will fight with magically-boosted strength.

To invoke the Eclipse, left click on the Eclipse icon at the top of the screen, then left click anywhere on the map.

Sphinx Mythological Unit |_ "Sphinx" was originally a Greek word ("to strangle") that was applied to the pharaoh-headed lion statues that the Greeks saw in Egypt, that Herodotus named "androsphinx". The Greek sphinx was a monstrous brood of Typhon and Echidna, usually depicted as a winged lion with a female head. She sat on a rock near Thebes and asked passersby the now famous question, "What animal is that which in the morning goes on four feet, at noon on two, and in the evening upon three?" Those who could not answer were eaten. Oedipus knew the correct answer (humans) and caused the sphinx so much consternation that she cast herself from her rock and died.

However, the sphinx as a monster probably predates Greek mythology. Assyrian myths have sphinxes guarding temple entrances. Sphinx-like creatures appear in Phoenician and Persian art as well.

The Egyptians called their sphinxes "Hu". In addition to the man-headed androsphinx, they also depicted ram-sphinxes that Herodotus named "criosphinxes" and falcon-headed sphinxes named "hieracosphinxes".

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Adze of Wepwawet Improvement - Villagers knock down trees in one hit, | gather wood 10% faster |_ Wepwawet's sacred adze allows your Laborers to fell a tree in a single blow, though they still must gather the wood from the fallen trunk.

Wepwawet was a minor Egyptian god of the funerary cult. He used his adze (a precursor of the plane tool) to break open the mouth of the deceased in the "opening of the mouth" ceremony. Egyptians depicted him as a jackal, though later Greeks associated him with wolves, and named his sacred town of Zawty "Lycopolis".

Criosphinx Improvement - Sphinx +50 HP, +20% hack/+50% crush damage |_ The ram-headed Criosphinx was a guardian of sacred Egyptian sites. The Temple at Karnak was once connected to Luxor and the Nile by the Avenue of the Sphinx – a road flanked by dozens upon dozens of the implacable riddle keepers.

"And yet the riddle was not to be solved by guess-work but required the prophet's art; wherein thou wast found lacking; neither birds nor sign from heaven helped thee, but I came, the simple Oedipus; I stopped her mouth by mother wit, untaught of auguries."

-- Oedipus, Oedipus Rex

Hieracosphinx Improvement - Sphinx +20% move rate, +20% hack/+50% crush | damage |_ Instead of a human head, the Hieracosphinx has the fierce head of a hawk, a nasty disposition and a razor-sharp beak – all the better to eviscerate those who cannot answer its riddles. It is a much more aggressive and pitiless Sphinx than its more peaceable cousins, the Criosphinx and Androsphinx.

"Say, sirrah, hast thou ever proved thyself a prophet? When the riddling Sphinx was here why hadst thou no deliverance for this folk?"

-- Oedipus, Oedipus Rex

Sacred Cats Improvement - Villagers farm 10% faster |_ Bubastis was the center for worship of Bast, the cat-headed Egyptian goddess of fertility. Initially, her worship included the cats that inhabited her Temples, but eventually extended to all cats. Cat worship was pragmatic for the Egyptians, for the cats protected their grain stores and homes from vermin and venomous creatures. Killing a cat was considered murder; a Roman living in Alexandria discovered this when he accidentally killed a cat and was subsequently pulled from his home into the street and lynched by an angry mob of Egyptians.

NEPHTHYS - Heroic Age

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--------

Description: Her name means "lady of the castle." She was another daughter of Geb and Nut, and the wife of the evil Set. Denied a child by Set, she tricked Osiris into fathering a son, Anubis. She was associated with funerary rites, one of the key rituals in ancient Egyptian life. She normally appears as a woman with mummy wrappings for hair.

"Nephthys saith unto the Osiris Ani, whose word is truth:- I go round about thee to protect thee, O brother Osiris. I have come to be a protector unto thee. My strength shall be near thee, my strength shall be near thee, for ever. Ra hath heard thy cry, and the gods have made thy word to be truth. Thou art raised up. Thy word is truth in respect of what hath been done unto thee. Ptah hath overthrown thy foes, and thou art Horus, the son of Hathor."

-- the Papyrus of Ani

Ancestors God Power - Summons an army of Minions to serve the player for | a short period of time |_ This third age god power calls forth Ancestral Warriors to fight alongside your armies for a short while.

To call the Ancestors left click on the Ancestors icon and left click anywhere you have line of sight. This god power is similar to Plague of Serpents god power except that the Ancestors can be commanded just like normal military units. Ancestors can be useful with a fighting army, as a disruption to an enemy's economy or as a defense against a surprise attack. They will go back to their eternal rest in a short while - be sure to summon them to a place where they will be useful.

Leviathan Mythological Unit |_ The word "Leviathan" ("twisted animal" in Hebrew) has been adopted to mean any gigantic monster, but was perhaps originally cited in the Bible and described in great detail. The leviathan was a fire-breathing creature that boiled the ocean when it swam near the surface. Its skin was covered with heavy armored plates like shields, and its belly was encrusted with broken pottery.

There is speculation that the word is a corruption of the seven-headed serpent "Lotan", a monster from Canaanite legend that was killed by Baal.

Scorpion Man Mythological Unit |_ Scorpions understandably had a large influence on Egyptian mythology. Ra's daughter, Selket, was associated with the scorpion,

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which graced her crown. In order to make her son, Horus, strong, Isis exposed him to scorpion stings in the desert. Scorpions were also associated with Set, along with other "wicked" animals of the desert.

There was indeed even a King Scorpion, a predynastic ruler known only from a few surviving artifacts such as the "scorpion mace". It is unclear whether the ruler's name or title were "scorpion" but the kingly figure on the mace is labeled as SQRT along with hieroglyphics of a clearly drawn scorpion sign.

City of the Dead Improvement - Pharaoh +20% attack, +30% HP, returns | from dead faster |_ Egyptians were buried in tombs. People of lesser importance might be buried together in large groups, while aristocrats, priests, and pharaohs had their own private tombs for their families. The most powerful pharaohs were enshrined in pyramids, or in massive caves like those at Karnak. Tombs of the wealthy were carefully hidden and fitted with false chambers and concealed doors to discourage thieves. While few important tombs escaped robbers, that of Tutankhamen was discovered in 1922 virtually intact and yielded a wealth of treasure, over 3500 items in all.

"The Osiris Ani, whose word is truth, saith: I am the serpent Sata whose years are infinite. I lie down dead. I am born daily. I am the serpent Sa-en-ta, the dweller in the uttermost parts of the earth. I lie down in death. I am born, I become new, I renew my youth every day."

-– the Papyrus of Ani

Funeral Rites Improvement - Pharaoh, Priest damage multiplier vs Myth | units increased by 4 |_ When an ancient Egyptian of importance died, his or her body was carried in procession to its tomb and then the ceremony of the opening of the mouth was performed. This ceremony, performed on statues of the gods, was designed to endow the statue with the living ka of the deceased for the journey to the afterlife. The deceased was then mummified, important organs were placed in their own canopic jars, offerings were made to the gods, and then the deceased was ready to face judgment.

"Nephthys saith unto the Osiris Ani, whose word is truth: I go round about thee to protect thee, O brother Osiris. I have come to be a protector unto thee. My strength shall be near thee, my

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strength shall be near thee, for ever. Ra hath heard thy cry, and the gods have made thy word to be truth. Thou art raised up. Thy word is truth in respect of what hath been done unto thee. Ptah hath overthrown thy foes, and thou art Horus, the son of Hathor."

-– The Papyrus of Ani

Spirit of Ma'at Improvement - Pharaohs, Priest double healing rate, | Priests -20% cost |_ Ma'at was an early Egyptian goddess who went on to become a personification of the spiritual ideal of the ancient Egyptians. Ma'at represented cosmic harmony, justice, balance, order and peace.

ENTERING INTO THE HALL OF MA'AT TO PRAISE OSIRIS KHENTI AMENTI

"_I have seen the Hidden One who is therein. I was hidden, but I found the boundary. I journeyed to Nerutef, and he who was therein covered me with a garment. I have myrrh of women, together with the shenu powder of living folk. Verily he (Osiris) told me the things that concerned himself. I said: Let thy weighing of me be even as we desire."

–- The Papyrus of Ani

HATHOR - Heroic Age ------

Description: A goddess of the sky and fertility, Hathor was portrayed as a cow, a woman with the head of a cow, or as a woman with a headdress of cow’s horns and a sun disk. She may have been a daughter of Ra, who relies on her in several myths. In other myths, she and Sekhmet are portrayed as the same goddess. Hathor was popular as the goddess of love, and associated with festivals of music and dance. Worship of her spread into other nearby cultures, although her name was changed.

Locust Swarm God Power - Destroy enemy farms, stealing food in the process |_ This Heroic Age God Power summons a swarm of locusts that will destroy enemy Farms or Fishing Ships. Because both of these are expensive to establish, you can strike a blow against an enemy economy. The Locusts cannot be attacked, and do only minor damage to Villagers.

To plague your enemies with locusts, left click on the Locust Swarm icon, then left click it near where you want the locusts to swarm. You must have line of sight to the area to target the

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swarm.

Petsuchos Mythological Unit |_ The Petsuchos is a magic crocodile that can focus the beams of sunlight into deadly searing rays. Like many ranged units, the Petsuchos is weak when fighting at close range, but his beams fire with perfect accuracy at distance.

"Petsuchos" is the Greek rendering of an Egyptian word meaning "he who belongs to Suchos," the crocodile god also known as Sobek. The Petsuchos was the sacred crocodile of Suchos kept in a private lake in the city of Crocodopolis. He was an old, pampered beast who wore golden rings in his ears and riveted bracelets on his forelegs.

Roc Mythological Unit |_ Reports of the Roc, a giant bird, come to us from the Arabian Nights and the reports of Marco Polo. Sinbad describes the Roc as being enormous with 16 yard long wings and a bulky body. In one tale, a Roc carries Sinbad to safety after a shipwreck and in another, Rocs destroy ships by dropping huge boulders on them. Marco Polo tells of Rocs from Madagascar and how an envoy from there presented a huge Roc feather to the Chinese court. A very large flightless bird may actually have survived on the island until the 16th century before going extinct.

Crocodopolis Improvement - Petsuchos has +4 range |_ The crocodile god, known as Suchos or Sobek, was said to aid fertility. The Greeks named his oasis of Fayoum near Lake Qarun "Crocodopolis" or "city of the crocodile," where was kept a sacred crocodile in his own private lake.

Medjay Improvement - Mercenaries live 30 seconds longer |_ For the Medjay, Nubian nomads, long service alongside the military forces of Egypt became service as a police force in parts of Thebes. Around 200 B.C. they protected the construction of the royal necropolis at Deir el-Medina. There they ensured that the workers worked, were kept safe and they even pitched in to help in the construction itself. Eventually the Medjay people and their culture were totally absorbed by Egypt.

Sun Dried Mud Brick Improvement - Buildings have 10% more HP, cost 15% less |_ Plentiful, easy to work, strong and an excellent barrier to heat, sun-dried mud brick was one of the most common construction materials in ancient Egypt. Straw and other debris added to the bricks gave them better tensile strength. Plaster, woven straw coverings and

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stone foundations often protected mud brick walls from the elements. Stone was used preferentially for monuments and tombs because it would better survive the elements without such protections, lending a material immortality to the intended spiritual immortality of the nobles and notables buried therein.

OSIRIS - Mythic Age ------

Description: Inheriting the rule of Egypt when his father abdicated, the god Osiris taught his subjects how to make tools, cultivate crops, brew beer, and make music. He brought civilization to the Nile Valley by instituting laws and founding religion. He incurred the jealousy of his brother Set, however, who had him trapped and exiled, then murdered and cut into pieces. Osiris’ wife Isis was able to reassemble most of his body, however, and resurrect him. Forgoing the opportunity to rule Egypt once again, he chose instead to go west following the sun and rule the land of the dead. In preparation for his journey and new life, Isis embalmed him. Thereafter, the dead came to Osiris to be judged for admission to the underworld where their souls could reside safely forever. The heart of each petitioner was weighed against the feather of truth. The final judgment could be influenced by magic or by temple offerings. The promise of eternal life was a powerful lure, and Osiris drew many followers. Osiris is usually portrayed wrapped in embalming linens.

Son of Osiris God Power - Turns the Pharaoh into a lightning wielding | demi-god |_ This Mythic Age God Power transforms your Pharaoh into the falcon-headed, lightning-wielding Son of Osiris. This unit has all the powers of a normal Pharaoh, such as countering Myth Units, healing and empowering, but is much more powerful in combat. He is under your control and lasts until killed. He cannot be healed. If he is killed, you will regain a normal Pharaoh.

Guard the Son of Osiris carefully; he will almost certainly become your enemy’s favorite target.

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To turn your Pharaoh into a demigod, left click on the Son of Osiris icon at the top of the screen, then left click on your Pharaoh. If you cannot locate your Pharaoh, use the banner button at the top right of the screen to center your view on him.

Mummy Mythological Unit |_ Heroes prepared for the afterlife were turned into Mummies by embalming and special rites. Among their duties in the next life might be the defense of sacred sites if robbers or other evil doers disturbed their rest. Then the Mummies would arise and destroy their enemies.

Atef Crown Improvement - Mummy +20% HP, +40% attack; Minions live twice | as long |_ Osiris was often depicted wearing this conical white crown topped by the solar disk and flanked by two red ostrich plumes. The white crown was the crown of Upper Egypt, the solar disk was a sun symbol of kingship and the red feathers were symbols of the two truths -– life and death. The feather was also a symbol of Ma’at, the goddess of truth and justice.

Desert Wind Improvement - Camelry +20% speed, attack and HP |_ Dromedaries (one-humped camels) are remarkably adapted to life in the harsh desert environment. They can go for days without water, lose almost half of their body weight without adverse effects, and carry hundreds of pounds. Their flat feet and pacing gait allow them to move at a good, rocking clip across the desert sands.

Funeral Barge Improvement - Kebenits do damage x2 vs arrow ships |_ Each morning Ra, the sun god, was reborn and rode across the sky on the Manjet-Barge, the "Barge of a Million Years." At sunset, when Ra died and became Auf, the barge turned into the Mesektet-Barge, the "Night Barge," and carried him through the hours of darkness until his rebirth.

New Kingdom Improvment - Gives you two pharoahs instead of one |_ Lower Egypt, the fertile Black Lands, and Upper Egypt, the arid Red Lands, were united when the ruler of Upper Egypt, King Menes, conquered Lower Egypt, founding the 1st Dynasty around 3100 B.C.

"The living Heru; Who prospers the Two Lands; the Two Ladies: Who prospers the Two Lands; the Golden Heru: Who prospers the Two Lands; King of Upper and Lower Chem: Neferkare; the Son of Re: Sha[baka], beloved of Ptah-South-of-his-Wall, who lives like Re forever."

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–- From the Shabaka Stone

THOTH - Mythic Age -----

Description: A patron of learning and invention, Thoth was the chief god of the city of Khmun and a divine scribe. He served as a loyal advocate and supporter of Osiris, defending him against charges by Set, helping Isis resurrect him as lord of the underworld, helping to keep Horus hidden from Set until the son reached adulthood, and then helping Horus regain his inheritance. Thoth then assisted Osiris by recording the past deeds of all who sought to enter the Underworld. He read the scales when the hearts of those seeking entrance were weighed versus the feather of truth. Thoth grew in importance as people sought his help in proving their innocence at judgment time. The priests of Thoth enhanced his reputation as a magician and claimed he had access to spells that gave him domination over the natural world and the gods themselves. Thoth is usually depicted with the head of an ibis or baboon.

"Thereupon shall come Thoth, who is equipped with words of power in great abundance, and shall untie the fetters, even the fetters of the god Set which are over my mouth."

-- From the Papyrus of Ani

Meteor God Power - Wreak havoc on enemy buildings and units |_ Thoth calls down a barrage of flaming Meteors upon an area. Everything in the area will take damage if struck by the Meteors, though allied units tend to get thrown rather than take significant damage. Both units and buildings can be struck and damaged by Meteors.

To call down this strike from the heavens, left click on the Meteor icon at the top of the screen, then left click the area on the map you would like to incinerate. You must have have line of sight to use this power.

Phoenix Mythological Unit |_ An eagle-like bird with feathers of gold and red, the Phoenix was associated with the Sun and fire. It was long-lived and had the

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ability to reproduce or reincarnate itself after death. In some traditions, it built its own funeral nest before dying and then a young Phoenix would issue from the dead body. After Christianity began to spread, the tale of the Phoenix changed so that the bird turned its funeral nest into a pyre and self-immolated. After a period of time, usually three days, a new Phoenix rose from the ashes. The Phoenix became a symbol for both immortality and life after death.

"And at the five hundred years' end, the priests array their altar honestly, and put thereupon spices and sulphur vif and other things that will burn lightly; and then the bird phoenix cometh and burneth himself to ashes. And the first day next after, men find in the ashes a worm; and the second day next after, men find a bird quick and perfect; and the third day next after, he flieth his way." -- The Travels of Sir John Mandeville

Sea Turtle Mythological Unit |_ The Egyptians considered the turtle a creature of night and dark water, and therefore became associated with Set and an enemy of the sun god, Ra. They were not to be eaten or used in medicine.

"May Ra live and the turtle die." -- ancient Egyptian epithet

Book of Thoth Improvement - Villagers gather gold, wood, and food from | farms 10% faster |_ Thoth was the Egyptian god of wisdom, and his magical Book was said to contain a collection of spells that would enable the reader to know the language of the animals and to enchant the sky and the earth itself.

"The Book of Thoth lies beneath the middle of the river, near Coptos, in an iron box. In the iron box is a box of bronze; in the bronze box is a sycamore box; in the sycamore box is an ivory and ebony box; in the ivory and ebony box is a silver box; in the silver box is a golden box - and in that lies the Book of Thoth. All around the iron box are twisted snakes and scorpions, and it is guarded by a serpent who cannot be slain."

-– From the tale of Setna Khaemwese and the Book of Thoth

Tusks of Apedemak Improvement - War Elephants +20% HP, +10% attack |_ Lion-headed Apedemak was a Nubian god of war and victory. He was

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often depicted standing on the backs of elephants. Elephants and cattle were revered at Apedemak’s center of worship, Musawwarat es-Sufra, to the north of the Sixth Cataract, where elephants had military and religious significance.

Valley of the Kings Improvement - Migdol Stronghold units train 66% faster |_ Centuries of Pharaohs were buried in the famous Valley of Kings, including the mighty general Thutmose III, the last of the great Pharaohs, Ramses III, and of course, the child Pharaoh Tutankamen. The inhabitants of Deir el-Medina constructed many of the tombs in the Valley. Skilled tomb-builders sometimes lived in isolated communities so that the secrets of the tombs they built could be kept safe.

=========================================================================== Norse Mythology ===========================================================================

Instead of worshipping at a Temple to gain Favor, like the Greeks, the Norse gains Favor by hunting and engaging in war. Norse Hero, the Hersir, is able to gain Favor faster than the other units.

In the beginning, Norse legend has it that there was nothing but fire and ice. Slowly these two forces forged two beings: Ymir the giant and Audhimia the cow. Audhumia subsisted by licking the salty ice, while Ymir survived off Audhumia's milk. Eventually the cow's incessant licking freed up a creature from the ice, the god Bor. Bor would father many other deities, but none would be more important than Odin.

Odin was to become the ruler of all Norse gods - as well as the embodiment of all knowledge. This he accomplished by trading his right eye with a giant called Mime in exchange for access to the fountains of wisdom. Later, when Mime was decapitated in battle, Odin anointed the skull with herbs and revived it, keeping Mime's severed head at his side for his invaluable counsel.

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While Odin sired many children, it was the consummation of his marriage to the goddess of Frigg that produced the greatest diversity of gods, from the stately and eloquent Bragi (god of poetry) to the most powerful of all Norse deities - Thor, god of thunder.

Thor was fearless in battle, owing largely to his choice of weaponry - an astonishingly powerful hammer he called Mjoinir. When thrown, Mjoinir would always trturn to Thor, but not before casting great swaths of lightning across the northern skies.

When Thyrm, king of all giants in the faraay land of jotunheim, heard of the hammer, he had to possess it. But the vengeance for stealing Thor's hammer would be quick and merciless. Thyrm had demanded ransom for the hammer's return - and the ransome was the goddess Freyja, Thor's mother.

Thor was enraged, but Heimdall, guardian of the Rainbow Bridge and keeper of the keenest senses of all gods, had a plan: Thor would wear a woman's dress to jotunheim, land of the giants, and convince Thyrm that he was Freyja. Thor at first refused but eventually put on one of Freyja's gowns and went to jotunheim. When a very pleased Thyrm presented the hammer in trade to whom he thought was Freyja, Thor swung it so mightly that the great giant was slain in a single blow. No one would again attempt such a ploy on the powerful Thor.

Although ruthless in battle, Thor was a protective warrior, having inherited his war-god status from Tyr (the most heroic and benevolent of all Norse war deities). Thor's rage might be terrible and absolute, but it was generally directed at those who would threaten humankind or the gods.

Baldr, on the other hand, couldn't have been a more different son for Odin than Thor. Temperate and gently, Baldr was considered the god of beauty and wisdom. But he was plagued with nightmares and fears of death to the extent that his mother, the goddess Frigg, demanded that everyone and

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every living thing on earth swear to never do him harm. But Frigg forgot to tell the tiny, seemingly insignificant plant mistletoe, and this was to be Baldr's undoing.

As the story goes, the god Loki constructed an arrow of mistletoe, and then tricked Baldr's own brother (the blind war god, Hod) into slaying Baldr. For this Loki was imprisoned beneath a giant serpent, which dripped acidic poison down onto his face. (The pain was so intense that Loki's writhing shook the earth, thus creating earthquakes.) Meanwhile, Frigg petitioned Hel, daughter of Loki and goddess of the underworld, to restore Baldr's life. Hel declared that first every thing on earth must shed tears for his death, in the same manner Frigg had demanded they protect him.

It certainly was possible. After all, Baldr was a popular god - the winter goddess Skadi was duped into an unhappy union with another god while trying to win Baldr's hand.

Yet despite his popularity, Hel's declaration never came to pass. Yet Baldr had a son, Forseti, the god of justice. From the elaborately decorated halls of his gold and silver palace, Forseti settled all disputes and continued to uphold the legend of his beloved father, Baldr.

The Norse gods were destined to be destroyed on the day of Ragnarok in battle against their enemies, the giants.

The following chart reveals the Minor Gods from which you must choose, according to your Major Gods, at each Age advance.

MAJOR GOD CLASSICAL AGE HEROIC AGE MYTHIC AGE Odin Freyja, Heimdall Njord, Skadi Baldr, Tyr Thor Forseti, Freyja Bragi, Skadi Baldr, Tyr Loki Forseti, Heimdall Bragi, Njord Hel, Tyr

Below are the Norse Major & Minor Gods.

ODIN ----

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Description: The oldest and chief of the Norse gods, Odin had risen to prominence in the pantheon because of his love of battle. This made him popular with the Vikings when they began raiding out of Scandinavia. To his great fortress hall Valhalla he gathered those slain in battle. Called the einherjar (glorious dead), these warriors were preserved by Odin to supplement the gods in their final battle against the giants at Ragnarok.

Odin was not a warrior himself, but inspired warriors into going berserk in battle, feeling and fearing nothing. Sacrificial hangings were part of the worship of Odin, and suicide by hanging was thought to be a shortcut to Valhalla. Odin was held in high regard by jarls and other Norse nobility, while the common people feared Odin and worshipped Thor. Odin was also the god of wisdom. He had thrown one of his eyes into Mimir’s well in trade for a drink of wisdom. He hung himself from the cosmic tree, Yggdrasil, to learn the knowledge of the dead, and then was revived by magic. He was kept informed about events elsewhere by his two ravens that scouted the world and reported back. Odin was to be killed during Ragnarok by Fenrir, the wolf spawned by Loki. Worship of Odin diminished as the Vikings gave up raiding for more peaceful pursuits. The Anglo-Saxons gave his name (Woden) to the fourth day of their week, Wednesday.

"Odin gives whatever meat is set before him on the table to his two wolves, Geri and Freki, for he himself requires no food. For Him, mead is both meat and drink."

-- Glyfaginning 39

Bonuses: Hunters gather 10% faster Gains two Raven scouts on advancing to the Classical Age Human soldiers constantly regenerate hit points Huskarls, Portable Rams, Ballistae +20% hit points Jarls +10% hit points

Great Hunt God Power - Increases the number of animals in the target area |_ Odin is the master of the Great Hunt, and can use his God Power to double a random number of animals in the area. Find an area with a herd of animals in the area, bring your own herd animals nearby, and then use this God Power to increase their numbers in order to provide plenty of extra Food.

To call the Great Hunt, left click on the Great Hunt icon, then left click on a group of animals (the larger the better).

Lone Wanderer Improvement - Ulfsarks +10% move speed |_ It was Odin’s custom to go in disguise amongst giants and men. He went by many names in his wanderings: Vegtam, ("The Wayfarer"), Ygg ("The Terrible'), Vafhudr ("Wind"), and Blindi ("The Blind"), to name just a few.

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"He alone knows who wanders wide, and has much experienced, by what disposition each man is ruled, who common sense possesses."

-- The Poetic Eddas, The High One’s Lay

HEIMDALL - Classical Age --------

Description: The White God, he sat beside the entrance to the rainbow bridge, keeping watch for giants or other monsters trying to gain entrance to the fortress of the gods. He needed very little sleep and was so perceptive that he could detect the sound of grass growing in the earth or wool growing on a sheep’s back. The legends say he could see a hundred miles. He carried the horn Gjall, with which he could warn the gods when Ragnarok began. During Ragnarok, he was to be the last to fall, in single combat with Loki.

Undermine God Power - Increase in damage to walls, towers, and fortresses |_ This Classical Age God Power reduces enemy walls and towers into rubble. It will damage any shooting building, but will absolutely destroy even multiple walls in its area. The Undermine always moves towards the closest enemy wall, so target it carefully for maximum effect.

To Undermine an enemy’s defenses, left click on the Undermine icon, then left click near the walls and towers you want to attack. Only fully upgraded walls and towers can stand up to the power of Undermine.

Einherjar Mythological Unit |_ The Einherjar were the dead heroes gathered by the Valkyries and taken to Asgard where they lived with Odin. The Valkyries culled only the best and most heroic warriors. While living in Asgard, the Einherjar feasted all night and battled all day, with any wounds being magically healed. Thus they prepared endlessly for the time when Odin called for them to fight with the gods at Ragnarok.

Arctic Wind Improvement - Longboats have +10% speed and attack |_ Viking sailors routinely crossed the North Atlantic from Scandinavia and Britain to Iceland, with only simple navigational tools and no compass, despite the constant presence of heavy storms. The distance

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of 700 nautical miles could be crossed in as little as four days and nights given a steady wind.

"It is the great north wind that made the Vikings." -- Scandinavian proverb.

Elhrimnir Kettle Improvement - Einherjar have +6 hack damage and +10% HP |_ The Elhrimnir Kettle was used by the cook Andhrimnit ("Sooty face") to cook the boar, Saehrimnir, which was used to feed the hungry Einherjar in Valhalla every night. Odin himself abstained from eating.

"For meat, they all feast on the boar Saehrimnir for, although the boar is boiled every morning, he becomes whole again every night."

-- Gylfaginning 39

Safeguard Improvement - Walls and Towers have double HP, Towers cost 25% | less |_ Heimdall was the watchman and guardian of the gods. He could hear the grass growing in the fields and needed even less sleep than a bird. It was his duty to give warning when enemies of the gods attacked. He alerted his fellow Aesir by blowing the horn Giallarhorn, which could be heard across the world. According to the Lay of Rig, he became the father of humanity by creating the three social classes: karl, jarl and thrall.

FREYJA - Classical Age ------

Description: Daughter of Njord, the sea god, Freyja was the goddess of love and lust. She was portrayed as blue-eyed with a voluptuous figure. The legends say that she was continually searching heaven and earth for Odur, her lost husband, while shedding tears that turned to gold on land and amber in the sea. (Odur may have been Odin.) In the Germanic tradition, Freyja and two other Vanir (fertility gods) moved to Asgard to live with the Aenir (war gods) as a token of friendship following a war. She wore the Brisings necklace, a treasure of great value and beauty that she obtained by sleeping with the four dwarves who had made it. She also split the war dead with Odin. His share went with him to Valhalla and her share went to live in her great hall.

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Forest Fire God Power - Sets enemy's forest ablaze |_ Freyja's God Power will completely destroy an entire forest. Use this ability to deny an enemy access to Wood, to remove a barrier that protects an enemy city, or to damage Villagers and buildings near the forest.

To spark the fires, left click on the Forest Fire icon, then left click on the forest you want to burn down. You must have line of sight to the trees you wish to burn.

Valkyrie Mythological Unit |_ The Valkyries were blonde, blue-eyed warrior maidens who assisted Odin by choosing which newly slain warriors would enter Valhalla. Here the chosen would fight each day and feast and drink each night in preparation for Ragnarok, when they would help defend Asgard in the final battle in which the gods would die. The Valkyries rode through the air in glistening armor and helped determine the victor of battles and the course of wars. The Valkyries also served Odin as messengers, and when they rode forth on such errands, their armor would sparkle, causing the strange atmospheric phenomena known as the Northern Lights.

The original Valkyries were Brynhild ("mail of battle"), Sigrun ("victory rune"), Kara, Mist, Skogul ("battle"), Prour ("power"), Herfjotur ("war fetter"), Raogrior ("god's peace"), Gunnr ("battle spear"), Skuld ("she who is becoming"), Sigrdrifa ("victory blizzard"), Svava, Hrist ("the shaker"), Skeggjold ("wearing a war axe"), Hildr ("battle"), Hlokk ("din of battle"), Goll ("battle cry"), Randgrior ("shield of peace"), Reginleif ("heritage of the gods"), Rota ("she who causes turmoil") and Gondul ("enchanted wand" or "Werewolf").

"On all sides saw I Valkyries assemble, Ready to ride to the ranks of the gods; Skuld bore the shield, and Skogul rode next, Guth, Hild, Gondul, and Geirskogul. Of Herjan's maidens the list have ye heard, Valkyries ready to ride o'er the earth." -- The Poetic Edda

Aurora Borealis Improvement - Valkyrie +50% hack damage, +20% crush damage, | +33% healing rate |_ The aurora borealis, or "northern lights," consist of flickering

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rainbow colors that can be seen in clear skies at high latitudes. The lights were said by the Norse to be caused by the glittering armor of the Valkyries as they rode across the northern night sky.

Thundering Hooves Improvement - Cavalry +10% speed, +20% HP. Valkyrie | +20% speed, +10% HP |_ The Norse had many splendid horses throughout their mythology. Svaldifari, the horse that built the walls of Asgard. Skinfaxi and Hrimfaxi, who drew the Sun and Moon across the skies. Grani, Sigurd’s horse, a son of Sleipnir – Grani feared nothing, not even fire and was "the best of all horses."

"Three troops of maidens; though one maid foremost rode, bright, with helmed head. Their horses shook themselves, and from their manes there sprang dew into the deep dales, hail on the lofty trees, whence comes fruitfulness to man. To me all that I saw was hateful."

-- The Poetic Eddas, The Lay of Helgi Hiorvard's Son

NJORD - Heroic Age -----

Description: One of the Vanir, or fertility gods, he chose to live in Asgard with the Aesir when the two factions made peace. Njord was a god of the sea. Those who worshiped him received safe passage at sea, as well as good fortune in owning land and having sons. He was perceived as a kindly old soul who calmed seas that were often raised up by the more tempestuous god, Aegir. Njord was known to particularly love the seacoast bays that were home to the seagulls, swans and other birds sacred to him. He was popular with fishermen and was thought to aid ships in distress. He was the source of summer rain showers. Skadi chose Njord as her husband because he had beautiful feet.

Walking Woods God Power - Makes trees come alive to attack nearby enemy | units |_ This God Power transforms a forest into an army of fighting trees. You can only invoke this God Power near trees. If you target a lone tree, you may get a lone monster, so you are better off using this power near forests.

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The trees are not under your control, but they will persist until killed and will not leave the general area in which they are summoned. They are much stronger against buildings than against units.

To invoke Walking Woods, left click on the Walking Woods icon, then target it on a forest near the enemy you want to attack. You must have line of sight to at least one tree in the forest you are targeting.

Kraken Mythological Unit |_ A creature from the sea so large that on the surface it was mistaken for a chain of islands, the Kraken is found in Norse mythology. Seamen were often lost when they camped on what they thought was an island, only to be drowned when the creature swam back to the bottom of the sea. It had large tentacles and suckers with which it could seize large ships and drag them down. The Norse believe the Kraken would rise to the surface at the end of the world.

Mountain Giant Mythological Unit |_ The giants, also known as jotun, were known for their great strength and stupidity. They were antagonistic and destructive. Remarkably, several of the giantesses (who were perhaps not as bestial as the males of their species) had trysts with some of the Norse gods. Thor, Odin, Tyr and Heimdall had a giant for a parent. Both of Loki's parents were giants, yet he was still considered an Aesir god.

Some of the more colorful giants included Hrungnir, whose head and heart were made of stone (and pinned Thor when the Thunderer killed him), Gerd, a giantess who married Freyr (Freyja's brother), Hrimthurs, who built the walls around Asgard in six months on a bet (and was also killed by Thor), and Gunnlod, a giantess who Odin had to sleep with for three nights before he could drink her father's mead.

Long Serpent Improvement - Longboats have +20% Attack and -20% Crush Damage | Vulnerability |_ King Olaf Tryggvason raided England in the late 900s. With the loot he garnered, he constructed the Long Serpent, perhaps the largest Norse ship ever constructed, a vessel supposedly over 120 ft. long that could carry 500 men.

"The ship was a dragon...but this ship was far larger, and more carefully put together in all her parts. The king called this ship the Long Serpent... The Long Serpent had thirty-four benches

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for rowers. The head and the arched tail were both gilt, and the bulwarks were as high as in sea-going ships. This ship was the best and most costly ship ever made in Norway."

-- Snorri Sturluson, Heimskringla

Ring Giver Improvement - Jarls have +25% HP |_ Norse kings, or thanes, gave out rings to favored subjects as tokens of esteem. Ring giver is a kenning (a poetic expression) that means King.

"The ring too I will give thee, which was burnt with the young son of Odin. Eight of equal weight will from it drop, every ninth night."

-- The Poetic Eddas, The Lay of Skinir

Wrath of the Deep Improvement - Krakens have +200 HP |_ Aegir was a god of the ocean and his anger caused the seas to storm. He and his wife Ran hosted the rest of the Aesir in their hall quite frequently. Aegir and Ran had nine daughters: Bara, Blodughadda, Bylgia, Dufa, Himinglaeva, Hefring, Hronn, Kolga and Unn. These daughters were the waves of the ocean.

"Higher still bade Helgi the deep sail be hauled. No port gave shelter to the crews; when Aegir´s terrific daughter the chieftains’ vessels would o’erwhelm."

-- The Poetic Eddas, The First Lay of Helgi Hundingcide

SKADI - Heroic Age -----

Description: She was the goddess of winter from whom Scandinavia takes its name, and a hunter who used a bow. She was the daughter of the giant Thiazi. When Thiazi was killed by the gods, she marched on Asgard to exact revenge. Fearing the contest with the goddess of winter, the god of Asgard offered to put her father’s eyes into heaven as stars and allow her a god for a husband. She had to choose her mate by examining feet only, and hoped to select Baldr. She chose Njord, a god of the sea, instead, guessing the feet incorrectly. They were not suited for each other and eventually separated. Some say she married Ull, the god of skiing and archery, and others say she bore Odin several sons.

Frost God Power - Freezes enemy units |_ Skadi's God Power freezes enemy units within solid ice. The ice prevents the units from moving and attacking, but it also protects

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them from combat. Therefore, you cannot usually eliminate an enemy army with Frost, but you can delay it long enough to train your own soldiers or flee the area.

To invoke Frost, left click on the Frost icon at the top of the screen, then left click on the enemy units that you want to freeze.

Frost Giant Mythological Unit |_ The thurses, also called frost or rime giants, were among the first of the giants created when the world began. As opposed to the brutish Jotun, or mountain giants, the frost giants were ancient beings, symbolizing the time before the gods existed. They lived in the realm of Jotunheim, one of the Nine Worlds of Norse mythology, along with Muspellheim and Midgard. Jotunheim was the land of giants, and their leader was the frost giant jarl, Thrym ("uproar"). He was an archenemy of Thor, and once stole his hammer, Mjolnir, and also demanded Freyja for a wife.

As the tale goes, Thor dressed up as Freyja and went to retrieve his hammer. During the feast, the giants were amazed that "Freyja" ate an ox, several salmon, and large tankards of mead. Loki made the excuse that "Freyja" had not eaten in days because she was so excited to be married to the king of the giants. When Thrym peeped under "Freyja's" veil and saw Thor's beard, Thor threw off his disguise.

"Thor's heart laughed within him when he saw his hammer. First he struck down Thrym, the King of the Thurse, and then he slew all the giant's kin. He also killed the giant's poor sister who had begged for a bridal gift. Instead of shillings she received blows and instead of rings, a hammer hit. And thus Odin's son retrieved his hammer." -- Thrym's Lay from the Poetic Edda

Huntress's Axe Improvement - Throwing Axeman have 20% more attack |_ Skadi was so fierce a warrior, as were many of the Jotun, that the Aesir thought it better to turn aside her rage with gifts than face her in battle.

"Then came a maid from heaven, helmed, from above - the clash of arms increased - for the king’s protection."

-- The Poetic Eddas, The First Lay of Helgi Hundingcide

Rime Improvement - Frost Giants have 33% more HP, 20% more attack, | and special attack recharges 25% faster |_ When Skadi came to confront the Aesir for killing her father, they offered her three things: one, to make her laugh, two, that she be allowed to chose a husband from among the Aesir,

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three, that her father’s eyes would be cast into the heavens as stars. The fierce frost giantess accepted and winter’s wrath was turned aside.

"From Elivagar sprang venom drops, which grew till they became a Jötun; but sparks flew from the south-world: to the ice the fire gave life."

-- The Poetic Eddas, The Lay of Vafthrudnir

Winter Harvest Improvement - Farmers gather food from farms 20% faster |_ Skadi was a great huntress, traveling her icy home of Thrymheim on snowshoes and carrying a bow with which she brought down much game. After her stormy and eventually dissolved marriage to the Aesir Njord, she married Ull, the god of justice, skiing and agriculture.

"A seventh I will sing to thee. If on a mountain high frost should assail thee, deadly cold shall not thy carcase injure, nor draw thy body to thy limbs.”

-- The Poetic Eddas, The Lay of Hyndla

TYR - Mythic Age ---

Description: The son of Odin and Frigg, Tyr was the war god, renowned for strength and valor. Like Odin, he received sacrifices of hanged men. His story is bound to that of Fenrir, the wolf-son of Loki. Tyr was assigned the difficult task of feeding Fenrir, but Odin perceived that Fenrir was growing ever more powerful and dangerous. The gods chose to bind Fenrir underground, where he could do no harm. To convince him that a magic chain around his neck was harmless, Tyr had to place his right hand in the wolf’s mouth. When Fenrir realized the chain was unbreakable, he bit off Tyr’s hand. The loss of his hand reduced Tyr in the eyes of the other gods, who laughed at his pain. He was destined to fight the great hound Garm, watchdog at the gates of Hel, during Ragnarok. In this final confrontation, Garm was to leap at Tyr’s throat and both would die in the struggle. The god Tyr was petitioned before battle and his rune was engraved on swords. Tyr may have been the chief god in early Norse pantheons, but his importance diminished as worship of Odin increased. The Anglo-Saxons called him Tiw and gave his name to the third day of their week, Tuesday.

Fimbuwinter God Power - Summons wolves to attack enemy villagers and | town centers all over the map |_ Fimbulwinter darkens the sky, summons a blizzard, and fills the map with wolves. The fierce Fimbulwinter wolves will attack enemy Town Centers and surrounding units. Unlike many Mythic Age God Powers, Fimbulwinter is not targeted on a specific area, but

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will always affect 4 Town Centers across the map, regardless of the number of enemies. The wolves are not under your control and go away when the God Power has ended.

To call the Fimbulwinter down, left click the Fimbulwinter icon, then left click anywhere in your line of sight. Wolves will swarm out of the darkness and the swirling snow to attack enemy Town Centers.

Fenris Wolf Brood Mythological Unit |_ The original Fenrir (of which these monsters are just the offspring) was the product of Loki and the giantess Angrboda. The gods raised the wolf in Asgard, but only Tyr had the courage to feed it. Unfortunately, the wolf grew larger and larger until nothing could chain him down. Finally the dwarves made a chain out of the roots of a mountain, silence of a moving cat, and the breath of a fish. In order to trick Fenrir into moving close enough to be chained, Tyr offered him food, and in retribution, the wolf bit off his arm. Fenrir then began to howl until the gods stuck a sword in his mouth as a gag.

At Ragnarok, Fenrir is fated to break his chains and kill Odin.

Jormund Elver Mythological Unit |_ The original Jormundgard, of which these creatures are just the elvers (another word for baby eels), was a monstrous sea serpent and the offspring of Loki and the giant Angrboda. Odin threw the serpent into the seas of Midgard when it was small, but it grew so large that it could surround the earth by biting its own tail. During Ragnarok, Thor was fated to finally slay the serpent, but he would drown in the dying serpent's venom.

Berserkergang Improvement - Ulfsarks have 20% more HP and 10% more attack |_ There is disagreement about whether "berserk" referred to "bare shirt", going shirtless, or "bear shirt", wearing a bear skin into battle, in the same way the ulfsarks wore wolf coats. These warriors would enter a rage in combat, where it is said their skin turned aside weapons. Some modern scholars suggest that the berserker rage may have been induced by consuming hallucinogenic mushrooms.

"A third I know, if great is my need Of fetters to hold my foe; Blunt do I make mine enemy's blade, Nor bites his sword or staff."

-- The Poetic Edda

Bravery Improvement - Huskarls have +20% attack and do 1.5x damage vs | buildings |_ The first recorded Viking raid was an AD 793 surprise attack on the monastery of Linidisfarne, England. The raiders looted the monastery, killed any monks who got in their way, then loaded up

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their ships and sailed home to Scandinavia. Within 100 years, they were sailing all the way to the Mediterranean to attack Italy and sailing down the Volga to raid the Black Sea.

"I have, in all, the death-stroke given to foes of mine at least eleven; Two more, perhaps, if I remember, may yet be added to this number, I prize myself upon these deeds, my people such examples needs. Bright gold itself they would despise, or healing leek-herb underprize, if not still brought before their eyes."

-- King Harald Hardraada

BALDR - Mythic Age -----

Description: Son of Odin and Frigg, and father of Forseti, Baldr spread goodwill and peace wherever he went, making him one of the best loved of the gods. His popularity and innate goodness attracted the ire of Loki, who plotted mischief. Baldr was tormented by nightmares, a sign of impending death, and this disturbed the gods. After much trouble, Odin determined Baldr’s fate and then took steps to prevent it. Loki intervened, however, and Baldr was killed by a branch of mistletoe thrown by his blind brother Hodr, as had been foretold. Attempts to ransom Baldr back from Hel were thwarted by Loki. Nevertheless, Baldr was expected to return after a great world catastrophe and rule a rejuvenated world. The similarity of these expectations may have aided the initial spread of Christianity among the Norse.

Ragnarok God Power - Converts all gatherers and dwarves into Hersir |_ This Mythic Age God Power readies your entire empire for battle as all your Gatherers and Dwarves trade their spades and hoes for hammers and helmets and become mighty Norse heroes.

To begin the Last Battle, left click on the Ragnarok icon, then left click anywhere on the map. This God Power is a double-edged sword, for you sacrifice your economy in order to have a formidable army. Make sure you replace those Gatherers who went off to fight.

Fire Giant Mythological Unit |_ The fire giants, or muspilli, are eager participants at Ragnarok and believe in the fiery destruction of the cosmos. The most famous of the fire giants was Surtr ("black"), a jarl who guarded the gates to Muspellheim. He had burning hair, skin of boiling lava and carried a flaming sword. Muspellheim was one of the "middle levels" of the Nine Worlds, along with Midgard and Jotunheim.

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Arctic Gate Improvement - Dragon Boats +20% speed, -30% Hack Vulnerability |_ When Baldr, the most beloved of the Aesir, died, he was placed on his fine boat Hringhorni. The boat was set alight and pushed out to sea by the giantess Hyrrokin.

"Who ride yonder, on Raevil's horses, the towering billows, the roaring main: the sail-steeds are with sweat bedewed, the wave-coursers will not the wind withstand."

-- The Poetic Eddas, The Second Lay of Sigurd Fafnicide

Dwarven Auger Improvement - Portable Rams train 50% faster, have +20% | attack and speed |_ Portable Rams train 50% faster, have +20% attack and speed.

Sons of Sleipnir Improvement - Raiding Cavalry have their bonus damage | increased vs Archers and vs Throwing Axemen |_ Sleipnir was Odin’s horse, a son of Loki’s, by the great builder Svaldifari. Sleipnir had eight legs and was the swiftest horse ever known.

"Yggdrasil’s ash is of all trees most excellent, and of all ships, Skidbladnir, of the Aesir, Odin, and of horses, Sleipnir, Bifrost of bridges, and of skalds, Bragi, Habrok of hawks, and of dogs, Garm Brimir of swords."

-- The Poetic Eddas, The Lay of Vafthrudnir

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

THOR ----

Description: The thunder god, Thor was the son of Odin and Fjorgyn, the goddess of earth. He was large for a god, immensely strong, and a big eater (a cow could be a single meal). He loved contests of strength and was the main champion of the gods against their enemies,

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the frost giants. Farmers who appreciated his simple honesty and revulsion of evil worshiped him, rather than Odin, who was more attractive to those with the raiding spirit. Thor’s weapon was a magic war hammer (bolts of lightning) with a huge head and short handle that never missed its target. He wore magic iron gauntlets to handle the white-hot hammer shaft and a belt that doubled his strength.

Thor enjoyed the company of Loki despite the trickster’s penchant for getting them both in trouble. The tales of their adventures are some of the richest in Norse mythology. In the Norse pantheon, Thor was the destroyer of evil. At Ragnarok, Thor was aligned against his friend Loki who had gone over to the side of the evil frost giants. Thor was destined to kill the grim serpent Jormungand, spawn of Loki, but die in the struggle. Anglo-Saxons gave Thor’s name to the fifth day of their week, Thursday.

Bonuses: Starts with 2 dwarves instead of 2 gatherers. Dwarves cost 10 less gold Can build Dwarven Foundry instead of Armory Dwarven Foundry technologies cost less gold

Dwarven Mine God Power - Creates a gold mine at any location |_ By mining the strongest ore and using special forging techniques that only the Dwarven forge offers, the Dwarves have perfected special armor to protect them during their constant struggle against giants in the Norselands.

Pig Sticker Improvement - Villagers have +5 attack vs animals, gather | food from hunting 10% faster |_ Tanngnjostr ("Teeth-grinder") and Tanngrisnir ("Teeth-barer") were the names of the two goats that drew Thor’s chariot. Every night, if he wished, Thor could slaughter and eat these two for dinner. If he saved and buried their bones, the two goats would be fully restored when he awoke in the morning.

"She set forth salvers full, adorned with silver, on the table game and pork, and roasted birds. In a can was wine; the cups were ornamented. They drank and talked; the day was fast departing, Rig would counsel give to them both."

-- The Poetic Eddas, The Lay of Rig

FORSETI - Classical Age -------

Description: The son of Baldr, he was the god of justice and a force for peace. He sat in his hall, dispensing justice and resolving the disputes of both gods and men. The legends say that he never failed to bring disputing parties to agreement or pass judgment that all agreed was fair.

Healing Spring God Power - Creates a spring which heals all friendly | units within range

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|_ This Classical Age God Power creates a pool of healing water to seep up from the ground. Nearby allied units are healed of their wounds. Units that are standing still will heal faster than those who are moving or attacking.

The Healing Spring cannot be destroyed. However, be careful; if an enemy has more units near the area than you do, then the Healing Spring will belong to them and will heal their units. The Spring may change hands many times.

To call forth the healing waters, left click on the Healing Spring icon, then left click where you want to place it. You must have line of sight to target this God Power and it requires a large space.

Troll Mythological Unit |_ Trolls are dim-witted, man-eating creatures that live in caverns beneath hills and mountains. They are allies of the giants, and will fight against the gods during Ragnarok. Trolls are strong, and have long lifespans, but are not known for their beauty. Trolls could be turned to stone if exposed to daylight. Some are known to steal women and children, and might leave a changeling in exchange for a kidnapped child. Some trolls had magical powers, particularly divination of the future.

Hall of Thanes Improvement - Hersir +10% HP and speed |_ The hall was a center of social interaction for the Norse, especially Norse rulers. They gathered there, held court, ate, told stories, drank beer. It was a display of a king’s, or thane’s, wealth if he had a splendidly decorated hall.

"I was nurtured in the kingly hall, I was the joy of many in the council of men. Life I enjoyed, and my father’s wealth, five winters only, while my father lived."

-- The Poetic Eddas, Oddrun’s Lament

Hamarrtroll Improvement - Trolls +50% HP, +2 range, +20% attack |_ Fearsome night-stalking creatures, trolls inhabited the Ironwood - a forest filled with witches and werewolves. Sometimes multiheaded giants, sometimes goblins, they are most often portrayed as nasty, destructive creatures. The touch of sunlight turns a troll into stone, so they tend keep to their caverns and caves during the day. Other myths show them as mysterious lore-keepers who will share their lore… for a price.

Mithril Breastplate Improvement - Ulfsarks have -10% hack damage | Vulnerability

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|_ Easy to work and harder than steel, a mithril breastplate was a treasure indeed. Conventional weapons could not pierce the untarnished, silvery metal.

"Shields ye there can choose, and smooth-shaven spears, gold-red helms, and of Huns a multitude, silver-gilt saddle-cloths, sarks gory-red, the dart’s obstruction, and bit-gripping steeds."

-- The Poetic Eddas, The Lay of Atli

FREYJA - Classical Age ------

Description: Daughter of Njord, the sea god, Freyja was the goddess of love and lust. She was portrayed as blue-eyed with a voluptuous figure. The legends say that she was continually searching heaven and earth for Odur, her lost husband, while shedding tears that turned to gold on land and amber in the sea. (Odur may have been Odin.) In the Germanic tradition, Freyja and two other Vanir (fertility gods) moved to Asgard to live with the Aenir (war gods) as a token of friendship following a war. She wore the Brisings necklace, a treasure of great value and beauty that she obtained by sleeping with the four dwarves who had made it. She also split the war dead with Odin. His share went with him to Valhalla and her share went to live in her great hall.

Forest Fire God Power - Sets enemy's forest ablaze |_ Freyja's God Power will completely destroy an entire forest. Use this ability to deny an enemy access to Wood, to remove a barrier that protects an enemy city, or to damage Villagers and buildings near the forest.

To spark the fires, left click on the Forest Fire icon, then left click on the forest you want to burn down. You must have line of sight to the trees you wish to burn.

Valkyrie Mythological Unit |_ The Valkyries were blonde, blue-eyed warrior maidens who assisted Odin by choosing which newly slain warriors would enter Valhalla. Here the chosen would fight each day and feast and drink each night in preparation for Ragnarok, when they would help defend Asgard in the final battle in which the gods would die. The Valkyries rode through the air in glistening armor and helped determine the victor of battles and the course of wars. The Valkyries also served Odin as messengers, and when they rode forth on such errands, their

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armor would sparkle, causing the strange atmospheric phenomena known as the Northern Lights.

The original Valkyries were Brynhild ("mail of battle"), Sigrun ("victory rune"), Kara, Mist, Skogul ("battle"), Prour ("power"), Herfjotur ("war fetter"), Raogrior ("god's peace"), Gunnr ("battle spear"), Skuld ("she who is becoming"), Sigrdrifa ("victory blizzard"), Svava, Hrist ("the shaker"), Skeggjold ("wearing a war axe"), Hildr ("battle"), Hlokk ("din of battle"), Goll ("battle cry"), Randgrior ("shield of peace"), Reginleif ("heritage of the gods"), Rota ("she who causes turmoil") and Gondul ("enchanted wand" or "Werewolf").

"On all sides saw I Valkyries assemble, Ready to ride to the ranks of the gods; Skuld bore the shield, and Skogul rode next, Guth, Hild, Gondul, and Geirskogul. Of Herjan's maidens the list have ye heard, Valkyries ready to ride o'er the earth." -- The Poetic Edda

Aurora Borealis Improvement - Valkyrie +50% hack damage, +20% crush damage, | +33% healing rate |_ The aurora borealis, or "northern lights," consist of flickering rainbow colors that can be seen in clear skies at high latitudes. The lights were said by the Norse to be caused by the glittering armor of the Valkyries as they rode across the northern night sky.

Thundering Hooves Improvement - Cavalry +10% speed, +20% HP. Valkyrie | +20% speed, +10% HP |_ The Norse had many splendid horses throughout their mythology. Svaldifari, the horse that built the walls of Asgard. Skinfaxi and Hrimfaxi, who drew the Sun and Moon across the skies. Grani, Sigurd’s horse, a son of Sleipnir – Grani feared nothing, not even fire and was "the best of all horses."

"Three troops of maidens; though one maid foremost rode, bright, with helmed head. Their horses shook themselves, and from their manes there sprang dew into the deep dales, hail on the lofty trees, whence comes fruitfulness to man. To me all that I saw was hateful."

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-- The Poetic Eddas, The Lay of Helgi Hiorvard's Son

BRAGI - Heroic Age -----

Description: Son of Odin and a female giant, Bragi was the god of poetry and eloquence. He was portrayed as an old bearded man playing a harp. He spoke bluntly to Loki, following the death of Baldr, telling him he was unwelcome in Asgard. Loki became enraged and called Bragi a "braggart." Bragi threatened to rip off Loki’s head to end his lies. Loki then fled Asgard, prophesizing that the gods would all fall. Bragi is considered a late addition to the Norse/Germanic pantheon, possibly in recognition for the newly high status of bards and poets as wise men passing on knowledge and truth. Solemn oaths were sworn over the Cup of Bragi.

Flaming Weapons God Power - Increases the attack of all human units for a | while |_ This God Power engulfs the weapons of human soldiers in flames for a short time. It only affects your units, but affects all of your units on the entire map. Flaming weapons do extra damage.

To sheathe the blades of your soldiers in flame, left click on the Flaming Weapons icon at the top of the screen, then left click near a group of allied soldiers.

Battle Boar Mythological Unit |_ The European wild boar feeds on roots, bulbs, tubers, nuts, turnips, corn and potatoes. They will sometimes eat larvae, small animals and carrion.

The domestic pig is a direct descendant of the boar, and like pigs, boars wallow in mud to keep cool. Boar herds usually consist of sows. Males are solitary or found in small groups, except during the breeding season.

Sows generally have one litter per year of 5-10 piglets, and are dedicated mothers. Sows are generally more aggressive than the males except during the rut. All adult boars are dangerous because of their large size and tusks, but generally won't attack unless provoked.

Call of Valhalla Improvement - Ulfsarks +20% HP |_ Valhalla, the "Hall of the Slain", was Odin's banquet hall in Gladshiem. Its rafters were crafted from giant spears, and its roof shingled in shields. It had 540 doors capable of allowing hundreds of warriors to enter shoulder to shoulder. At the head of the hall was Hlidskalf, Odin's throne, where he heard the

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whispers of his Ravens and fed his uneaten dinner to his wolves.

"The fifth is Glathsheim, and gold-bright there Stands Valhall stretching wide; And there does Othin each day choose The men who have fallen in fight."

-- The Poetic Eddas

Swine Array Improvement - Ulfsark have damage x2 vs Cavalry |_ The swine array, or svynfylking, was a formation used by the Vikings and originally credited to Odin. Men would form a triangle, with the most heavily armored warriors in front, and perhaps archers in the rear ranks. The array could position spears against charging cavalry, or move forward to drive a wedge through enemy ranks. The array could be used alone, or in multiples with the rear ranks connecting to form a zig-zag frontage.

Thurisaz Rune Improvement - All myth units move 12% faster |_ This is the rune of frost giants, a group of fierce icy Jotun. It is also called Thurs (not like Thursday) and also Thorn.

"I saw those men who much envy harbour at another's fortune; bloody runes were on their breasts graved painfully."

-- The Poetic Eddas, The Song of the Sun

SKADI - Heroic Age -----

Description: She was the goddess of winter from whom Scandinavia takes its name, and a hunter who used a bow. She was the daughter of the giant Thiazi. When Thiazi was killed by the gods, she marched on Asgard to exact revenge. Fearing the contest with the goddess of winter, the god of Asgard offered to put her father’s eyes into heaven as stars and allow her a god for a husband. She had to choose her mate by examining feet only, and hoped to select Baldr. She chose Njord, a god of the sea, instead, guessing the feet incorrectly. They were not suited for each other and eventually separated. Some say she married Ull, the god of skiing and archery, and others say she bore Odin several sons.

Frost God Power - Freezes enemy units |_ Skadi's God Power freezes enemy units within solid ice. The ice prevents the units from moving and attacking, but it also protects them from combat. Therefore, you cannot usually eliminate an enemy army with Frost, but you can delay it long enough to train your own soldiers or flee the area.

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To invoke Frost, left click on the Frost icon at the top of the screen, then left click on the enemy units that you want to freeze.

Frost Giant Mythological Unit |_ The thurses, also called frost or rime giants, were among the first of the giants created when the world began. As opposed to the brutish Jotun, or mountain giants, the frost giants were ancient beings, symbolizing the time before the gods existed. They lived in the realm of Jotunheim, one of the Nine Worlds of Norse mythology, along with Muspellheim and Midgard. Jotunheim was the land of giants, and their leader was the frost giant jarl, Thrym ("uproar"). He was an archenemy of Thor, and once stole his hammer, Mjolnir, and also demanded Freyja for a wife.

As the tale goes, Thor dressed up as Freyja and went to retrieve his hammer. During the feast, the giants were amazed that "Freyja" ate an ox, several salmon, and large tankards of mead. Loki made the excuse that "Freyja" had not eaten in days because she was so excited to be married to the king of the giants. When Thrym peeped under "Freyja's" veil and saw Thor's beard, Thor threw off his disguise.

"Thor's heart laughed within him when he saw his hammer. First he struck down Thrym, the King of the Thurse, and then he slew all the giant's kin. He also killed the giant's poor sister who had begged for a bridal gift. Instead of shillings she received blows and instead of rings, a hammer hit. And thus Odin's son retrieved his hammer." -- Thrym's Lay from the Poetic Edda

Huntress's Axe Improvement - Throwing Axeman have 20% more attack |_ Skadi was so fierce a warrior, as were many of the Jotun, that the Aesir thought it better to turn aside her rage with gifts than face her in battle.

"Then came a maid from heaven, helmed, from above - the clash of arms increased - for the king’s protection."

-- The Poetic Eddas, The First Lay of Helgi Hundingcide

Rime Improvement - Frost Giants have 33% more HP, 20% more attack, | and special attack recharges 25% faster |_ When Skadi came to confront the Aesir for killing her father, they offered her three things: one, to make her laugh, two, that she be allowed to chose a husband from among the Aesir, three, that her father’s eyes would be cast into the heavens as stars. The fierce frost giantess accepted and winter’s wrath was turned aside.

"From Elivagar sprang venom drops, which grew till they became

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a Jötun; but sparks flew from the south-world: to the ice the fire gave life."

-- The Poetic Eddas, The Lay of Vafthrudnir

Winter Harvest Improvement - Farmers gather food from farms 20% faster |_ Skadi was a great huntress, traveling her icy home of Thrymheim on snowshoes and carrying a bow with which she brought down much game. After her stormy and eventually dissolved marriage to the Aesir Njord, she married Ull, the god of justice, skiing and agriculture.

"A seventh I will sing to thee. If on a mountain high frost should assail thee, deadly cold shall not thy carcase injure, nor draw thy body to thy limbs.”

-- The Poetic Eddas, The Lay of Hyndla

TYR - Mythic Age ---

Description: The son of Odin and Frigg, Tyr was the war god, renowned for strength and valor. Like Odin, he received sacrifices of hanged men. His story is bound to that of Fenrir, the wolf-son of Loki. Tyr was assigned the difficult task of feeding Fenrir, but Odin perceived that Fenrir was growing ever more powerful and dangerous. The gods chose to bind Fenrir underground, where he could do no harm. To convince him that a magic chain around his neck was harmless, Tyr had to place his right hand in the wolf’s mouth. When Fenrir realized the chain was unbreakable, he bit off Tyr’s hand. The loss of his hand reduced Tyr in the eyes of the other gods, who laughed at his pain. He was destined to fight the great hound Garm, watchdog at the gates of Hel, during Ragnarok. In this final confrontation, Garm was to leap at Tyr’s throat and both would die in the struggle. The god Tyr was petitioned before battle and his rune was engraved on swords. Tyr may have been the chief god in early Norse pantheons, but his importance diminished as worship of Odin increased. The Anglo-Saxons called him Tiw and gave his name to the third day of their week, Tuesday.

Fimbuwinter God Power - Summons wolves to attack enemy villagers and | town centers all over the map |_ Fimbulwinter darkens the sky, summons a blizzard, and fills the map with wolves. The fierce Fimbulwinter wolves will attack enemy Town Centers and surrounding units. Unlike many Mythic Age God Powers, Fimbulwinter is not targeted on a specific area, but will always affect 4 Town Centers across the map, regardless of the number of enemies. The wolves are not under your control and go away when the God Power has ended.

To call the Fimbulwinter down, left click the Fimbulwinter icon,

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then left click anywhere in your line of sight. Wolves will swarm out of the darkness and the swirling snow to attack enemy Town Centers.

Fenris Wolf Brood Mythological Unit |_ The original Fenrir (of which these monsters are just the offspring) was the product of Loki and the giantess Angrboda. The gods raised the wolf in Asgard, but only Tyr had the courage to feed it. Unfortunately, the wolf grew larger and larger until nothing could chain him down. Finally the dwarves made a chain out of the roots of a mountain, silence of a moving cat, and the breath of a fish. In order to trick Fenrir into moving close enough to be chained, Tyr offered him food, and in retribution, the wolf bit off his arm. Fenrir then began to howl until the gods stuck a sword in his mouth as a gag.

At Ragnarok, Fenrir is fated to break his chains and kill Odin.

Jormund Elver Mythological Unit |_ The original Jormundgard, of which these creatures are just the elvers (another word for baby eels), was a monstrous sea serpent and the offspring of Loki and the giant Angrboda. Odin threw the serpent into the seas of Midgard when it was small, but it grew so large that it could surround the earth by biting its own tail. During Ragnarok, Thor was fated to finally slay the serpent, but he would drown in the dying serpent's venom.

Berserkergang Improvement - Ulfsarks have 20% more HP and 10% more attack |_ There is disagreement about whether "berserk" referred to "bare shirt", going shirtless, or "bear shirt", wearing a bear skin into battle, in the same way the ulfsarks wore wolf coats. These warriors would enter a rage in combat, where it is said their skin turned aside weapons. Some modern scholars suggest that the berserker rage may have been induced by consuming hallucinogenic mushrooms.

"A third I know, if great is my need Of fetters to hold my foe; Blunt do I make mine enemy's blade, Nor bites his sword or staff."

-- The Poetic Edda

Bravery Improvement - Huskarls have +20% attack and do 1.5x damage vs | buildings |_ The first recorded Viking raid was an AD 793 surprise attack on the monastery of Linidisfarne, England. The raiders looted the monastery, killed any monks who got in their way, then loaded up their ships and sailed home to Scandinavia. Within 100 years, they were sailing all the way to the Mediterranean to attack Italy and sailing down the Volga to raid the Black Sea.

"I have, in all, the death-stroke given to foes of mine at least

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eleven; Two more, perhaps, if I remember, may yet be added to this number, I prize myself upon these deeds, my people such examples needs. Bright gold itself they would despise, or healing leek-herb underprize, if not still brought before their eyes."

-- King Harald Hardraada

BALDR - Mythic Age -----

Description: Son of Odin and Frigg, and father of Forseti, Baldr spread goodwill and peace wherever he went, making him one of the best loved of the gods. His popularity and innate goodness attracted the ire of Loki, who plotted mischief. Baldr was tormented by nightmares, a sign of impending death, and this disturbed the gods. After much trouble, Odin determined Baldr’s fate and then took steps to prevent it. Loki intervened, however, and Baldr was killed by a branch of mistletoe thrown by his blind brother Hodr, as had been foretold. Attempts to ransom Baldr back from Hel were thwarted by Loki. Nevertheless, Baldr was expected to return after a great world catastrophe and rule a rejuvenated world. The similarity of these expectations may have aided the initial spread of Christianity among the Norse.

Ragnarok God Power - Converts all gatherers and dwarves into Hersir |_ This Mythic Age God Power readies your entire empire for battle as all your Gatherers and Dwarves trade their spades and hoes for hammers and helmets and become mighty Norse heroes.

To begin the Last Battle, left click on the Ragnarok icon, then left click anywhere on the map. This God Power is a double-edged sword, for you sacrifice your economy in order to have a formidable army. Make sure you replace those Gatherers who went off to fight.

Fire Giant Mythological Unit |_ The fire giants, or muspilli, are eager participants at Ragnarok and believe in the fiery destruction of the cosmos. The most famous of the fire giants was Surtr ("black"), a jarl who guarded the gates to Muspellheim. He had burning hair, skin of boiling lava and carried a flaming sword. Muspellheim was one of the "middle levels" of the Nine Worlds, along with Midgard and Jotunheim.

Arctic Gate Improvement - Dragon Boats +20% speed, -30% Hack Vulnerability |_ When Baldr, the most beloved of the Aesir, died, he was placed on

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his fine boat Hringhorni. The boat was set alight and pushed out to sea by the giantess Hyrrokin.

"Who ride yonder, on Raevil's horses, the towering billows, the roaring main: the sail-steeds are with sweat bedewed, the wave-coursers will not the wind withstand."

-- The Poetic Eddas, The Second Lay of Sigurd Fafnicide

Dwarven Auger Improvement - Portable Rams train 50% faster, have +20% | attack and speed |_ Portable Rams train 50% faster, have +20% attack and speed.

Sons of Sleipnir Improvement - Raiding Cavalry have their bonus damage | increased vs Archers and vs Throwing Axemen |_ Sleipnir was Odin’s horse, a son of Loki’s, by the great builder Svaldifari. Sleipnir had eight legs and was the swiftest horse ever known.

"Yggdrasil’s ash is of all trees most excellent, and of all ships, Skidbladnir, of the Aesir, Odin, and of horses, Sleipnir, Bifrost of bridges, and of skalds, Bragi, Habrok of hawks, and of dogs, Garm Brimir of swords."

-- The Poetic Eddas, The Lay of Vafthrudnir

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

LOKI ----

Description: The son of giants, Loki was the fire god, but also a mischievous trickster and shape-changer who grew bored with the repetitive life of the gods. Many of his exploits caused great damage or hurt, but he was usually quick enough to restore order and prevent complete disaster. In one case, he caused the gods to temporarily lose the source of their immortality. In another situation, he tricked Thor into a threatening situation for his own gain, but later devised the clever plan to recover Thor’s stolen hammer.

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His tricks became increasingly nasty and evil, peaking when he caused the death of Odin’s son Baldr. When he tormented and insulted the gods at a great banquet, the gods turned on him and he escaped temporarily by changing into a salmon. He could not escape Odin’s all-seeing vision, however, and Loki was bound up in a dark cave. Loki’s first marriage to a giant produced three fearsome and evil creatures: Fenrir the wolf, the great serpent Jormungand, and Hel, the partially decomposed goddess of the underworld. He had two sons, Vali and Narvi, by a second marriage. At the time of Loki’s imprisonment, Vali was changed into a wolf that killed Narvi. The dead man’s intestines were used to bind Loki in the cave beneath the mouth of a giant snake, dripping venom, where he waited for Ragnarok. Loki was destined to lead the army of evil at that final battle with the gods, where he would be killed by Heimdall.

Bonuses: Hersir summon myth units after fighting for long enough Hersir move 10% faster Myth units cost 10% less favor Longhouse units train 10% faster Ox Carts move 50% faster and cost 50% less, but have 25% less HP

Spy God Power - Grants you the line of sight of an enemy unit |_ Loki's God Power allows you to share line of sight with an enemy unit. Unlike most God Powers, the enemy receives no notification when you use this power and has no way to determine if a unit is being spied. If the unit dies, however, you can no longer see what it sees. Because you share line of sight with allies, they can see the spied unit as well. The spied unit is marked with the Laguz rune, a symbol for Loki.

To Spy on your enemies, left click on the Spy icon, then left click on any enemy unit. You may choose to use Spy to keep an eye on your enemy’s town or to get line of sight to target a God Power without your opponent’s knowledge.

Eyes in the Forest Improvement - Infantry have +3 line of sight |_ Loki was a mischievous prankster and spy amongst the Aesir. He took many forms to hide or trick others, mortal and immortal alike. No one was safe from his prying eyes and dangerous wit.

"Harm seldom befalls the wary; With his hears listens, And with his eyes observes: So explores every prudent man."

-- The Poetic Eddas, The High One’s Lay

HEIMDALL - Classical Age --------

Description: The White God, he sat beside the entrance to the rainbow bridge, keeping watch for giants or other monsters trying to gain

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entrance to the fortress of the gods. He needed very little sleep and was so perceptive that he could detect the sound of grass growing in the earth or wool growing on a sheep’s back. The legends say he could see a hundred miles. He carried the horn Gjall, with which he could warn the gods when Ragnarok began. During Ragnarok, he was to be the last to fall, in single combat with Loki.

Undermine God Power - Increase in damage to walls, towers, and fortresses |_ This Classical Age God Power reduces enemy walls and towers into rubble. It will damage any shooting building, but will absolutely destroy even multiple walls in its area. The Undermine always moves towards the closest enemy wall, so target it carefully for maximum effect.

To Undermine an enemy’s defenses, left click on the Undermine icon, then left click near the walls and towers you want to attack. Only fully upgraded walls and towers can stand up to the power of Undermine.

Einherjar Mythological Unit |_ The Einherjar were the dead heroes gathered by the Valkyries and taken to Asgard where they lived with Odin. The Valkyries culled only the best and most heroic warriors. While living in Asgard, the Einherjar feasted all night and battled all day, with any wounds being magically healed. Thus they prepared endlessly for the time when Odin called for them to fight with the gods at Ragnarok.

Arctic Wind Improvement - Longboats have +10% speed and attack |_ Viking sailors routinely crossed the North Atlantic from Scandinavia and Britain to Iceland, with only simple navigational tools and no compass, despite the constant presence of heavy storms. The distance of 700 nautical miles could be crossed in as little as four days and nights given a steady wind.

"It is the great north wind that made the Vikings." -- Scandinavian proverb.

Elhrimnir Kettle Improvement - Einherjar have +6 hack damage and +10% HP |_ The Elhrimnir Kettle was used by the cook Andhrimnit ("Sooty face") to cook the boar, Saehrimnir, which was used to feed the hungry

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Einherjar in Valhalla every night. Odin himself abstained from eating.

"For meat, they all feast on the boar Saehrimnir for, although the boar is boiled every morning, he becomes whole again every night."

-- Gylfaginning 39

Safeguard Improvement - Walls and Towers have double HP, Towers cost 25% | less |_ Heimdall was the watchman and guardian of the gods. He could hear the grass growing in the fields and needed even less sleep than a bird. It was his duty to give warning when enemies of the gods attacked. He alerted his fellow Aesir by blowing the horn Giallarhorn, which could be heard across the world. According to the Lay of Rig, he became the father of humanity by creating the three social classes: karl, jarl and thrall.

FORSETI - Classical Age -------

Description: The son of Baldr, he was the god of justice and a force for peace. He sat in his hall, dispensing justice and resolving the disputes of both gods and men. The legends say that he never failed to bring disputing parties to agreement or pass judgment that all agreed was fair.

Healing Spring God Power - Creates a spring which heals all friendly | units within range |_ This Classical Age God Power creates a pool of healing water to seep up from the ground. Nearby allied units are healed of their wounds. Units that are standing still will heal faster than those who are moving or attacking.

The Healing Spring cannot be destroyed. However, be careful; if an enemy has more units near the area than you do, then the Healing Spring will belong to them and will heal their units. The Spring may change hands many times.

To call forth the healing waters, left click on the Healing Spring icon, then left click where you want to place it. You must have line of sight to target this God Power and it requires a large space.

Troll Mythological Unit |_ Trolls are dim-witted, man-eating creatures that live in caverns beneath hills and mountains. They are allies of the giants, and will fight against the gods during Ragnarok. Trolls are strong,

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and have long lifespans, but are not known for their beauty. Trolls could be turned to stone if exposed to daylight. Some are known to steal women and children, and might leave a changeling in exchange for a kidnapped child. Some trolls had magical powers, particularly divination of the future.

Hall of Thanes Improvement - Hersir +10% HP and speed |_ The hall was a center of social interaction for the Norse, especially Norse rulers. They gathered there, held court, ate, told stories, drank beer. It was a display of a king’s, or thane’s, wealth if he had a splendidly decorated hall.

"I was nurtured in the kingly hall, I was the joy of many in the council of men. Life I enjoyed, and my father’s wealth, five winters only, while my father lived."

-- The Poetic Eddas, Oddrun’s Lament

Hamarrtroll Improvement - Trolls +50% HP, +2 range, +20% attack |_ Fearsome night-stalking creatures, trolls inhabited the Ironwood - a forest filled with witches and werewolves. Sometimes multiheaded giants, sometimes goblins, they are most often portrayed as nasty, destructive creatures. The touch of sunlight turns a troll into stone, so they tend keep to their caverns and caves during the day. Other myths show them as mysterious lore-keepers who will share their lore… for a price.

Mithril Breastplate Improvement - Ulfsarks have -10% hack damage | Vulnerability |_ Easy to work and harder than steel, a mithril breastplate was a treasure indeed. Conventional weapons could not pierce the untarnished, silvery metal.

"Shields ye there can choose, and smooth-shaven spears, gold-red helms, and of Huns a multitude, silver-gilt saddle-cloths, sarks gory-red, the dart’s obstruction, and bit-gripping steeds."

-- The Poetic Eddas, The Lay of Atli

NJORD - Heroic Age -----

Description: One of the Vanir, or fertility gods, he chose to live in Asgard with the Aesir when the two factions made peace. Njord was a god of the sea. Those who worshiped him received safe passage at sea, as well as good fortune in owning land and having sons. He was perceived as a kindly old soul who calmed seas that were often raised up by the more tempestuous god, Aegir. Njord was known to

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particularly love the seacoast bays that were home to the seagulls, swans and other birds sacred to him. He was popular with fishermen and was thought to aid ships in distress. He was the source of summer rain showers. Skadi chose Njord as her husband because he had beautiful feet.

Walking Woods God Power - Makes trees come alive to attack nearby enemy | units |_ This God Power transforms a forest into an army of fighting trees. You can only invoke this God Power near trees. If you target a lone tree, you may get a lone monster, so you are better off using this power near forests.

The trees are not under your control, but they will persist until killed and will not leave the general area in which they are summoned. They are much stronger against buildings than against units.

To invoke Walking Woods, left click on the Walking Woods icon, then target it on a forest near the enemy you want to attack. You must have line of sight to at least one tree in the forest you are targeting.

Kraken Mythological Unit |_ A creature from the sea so large that on the surface it was mistaken for a chain of islands, the Kraken is found in Norse mythology. Seamen were often lost when they camped on what they thought was an island, only to be drowned when the creature swam back to the bottom of the sea. It had large tentacles and suckers with which it could seize large ships and drag them down. The Norse believe the Kraken would rise to the surface at the end of the world.

Mountain Giant Mythological Unit |_ The giants, also known as jotun, were known for their great strength and stupidity. They were antagonistic and destructive. Remarkably, several of the giantesses (who were perhaps not as bestial as the males of their species) had trysts with some of the Norse gods. Thor, Odin, Tyr and Heimdall had a giant for a parent. Both of Loki's parents were giants, yet he was still considered an Aesir god.

Some of the more colorful giants included Hrungnir, whose head and heart were made of stone (and pinned Thor when the Thunderer killed him), Gerd, a giantess who married Freyr (Freyja's brother), Hrimthurs, who built the walls around Asgard in six months on a bet (and was also killed by Thor), and Gunnlod, a giantess who Odin had to sleep with for three nights before he could drink her father's mead.

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Long Serpent Improvement - Longboats have +20% Attack and -20% Crush Damage | Vulnerability |_ King Olaf Tryggvason raided England in the late 900s. With the loot he garnered, he constructed the Long Serpent, perhaps the largest Norse ship ever constructed, a vessel supposedly over 120 ft. long that could carry 500 men.

"The ship was a dragon...but this ship was far larger, and more carefully put together in all her parts. The king called this ship the Long Serpent... The Long Serpent had thirty-four benches for rowers. The head and the arched tail were both gilt, and the bulwarks were as high as in sea-going ships. This ship was the best and most costly ship ever made in Norway."

-- Snorri Sturluson, Heimskringla

Ring Giver Improvement - Jarls have +25% HP |_ Norse kings, or thanes, gave out rings to favored subjects as tokens of esteem. Ring giver is a kenning (a poetic expression) that means King.

"The ring too I will give thee, which was burnt with the young son of Odin. Eight of equal weight will from it drop, every ninth night."

-- The Poetic Eddas, The Lay of Skinir

Wrath of the Deep Improvement - Krakens have +200 HP |_ Aegir was a god of the ocean and his anger caused the seas to storm. He and his wife Ran hosted the rest of the Aesir in their hall quite frequently. Aegir and Ran had nine daughters: Bara, Blodughadda, Bylgia, Dufa, Himinglaeva, Hefring, Hronn, Kolga and Unn. These daughters were the waves of the ocean.

"Higher still bade Helgi the deep sail be hauled. No port gave shelter to the crews; when Aegir´s terrific daughter the chieftains’ vessels would o’erwhelm."

-- The Poetic Eddas, The First Lay of Helgi Hundingcide

BRAGI - Heroic Age -----

Description: Son of Odin and a female giant, Bragi was the god of

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poetry and eloquence. He was portrayed as an old bearded man playing a harp. He spoke bluntly to Loki, following the death of Baldr, telling him he was unwelcome in Asgard. Loki became enraged and called Bragi a "braggart." Bragi threatened to rip off Loki’s head to end his lies. Loki then fled Asgard, prophesizing that the gods would all fall. Bragi is considered a late addition to the Norse/Germanic pantheon, possibly in recognition for the newly high status of bards and poets as wise men passing on knowledge and truth. Solemn oaths were sworn over the Cup of Bragi.

Flaming Weapons God Power - Increases the attack of all human units for a | while |_ This God Power engulfs the weapons of human soldiers in flames for a short time. It only affects your units, but affects all of your units on the entire map. Flaming weapons do extra damage.

To sheathe the blades of your soldiers in flame, left click on the Flaming Weapons icon at the top of the screen, then left click near a group of allied soldiers.

Battle Boar Mythological Unit |_ The European wild boar feeds on roots, bulbs, tubers, nuts, turnips, corn and potatoes. They will sometimes eat larvae, small animals and carrion.

The domestic pig is a direct descendant of the boar, and like pigs, boars wallow in mud to keep cool. Boar herds usually consist of sows. Males are solitary or found in small groups, except during the breeding season.

Sows generally have one litter per year of 5-10 piglets, and are dedicated mothers. Sows are generally more aggressive than the males except during the rut. All adult boars are dangerous because of their large size and tusks, but generally won't attack unless provoked.

Call of Valhalla Improvement - Ulfsarks +20% HP |_ Valhalla, the "Hall of the Slain", was Odin's banquet hall in Gladshiem. Its rafters were crafted from giant spears, and its roof shingled in shields. It had 540 doors capable of allowing hundreds of warriors to enter shoulder to shoulder. At the head of the hall was Hlidskalf, Odin's throne, where he heard the whispers of his Ravens and fed his uneaten dinner to his wolves.

"The fifth is Glathsheim, and gold-bright there Stands Valhall stretching wide; And there does Othin each day choose The men who have fallen in fight."

-- The Poetic Eddas

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Swine Array Improvement - Ulfsark have damage x2 vs Cavalry |_ The swine array, or svynfylking, was a formation used by the Vikings and originally credited to Odin. Men would form a triangle, with the most heavily armored warriors in front, and perhaps archers in the rear ranks. The array could position spears against charging cavalry, or move forward to drive a wedge through enemy ranks. The array could be used alone, or in multiples with the rear ranks connecting to form a zig-zag frontage.

Thurisaz Rune Improvement - All myth units move 12% faster |_ This is the rune of frost giants, a group of fierce icy Jotun. It is also called Thurs (not like Thursday) and also Thorn.

"I saw those men who much envy harbour at another's fortune; bloody runes were on their breasts graved painfully."

-- The Poetic Eddas, The Song of the Sun

TYR - Mythic Age ---

Description: The son of Odin and Frigg, Tyr was the war god, renowned for strength and valor. Like Odin, he received sacrifices of hanged men. His story is bound to that of Fenrir, the wolf-son of Loki. Tyr was assigned the difficult task of feeding Fenrir, but Odin perceived that Fenrir was growing ever more powerful and dangerous. The gods chose to bind Fenrir underground, where he could do no harm. To convince him that a magic chain around his neck was harmless, Tyr had to place his right hand in the wolf’s mouth. When Fenrir realized the chain was unbreakable, he bit off Tyr’s hand. The loss of his hand reduced Tyr in the eyes of the other gods, who laughed at his pain. He was destined to fight the great hound Garm, watchdog at the gates of Hel, during Ragnarok. In this final confrontation, Garm was to leap at Tyr’s throat and both would die in the struggle. The god Tyr was petitioned before battle and his rune was engraved on swords. Tyr may have been the chief god in early Norse pantheons, but his importance diminished as worship of Odin increased. The Anglo-Saxons called him Tiw and gave his name to the third day of their week, Tuesday.

Fimbuwinter God Power - Summons wolves to attack enemy villagers and | town centers all over the map |_ Fimbulwinter darkens the sky, summons a blizzard, and fills the map with wolves. The fierce Fimbulwinter wolves will attack enemy Town Centers and surrounding units. Unlike many Mythic Age God Powers, Fimbulwinter is not targeted on a specific area, but will always affect 4 Town Centers across the map, regardless of the number of enemies. The wolves are not under your control

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and go away when the God Power has ended.

To call the Fimbulwinter down, left click the Fimbulwinter icon, then left click anywhere in your line of sight. Wolves will swarm out of the darkness and the swirling snow to attack enemy Town Centers.

Fenris Wolf Brood Mythological Unit |_ The original Fenrir (of which these monsters are just the offspring) was the product of Loki and the giantess Angrboda. The gods raised the wolf in Asgard, but only Tyr had the courage to feed it. Unfortunately, the wolf grew larger and larger until nothing could chain him down. Finally the dwarves made a chain out of the roots of a mountain, silence of a moving cat, and the breath of a fish. In order to trick Fenrir into moving close enough to be chained, Tyr offered him food, and in retribution, the wolf bit off his arm. Fenrir then began to howl until the gods stuck a sword in his mouth as a gag.

At Ragnarok, Fenrir is fated to break his chains and kill Odin.

Jormund Elver Mythological Unit |_ The original Jormundgard, of which these creatures are just the elvers (another word for baby eels), was a monstrous sea serpent and the offspring of Loki and the giant Angrboda. Odin threw the serpent into the seas of Midgard when it was small, but it grew so large that it could surround the earth by biting its own tail. During Ragnarok, Thor was fated to finally slay the serpent, but he would drown in the dying serpent's venom.

Berserkergang Improvement - Ulfsarks have 20% more HP and 10% more attack |_ There is disagreement about whether "berserk" referred to "bare shirt", going shirtless, or "bear shirt", wearing a bear skin into battle, in the same way the ulfsarks wore wolf coats. These warriors would enter a rage in combat, where it is said their skin turned aside weapons. Some modern scholars suggest that the berserker rage may have been induced by consuming hallucinogenic mushrooms.

"A third I know, if great is my need Of fetters to hold my foe; Blunt do I make mine enemy's blade, Nor bites his sword or staff."

-- The Poetic Edda

Bravery Improvement - Huskarls have +20% attack and do 1.5x damage vs | buildings |_ The first recorded Viking raid was an AD 793 surprise attack on the monastery of Linidisfarne, England. The raiders looted the monastery, killed any monks who got in their way, then loaded up their ships and sailed home to Scandinavia. Within 100 years, they were sailing all the way to the Mediterranean to attack

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Italy and sailing down the Volga to raid the Black Sea.

"I have, in all, the death-stroke given to foes of mine at least eleven; Two more, perhaps, if I remember, may yet be added to this number, I prize myself upon these deeds, my people such examples needs. Bright gold itself they would despise, or healing leek-herb underprize, if not still brought before their eyes."

-- King Harald Hardraada

HEL - Mythic Age ---

Description: The daughter of Loki and a frost giantess, Hel was banished by Odin to the netherworld, which took its name, Helheim, from her. In her hall, Eljudnir, she ruled over those who died of sickness, old age, or capital punishment. While in her realm, Hel's power was such that she could defy other gods, including Odin. She was described as having half the body of a living woman and the other half of a corpse. Her throne was known as the sick bed. Christians later adopted Hel and her domain of unending suffering as the name of their destination for the damned.

Nidhogg God Power - Summons the dragon Nidhogg to aid you |_ Only Loki, through his servant Hel, can summon the mighty dragon Nidhogg from his lair beneath the roots of the world ash, Yggdrasil.

Nidhogg flies slowly, but his flaming breath can destroy enemy units and buildings alike. He can only be attacked by ranged units, or by God Powers such as Zeus' Bolt. He cannot be healed. Nidhogg persists until killed and is under your control.

To summon Nidhogg, left click on the Nidhogg icon, then left click anywhere you have line of sight.

Fire Giant Mythological Unit |_ The fire giants, or muspilli, are eager participants at Ragnarok and believe in the fiery destruction of the cosmos. The most famous of the fire giants was Surtr ("black"), a jarl who guarded the gates to Muspellheim. He had burning hair, skin of boiling lava and carried a flaming sword. Muspellheim was one of the "middle levels" of the Nine Worlds, along with Midgard and Jotunheim.

Frost Giant Mythological Unit |_ The thurses, also called frost or rime giants, were among the first of the giants created when the world began. As opposed to the brutish Jotun, or mountain giants, the frost giants were ancient beings, symbolizing the time before the gods existed.

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They lived in the realm of Jotunheim, one of the Nine Worlds of Norse mythology, along with Muspellheim and Midgard. Jotunheim was the land of giants, and their leader was the frost giant jarl, Thrym ("uproar"). He was an archenemy of Thor, and once stole his hammer, Mjolnir, and also demanded Freyja for a wife.

As the tale goes, Thor dressed up as Freyja and went to retrieve his hammer. During the feast, the giants were amazed that "Freyja" ate an ox, several salmon, and large tankards of mead. Loki made the excuse that "Freyja" had not eaten in days because she was so excited to be married to the king of the giants. When Thrym peeped under "Freyja's" veil and saw Thor's beard, Thor threw off his disguise.

"Thor's heart laughed within him when he saw his hammer. First he struck down Thrym, the King of the Thurse, and then he slew all the giant's kin. He also killed the giant's poor sister who had begged for a bridal gift. Instead of shillings she received blows and instead of rings, a hammer hit. And thus Odin's son retrieved his hammer." -- Thrym's Lay from the Poetic Edda

Mountain Giant Mythological Unit |_ The giants, also known as jotun, were known for their great strength and stupidity. They were antagonistic and destructive. Remarkably, several of the giantesses (who were perhaps not as bestial as the males of their species) had trysts with some of the Norse gods. Thor, Odin, Tyr and Heimdall had a giant for a parent. Both of Loki's parents were giants, yet he was still considered an Aesir god.

Some of the more colorful giants included Hrungnir, whose head and heart were made of stone (and pinned Thor when the Thunderer killed him), Gerd, a giantess who married Freyr (Freyja's brother), Hrimthurs, who built the walls around Asgard in six months on a bet (and was also killed by Thor), and Gunnlod, a giantess who Odin had to sleep with for three nights before he could drink her father's mead.

Granite Blood Improvement - Frost, Fire and Mountain Giants all have +100 HP |_ Ymir was the first Frost Giant. Odin, Vili and Ve killed him and created the world with his body. He is somewhat akin to the Titans of Greek Mythology in his violent cruelty and the fact that he was overthrown by younger gods.

"From Ymir’s flesh the earth was formed, and from his bones the hills,

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the heaven from the skull of that ice-cold giant, and from his blood the sea."

-- The Poetic Eddas, The Lay of Vafthrudnir

Rampage Improvement - Myth units train 95% faster |_ Hel's terrible realm of Helheim was located in the depths of Niflheim, beyond the impassable river, Gjoll. Any who enter Helheim, including the gods, can never leave again. The entrance is guarded by the monstrous hound, Garm, and the undead giantess, Modgud, who demands a toll in blood before passing. Hrimgrimir ("frost shrouded") and many other giants also guard Hel's gates.

"Trembles Yggdrasil’s ash yet standing; groans that aged tree, and the jötun is loosed. Loud bays Garm before the Gnupa-cave, his bonds he rends asunder; and the wolf runs."

-- The Poetic Eddas, The Vala´s Prophecy

=========================================================================== Atlantean Mythology ===========================================================================

Unlike the other cultures, the Atlanteans don't gain Favor from the Gods by worshipping at a Temple, for example, but rather by constructing new Town Centers atop Settlements. If you build two new Town Centers you will gain Favor faster than you build just one, so you should consider expansion.

One of the great myths of the ancient world is the story of Atlantis, a very advanced civilization that prospered on an island in the Atlantic Ocean 11,000 years ago. The only reference to Atlantis that has survived from ancient times is found in the Dialogues of Plato, written around 360 BC. Plato describes an Idyllic land of bountiful crops, abundant natural resources, and a rich and varied wildlife (including elephants). A contented population lived principally in a large city that was a center for trade and commerce.

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Although the Atlanteans lived harmoniously for many generations, they gradually became more corrupted by greed and power. This moral collapse drew the attention of Zeus and the gods of Olympus, leading ultimately to the sudden and catastrophic destruction of the island and its civilization.

Whether Plato was recounting facts passed down to him from unknown sources or created the story himself as a cautionary take for the Greeks of his day has been debated since. No generally accepted physical evidence of a lost advance civilization or island has been found in the Atlantic, although many people believe they have located the site of Atlantis there or elsewhere. The story is compelling, however, and continues to live. It has been furthered and embellished by many writers following after Plato, including quasi-historians, novelists, and even filmmakers.

All Atlantis stories assert that Atlantis was the first great civilization on Earth, and that it was wealthy and very technically advanced. Modest advances claimed for Atlantis include irrigation, canal building, and writing (perhaps a half dozen millennia before writing appeared again in the Middle East). At the extreme, more modern proponents of Atlantis claim they developed to the point of having electricity, robots, and flying machines.

All proponents agree that Atlantis was suddenly destroyed, probably by natural disaster. Atlantean refugees (or colonists) escaped from the disaster, however, to found colonies elsewhere around Europe, the Mediterranean, and the Middle East. These in turn grew into what are now recognized as many of the first great civilizations on Earch, such as the Mycenaens, Egyptians, and Sumerians. Thus the Atlanteans are seen as the precursors of western civilization, though most of their technology was lost in the dark age following their destruction.

The following chart shows what Minor Gods your Major God choices allows at each Age advance:

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MAJOR GOD CLASSICAL AGE HEROIC AGE MYTHIC AGE Gaia Leto, Oceanus Rheia, Theia Atlas, Hekate Kronos Prometheus, Leto Hyperion, Rheia Helios, Atlas Oranos Oceanus, Prometheus Theia, Hyperion Hekate, Helios

Below are the Atlantean Major & Minor Gods.

KRONOS ------

Description: The youngest of the Titans, his name meant time. Kronos became king of the gods after he castrated his father, Oranos, with the help of his mother, Gaia, who wished to free her children whom Oranos had imprisoned. Kronos ruled over a time of prosperity known as the Golden Age.

Kronos and his wife/sister Rheia produced six children, including Zeus, Poseidon, and Hades. Fearing a revolt similar to his own, Kronos attempted to swallow all of his children at their birth, but Zeus avoided that fate and ultimately freed his siblings and banished the Titans to Tartarus.

Bonuses: Can Timeshift buildings within own Line of Sight Siege Weapons Cheaper Myth Units Cheaper

Deconstruction Improvement - You deconstruct an enemy building |_ Usually only able to affect smaller buildings, the Deconstruct Wonder God Power is strong enough to disassemble Wonders and even Odin's Tower. Kronos grants this God Power only to his most faithful servants.

Focus Improvement - Oracle has +10% Speed, -1.0 Seconds LOS Speed |_ Oracles studying the mysteries of Kronos learned methods of meditation that sent them visions much more quickly. By slipping into the future they could see more clearly, more quickly than other Oracles. As they advanced in their studies and drew further and further away from their normal time, these Oracles lost the ability to communicate their visions. Eventually they slipped entirely away, lost to their visions of the future.

PROMETHEUS - Classical Age ----------

Description: The son of the Titan Lapetus, Prometheus was born a

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mortal. He shaped humankind out of water and clay (and Athena breathed life into the form). After siding with Zeus against the Titans, he tricked the king of the gods into taking animal bones as sacrifices, leaving the good meat for humans. In spite, Zeus removed fire from the world, bringing great suffering to all. To relieve the people he had created, Prometheus stole fire from the Sun and gave it back to the world. In retaliation, a furious Zeus sentenced Prometheus to be chained to a rock for 30,000 years, while an eagle daily tore out his liver (which grew back each night). By giving warning to Zeus of a prophecy of his downfall, he won a reprieve and was allowed to trade his mortality to Chiron (doomed to an eternity of agony) and thereafter joined the immortals on Olympus.

Valor Improvement - Transforms a group of general units into heroes |_ Prometheus was the Titan of daring thoughts and turns daring thoughts into daring deeds by making heroes out of ordinary units. This power works best on your armies, but will work on Citizens as well. If you expect your enemies to summon a lot of myth units, it is a good idea to use Valor before you go into battle.

To send the blessing of Prometheus on your units, left-click the Valor icon, and then left-click near a group of your units. This power works best on military units.

Promethean Mythological Unit |_ Prometheans are slow but have pretty good armor and a decent attack. When they are destroyed, two smaller Prometheans are formed from the clay of the first.

Prometheus was one of the few Titans who sided with the Olympians in the Titanomachy. He and his brother Epimetheus were tasked with the creation of humans. These first people were formed from clay and called Prometheans. Seeing their frail mortal forms struggle he gave his creations the gift of fire so that they could become strong. This angered Zeus and the god bound Prometheus to the side of a mountain where he was attacked and partially devoured every day.

Alluvial Clay Improvement - Promethean +30% HP |_ Prometheus formed his Prometheans from the clay in river banks and beds. This clay, deposited by running water, had bits of rock, other minerals and even gold in it. These bits of debris formed a tight matrix, almost like a skeleton, inside the Prometheans and made them much stronger, sturdier creatures.

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Heart of the Titans Improvement - Hero Upgrades cost -20% Wood, Food & Gold |_ The Titan Prometheus, god of daring thoughts, loved his creations - humankind. He sought always to make their troubled lives better, even in spite of other gods at times. He even bestowed upon his favorite mortals the secrets of the Titans, giving birth to a line of heroes who would rattle the foundations of Olympus.

LETO - Classical Age ----

Description: The daughter of Titans, Leto was known as the hidden one, and her name came to be used for the Moon. She bestowed her qualities of being unnoticed or unobserved upon the beasts of earth. Her beauty caught the eye of Zeus, however, by whom she gave birth to the twin gods Artemis and Apollo. This act made her an enemy of Hera, Zeus's wife. She was principally worshipped in Greek Asia Minor, and usually together with her twin children.

Spider Lair God Power - Spider burrow which will hatch when enemy units | come near |_ The shy and secretive Titan Leto grants several Trap Door Spiders who lurk and wait, unseen, for enemies to unwittingly pass near their burrows. The burrows appear first as fragile, easily destroyed eggs. Soon after the eggs hatch and the deadly spiders wait underground to haul unsuspecting enemies to their deaths. The spiders will not attack heroes, Villagers, Laborers, Gatherers, or Citizens.

To summon the spiders, left-click the Spider Lair icon, and then left-click anywhere you have line of sight. This power randomly places several spider burrows. Try to target it where you think enemy soldiers will pass - or lure soldiers into the burrows.

Automaton Mythological Unit |_ Automata are tough, especially in groups, because they can repair one another. If you face Atlantean Automata, use heroes against them and try to destroy them all or they will be back.

The Atlanteans placed a high value on personal freedom. They never practiced slavery. They created the Automata to perform the tasks for which many other cultures used slaves. As the sophistication

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of these Automata grew, some in Atlantis wanted them to become Citizens. Others opposed that notion. A civil war erupted and plunged the Atlantean Empire into a dark age that lasted thousands of years. During this time many Atlantean colonies regressed or revolted and became independent nations. Automata were never inducted into Atlantean society and Atlantis, though vastly more advanced than other nations, never again reached the heights of its Golden Age.

Hephaestus Revenge Improvement - Automaton +30% HP, +1.0 Second Regeneration | Speed |_ During the god Hephaestus' exile from Olympus, the lame smith was more than willing to offer his services to the highest bidder - and if he could serve the enemies of the family that had rejected him in the process, so much the better. Hephaestus taught the Atlanteans many interesting tricks; among them was a smelting technique that dramatically improved the longevity of their mechanical servants, the Automata.

Volcanic Forge Improvement - Automaton -20% Pierce Damage Vulnerability |_ After Hephaestus was hurled from Olympus by his mother Hera, he was willing to offer his services to the highest bidder - even if the bidders were the Atlantean followers of Leto, daughter of the Titans Phoebe and Coeus. The volcanic forges found in many Atlantean towns are one legacy of this partnership between Titan-worshippers and the Olympian god of smiths. The forges draw their power from the eternal flames that burn in the depths of Tartarus.

HYPERION - Heroic Age --------

Description: A Titan and god of watching, he fathered Helios (the sun), Eos (the dawn), and Selene (the moon). His name means "he who goes before the sun," related possibly to being the father of Helios or the visibility that precedes the sun’s approach.

Chaos God Power - Changes the sentiment of a group of enemy units |_ Chaos surrounded the Titans - this power snares the weak-minded and turns them against everyone, wreaking havoc and confusion in the ranks of your enemies. This power forces the units caught in it to attack anyone. Use it carefully, because units under the

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effects of Chaos have no allies and will attack you just as eagerly as they attack your enemies.

To confuse enemy minds with Chaos, left-click the Chaos icon, and then left-click a group of enemy units.

Nereid Mythological Unit |_ Nereids may be trained at the Dock. They are a powerful Heroic Age myth unit capable of devastating attacks to ships.

The Nereids were the fifty nymphs of the sea. Many of them had important roles in mythology. They, like most nymphs, are beautiful creatures. The Nereids were often accompanied by hosts of sea creatures in their roving. But when the gentle nymphs went into battle, they rode fierce sharks who carried their mistresses tirelessly.

Satyr Mythological Unit |_ Satyrs are a ranged myth unit with reasonable speed and range. They are strong against infantry and other human units, but are weak against heroes.

Satyrs were just one of the creatures among the entourage of the god Dionysos. Goat-legged and horned they are notoriously fond of revelry in every possible form with a special weakness for Nymphs. Silenus, the oldest Satyr, was the instructor of the god Dionysos. Silenus and other satyrs rode donkeys into battle against the Heka Gigantes, the donkeys were terrified when they saw the enemy, braying loudly. The Heka Gigantes in turn were terrified by the braying donkeys and fled the cacophony. In spite of their shocking victory, satyrs never developed a taste for combat, turning back to drunken song and revelry.

Gemino Improvement - Doubles the number of Javelins thrown by Satyrs |_ Satyrs were not warriors or soldiers, though they fought fiercely when threatened, deprived of wine, sleep or nymphs. They rode timid donkeys into battle and carried javelins crafted for them by dryads. The eldest Satyr, Silenus, could throw two javelins at a time and from time to time would teach other satyrs the trick of it.

Heroic Renewal Improvement - Allows Heroes to regenerate |_ "Hekate then gave her infusion to Helios for his help in finding Persephone. Helios, renewed daily, had no need of this restorative and gave it to his father, Hyperion. Hyperion, far-sighted and all-seeing, smeared it upon the eyes of worthy mortals in their sleep. When these favored mortals awoke to sight and consciousness they found themselves rejuvenated."

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-- Voices of the Oracles, the Lay of Ioleta

RHEIA - Heroic Age -----

Description: Rheia was a Titan married to her brother Kronos, by whom she gave birth to Zeus and his sibling gods. By rescuing Zeus from her husband, she set in motion the dethroning of Kronos and the ascendance of Zeus to Olympus. In Asia Minor she was known as an Earth Goddess and worshipped with orgiastic rites. Her name means "flow," apparently in reference to female menstruation, and "ease," perhaps in reference to easy childbirth. Following the rise of her son Zeus to status as king of the gods, she disputed her portion of the world and ended up retreating to the mountains where she surrounded herself with wild creatures. She is usually associated with lions or with a chariot pulled by lions.

Traitor God Power - Converts an enemy unit into a Traitor |_ The Titan Rheia turns the heart of an enemy, converting it to your side. Rheia was betrayed by Kronos when he ate all of their children after learning that one of them would be his downfall. Rheia had secretly fed Kronos a swaddled rock, saving one of her children, the infant god Zeus. Zeus grew to adulthood, and after freeing his brothers and sisters he imprisoned his father Kronos in the deepest parts of Tartarus. Betrayal surrounded Rheia and she keenly understands its power.

To steal the allegiance of an enemy, left-click the Traitors icon, and then right-click the unit you wish to convert. This is very powerful when used on expensive myth units.

Behemoth Mythological Unit |_ Behemoths are living siege weapons. They regenerate, making them even tougher to kill than the Scarabs of the Egyptians. Use them against buildings, but keep them away from enemy heroes.

"The Titans languished in Tartarus. The Olympians who trapped them there wished to punish us, worshippers of the Titans. They hunted us, but we hid in the shadow of Behemoth who was as tall as the mountains and twice as long. He protected us, bellowing as Zeus's lightning struck his thick armor. Caladria blessed Behemoth and healed him after every stroke of Zeus's lightning. The Olympians

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could not break tireless Behemoth and they returned to Olympus. We were safe."

-- Oaths of the Oracles, The Lay of Ioleta

Horns of Consecration Improvements - +10% Favor gathering rate |_ The Titan Rheia was the mother of Zeus and other Olympians. She was an earth goddess and surrounded herself with wild creatures. While she is usually associated with lions, like those which pulled her chariot, the Minoans worshipped her, with other gods, with rites and rituals involving bulls. The Minoans consecrated their buildings by decorating them with sculpted representations of horned bulls. These decorations were thought to please the gods.

Mail of Orichalkoss Improvements - Archers have -10% Hack Damage | Vulnerability |_ The Atlantean followers of Rheia were blacksmiths of unsurpassed skill who mastered a unique method of distilling zinc ore. When the distillation was mixed with brass, the result was the silvery metal orichalkos. Strong enough to stop the heaviest of blows, mail of orichalkos is also extremely lightweight when quenched in sea water - the perfect armor for archers and other missile troops.

Rheia's Gift Improvements - -25% Favor for Mythological Improvements |_ As the children of Kronos and Rheia were born, Kronos swallowed them one by one. When Rheia gave birth to Zeus, she hid the infant and fed Kronos a stone instead, risking her husband's wrath to save her youngest son. Rheia is held in high regard by both the Olympians and the Titans, and her son Zeus - her gift to the world - is honored by all.

HELIOS - Mythic Age ------

Description: The god of the sun, he rose from the ocean at dawn to drive his chariot across the sky, carrying the sun and descending at night into the west. He saw all and knew all, and was often called upon by other gods to be a witness. He was the god of the measurement of time, and goddesses of the day, month, seasons, and year waited upon him. Two of his mortal lovers were converted into the plants heliotrope (whose head always turns toward the sun) and frankincense. These plants were sacred to Helios. He is portrayed usually in a chariot with a whip and surrounded by a halo. Animals sacred to him were the rooster and eagle. The great Colossus of Rhodes was built in his honor, as he was married to Rhode, a daughter of Poseidon.

Vortex God Power - Teleport all your military units to single point |_ Oranos, Kronos, and Helios, Titans and gods of the sky, time, and sun, allow all of your armies to rally in one place.

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To whisk your armies through time and the skies, left-click the Vortex icon, and then left-click where you want your armies to appear. You must have line of sight to target this power. Your armies will fly up into the sky and drop down on the targeted spot. This power is very useful when you need all of your military might in one place - fast.

Hekagigantes Mythological Unit |_ The Heka Gigantes are strong against human soldiers, sending them flying with their many-handed strikes. They are weak against heroes.

One hundred arms and fifty heads grew out of the shoulders of the Hekatonkheires. They were the sons of Oranos and Gaia and were so terrible that Oranos ordered them imprisoned in Tartarus. A fate he himself would suffer at the hands of his grandsons Zeus, Poseidon, and Hades.

Man O'War Mythological Unit |_ This monstrous siphonophore was actually a collection of creatures that cooperated to move and feed and fight. The 100 foot long tentacles produced a toxin that is almost as potent as cobra venom which the organism used to stun prey. For defense the creature could generate and direct an electric bolt, like a stroke of lightning. Physalia mantalos propelled itself by raising and lowering its crest to catch wind like a sail.

Halo of the Sun Improvements - Fire Siphons have +25% Crush Damage, and | Fire Ships have +20% Hack Damage |_ "Thereafter, because they had so honored Helios, the Titan returned to Atlantis, and in his great temple there set a flame that could be extinguished by neither wind nor water. The Atlanteans carried this flame to every land they conquered and with it, the light of Atlantean wisdom."

-- Voices of the Oracles, the Lay of Ioleta

Petrified Improvements - Siege Units -15% Hack Damage Vulnerability |_ "...were made of a strange and very hard wood. And as Helios's searing gaze beats down onto all things, so too did these giant-crafted siege weapons, rock-hurlers and arrow-throwers, lay waste to the shining capital of Lemuria. They reduced our beloved city to rubble in a matter of hours, but Chalu was not afraid."

-- The Inverada, The Siege at Murinca

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ATLAS - Mythic Age -----

Description: The son of the Titan Lapetus and the nymph Clymene, Atlas was thought to be king of the legendary Atlantis. His attack on Olympus during a failed attempt by the Titans to overthrow Zeus resulted in being condemned to forever carry the heavens upon his shoulders. He is usually portrayed, however, bearing a globe on his shoulders. He was relieved of his burden temporarily by Heracles during one of that hero’s 12 labors, but Atlas was tricked into taking the heavens back onto his shoulders. According to some he was later released of his burden and made guardian of the Pillars of Hercules, upon which the heavens were set in his stead, and which also were the gateway to the ocean home of Atlantis. His name has come to mean "bearer" or "endurer."

Implode God Power - Causes damage to units and buildings |_ The Titan Atlas sends a deadly maelstrom that sucks in units and warps buildings. The surviving units are blasted out at the height of the implosion with a devastating shockwave that damages buildings and flattens trees.

To invoke the implosion, left-click the Implode icon, and then right-click where you wish to target the power. The more units that get sucked into the center, the more damage the implosion does when it detonates. You must have line of sight to target this power.

Argus Mythological Units |_ Argus is an amorphous creature covered with bulbous eyes. When threatened, the Argus forcefully excretes a sticky blob of acid from its many specialized tear ducts. Creatures trapped in the Argus acid have little hope of survival. The Argus also uses this acid to partially pre-digest its food.

Hera's Argus served her faithfully until he was killed by the god Hermes. Zeus had commanded Hermes to trick Argus and slay him so that the philandering god could recapture one of his lovers, Io, from his jealous wife. Hera honored the sacrifice of Argus by placing his eyes on the tail of her sacred peacock. Io, who had endured all this in the form of a pure white cow, was saved only to plunge into what is now called the Ionian Sea.

Eyes of Atlas Improvement - +9 LOS of Myth Units |_ As a punishment for rebelling against Zeus, the Titan Atlas, first king of Atlantis, was condemned to bear the weight of the heavens on his shoulders. When Atlas turns his gaze to the burden on his back, it is said that those who follow the Titans see all that he sees with his eyes.

Io Guardian Improvement - Argus +5 LOS, -20% Recharge time |_ Zeus transformed his lover Io into a white cow to protect her from the wrath of his jealous wife Hera. But Hera saw through

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the ruse, and requested the cow as a gift. She then sent her servant Argus, a giant with a hundred eyes, to guard the cow. Eventually, Zeus sent Hermes to trick and slay Argus. To honor the memory of her fallen servant, Hera placed the eyes of Argus on the tail of the peacock.

Titan Shield Improvement - Buildings have -15% Hack & Crush Damage | Vulnerability |_ The Atlanteans were always closely connected to the Titans, and the raw power of the ancient gods is locked deep within the stones of Atlantis itself. While Atlas still bears the burden of the heavens, the Atlanteans can draw on the might of his sturdy shoulders to strengthen their buildings and walls.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

GAIA ----

Description: Gaia was the Mother Earth, born from Chaos, the great void of space. She gave birth without male intervention to Oranos (the sky) and Pontus (the sea), and took Oranos as her mate. Together they produced the Titans, and other gods and creatures. After the emasculation of Oranos, she mated with Pontus and protected Zeus prior to his overthrow of the Titans. As the goddess Mother Earth she was worshipped as the force behind all things in the world, living and inanimate.

Bonuses: Lush Terrain surrounds buildings (enemies cannot build on Lush) Buildings regenerate hitpoints Fishing ships, Caravans more hitpoints & cheaper Economic bonuses cheaper

Gaia's Forest God Power - Generates a Forest |_ Gaia causes a stand of aspen to grow. These trees will sprout and rapidly grow to full height, after which they may be chopped for wood. Gaia's aspen trees yield more wood than regular trees and much more quickly. Another use of Gaia's Forest is to plug a breach in walls, a temporary fix to be sure, but useful.

To grow the Gaia Forest, left-click the Gaia Forest icon, and then left-click anywhere on the map that you have line of sight.

Channels Ability Improvement - +20% Villager Speed |_ The capital city of Atlantis was ringed by nine great canals. These canals allowed citizens, soldiers, and goods to be transported quickly around the huge city. The Theocrats of the city decreed that the water be kept very clean. Anyone caught sullying the water faced a stiff fine or possible imprisonment.

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When Atlanteans left their beloved city, they would toss coins, even jewelry, into the waters of the canal for good luck and a safe return.

LETO - Classical Age ----

Description: The daughter of Titans, Leto was known as the hidden one, and her name came to be used for the Moon. She bestowed her qualities of being unnoticed or unobserved upon the beasts of earth. Her beauty caught the eye of Zeus, however, by whom she gave birth to the twin gods Artemis and Apollo. This act made her an enemy of Hera, Zeus's wife. She was principally worshipped in Greek Asia Minor, and usually together with her twin children.

Spider Lair God Power - Spider burrows which will hatch when enemy units | come near |_ The shy and secretive Titan Leto grants several Trap Door Spiders who lurk and wait, unseen, for enemies to unwittingly pass near their burrows. The burrows appear first as fragile, easily destroyed eggs. Soon after the eggs hatch and the deadly spiders wait underground to haul unsuspecting enemies to their deaths. The spiders will not attack heroes, Villagers, Laborers, Gatherers, or Citizens.

To summon the spiders, left-click the Spider Lair icon, and then left-click anywhere you have line of sight. This power randomly places several spider burrows. Try to target it where you think enemy soldiers will pass - or lure soldiers into the burrows.

Automaton Mythological Unit |_ Automata are tough, especially in groups, because they can repair one another. If you face Atlantean Automata, use heroes against them and try to destroy them all or they will be back.

The Atlanteans placed a high value on personal freedom. They never practiced slavery. They created the Automata to perform the tasks for which many other cultures used slaves. As the sophistication of these Automata grew, some in Atlantis wanted them to become Citizens. Others opposed that notion. A civil war erupted and plunged the Atlantean Empire into a dark age that lasted thousands of years. During this time many Atlantean colonies regressed or revolted and became independent nations. Automata were never inducted into Atlantean society and Atlantis, though vastly more

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advanced than other nations, never again reached the heights of its Golden Age.

Hephaestus Revenge Improvement - Automaton +30% HP, +1.0 Second Regeneration | Speed |_ During the god Hephaestus' exile from Olympus, the lame smith was more than willing to offer his services to the highest bidder - and if he could serve the enemies of the family that had rejected him in the process, so much the better. Hephaestus taught the Atlanteans many interesting tricks; among them was a smelting technique that dramatically improved the longevity of their mechanical servants, the Automata.

Volcanic Forge Improvement - Automaton -20% Pierce Damage Vulnerability |_ After Hephaestus was hurled from Olympus by his mother Hera, he was willing to offer his services to the highest bidder - even if the bidders were the Atlantean followers of Leto, daughter of the Titans Phoebe and Coeus. The volcanic forges found in many Atlantean towns are one legacy of this partnership between Titan-worshippers and the Olympian god of smiths. The forges draw their power from the eternal flames that burn in the depths of Tartarus.

OCEANUS - Classical Age -------

Description: Oceanus was the personification of all oceans, or a great river that flowed in a circle around the earth. He was a source of all fresh water. In later time he personified the seas outside the Pillars of Hercules (the Straights of Gibraltar), or what we know today as the Atlantic Ocean. The oldest of the Titans, he fathered other gods who personified all rivers, lakes, and ponds with his sister/wife Tethys. Oceanus is portrayed as a horned god with the tail of a serpentine fish. He did not fight with Kronos in the Titanomachy.

Carnivora Improvement - Generates plants which eat enemy units |_ Oceanus sends his man-eating plant, the Carnivora, to defend his followers. A Carnivora may be placed on land or in the water and feeds by attacking prey with its long, spined feeding vines. Prey is snared, choked, and dropped into the Carnivora's "mouth." Between meals the Carnivora attacks enemies with its feeding vines.

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To summon the Carnivora, left-click the Carnivora icon, and then left-click anywhere you have line of sight. Carnivorae are immobile so make sure to place it somewhere within reach of enemies.

Caladria Mythological Unit |_ Caladriae are flying healers. They make decent scouts but will fall easily to enemy towers and missiles. Making two Caladriae will allow them to heal one another so they can continue healing Atlantean armies.

"...Caladria died and was entombed. Theocrat Osphoru built a temple of healing over her tomb. Many thought his decision blasphemous, but all who suffered and were sick grew strong and hale again under the care of temple's healers. Blessed were the armies accompanied by these followers of Caladria, for they were healed, inspired and protected."

-- Voices of the Oracle, The Lay of Ioleta

Servant Mythological Unit |_ Servants of Oceanus are aquatic healers. They heal nearby units, even those on shore. They can fight, though not very well and are very weak against heroes.

A creature of water and will, the Servant of Oceanus was the embodiment of the nurturing aspects of the ocean. Servants of Oceanus appeared as human torsos atop a column of water. They were summoned by the Theocrats of Atlantis in times of sickness or war to aid the Atlantean people.

Bite of the Shark Improvement - Murmillo has +15% Hack Damage |_ Some companies of Murmillo would dedicate themselves to one particular Titan. Most commonly this was Oceanus and these Murmillo carried shark teeth as a symbol of their devotion. Some companies entered a bloody rage, like the berserkers of the Norse, others carried serrated swords with which they savaged their enemies.

Weightless Mace Improvement - Katapeltes has +10% Speed & +15% Hack Damage |_ Atlanteans worshipping Oceanus discovered another odd property of the metal orichalkos. When quenched in salt water (preferably sea water collected near a temple venerating Oceanus), weapons forged from this otherwise very heavy, dense metal became virtually weightless. Never surprised by the amazing properties of orichalkos, the Atlanteans quickly adapted this to their heaviest weapons, the deadly maces of the Katapeltes.

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RHEIA - Heroic Age -----

Description: Rheia was a Titan married to her brother Kronos, by whom she gave birth to Zeus and his sibling gods. By rescuing Zeus from her husband, she set in motion the dethroning of Kronos and the ascendance of Zeus to Olympus. In Asia Minor she was known as an Earth Goddess and worshipped with orgiastic rites. Her name means "flow," apparently in reference to female menstruation, and "ease," perhaps in reference to easy childbirth. Following the rise of her son Zeus to status as king of the gods, she disputed her portion of the world and ended up retreating to the mountains where she surrounded herself with wild creatures. She is usually associated with lions or with a chariot pulled by lions.

Traitor God Power - Converts an enemy unit into a Traitor |_ The Titan Rheia turns the heart of an enemy, converting it to your side. Rheia was betrayed by Kronos when he ate all of their children after learning that one of them would be his downfall. Rheia had secretly fed Kronos a swaddled rock, saving one of her children, the infant god Zeus. Zeus grew to adulthood, and after freeing his brothers and sisters he imprisoned his father Kronos in the deepest parts of Tartarus. Betrayal surrounded Rheia and she keenly understands its power.

To steal the allegiance of an enemy, left-click the Traitors icon, and then right-click the unit you wish to convert. This is very powerful when used on expensive myth units.

Behemoth Mythological Unit |_ Behemoths are living siege weapons. They regenerate, making them even tougher to kill than the Scarabs of the Egyptians. Use them against buildings, but keep them away from enemy heroes.

"The Titans languished in Tartarus. The Olympians who trapped them there wished to punish us, worshippers of the Titans. They hunted us, but we hid in the shadow of Behemoth who was as tall as the mountains and twice as long. He protected us, bellowing as Zeus's lightning struck his thick armor. Caladria blessed Behemoth and healed him after every stroke of Zeus's lightning. The Olympians could not break tireless Behemoth and they returned to Olympus. We were safe."

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-- Oaths of the Oracles, The Lay of Ioleta

Horns of Consecration Improvements - +10% Favor gathering rate |_ The Titan Rheia was the mother of Zeus and other Olympians. She was an earth goddess and surrounded herself with wild creatures. While she is usually associated with lions, like those which pulled her chariot, the Minoans worshipped her, with other gods, with rites and rituals involving bulls. The Minoans consecrated their buildings by decorating them with sculpted representations of horned bulls. These decorations were thought to please the gods.

Mail of Orichalkoss Improvements - Archers have -10% Hack Damage | Vulnerability |_ The Atlantean followers of Rheia were blacksmiths of unsurpassed skill who mastered a unique method of distilling zinc ore. When the distillation was mixed with brass, the result was the silvery metal orichalkos. Strong enough to stop the heaviest of blows, mail of orichalkos is also extremely lightweight when quenched in sea water - the perfect armor for archers and other missile troops.

Rheia's Gift Improvements - -25% Favor for Mythological improvements |_ As the children of Kronos and Rheia were born, Kronos swallowed them one by one. When Rheia gave birth to Zeus, she hid the infant and fed Kronos a stone instead, risking her husband's wrath to save her youngest son. Rheia is held in high regard by both the Olympians and the Titans, and her son Zeus - her gift to the world - is honored by all.

THEIA - Heroic Age -----

Description: A Titan, Theia was married to her brother Hyperion, by whom she gave birth to three gods: Helios (the sun), Eos (the dawn), and Selene (the moon). She was the goddess of sight. Since the ancient Greeks believed that sight was a beam emitted by the eyes in a manner similar to the sun’s rays or the moon’s rays, she was thought to endow gold, silver, and gems with their luster and beauty. Her children were all associated with light.

Hesperides God Power - Generates a tree where you can create Dryads |_ The Hesperides were Dryads (nymphs) who guarded and tended the Tree of Golden Apples. This Tree may be placed anywhere you wish, and you may summon the Dryads to protect it, though only six Dryads at a time may be summoned. If an enemy has more units or buildings near the Tree than you, then you will lose control of the Tree and the enemy will gain the ability to summon the Hesperides. The

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Tree also blocks the use of God Powers, so place the Tree of Golden Apples carefully and defend it well.

To plant the Tree of Golden Apples, left-click the Hesperides icon, and then left-click where you want the Tree to grow.

Stymphalian Bird Mythological Unit |_ The Stymphalian Bird is a formidable Heroic Age myth unit. Only ranged units and buildings can attack it - ranged heroes are the strongest against the birds of Stymphalos.

For his sixth labor, Heracles slew the Stymphalian Birds. These birds were aggressive and hunted in flocks, much like lions or wolves. They ravaged the countryside around their lakeside nesting grounds, killing and carrying off livestock and occasionally children. They had very keen senses and especially keen hearing. Heracles used their keen hearing against them when, instead of venturing into their dangerous nesting grounds, he stood on a mountain top and clashed a pair of god-crafted brass krotala (castanet-like noise makers). It made such a racket that the birds could not bear to stay near and as they flew away, Heracles shot them with his bow.

Lance of Stones Improvements - Contarius Hereos have +15% Hack Damage |_ A Contarius distinguished in battle, upon returning to Atlantis, was presented with a lance made from petrified wood found in one of Atlantis’s most distant western colonies. When the stone lance of a Contarius broke, the soldier’s name was carved on its shaft and the fragments were returned in honor to Atlantis. These fragments were arranged in a palisade around the Palace of the Theocrat. It did not take long for the competitive Contarii to begin seeking out targets that would most swiftly break their lances - namely buildings.

Lemurian Descendants Improvements - +9 LOS of all human soldiers |_ The Titan Theia, goddess of sight, ruled over Lemuria, the most loyal and advanced of Atlantean colonies. The Lemurians were tall and lithe, but were best known for their keen vision - a boon from their patron goddess. They were employed as scouts alongside Oracles for much of the Atlantean empire. The island of Lemuria was destroyed when the brother giants Ephialtes and Otus piled up mountains to reach Olympus, including the mountainous Lemuria.

Poseidon's Secrets Improvements - Cavalry +10% Speed & +15% Hack Damage |_ Theia, wife of Hyperion and mother of the sun, moon, and dawn, was the Titan most interested in learning from the upstart Olympians.

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Poseidon had much to teach his aunt, most importantly a method for breeding the finest steeds the world had ever seen. Whether Theia stole Poseidon's knowledge of horses or Poseidon simply volunteered to help the Atlanteans is unclear - but Poseidon's secret now belongs to the followers of Theia.

ATLAS - Mythic Age -----

Description: The son of the Titan Lapetus and the nymph Clymene, Atlas was thought to be king of the legendary Atlantis. His attack on Olympus during a failed attempt by the Titans to overthrow Zeus resulted in being condemned to forever carry the heavens upon his shoulders. He is usually portrayed, however, bearing a globe on his shoulders. He was relieved of his burden temporarily by Heracles during one of that hero’s 12 labors, but Atlas was tricked into taking the heavens back onto his shoulders. According to some he was later released of his burden and made guardian of the Pillars of Hercules, upon which the heavens were set in his stead, and which also were the gateway to the ocean home of Atlantis. His name has come to mean "bearer" or "endurer."

Implode God Power - Causes damage to units and buildings |_ The Titan Atlas sends a deadly maelstrom that sucks in units and warps buildings. The surviving units are blasted out at the height of the implosion with a devastating shockwave that damages buildings and flattens trees.

To invoke the implosion, left-click the Implode icon, and then right-click where you wish to target the power. The more units that get sucked into the center, the more damage the implosion does when it detonates. You must have line of sight to target this power.

Argus Mythological Units |_ Argus is an amorphous creature covered with bulbous eyes. When threatened, the Argus forcefully excretes a sticky blob of acid from its many specialized tear ducts. Creatures trapped in the Argus acid have little hope of survival. The Argus also uses this acid to partially pre-digest its food.

Hera's Argus served her faithfully until he was killed by the god Hermes. Zeus had commanded Hermes to trick Argus and slay him so that the philandering god could recapture one of his lovers, Io, from his jealous wife. Hera honored the sacrifice of Argus by placing his eyes on the tail of her sacred peacock. Io, who had endured all this in the form of a pure white cow, was saved only to plunge into what is now called the Ionian Sea.

Eyes of Atlas Improvement - +9 LOS of Myth Units |_ As a punishment for rebelling against Zeus, the Titan Atlas,

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first king of Atlantis, was condemned to bear the weight of the heavens on his shoulders. When Atlas turns his gaze to the burden on his back, it is said that those who follow the Titans see all that he sees with his eyes.

Io Guardian Improvement - Argus +5 LOS, -20% Recharge time |_ Zeus transformed his lover Io into a white cow to protect her from the wrath of his jealous wife Hera. But Hera saw through the ruse, and requested the cow as a gift. She then sent her servant Argus, a giant with a hundred eyes, to guard the cow. Eventually, Zeus sent Hermes to trick and slay Argus. To honor the memory of her fallen servant, Hera placed the eyes of Argus on the tail of the peacock.

Titan Shield Improvement - Buildings have -15% Hack & Crush Damage | Vulnerability |_ The Atlanteans were always closely connected to the Titans, and the raw power of the ancient gods is locked deep within the stones of Atlantis itself. While Atlas still bears the burden of the heavens, the Atlanteans can draw on the might of his sturdy shoulders to strengthen their buildings and walls.

HEKATE - Mythic Age ------

Description: Hekate was a goddess of the night, ghosts, and magic, and she was associated with crossroads. A three-faced statue of Hekate, showing a dog, a lion (or snake), and a mare, was placed where three roads met. She was said to appear when the Moon went into eclipse and was accompanied by two ghost dogs. From her parents, the Titans Perses and Asteria, she inherited powers over the earth, sea, and heavens. Her three heads were thought to represent Luna in heaven, Artemis on Earth, and Persephone in the underworld. She assisted Demeter in her search for Persephone and after their reunion became Persephone’s companion in Hades. She is often portrayed carrying two torches.

Tartarian Gate God Power - Generates a gate to the Underworld which creates | creatures who attack everybody |_ Hekate uses her powers to breach the realm of Tartarus and summons forth some of the foul creatures trapped within. These fearsome creatures, Gatespawn, will attack anyone who nears the Gate, including the player who summoned them - place it carefully. Gatespawn will not stray far from their Gate, because if it is destroyed the Gatespawn are banished back into the depths of Tartarus.

To open the Gate to Tartarus, left-click the Tartarian Gate icon, and then left-click where you wish to place the Gate. You must have line of sight to target this power. Placing it along an enemy trade route is a nasty use of this power. It is also useful

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as a way to attack an enemy's economy without committing your armies.

Lampades Mythological Unit |_ These nymphs were the attendants of Hecate, an unbound Titaness, gifts from Zeus for her allegiance in the Titanomachy. The Lampades served their mistress unflinchingly, bearing torches for her through the dark places of the earth and underworld. The light of their torches brought visions to mortals and often the visions brought madness. The Lampades defended Hecate with their torches just as the Titaness herself fought in the wars of the gods.

Asper Blood Improvement - Lampades +25 Pierce area damage |_ The Lampades, torch-bearing nymphs devoted to Hekate, drank from the waters of Phlegethon and their blood became like the fire of their torches. The deaths of these Lampades was a spectacular spray of blood and flame, burning long after the bodies of the Lampades were consumed.

Celerity Improvement - -40% Training rate of Myth Units |_ Hekate, the goddess of night and magic, was later the companion of Persephone in the underworld. Those that follow Hekate have a deep understanding of how quickly life can slip away. They learn to make each second count, for wasted time only brings them closer to death.

Mythic Rejuvenation Improvement - 2.0 HP/second Myth Unit regeneration rate |_ "Hekate collected the blood of Behemoth under a new moon and added to it honey, rain and wine. This she poured into the mouths of her most favored creatures. These creatures thereafter healed swiftly from even the most grievous wounds."

-- Voices of the Oracles, the Lay of Ioleta

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ORANOS ------

Description: Oranos was the solid dome of the sky and one of the ancient element gods from which all life proceeded. He was the first son of Gaia and became her husband. Together they produced the 12 Titans and other offspring that included the Cyclops. Shocked by some of his hideous offspring, he attempted to hide them deep in

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the bowels of Gaia (Earth), causing her increasingly intense pain. To relieve her suffering, she encouraged her son Kronos to castrate Oranos. Following this emasculation, Oranos (the sky) separated from Gaia (the Earth) and Kronos took over the kingdom of the gods.

Bonuses: Ability to build numerous Sky Passages Human Military Units move faster Shares visibility to all settlements with allies

Shockwave God Power - Generates a shockwave which stuns your enemies' units |_ Lord of the Sky, the Titan Oranos sends a Shockwave to knock your enemies off of their feet. This power is best used on tight groups of enemy units. The Shockwave damages enemies and sends them flying, stunning them when they hit the ground. Use this power to soften up a group of invaders before they reach your buildings or to knock them into the range of one of your towers.

To call the Shockwave, left-click the Shockwave icon, and then left-click enemy units.

Safe Passage Improvements - Sky Passages have -25% wood cost, -20% gold | cost, +1 ranged attack & +6 LOS |_ The sacred Sky Passages of Oranos were identified by the enemies of Atlantis as very dangerous buildings logistically because they could transport armies and Citizens instantaneously. These buildings were attacked and destroyed before all others. In response, Atlanteans began building the Sky Passages more soundly and defending them from within. The Sky Passages were holy sites first and did not lend themselves to strong defense, the Atlanteans continued to rely on other structures and the troops transported by the Passages to defend them.

OCEANUS - Classical Age -------

Description: Oceanus was the personification of all oceans, or a great river that flowed in a circle around the earth. He was a source of all fresh water. In later time he personified the seas outside the Pillars of Hercules (the Straights of Gibraltar), or what we know today as the Atlantic Ocean. The oldest of the Titans, he fathered other gods who personified all rivers, lakes, and ponds with his sister/wife Tethys. Oceanus is portrayed as a horned god with the tail of a serpentine fish. He did not fight with Kronos in the Titanomachy.

Carnivora Improvement - Generates plants which eat enemy units |_ Oceanus sends his man-eating plant, the Carnivora, to defend his followers. A Carnivora may be placed on land or in the water and

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feeds by attacking prey with its long, spined feeding vines. Prey is snared, choked, and dropped into the Carnivora's "mouth." Between meals the Carnivora attacks enemies with its feeding vines.

To summon the Carnivora, left-click the Carnivora icon, and then left-click anywhere you have line of sight. Carnivorae are immobile so make sure to place it somewhere within reach of enemies.

Caladria Mythological Unit |_ Caladriae are flying healers. They make decent scouts but will fall easily to enemy towers and missiles. Making two Caladriae will allow them to heal one another so they can continue healing Atlantean armies.

"...Caladria died and was entombed. Theocrat Osphoru built a temple of healing over her tomb. Many thought his decision blasphemous, but all who suffered and were sick grew strong and hale again under the care of temple's healers. Blessed were the armies accompanied by these followers of Caladria, for they were healed, inspired and protected."

-- Voices of the Oracle, The Lay of Ioleta

Servant Mythological Unit |_ Servants of Oceanus are aquatic healers. They heal nearby units, even those on shore. They can fight, though not very well and are very weak against heroes.

A creature of water and will, the Servant of Oceanus was the embodiment of the nurturing aspects of the ocean. Servants of Oceanus appeared as human torsos atop a column of water. They were summoned by the Theocrats of Atlantis in times of sickness or war to aid the Atlantean people.

Bite of the Shark Improvement - Murmillo has +15% Hack Damage |_ Some companies of Murmillo would dedicate themselves to one particular Titan. Most commonly this was Oceanus and these Murmillo carried shark teeth as a symbol of their devotion. Some companies entered a bloody rage, like the berserkers of the Norse, others carried serrated swords with which they savaged their enemies.

Weightless Mace Improvement - Katapeltes has +10% Speed & +15% Hack Damage |_ Atlanteans worshipping Oceanus discovered another odd property of the metal orichalkos. When quenched in salt water (preferably sea water collected near a temple venerating Oceanus), weapons forged from this otherwise very heavy, dense metal became virtually

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weightless. Never surprised by the amazing properties of orichalkos, the Atlanteans quickly adapted this to their heaviest weapons, the deadly maces of the Katapeltes.

PROMETHEUS - Classical Age ----------

Description: The son of the Titan Lapetus, Prometheus was born a mortal. He shaped humankind out of water and clay (and Athena breathed life into the form). After siding with Zeus against the Titans, he tricked the king of the gods into taking animal bones as sacrifices, leaving the good meat for humans. In spite, Zeus removed fire from the world, bringing great suffering to all. To relieve the people he had created, Prometheus stole fire from the Sun and gave it back to the world. In retaliation, a furious Zeus sentenced Prometheus to be chained to a rock for 30,000 years, while an eagle daily tore out his liver (which grew back each night). By giving warning to Zeus of a prophecy of his downfall, he won a reprieve and was allowed to trade his mortality to Chiron (doomed to an eternity of agony) and thereafter joined the immortals on Olympus.

Valor Improvement - Transforms a group of general units into heroes |_ Prometheus was the Titan of daring thoughts and turns daring thoughts into daring deeds by making heroes out of ordinary units. This power works best on your armies, but will work on Citizens as well. If you expect your enemies to summon a lot of myth units, it is a good idea to use Valor before you go into battle.

To send the blessing of Prometheus on your units, left-click the Valor icon, and then left-click near a group of your units. This power works best on military units.

Promethean Mythological Unit |_ Prometheans are slow but have pretty good armor and a decent attack. When they are destroyed, two smaller Prometheans are formed from the clay of the first.

Prometheus was one of the few Titans who sided with the Olympians in the Titanomachy. He and his brother Epimetheus were tasked with the creation of humans. These first people were formed from clay and called Prometheans. Seeing their frail mortal forms struggle he gave his creations the gift of fire so that they could become strong. This angered Zeus and the god bound Prometheus to the side of a mountain where he was attacked and partially devoured every day.

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Alluvial Clay Improvement - Promethean +30% HP |_ Prometheus formed his Prometheans from the clay in river banks and beds. This clay, deposited by running water, had bits of rock, other minerals and even gold in it. These bits of debris formed a tight matrix, almost like a skeleton, inside the Prometheans and made them much stronger, sturdier creatures.

Heart of the Titans Improvement - Hero Upgrades cost -20% Wood, Food & Gold |_ The Titan Prometheus, god of daring thoughts, loved his creations - humankind. He sought always to make their troubled lives better, even in spite of other gods at times. He even bestowed upon his favorite mortals the secrets of the Titans, giving birth to a line of heroes who would rattle the foundations of Olympus.

THEIA - Heroic Age -----

Description: A Titan, Theia was married to her brother Hyperion, by whom she gave birth to three gods: Helios (the sun), Eos (the dawn), and Selene (the moon). She was the goddess of sight. Since the ancient Greeks believed that sight was a beam emitted by the eyes in a manner similar to the sun’s rays or the moon’s rays, she was thought to endow gold, silver, and gems with their luster and beauty. Her children were all associated with light.

Hesperides God Power - Generates a tree where you can create Dryads |_ The Hesperides were Dryads (nymphs) who guarded and tended the Tree of Golden Apples. This Tree may be placed anywhere you wish, and you may summon the Dryads to protect it, though only six Dryads at a time may be summoned. If an enemy has more units or buildings near the Tree than you, then you will lose control of the Tree and the enemy will gain the ability to summon the Hesperides. The Tree also blocks the use of God Powers, so place the Tree of Golden Apples carefully and defend it well.

To plant the Tree of Golden Apples, left-click the Hesperides icon, and then left-click where you want the Tree to grow.

Stymphalian Bird Mythological Unit |_ The Stymphalian Bird is a formidable Heroic Age myth unit. Only ranged units and buildings can attack it - ranged heroes are the strongest against the birds of Stymphalos.

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For his sixth labor, Heracles slew the Stymphalian Birds. These birds were aggressive and hunted in flocks, much like lions or wolves. They ravaged the countryside around their lakeside nesting grounds, killing and carrying off livestock and occasionally children. They had very keen senses and especially keen hearing. Heracles used their keen hearing against them when, instead of venturing into their dangerous nesting grounds, he stood on a mountain top and clashed a pair of god-crafted brass krotala (castanet-like noise makers). It made such a racket that the birds could not bear to stay near and as they flew away, Heracles shot them with his bow.

Lance of Stones Improvements - Contarius Hereos have +15% Hack Damage |_ A Contarius distinguished in battle, upon returning to Atlantis, was presented with a lance made from petrified wood found in one of Atlantis’s most distant western colonies. When the stone lance of a Contarius broke, the soldier’s name was carved on its shaft and the fragments were returned in honor to Atlantis. These fragments were arranged in a palisade around the Palace of the Theocrat. It did not take long for the competitive Contarii to begin seeking out targets that would most swiftly break their lances - namely buildings.

Lemurian Descendants Improvements - +9 LOS of all human soldiers |_ The Titan Theia, goddess of sight, ruled over Lemuria, the most loyal and advanced of Atlantean colonies. The Lemurians were tall and lithe, but were best known for their keen vision - a boon from their patron goddess. They were employed as scouts alongside Oracles for much of the Atlantean empire. The island of Lemuria was destroyed when the brother giants Ephialtes and Otus piled up mountains to reach Olympus, including the mountainous Lemuria.

Poseidon's Secrets Improvements - Cavalry +10% Speed & +15% Hack Damage |_ Theia, wife of Hyperion and mother of the sun, moon, and dawn, was the Titan most interested in learning from the upstart Olympians. Poseidon had much to teach his aunt, most importantly a method for breeding the finest steeds the world had ever seen. Whether Theia stole Poseidon's knowledge of horses or Poseidon simply volunteered to help the Atlanteans is unclear - but Poseidon's secret now belongs to the followers of Theia.

HYPERION - Heroic Age --------

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Description: A Titan and god of watching, he fathered Helios (the sun), Eos (the dawn), and Selene (the moon). His name means "he who goes before the sun," related possibly to being the father of Helios or the visibility that precedes the sun’s approach.

Chaos God Power - Changes the sentiment of a group of enemy units |_ Chaos surrounded the Titans - this power snares the weak-minded and turns them against everyone, wreaking havoc and confusion in the ranks of your enemies. This power forces the units caught in it to attack anyone. Use it carefully, because units under the effects of Chaos have no allies and will attack you just as eagerly as they attack your enemies.

To confuse enemy minds with Chaos, left-click the Chaos icon, and then left-click a group of enemy units.

Nereid Mythological Unit |_ Nereids may be trained at the Dock. They are a powerful Heroic Age myth unit capable of devastating attacks to ships.

The Nereids were the fifty nymphs of the sea. Many of them had important roles in mythology. They, like most nymphs, are beautiful creatures. The Nereids were often accompanied by hosts of sea creatures in their roving. But when the gentle nymphs went into battle, they rode fierce sharks who carried their mistresses tirelessly.

Satyr Mythological Unit |_ Satyrs are a ranged myth unit with reasonable speed and range. They are strong against infantry and other human units, but are weak against heroes.

Satyrs were just one of the creatures among the entourage of the god Dionysos. Goat-legged and horned they are notoriously fond of revelry in every possible form with a special weakness for Nymphs. Silenus, the oldest Satyr, was the instructor of the god Dionysos. Silenus and other satyrs rode donkeys into battle against the Heka Gigantes, the donkeys were terrified when they saw the enemy, braying loudly. The Heka Gigantes in turn were terrified by the braying donkeys and fled the cacophony. In spite of their shocking victory, satyrs never developed a taste for combat, turning back to drunken song and revelry.

Gemino Improvement - Doubles the number of Javelins thrown by Satyrs |_ Satyrs were not warriors or soldiers, though they fought fiercely when threatened, deprived of wine, sleep or nymphs. They rode timid donkeys into battle and carried javelins crafted for them

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by dryads. The eldest Satyr, Silenus, could throw two javelins at a time and from time to time would teach other satyrs the trick of it.

Heroic Renewal Improvement - Allows Heroes to regenerate |_ "Hekate then gave her infusion to Helios for his help in finding Persephone. Helios, renewed daily, had no need of this restorative and gave it to his father, Hyperion. Hyperion, far-sighted and all-seeing, smeared it upon the eyes of worthy mortals in their sleep. When these favored mortals awoke to sight and consciousness they found themselves rejuvenated."

-- Voices of the Oracles, the Lay of Ioleta

HEKATE - Mythic Age ------

Description: Hekate was a goddess of the night, ghosts, and magic, and she was associated with crossroads. A three-faced statue of Hekate, showing a dog, a lion (or snake), and a mare, was placed where three roads met. She was said to appear when the Moon went into eclipse and was accompanied by two ghost dogs. From her parents, the Titans Perses and Asteria, she inherited powers over the earth, sea, and heavens. Her three heads were thought to represent Luna in heaven, Artemis on Earth, and Persephone in the underworld. She assisted Demeter in her search for Persephone and after their reunion became Persephone’s companion in Hades. She is often portrayed carrying two torches.

Tartarian Gate God Power - Generates a gate to the underworld which creates | creatures who attack everybody |_ Hekate uses her powers to breach the realm of Tartarus and summons forth some of the foul creatures trapped within. These fearsome creatures, Gatespawn, will attack anyone who nears the Gate, including the player who summoned them - place it carefully. Gatespawn will not stray far from their Gate, because if it is destroyed the Gatespawn are banished back into the depths of Tartarus.

To open the Gate to Tartarus, left-click the Tartarian Gate icon, and then left-click where you wish to place the Gate. You must have line of sight to target this power. Placing it along an enemy trade route is a nasty use of this power. It is also useful as a way to attack an enemy's economy without committing your armies.

Lampades Mythological Unit |_ These nymphs were the attendants of Hecate, an unbound Titaness, gifts from Zeus for her allegiance in the Titanomachy. The Lampades

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served their mistress unflinchingly, bearing torches for her through the dark places of the earth and underworld. The light of their torches brought visions to mortals and often the visions brought madness. The Lampades defended Hecate with their torches just as the Titaness herself fought in the wars of the gods.

Asper Blood Improvement - Lampades +25 Pierce area damage |_ The Lampades, torch-bearing nymphs devoted to Hekate, drank from the waters of Phlegethon and their blood became like the fire of their torches. The deaths of these Lampades was a spectacular spray of blood and flame, burning long after the bodies of the Lampades were consumed.

Celerity Improvement - -40% Training rate of Myth Units |_ Hekate, the goddess of night and magic, was later the companion of Persephone in the underworld. Those that follow Hekate have a deep understanding of how quickly life can slip away. They learn to make each second count, for wasted time only brings them closer to death.

Mythic Rejuvenation Improvement - 2.0 HP/second Myth Unit regeneration rate |_ "Hekate collected the blood of Behemoth under a new moon and added to it honey, rain and wine. This she poured into the mouths of her most favored creatures. These creatures thereafter healed swiftly from even the most grievous wounds."

-- Voices of the Oracles, the Lay of Ioleta

HELIOS - Mythic Age ------

Description: The god of the sun, he rose from the ocean at dawn to drive his chariot across the sky, carrying the sun and descending at night into the west. He saw all and knew all, and was often called upon by other gods to be a witness. He was the god of the measurement of time, and goddesses of the day, month, seasons, and year waited upon him. Two of his mortal lovers were converted into the plants heliotrope (whose head always turns toward the sun) and frankincense. These plants were sacred to Helios. He is portrayed usually in a chariot with a whip and surrounded by a halo. Animals sacred to him were the rooster and eagle. The great Colossus of Rhodes was built in his honor, as he was married to Rhode, a daughter of Poseidon.

Vortex God Power - Teleport all your military units to single point |_ Oranos, Kronos, and Helios, Titans and gods of the sky, time,

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and sun, allow all of your armies to rally in one place.

To whisk your armies through time and the skies, left-click the Vortex icon, and then left-click where you want your armies to appear. You must have line of sight to target this power. Your armies will fly up into the sky and drop down on the targeted spot. This power is very useful when you need all of your military might in one place - fast.

Hekagigantes Mythological Unit |_ The Heka Gigantes are strong against human soldiers, sending them flying with their many-handed strikes. They are weak against heroes.

One hundred arms and fifty heads grew out of the shoulders of the Hekatonkheires. They were the sons of Oranos and Gaia and were so terrible that Oranos ordered them imprisoned in Tartarus. A fate he himself would suffer at the hands of his grandsons Zeus, Poseidon, and Hades.

Man O'War Mythological Unit |_ This monstrous siphonophore was actually a collection of creatures that cooperated to move and feed and fight. The 100 foot long tentacles produced a toxin that is almost as potent as cobra venom which the organism used to stun prey. For defense the creature could generate and direct an electric bolt, like a stroke of lightning. Physalia mantalos propelled itself by raising and lowering its crest to catch wind like a sail.

Halo of the Sun Improvements - Fire Siphons have +25% Crush Damage, and | Fire Ships have +20% Hack Damage |_ "Thereafter, because they had so honored Helios, the Titan returned to Atlantis, and in his great temple there set a flame that could be extinguished by neither wind nor water. The Atlanteans carried this flame to every land they conquered and with it, the light of Atlantean wisdom."

-- Voices of the Oracles, the Lay of Ioleta

Petrified Improvements - Siege Units -15% Hack Damage Vulnerability |_ "...were made of a strange and very hard wood. And as Helios's searing gaze beats down onto all things, so too did these giant-crafted siege weapons, rock-hurlers and arrow-throwers, lay waste to the shining capital of Lemuria. They reduced our beloved city to rubble in a matter of hours, but Chalu was not afraid."

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-- The Inverada, The Siege at Murinca

=========================================================================== Greek Buildings ===========================================================================

In Age of Mythology, buildings train units, serve as resource drop sites, and are where improvements can be researched. Buildings are built by Villagers or Norse Infantry.

Building foundations are vulnerable to attack, especially from other buildings. Therefore it is difficult to build too close to an enemy army.

If a building foundation is destroyed or deleted, you will get all the resources spent on the building refunded.

Attack buildings with siege weapons.

Economic Buildings ------------------

* Town Center: The Town Center trains Villagers and hero units, stores resources, and acts as the hub of a city. Town centers can only be built on settlements. Additional Town Centers can be built starting in the Heroic Age. If a player claims all the settlements on a map, this is a win under victory conditions.

The rise of agriculture provided a food surplus that had to be collected and stored to be available in winter months and other periods when food was scarce. The need to collect, store, and protect food surpluses gave rise to the first towns as administrative centers. Towns quickly became engaged in many additional activities, including the gathering and storage of other resources, centers of manufacturing, population concentration points, and centers of trade.

Cost: 300W/300G Armor: H55%/P95%/C10%

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Build Time (sec.): 90 Range (min - max): 20 Line of Sight: (m): 5 Age: Archaic Garrison: 25 Hit Points: 2800 Militia: 6

* Market: At the Market in Age of Mythology, you may sell Food and Wood for Gold or buy Food and Wood with Gold. You may also research trade improvements and create Caravans to trade with Town Centers.

In each sizable town, residents created a trading center, or Market, where food items and craft goods were exchanged. In larger towns the markets became the center of trade with other towns. Markets such as the Greek agora became also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.

Cost: 300W Armor: H30%/P95%/C10% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Heroic Garrison: 10 Hit Points: 1200 Militia: 4

* House: You may build a limited number of Houses. Each House and Town Center supports a fixed number (10) of population units (villagers, soldiers, boats, mythological creatures, and trade carts). No new units can be created above this limit.

When agriculture made possible a less nomadic lifestyle, humans began creating more permanent living quarters near their farms, rather than occupying transitory camp sites near hunting grounds or natural shelters like caves. Well built housing improved the quality and longevity of life.

Cost: 50W Armor: H30%/P95%/C5% Build Time (sec.): 14 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison: N/A Hit Points: 450 Militia: 4

* Storehouse: The Storehouse acts as a drop off point for wood and gold. It is also where you can upgrade your wood cutting and

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mining technologies!

Cost: 50W Armor: H30%/P95%/C5% Build Time (sec.): 14 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison: N/A Hit Points: 400 Militia: 4

* Granary: In Age of Mythology, the Granary is a collection point for all types of food. In addition you may research here many improvements to speed the collection of food.

The Granary represents the place where agricultural societies stored their grain surpluses so food would be available during the winter months. It might be a large brick or stone silo, or a building sheltering smaller jars or barrels of grain. Without proper storage, grain would spoil and the farmers would have to resume nomadic hunting and gathering to avoid starvation before the next harvest.

Cost: 50W Armor: H30%/P95%/C5% Build Time (sec.): 14 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison: N/A Hit Points: 400 Militia: 4

* Farm: A Farm is a building that provides food when a Villager is assigned to gather there. Farms have an unlimited lifespan and resources once built, but may be destroyed or captured by enemy Villagers. The food production of a Farm may be increased by improvements.

The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.

Cost: 75W Armor: H30%/P80%/C5% Build Time (sec.): 9 Range (min - max): N/A Line of Sight: (m): 6 Age: Class. Garrison: N/A Hit Points: 150

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Militia: N/A

Military Buildings ------------------

* Temple: At the Temple you may build mythological units and research improvements that require the Favor of the gods to be implemented. Greeks may pray at their Temples to gain Favor.

Most early civilizations invested considerable wealth in their religious life, including the construction of temples or places where rites and ceremonies were conducted, where religious leaders were trained, and where beliefs were refined and passed on. Temples were often dedicated to one or more gods and acted as points of communication between humans and deities. At the Temple, believers might petition the gods for help and offer prayer, tribute or sacrifices to improve the reception of pleas. Temples were often magnificent buildings that overshadowed anything else in a city.

Cost: 100W/100G Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison: 5 Hit Points: 1200 Militia: 4

* Academy: For most of their classical age, Greek armies were purely infantry. A town’s adult male population served in the ranks, fighting with long spear and sword, carrying the round hoplon shield, and wearing the crested helmet, a breastplate, and greaves (on the shins). Although hoplite battle was generally simple, and usually brief because of its violence, it required firm discipline and some training. Moving and fighting in dense formations with heavy equipment and weapons required practice. Training and drill took place regularly at an Academy, or school, or similar institution.

Cost: 100W Armor: H30%/P95%/C5% Build Time (sec.): 23 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison: 5 Hit Points: 1200 Militia: 3

* Stable: At the Stable, Greek players may build mounted units, improve the quality of these units, and research improvements to make them more effective.

Mounted warriors brought new dimensions to war and combat.

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They could move quickly as raiders and on the battlefield. In pursuit they could ride down retreating enemies. Men charging on large animals were terrifying to men on foot. The rise in importance of mounted warriors created demand for large numbers of horses, which were bred and maintained at the Stable. Mounted warriors trained at the Stable, as well, learning the skills of fighting from horseback.

Cost: 100W* Armor: H40%/P95%/C5% Build Time (sec.): 23 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison: 5 Hit Points: 1200 Militia: 3

* = Poseidon's Stables cost +10W

* Archery Range: In Age of Mythology, Greek civilizations may produce at the Archery Range soldiers trained to fight with missile weapons. They may also raise the quality of these units and research improvements to make them more effective.

By the time of Philip and Alexander of Macedon, pure Hoplite infantry armies were at a major disadvantage when fighting against mixed armies of infantry, archers, and cavalry. Thereafter, most effective ancient armies combined all arms. Soldiers using missile weapons like the bow and javelin required substantial skill and training to be effective, however. To reach a minimum level of proficiency they practiced at the Archery Range.

Cost: 100W Armor: H30%/P95%/C5% Build Time (sec.): 23 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison: 5 Hit Points: 1200 Militia: 3

* Fortress: The Greek Fortress is a strong defensive building that can be garrisoned by troops. Garrisoned units add to the firepower of the Fortress. You may also train unique units, heroes and siege weapons and research military improvements at the Fortress.

The first great civilization in Greece, the Mycenaean of Trojan War fame, was a collection of city-states, each centered on a hilltop fortress. The competition between the city-states for farm and orchard lands, plus the threat of barbarian raids from

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the north, made strong defense critical for survival. The typical Fortress used cliffs, stone walls, strong gates, and winding, exposed approaches to create a powerful defensive position. In addition, the Fortress functioned as a palace, armory, and administrative center for many cities.

Cost: 300W/300G/10Fv Armor: H30%/P95%/C5% Build Time (sec.): 100 Range (min - max): 4-20 Line of Sight: (m): 30 Age: Heroic Garrison: 10 Hit Points: 2100 Militia: 6

* Dock: The Dock in Age of Mythology is where you build fishing boats and where they drop off the food they gather. Additionally, all types of warships and naval Myth Units are constructed. You may also raise the quality of your ships and research improvements for them here.

Long before written history begins, humans were building boats and venturing out onto the seas to trade and fish. Boat building became an important skill for civilizations that had access to the sea for commerce and food gathering. Boat building was usually centered at waterside workshops in sheltered harbors. Here also the fishing boats would unload their catch.

Cost: 100W Armor: H30%/P95%/C5% Build Time (sec.): 100 Range (min - max): N/A Line of Sight: (m): 22 Age: Archaic Garrison: 10 Hit Points: 1600 Militia: 2

* Armory: At the Armory building you may research improvements that make your soldiers more effective in combat and provide them with better armor.

The Armory was a specialized metal works where iron and other materials were manufactured into tools, weapons, shields, and armor. Armory craftsmen also experimented, searching for ways to improve their wares, because armies with superior equipment could have a significant advantage in battle.

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Cost: 150W Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison: N/A Hit Points: 1200 Militia: 4

* Tower: Towers start out as Sentry Towers. They have a significant line of sight, but cannot fire upon enemies. With the Watch Tower improvement, Towers gain the ability to fire arrows. (Egyptians receive this improvement automatically.) The Guard Tower improvement further increases the range and strength of Tower attacks. The final Tower improvement, Ballista Towers, is available only to the Egyptians.

Tower ranged attacks cannot attack units directly beneath them. Research Boiling Oil to attack units beneath Towers, Fortresses, Hill Forts and Migdol Strongholds. Ranged attacks have difficulty hitting fast-moving targets, such as cavalry. Research Crenellations to improve the chance to hit such units.

Cost: 200W/100G Armor: H30%/P85%/C5% Build Time (sec.): 45 Range (min - max): 4-20 Line of Sight: (m): 24 Age: Class. Garrison: 5 Hit Points: 550 Militia: 1

* Walls: Walls prevent movement of any ground based units. Only flying units may cross Walls, although friendly units may pass through Walls at Gates.

Wherever humans developed agriculture and created surpluses of food, there were less fortunate or prudent neighbors who wanted those riches and were willing to fight for them. The bounty of agriculture thus needed protection almost immediately. The earliest and most simple defensive structure was the wall. The earliest towns so far discovered are walled for defense. Strong walls prevented easy movement into a town and provided cover if enemies attacked. Walls were made with whatever materials were handy and useful. Wall building has continued for thousands of years, and is still carried on today.

Cost: 3-15G Armor: H65%/P95%/C5%

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Build Time (sec.): 3-15 Range (min - max): N/A Line of Sight: (m): 24 Age: Archaic Garrison: N/A Hit Points: 600 Militia: N/A

* Gate: Gates may be built as part of a Wall. Click on a Wall section to replace it with a Gate. Your units and those of allies ordered to move to the other side of a Gate will automatically open and close the Gate. Enemy troops can not pass through or open a Gate and must destroy it like any wall section to pass through.

Gates were provided in walls to allow access to fortifications. Because Gates could be the most vulnerable part of a defensive position, extra care was taken to make them strong. This might include a long and exposed approach to the gate itself and exposed passageways behind the gate leading to more gates.

Cost: 15G Armor: H65%/P95%/C5% Build Time (sec.): N/A Range (min - max): N/A Line of Sight: (m): 5 Age: Archaic Garrison: N/A Hit Points: 500 Militia: N/A

Wonders -------

* Wonders: Each culture in Age of Mythology has the ability to construct one unique building, its Wonder of the World. Wonders are expensive and take a long time to build, but mark a civilization as one of outstanding achievement. Building a Wonder counts significant points toward your civilization score, and may result in a win, depending on the victory conditions for a game.

A distinguishing cultural characteristic of the great civilizations was architecture. Buildings in all parts of the world looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stood as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such cultural icons are the Pyramids at Giza and the Parthenon at Athens.

Cost: 1000W/1000G/1000F/50Fv Armor: H30%/P95%/C5% Build Time (sec.): 1640 Range (min - max): N/A Line of Sight: (m): 9 Age: Mythic

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Garrison : N/A Hit Points: 9999 Militia: 10

=========================================================================== Egyptian Buildings ===========================================================================

In Age of Mythology, buildings train units, serve as resource drop sites, and are where improvements can be researched. Buildings are built by Villagers or Norse Infantry.

Building foundations are vulnerable to attack, especially from other buildings. Therefore it is difficult to build too close to an enemy army.

If a building foundation is destroyed or deleted, you will get all the resources spent on the building refunded.

Attack buildings with siege weapons.

Economic Buildings ------------------

* Town Center: The Town Center trains Villagers and hero units, stores resources, and acts as the hub of a city. Town centers can only be built on settlements. Additional Town Centers can be built starting in the Heroic Age. If a player claims all the settlements on a map, this is a win under victory conditions.

The rise of agriculture provided a food surplus that had to be collected and stored to be available in winter months and other periods when food was scarce. The need to collect, store, and protect food surpluses gave rise to the first towns as administrative centers. Towns quickly became engaged in many additional activities, including the gathering and storage of other resources, centers of manufacturing, population concentration points, and centers of trade.

Cost: 400G Armor: H55%/P95%/C10%

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Build Time (sec.): 150 Range (min - max): 20 Line of Sight: (m): 24 Age: Archaic Garrison : 25 Hit Points: 2800

* Market: At the Market in Age of Mythology, you may sell Food and Wood for Gold or buy Food and Wood with Gold. You may also research trade improvements and create Caravans to trade with Town Centers.

In each sizable town, residents created a trading center, or Market, where food items and craft goods were exchanged. In larger towns the markets became the center of trade with other towns. Markets such as the Greek agora became also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.

Cost: Free Armor: H30%/P95%/C5% Build Time (sec.): 150 Range (min - max): N/A Line of Sight: (m): 24 Age: Heroic Garrison : 10 Hit Points: 1200

* House: You may build a limited number of Houses. Each House and Town Center supports a fixed number (10) of population units (villagers, soldiers, boats, mythological creatures, and trade carts). No new units can be created above this limit.

When agriculture made possible a less nomadic lifestyle, humans began creating more permanent living quarters near their farms, rather than occupying transitory camp sites near hunting grounds or natural shelters like caves. Well built housing improved the quality and longevity of life.

Cost: Free Armor: H30%/P95%/C5% Build Time (sec.): 28 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 450

* Lumber Camp: The Lumber Camp is an Egyptian collection point for Laborers gathering wood. Place it adjacent to a source of wood you wish to utilize. You may research improvements at the Lumber Camp to increase Wood gathering rates. You will gain more Wood

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if a Pharaoh empowers the Lumber Camp.

Wood was a relatively scarce resource for the ancient Egyptians, partly because the only dependable water supply was the Nile River, and partly because few of the native tree species provided wood that could be worked. The Egyptians compensated by establishing Lumber Camps far up the Nile or by trading for the famous cedar of Lebanon. Because of the rarity and expense of wood, most construction in Egypt was of stone or mud brick.

Cost: Free Armor: H30%/P95%/C5% Build Time (sec.): 28 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 400

* Mining Camp: The Mining Camp is an Egyptian collection point for Gold. Place it adjacent to a Gold Mine that you wish to utilize. Improvements for mining may be researched at the Mining Camp. Empowering a Mining Camp with a Pharaoh increases the Gold you can gather.

The deserts surrounding ancient Egypt were rich in minerals, especially salt, copper, and gold. To harvest these resources, the Egyptians built mines, mainly open pit mines, often operated by slave labor.

Cost: Free Armor: H30%/P95%/C5% Build Time (sec.): 28 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 400

* Granary: In Age of Mythology, the Granary is a collection point for all types of food. In addition you may research here many improvements to speed the collection of food.

The Granary represents the place where agricultural societies stored their grain surpluses so food would be available during the winter months. It might be a large brick or stone silo, or a building sheltering smaller jars or barrels of grain. Without proper storage, grain would spoil and the farmers would have to resume nomadic hunting and gathering to avoid starvation before the next harvest.

Cost: Free Armor: H30%/P95%/C5%

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Build Time (sec.): 22 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 400

* Farm: A Farm is a building that provides food when a Villager is assigned to gather there. Farms have an unlimited lifespan and resources once built, but may be destroyed or captured by enemy Villagers. The food production of a Farm may be increased by improvements.

The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.

Cost: 70G Armor: H30%/P80%/C5% Build Time (sec.): 9 Range (min - max): N/A Line of Sight: (m): 6 Age: Archaic Garrison : N/A Hit Points: 150

* Obelisk: Although Priests are not fast scouts and do not have a great line of sight, they can construct these Obelisks, which do have a good line of sight, to help explore the map.

The obelisk, or "tejen" in Egyptian, was synonymous with protection. The four-sided stone column was thought to draw evil up from the ground and disperse it up into the sky. At the top of the obelisk was the pyramidon, a small pyramid that symbolized the sun. Obelisks are often inscribed with hieroglyphics. The word is Greek in origin and refers to a roasting spit.

Cost: 15G Armor: H30%/P90%/C5% Build Time (sec.): 20 Range (min - max): N/A Line of Sight: (m): 30 Age: Archaic Garrison : N/A Hit Points: 50

* Monument: Monuments are special buildings available to Egyptian players only. There are five different monuments, each of increasing size and cost. Each monument provides a continual stream of favor. Players can build all five monuments to obtain

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a maximum income of favor from their gods.

Ancient Egypt was a wealthy civilization largely isolated from external enemies and this allowed a lavish expenditure for Monuments and other edifices that glorified gods and pharaohs. For several thousand years, major construction projects were underway almost continually, for the glorification of some god or ruler. The Nile Valley today is dotted with Monuments of all sizes. The most famous of these are the Pyramids, the ultimate tombs, and the Sphinx.

[There are several different monuments, I'm not including their stats]

* Lighthouse: The Egyptian Lighthouse acts in Age of Mythology as a giant outpost, providing a large line of sight.

The Pharos Lighthouse at Alexandria, Egypt, was one of the seven wonders of the ancient world and remarkable for its architecture and size. It warned mariners at night of shoal waters along the tricky coast. It was actually built by Greek rulers of Egypt who had gained control of the country after the death of Alexander and the breakup of his brief empire. The list of seven wonders was made by a Greek and heavily favored Greek artifacts. Most had relatively short lives, including the lighthouse, which was felled by an earthquake.

Cost: 300G Armor: H30%/P90%/C5% Build Time (sec.): 272 Range (min - max): N/A Line of Sight: (m): 30 Age: Mythic Garrison : 10 Hit Points: 1400

Military Buildings ------------------

* Temple: At the Temple you may build mythological units and research improvements that require the Favor of the gods to be implemented. Greeks may pray at their Temples to gain Favor.

Most early civilizations invested considerable wealth in their religious life, including the construction of temples or places where rites and ceremonies were conducted, where religious leaders were trained, and where beliefs were refined and passed on. Temples were often dedicated to one or more gods and acted as points of communication between humans and deities. At the Temple, believers might petition the gods for help and offer

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prayer, tribute or sacrifices to improve the reception of pleas. Temples were often magnificent buildings that overshadowed anything else in a city.

Cost: 100G Armor: H30%/P95%/C5% Build Time (sec.): 48 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : 5 Hit Points: 1200

* Barracks: Click the Barracks to train a new Egyptian soldier or to research improvements in the quality of soldier available. The capability of the soldier that can be produced is determined partly by improvements in armor and weapons, which can be researched at the Armory.

All civilizations the world has so far seen have had the need to train soldiers for at least defense, if not aggression, against their neighbors. For many this training took place at a barracks, which served as both a living quarters and training ground. New recruits were assigned to the barracks and after a training period they were ready for service. At the barracks they learned the mechanics of their weapons, the drill of battlefield movements, and the discipline required to obey orders in combat.

Cost: 75G Armor: H30%/P95%/C5% Build Time (sec.): 42 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison : 5 Hit Points: 1200

* Siege Works: Around 700 BC, Egyptian siege tactics had been heavily influenced by advancements made in the Middle East. Armies attacking a fortress might be equipped with raised platforms so archers could fire into ramparts, and sappers could be protected by shelters. Covered or simple ladders could be used to scale walls. By 400 BC, the catapult was in use, and all Mediterranean powers incorporated them into their armies.

"Then they fought against Tetehen, great in might. They found it filled with soldiers, with every valiant man of the Northland. Then the battering-ram was employed against it, its wall was overthrown, and a great slaughter was made among them of unknown number; also the son of the chief of Me, Tefnakhte."

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-- the Piankhi stela

Cost: 25G Armor: H30%/P95%/C5% Build Time (sec.): 90 Range (min - max): N/A Line of Sight: (m): 9 Age: Heroic Garrison : 5 Hit Points: 1200

* Migdol Stronghold/Fortress: The Egyptian Migdol Fortress is a very strong defensive building with a strong attack. At the Fortress you may build a variety of military units, including chariots, camel cavalry, and war elephants. You may also research a variety of military improvements here.

Although the ancient Egyptians were largely isolated by expansive deserts, they were still open to attack from the Middle East, the sea, and up the Nile Valley from the south. Where they were vulnerable they built large fortresses. The name Migdol comes from a fortress with attached towers found in northern Egypt near a town thought to have been named Migdol. Other fortresses incorporating similar towers are sometimes characterized as being in the Migdol style.

Cost: 400G/10Fv Armor: H30%/P95%/C5% Build Time (sec.): 132 Range (min - max): 4-20 Line of Sight: (m): 30 Age: Heroic Garrison : 10 Hit Points: 2100

* Dock: The Dock in Age of Mythology is where you build fishing boats and where they drop off the food they gather. Additionally, all types of warships and naval Myth Units are constructed. You may also raise the quality of your ships and research improvements for them here.

Long before written history begins, humans were building boats and venturing out onto the seas to trade and fish. Boat building became an important skill for civilizations that had access to the sea for commerce and food gathering. Boat building was usually centered at waterside workshops in sheltered harbors. Here also the fishing boats would unload their catch.

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Cost: 50G Armor: H30%/P95%/C5% Build Time (sec.): 34 Range (min - max): N/A Line of Sight: (m): 22 Age: Archaic Garrison : 10 Hit Points: 1600

* Tower: Towers start out as Sentry Towers. They have a significant line of sight, but cannot fire upon enemies. With the Watch Tower improvement, Towers gain the ability to fire arrows. (Egyptians receive this improvement automatically.) The Guard Tower improvement further increases the range and strength of Tower attacks. The final Tower improvement, Ballista Towers, is available only to the Egyptians.

Tower ranged attacks cannot attack units directly beneath them. Research Boiling Oil to attack units beneath Towers, Fortresses, Hill Forts and Migdol Strongholds. Ranged attacks have difficulty hitting fast-moving targets, such as cavalry. Research Crenellations to improve the chance to hit such units.

Cost: 200G Armor: H30%/P85%/C5% Build Time (sec.): 90 Range (min - max): 4-20 Line of Sight: (m): 24 Age: Class. Garrison : 5 Hit Points: 550

* Walls: Walls prevent movement of any ground based units. Only flying units may cross Walls, although friendly units may pass through Walls at Gates.

Wherever humans developed agriculture and created surpluses of food, there were less fortunate or prudent neighbors who wanted those riches and were willing to fight for them. The bounty of agriculture thus needed protection almost immediately. The earliest and most simple defensive structure was the wall. The earliest towns so far discovered are walled for defense. Strong walls prevented easy movement into a town and provided cover if enemies attacked. Walls were made with whatever materials were handy and useful. Wall building has continued for thousands of years, and is still carried on today.

Cost: 3-15G Armor: H65%/P95%/C5% Build Time (sec.): 3-15 Range (min - max): N/A

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Line of Sight: (m): 5 Age: Archaic Garrison : N/A Hit Points: 600

* Gate: Gates may be built as part of a Wall. Click on a Wall section to replace it with a Gate. Your units and those of allies ordered to move to the other side of a Gate will automatically open and close the Gate. Enemy troops can not pass through or open a Gate and must destroy it like any wall section to pass through.

Gates were provided in walls to allow access to fortifications. Because Gates could be the most vulnerable part of a defensive position, extra care was taken to make them strong. This might include a long and exposed approach to the gate itself and exposed passageways behind the gate leading to more gates.

Cost: 15G Armor: H65%/P95%/C5% Build Time (sec.): N/A Range (min - max): N/A Line of Sight: (m): 5 Age: Archaic Garrison : N/A Hit Points: 500

Wonders -------

* Wonders: Each culture in Age of Mythology has the ability to construct one unique building, its Wonder of the World. Wonders are expensive and take a long time to build, but mark a civilization as one of outstanding achievement. Building a Wonder counts significant points toward your civilization score, and may result in a win, depending on the victory conditions for a game.

A distinguishing cultural characteristic of the great civilizations was architecture. Buildings in all parts of the world looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stood as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such cultural icons are the Pyramids at Giza and the Parthenon at Athens.

Cost: 1500G/1000F/50Fv Armor: H30%/P95%/C5% Build Time (sec.): 1640 Range (min - max): N/A Line of Sight: (m): 9 Age: Mythic Garrison : 10 Hit Points: 9999

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=========================================================================== Norse Buildings ===========================================================================

In Age of Mythology, buildings train units, serve as resource drop sites, and are where improvements can be researched. Buildings are built by Villagers or Norse Infantry.

Building foundations are vulnerable to attack, especially from other buildings. Therefore it is difficult to build too close to an enemy army.

If a building foundation is destroyed or deleted, you will get all the resources spent on the building refunded.

Attack buildings with siege weapons.

Economic Buildings ------------------

* Town Center: The Town Center trains Villagers and hero units, stores resources, and acts as the hub of a city. Town centers can only be built on settlements. Additional Town Centers can be built starting in the Heroic Age. If a player claims all the settlements on a map, this is a win under victory conditions.

The rise of agriculture provided a food surplus that had to be collected and stored to be available in winter months and other periods when food was scarce. The need to collect, store, and protect food surpluses gave rise to the first towns as administrative centers. Towns quickly became engaged in many additional activities, including the gathering and storage of other resources, centers of manufacturing, population concentration points, and centers of trade.

Cost: 300W/300G Armor: H55%/P95%/C10% Build Time (sec.): 90 Range (min - max): 20 Line of Sight: (m): 24 Age: Archaic

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Garrison : 10 Hit Points: 2800

* Market: At the Market in Age of Mythology, you may sell Food and Wood for Gold or buy Food and Wood with Gold. You may also research trade improvements and create Caravans to trade with Town Centers.

In each sizable town, residents created a trading center, or Market, where food items and craft goods were exchanged. In larger towns the markets became the center of trade with other towns. Markets such as the Greek agora became also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.

Cost: 240W Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Heroic Garrison : 10 Hit Points: 960

* House: You may build a limited number of Houses. Each House and Town Center supports a fixed number (10) of population units (villagers, soldiers, boats, mythological creatures, and trade carts). No new units can be created above this limit.

When agriculture made possible a less nomadic lifestyle, humans began creating more permanent living quarters near their farms, rather than occupying transitory camp sites near hunting grounds or natural shelters like caves. Well built housing improved the quality and longevity of life.

Cost: 40W Armor: H30%/P95%/C5% Build Time (sec.): 14 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 360

* Farm: A Farm is a building that provides food when a Villager is assigned to gather there. Farms have an unlimited lifespan and resources once built, but may be destroyed or captured by enemy Villagers. The food production of a Farm may be increased by improvements.

The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food

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supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.

Cost: 75W Armor: H30%/P80%/C5% Build Time (sec.): 9 Range (min - max): N/A Line of Sight: (m): 6 Age: Class. Garrison : N/A Hit Points: 150

Military Buildings ------------------

* Temple: At the Temple you may build mythological units and research improvements that require the Favor of the gods to be implemented. Greeks may pray at their Temples to gain Favor.

Most early civilizations invested considerable wealth in their religious life, including the construction of temples or places where rites and ceremonies were conducted, where religious leaders were trained, and where beliefs were refined and passed on. Temples were often dedicated to one or more gods and acted as points of communication between humans and deities. At the Temple, believers might petition the gods for help and offer prayer, tribute or sacrifices to improve the reception of pleas. Temples were often magnificent buildings that overshadowed anything else in a city.

Cost: 80W/100G Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : 5 Hit Points: 960

* Longhouse: Because of the harsh climate, the Norse were forced indoor much of the year. Therefore their winter combat training and weapons practice took place in large communal buildings called Longhouses. These often doubled as meeting halls, communal food halls, and craft workshops.

Cost: 110W Armor: H30%/P95%/C5% Build Time (sec.): 28 Range (min - max): N/A Line of Sight: (m): 9 Age: Class.

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Garrison : 5 Hit Points: 1200

* Hill Fort: The local strongmen of Norse societies built strongholds for their base of operation. This was a strong defensive structure that they could defend and where they could store their food and treasure. Such strongmen surrounded themselves with elite warriors, like Huskarls and Jarls, which they supported with booty and land.

The earliest castles found in northern Europe, and especially Britain, were called motte and baileys. The motte was a hill, sometimes manmade, and the bailey was a courtyard with a palisade wall around the motte. The motte was defended by a wooden tower that eventually evolved into the keep that was the central building in later medieval castles.

Cost: 250W/250G/5Fv Armor: H30%/P95%/C5% Build Time (sec.): 90 Range (min - max): 4-18 Line of Sight: (m): 26 Age: Heroic Garrison : 10 Hit Points: 1200

* Armory: At the Armory building you may research improvements that make your soldiers more effective in combat and provide them with better armor.

Thor's Armory is special, for it enables all the improvements in the Archaic Age, though more powerful armor and weapons still require early ones as prerequisites, and the costs may be prohibitive. Thor also has access to additional improvements beyond the iron level.

The dwarves of Norse mythology were master smiths, and constructed virtually all of the legendary weapons, including Odin's spear, Gungnir, and Thor's hammer, Mjolnir.

Cost: 150W Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison : N/A Hit Points: 1200

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* Dwarven Foundry/Forge: At this Dwarven forge you may research special improvements that make your soldiers more effective in combat and provide them with better armor, especially against giants.

Cost: 75W Armor: H30%/P95%/C5% Build Time (sec.): 37 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 1200

* Dock: The Dock in Age of Mythology is where you build fishing boats and where they drop off the food they gather. Additionally, all types of warships and naval Myth Units are constructed. You may also raise the quality of your ships and research improvements for them here.

Long before written history begins, humans were building boats and venturing out onto the seas to trade and fish. Boat building became an important skill for civilizations that had access to the sea for commerce and food gathering. Boat building was usually centered at waterside workshops in sheltered harbors. Here also the fishing boats would unload their catch.

Cost: 120W Armor: H30%/P95%/C5% Build Time (sec.): 34 Range (min - max): N/A Line of Sight: (m): 22 Age: Archaic Garrison : 10 Hit Points: 1280

* Tower: Towers start out as Sentry Towers. They have a significant line of sight, but cannot fire upon enemies. With the Watch Tower improvement, Towers gain the ability to fire arrows. (Egyptians receive this improvement automatically.) The Guard Tower improvement further increases the range and strength of Tower attacks. The final Tower improvement, Ballista Towers, is available only to the Egyptians.

Tower ranged attacks cannot attack units directly beneath them. Research Boiling Oil to attack units beneath Towers, Fortresses, Hill Forts and Migdol Strongholds. Ranged attacks have difficulty hitting fast-moving targets, such as cavalry. Research Crenellations

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to improve the chance to hit such units.

Cost: 200W/100G Armor: H30%/P85%/C5% Build Time (sec.): 45 Range (min - max): 4-20 Line of Sight: (m): 24 Age: Class. Garrison : 5 Hit Points: 550

* Walls: Walls prevent movement of any ground based units. Only flying units may cross Walls, although friendly units may pass through Walls at Gates.

Wherever humans developed agriculture and created surpluses of food, there were less fortunate or prudent neighbors who wanted those riches and were willing to fight for them. The bounty of agriculture thus needed protection almost immediately. The earliest and most simple defensive structure was the wall. The earliest towns so far discovered are walled for defense. Strong walls prevented easy movement into a town and provided cover if enemies attacked. Walls were made with whatever materials were handy and useful. Wall building has continued for thousands of years, and is still carried on today.

Cost: 3-15G Armor: H65%/P95%/C5% Build Time (sec.): 3-15 Range (min - max): N/A Line of Sight: (m): 24 Age: Archaic Garrison : N/A Hit Points: 600

* Gate: Gates may be built as part of a Wall. Click on a Wall section to replace it with a Gate. Your units and those of allies ordered to move to the other side of a Gate will automatically open and close the Gate. Enemy troops can not pass through or open a Gate and must destroy it like any wall section to pass through.

Gates were provided in walls to allow access to fortifications. Because Gates could be the most vulnerable part of a defensive position, extra care was taken to make them strong. This might include a long and exposed approach to the gate itself and exposed passageways behind the gate leading to more gates.

Cost: 15G Armor: H65%/P95%/C5% Build Time (sec.): N/A Range (min - max): N/A Line of Sight: (m): 5 Age: Archaic Garrison : N/A Hit Points: 500

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Wonders -------

* Wonders: Each culture in Age of Mythology has the ability to construct one unique building, its Wonder of the World. Wonders are expensive and take a long time to build, but mark a civilization as one of outstanding achievement. Building a Wonder counts significant points toward your civilization score, and may result in a win, depending on the victory conditions for a game.

A distinguishing cultural characteristic of the great civilizations was architecture. Buildings in all parts of the world looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stood as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such cultural icons are the Pyramids at Giza and the Parthenon at Athens.

Cost: 1000W/1000G/1000F/50Fv Armor: H30%/P95%/C5% Build Time (sec.): 1640 Range (min - max): N/A Line of Sight: (m): 9 Age: Mythic Garrison : N/A Hit Points: 9999

=========================================================================== Atlantean Buildings ===========================================================================

In Age of Mythology, buildings train units, serve as resource drop sites, and are where improvements can be researched. Buildings are built by Villagers or Norse Infantry.

Building foundations are vulnerable to attack, especially from other buildings. Therefore it is difficult to build too close to an enemy army.

If a building foundation is destroyed or deleted, you will get all the resources spent on the building refunded.

Attack buildings with siege weapons.

Economic Buildings ------------------

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* Town Center: The Town Center trains Villagers and hero units, stores resources, and acts as the hub of a city. Town centers can only be built on settlements. Additional Town Centers can be built starting in the Heroic Age. If a player claims all the settlements on a map, this is a win under victory conditions.

The rise of agriculture provided a food surplus that had to be collected and stored to be available in winter months and other periods when food was scarce. The need to collect, store, and protect food surpluses gave rise to the first towns as administrative centers. Towns quickly became engaged in many additional activities, including the gathering and storage of other resources, centers of manufacturing, population concentration points, and centers of trade.

Cost: 100F/275W/275G Armor: H45%/P96%/C10% Build Time (sec.): 120 Range (min - max): 18 Line of Sight: (m): 24 Age: Archaic Garrison : 25 Hit Points: 2100

* Market: At the Market in Age of Mythology, you may sell Food and Wood for Gold or buy Food and Wood with Gold. You may also research trade improvements and create Caravans to trade with Town Centers.

In each sizable town, residents created a trading center, or Market, where food items and craft goods were exchanged. In larger towns the markets became the center of trade with other towns. Markets such as the Greek agora became also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.

Cost: 300W Armor: H30%/P96%/C5% Build Time (sec.): 40 Range (min - max): N/A Line of Sight: (m): 9 Age: Heroic Garrison : N/A Hit Points: 1200

* Manor: You may build a limited number of Manors. Each Manor, Township and Town Center supports a fixed number of population

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units (Villagers, soldiers, boats, mythological creatures, and trade carts). No new units can be created above this limit. Atlanteans may take shelter in their Manors, as if it were a Town Center or Tower.

When agriculture made possible a less nomadic lifestyle, humans began creating more permanent living quarters near their farms, rather than occupying transitory camp sites near hunting grounds or natural shelters like caves.

At its height, Atlantis was home to millions. Atlanteans built sturdy homes of wood, stone, and plaster. These houses were large family Manors and several generations of Atlanteans would live together under one roof. Between campaigns Atlantean soldiery were taken in, fed, clothed, and treated as family.

Cost: 80W/25G Armor: H30%/P96%/C5% Build Time (sec.): 28 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 1000

* Guild: The Guild is the Atlantean repository for most economic advancements. Click your Guild building to see what improvements are available.

Historically Guilds were associations of like crafts and services that united together to solve common problems and support one another. Problems with the system arose from the strict dependencies of one part of craft on another. Guilds developed rules that established roles of members and codes of behavior. Some kept members from poaching talented workers from one another, others were mandates to help fellow guild members with money or craft, still others set the prices at which members could sell their crafts or services.

Atlantean Guilds elected three overseers who sat on the Council, a body of government that was led by the Theocrat. The crafts of Atlantis were so valuable and so prized that these overseers wielded significant power over the politics of Atlantis.

Cost: 150W Armor: H30%/P96%/C5% Build Time (sec.): 33 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 1200

* Farm: A Farm is a building that provides food when a Villager

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is assigned to gather there. Farms have an unlimited lifespan and resources once built, but may be destroyed or captured by enemy Villagers. The food production of a Farm may be increased by improvements.

The ability to farm was one of the great advancements in human progress, because agriculture made possible large, renewable food supplies that could be stored and consumed year-round. The availability of food plants, rich soils, a mild climate, and dependable water determined where farming was possible and where early civilizations arose. Improvements such as the plow, irrigation, and fertilization increased yields.

Cost: 200W Armor: H30%/P80%/C5% Build Time (sec.): 10 Range (min - max): N/A Line of Sight: (m): 6 Age: Class. Garrison : N/A Hit Points: 150

Military Buildings ------------------

* Temple: At the Temple you may build mythological units and research improvements that require the Favor of the gods to be implemented. Greeks may pray at their Temples to gain Favor.

Most early civilizations invested considerable wealth in their religious life, including the construction of temples or places where rites and ceremonies were conducted, where religious leaders were trained, and where beliefs were refined and passed on. Temples were often dedicated to one or more gods and acted as points of communication between humans and deities. At the Temple, believers might petition the gods for help and offer prayer, tribute or sacrifices to improve the reception of pleas. Temples were often magnificent buildings that overshadowed anything else in a city.

Cost: 100W/100G Armor: H30%/P96%/C5% Build Time (sec.): 40 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : 5 Hit Points: 1200

* Barracks: Click the unit icons in the Military Barracks to train a new Atlantean soldier or to research improvements in the quality of soldier available. The capability of the soldier that can be produced is determined partly by improvements in armor and weapons,

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which can be researched at the Armory.

All civilizations the world has so far seen have had the need to train soldiers for at least defense, if not aggression, against their neighbors. For many this training took place at a barracks, which served as both a living quarters and training ground. New recruits were assigned to the barracks and after a training period they were ready for service. At the barracks they learned the mechanics of their weapons, the drill of battlefield movements, and the discipline required to obey orders in combat.

Cost: 75W/35G Armor: H30%/P96%/C5% Build Time (sec.): 45 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison : 5 Hit Points: 1200

* Counter Barracks: Click on unit icons in the Counter Barracks to train a new Atlantean soldier or to research improvements in the quality of soldier available. The soldiers available here are very strong against one type of unit only. The capability of the soldiers that can be produced is determined partly by improvements in armor and weapons, which can be researched at the Armory.

All civilizations the world has seen so far have had the need to train soldiers for defense, at least, if not aggression against neighbors. For many this training took place at a barracks, which served as both a living quarters and training ground. New recruits were assigned to the barracks and after a training period they were ready for service. At the barracks they learned the mechanics of their weapons, the drill of battlefield movements, and the discipline required to obey orders in combat.

Cost: 100W/25G Armor: H40%/P96%/C5% Build Time (sec.): 35 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison : 5 Hit Points: 1200

* Armory: At the Armory building you may research improvements that make your soldiers more effective in combat and provide them with better armor.

The Armory was a specialized metal works where iron and other materials were manufactured into tools, weapons, shields, and armor. Armory craftsmen also experimented, searching for ways

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to improve their wares, because armies with superior equipment could have a significant advantage in battle.

Cost: 150W Armor: H30%/P96%/C5% Build Time (sec.): 40 Range (min - max): N/A Line of Sight: (m): 9 Age: Class. Garrison : N/A Hit Points: 1200

* Palace: The Atlantean Palace is a strong defensive building that can be garrisoned by troops. Garrisoned units add to the firepower of the Palace. You may also train the Destroyer, the Fanatic, and the Fire Siphon from the Palace.

The Palaces of Atlantis were one of its many wonders. Originally fortresses, these tall, stone structures defended Atlantean temples and cities. Nine Great Palaces sat atop cliffs overlooking the harbors of Atlantis. No rulers lived in these nine Palaces - they served as gathering places for the Citizens of Atlantis, training grounds for the military and a safe place for all Atlanteans to shelter during storms and war.

Cost: 300W/300G/8Fv Armor: H30%/P96%/C20% Build Time (sec.): 80 Range (min - max): 4-20 Line of Sight: (m): 30 Age: Heroic Garrison : 12 Hit Points: 2000

* Dock: The Dock in Age of Mythology is where you build fishing boats and where they drop off the food they gather. Additionally, all types of warships and naval Myth Units are constructed. You may also raise the quality of your ships and research improvements for them here.

Long before written history begins, humans were building boats and venturing out onto the seas to trade and fish. Boat building became an important skill for civilizations that had access to the sea for commerce and food gathering. Boat building was usually centered at waterside workshops in sheltered harbors. Here also the fishing boats would unload their catch.

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Cost: 125W Armor: H30%/P96%/C20% Build Time (sec.): 30 Range (min - max): 20 Line of Sight: (m): 22 Age: Archaic Garrison : 10 Hit Points: 1600

* Tower: Towers start out as Sentry Towers. They have a significant line of sight, but cannot fire upon enemies. With the Watch Tower improvement, Towers gain the ability to fire arrows. (Egyptians receive this improvement automatically.) The Guard Tower improvement further increases the range and strength of Tower attacks. The final Tower improvement, Ballista Towers, is available only to the Egyptians.

Tower ranged attacks cannot attack units directly beneath them. Research Boiling Oil to attack units beneath Towers, Fortresses, Hill Forts and Migdol Strongholds. Ranged attacks have difficulty hitting fast-moving targets, such as cavalry. Research Crenellations to improve the chance to hit such units.

Cost: 200W/100G Armor: H30%/P85%/C5% Build Time (sec.): 50 Range (min - max): 4-20 Line of Sight: (m): 24 Age: Class. Garrison : 5 Hit Points: 2000

* Mirror Tower: Mirror Towers are available to the Atlantean Titans Kronos and Oranos through Helios, Titan of the Sun. The towers use mirrors to focus sunlight into a burning beam that is especially strong against ships.

Archimedes of Syracuse is credited in legend with the invention of large, hexagonal mirrors mounted in towers to burn invading Roman ships to ash. There is some evidence that these towers were copied from similar towers that defended the harbors of Atlantis. Atlantean mirror towers used highly polished orichalkos mirrors which could focus beams much further and hotter than the mirrors of Syracuse.

Cost: 300W/150G/5Fv Armor: H30%/P85%/C5%

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Build Time (sec.): 50 Range (min - max): 4 Line of Sight: (m): 30 Age: Mythic Garrison : 5 Hit Points: 1100

* Walls: Walls prevent movement of any ground based units. Only flying units may cross Walls, although friendly units may pass through Walls at Gates.

Wherever humans developed agriculture and created surpluses of food, there were less fortunate or prudent neighbors who wanted those riches and were willing to fight for them. The bounty of agriculture thus needed protection almost immediately. The earliest and most simple defensive structure was the wall. The earliest towns so far discovered are walled for defense. Strong walls prevented easy movement into a town and provided cover if enemies attacked. Walls were made with whatever materials were handy and useful. Wall building has continued for thousands of years, and is still carried on today.

Cost: 3-15G Armor: H65%/P96%/C5% Build Time (sec.): 3-15 Range (min - max): N/A Line of Sight: (m): 5 Age: Archaic Garrison : N/A Hit Points: 600

* Gate: Gates may be built as part of a Wall. Click on a Wall section to replace it with a Gate. Your units and those of allies ordered to move to the other side of a Gate will automatically open and close the Gate. Enemy troops can not pass through or open a Gate and must destroy it like any wall section to pass through.

Gates were provided in walls to allow access to fortifications. Because Gates could be the most vulnerable part of a defensive position, extra care was taken to make them strong. This might include a long and exposed approach to the gate itself and exposed passageways behind the gate leading to more gates.

Cost: 15G Armor: H65%/P96%/C5% Build Time (sec.): 10 Range (min - max): N/A Line of Sight: (m): 5 Age: Archaic Garrison : N/A Hit Points: 500

* Sky Passage: The Sky Passage allows armies or Citizens, through the power of the Titan Oranos, to travel instantly across vast distances.

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To use the power of the Sky Passage, select a unit or group of units and select the garrison button on the lower part of the screen (it looks like an opening door with an arrow pointing through it). Your units will go inside the Passage and be able to step out of any other Sky Passage (select another Sky Passage and click the garrison button again to release your units). Remember that you must have at least two Sky Passages to use this ability. If you have more than two Sky Passages your units may step out of any one of them.

Cost: 250W/150G/3Fv Armor: H20%/P80%/C5% Build Time (sec.): 65 Range (min - max): 15 Line of Sight: (m): 11 Age: Archaic Garrison : 30 Hit Points: 1000

Wonders -------

* Wonders: Each culture in Age of Mythology has the ability to construct one unique building, its Wonder of the World. Wonders are expensive and take a long time to build, but mark a civilization as one of outstanding achievement. Building a Wonder counts significant points toward your civilization score, and may result in a win, depending on the victory conditions for a game.

A distinguishing cultural characteristic of the great civilizations was architecture. Buildings in all parts of the world looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stood as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such cultural icons are the Pyramids at Giza and the Parthenon at Athens.

Cost: N/A Armor: H30%/P96%/C5% Build Time (sec.): 1800 Range (min - max): N/A Line of Sight: (m): 9 Age: Archaic Garrison : N/A Hit Points: 9999

=========================================================================== Greek Units ===========================================================================

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The Greeks have a large number of units at their disposal, more than all of the other cultures, if I remember correctly. Below, you'll find detailed information on each of the Greek units, military and otherwise.

Foot Soldiers (Units) ---------------------

* Hoplite: Greek infantry are more expensive than those of other cultures, but they are also more powerful. The general-purpose Hoplite should form the backbone of any Greek army. They are particularly good at defeating cavalry, but are weak against archers. Hoplites are not fast, and some opponents may be able to outrun them.

The predominate Greek soldier of antiquity was the Hoplite, named after the great round shield he carried into battle. Hoplites wore helmets, leg armor, and chest armor, and carried a great long spear. They fought in dense columns with the spear points from several ranks projecting out from the formation. They thus presented a formidable block bristling with spears held above the shoulder. In battle they would close with the enemy as a pushing wall of shields, stabbing with their spears over the shields. Men behind would push those in front and stab over them. This fighting was face-to-face and terrifying, requiring high skill and discipline. Battles were usually short but deadly. Before the rise of the Hoplite, most army fighting had been more long-range archery and posturing. The Greeks made war personal and intense, and Hoplites dominated ancient battlefields for centuries.

Cost: 50F/40G Attack: 8H Build Time (sec.): 14 Armor: H35%/P15%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Academy Speed (ms): 4.2 Strong vs: Inf./Mounted Pop Slots: 2 Weak vs: Ranged God: All Hit Points: 115 Age: Class.

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack;

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Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Academy (Levy/Conscript, trains 20% faster.) Ares (Sarissa, -10%H vulnerability.) Athena (Aegis Shield, -10%P vulnerability.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: Zeus (+12% speed increase, 1.5x to damage to buildings.)

* Toxotes: Greek Toxotes are strong against infantry, but weak against fast-moving units such as cavalry. Like all archers, they are more effective when fighting in groups.

After centuries of warfare that was decided by Hoplite battle, the Greeks began using a variety of units weapons after the superiority of combined arms was demonstrated convincingly by Philip’s Macedonian army. The Greeks added light troops, mainly Peltasts and cavalry. They were slower to add archers, whom they called Toxotes, because they did not have the long tradition of archery practice that created bowmen of sufficient quality for the battlefield.

Cost: 55W/25G Attack: 6.5P Build Time (sec.): 15 Armor: H15%/P15%/C99% Line of Sight: (m): 19 Range (min - max): 15 Prerequisite: Archery Range Speed (ms): 4.0 Strong vs: Infantry Pop Slots: 2 Weak vs: Mounted/Ranged God: All Hit Points: 60 Age: Class.

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight; Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P, Burning Pitch 3x damage to buildings and 1.5x to ships.) Archery Range (Levy/Conscript, trains 20% faster.) Ares (Enyo's Bow of Horror, +10% attack.) Athena (Aegis Shield, -10%P vulnerability.) Dionysus (Bacchanalia, +5%HP.)

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Apollo (Oracle, +6% line-of-sight; Sun Ray, +10% attack) Artemis (Shafts of Plague, +15% attack.)

Bonuses: Hades (+10% attack.)

* Hypaspist: Greek infantry are more expensive than those of other cultures, but they are also more powerful. The Hypaspist excels at fighting enemy infantry.

Alexander’s great army of conquest included three regiments of Hypaspists. These were apparently the best of his peasant infantry and of equal status and ability to his Foot Companions, most of noble blood. The Hypaspists were capable of fighting as traditional Hoplite infantry, or could switch to javelins and lighter armor for rapid movement in rough terrain. They were used to rapidly close with the enemy and distract them, allowing the Companion cavalry to hit the enemy from a side or the rear.

Cost: 60F/25G Attack: 5H Build Time (sec.): 9 Armor: H35%/P10%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Academy Speed (ms): 4.3 Strong vs: Infantry Pop Slots: 2 Weak vs: Mounted/Ranged God: All Hit Points: 85 Age: Heroic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Academy (Levy/Conscript, trains 20% faster.) Ares (Deimos Sword of Dread, +15% attack.) Athena (Aegis Shield, -10%P vulnerability.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: Zeus (1.5x attack on buildings.)

* Peltast: The Peltast is good at countering other archers, such as Toxotes and Chariot Archers, but is weak against most other unit types.

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Peltasts were light troops originally from Thrace (modern Serbia) who took their name from their light, hide-covered shield called a pelte. They wore no armor, allowing them to move rapidly on the battlefield. Each man carried several javelins, usually one meter in length. Their battlefield role was to close with heavy and slow enemy formations, throw javelins into their midst, and pull back before the enemy could catch them. If peltasts could attack phalanxes on the right (unprotected side), they could cause casualties and disrupt the formation before hoplite battle was joined. The increasing use of light troops like Peltasts eventually made obsolete armies composed entirely of Hoplites.

Cost: 55W/35G Attack: 3P Build Time (sec.): 9 Armor: H15%/P20%/C99% Line of Sight: (m): 30 Range (min - max): 16 Prerequisite: Archery Range Speed (ms): 4.0 Strong vs: Ranged Pop Slots: 2 Weak vs: Inf./Mounted God: All Hit Points: 70 Age: Heroic

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight; Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P, Burning Pitch 3x damage to buildings and 1.5x to ships.) Archery Range (Levy/Conscript, trains 20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight; Sun Ray, +10% attack) Artemis (Shafts of Plague, +15% attack.)

Bonuses: Hades (+10% attack.)

* Myrmidon: Myrmidons are strong against Atlantean, Egyptian, and Norse human soldiers.

When the city of Aegnia was depopulated by a plague, Aeacus, its king, prayed to the gods that the ants infesting an oak tree be turned into people to repopulate his kingdom. Thus the ants became Myrmidons. They later followed Achilles to the Trojan War

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and were particularly noted for carrying out his orders pitilessly and without question, no matter how cruel. Today the word has come to mean a subordinate who carries out orders without question.

Cost: 70F/50G Attack: 10H Build Time (sec.): 16 Armor: H45%/P20%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Fortress Speed (ms): 4.0 Strong vs: Inf./Mounted Pop Slots: 2 Weak vs: Ranged God: Zeus Hit Points: 110 Age: Mythic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Academy (Levy/Conscript, trains 20% faster.) Athena (Aegis Shield, -10%P vulnerability.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Hephaestus (Weapon of the Titans, +20% attack.)

Bonuses: Zeus (1.5x attack on buildings.)

* Gastraphetes: Gastraphetes are strong against buildings.

This ancient weapon was an ancestor to both mounted ballistae and medieval crossbows. It appeared to be a large crossbow that was cocked, and perhaps fired, while braced against the soldier's middle. "Gastraphetes" literally means "belly bow". Because they were slow to fire, but had a great range, the weapons were most likely used for siege.

Cost: 120W/80G Attack: 8P/6C Build Time (sec.): 14 Armor: H15%/P15%/C99% Line of Sight: (m): 28 Range (min - max): 24 Prerequisite: Fortress Speed (ms): 3.8 Strong vs: Inf./Buildings Pop Slots: 3

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Weak vs: Ranged/Mounted God: Hades Hit Points: 60 Age: Mythic

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight; Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P, Burning Pitch 3x damage to buildings and 1.5x to ships.) Archery Range (Levy/Conscript, trains 20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight; Sun Ray, +10% attack) Artemis (Shafts of Plague, +15% attack.) Hephaestus (Weapon of the Titans, +20% attack.)

Bonuses: Hades (+10% attack.)

Mounted Soldiers (Units) ------------------------

* Hippikon: Greek cavalry are expensive and slow but powerful. Hippikons are strong against archers and can strike quickly against siege weapons, but are weaker against infantry.

Greek cavalry other than the scouts or elite Hetairoi were called Hippikons. The classic Greeks had foregone cavalry in favor of armies consisting entirely of Hoplite infantry. After the rise of Macedonia, the use of other arms was evident. Hippikon cavalry and light troops were raised to support the Hoplite infantry.

Cost: 40F/80G Attack: 10H Build Time (sec.): 20-15 Armor: H10%/P25%/C99% Line of Sight: (m): 8 Range (min - max): 0 Prerequisite: Stable Speed (ms): 5.5 Strong vs: Mounted/Ranged Pop Slots: 3 Weak vs: Infantry God: All Hit Points: 150 Age: Class.

Upgrades: Medium, +10HP, +10% attack; Heavy, +15%HP, +10% attack; Champion, +20%HP, +10% attack.

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Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Stable (Levy/Conscript, trains 20% faster.) Dionysus (Bacchanalia, +5%HP; Thracian Horses, +20%HP.) Apollo (Oracle, +6% line-of-sight.) Hermes (Spirited Charge, +10% faster, +10% attack.) Poseidon (Lord of the Horses, +4 line-of-sight.)

Bonuses: Poseidon (-10% cost.)

* Prodromos: The Prodromos is good against other cavalry, such as Hippikon, Raiding Cavalry, Jarls and Contarius, but is weak against other types of units.

The Prodromoi were a light cavalry unit within the heavy Macedonian cavalry (Hetairoi or Companions) of Alexander the Great’s army. These men were armed with javelins or a shortened cavalry spear, plus a sword as their secondary weapon. They scouted for the army, but were used in battle with the heavier Companions if needed. They were particularly useful in battle during the pursuit of broken enemy troops that could be run down while fleeing.

Cost: 70F/40G Attack: 6H Build Time (sec.): 10 Armor: H20%/P10%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Stable Speed (ms): 6.0 Strong vs: Mounted Pop Slots: 3 Weak vs: Inf./Ranged God: All Hit Points: 120 Age: Heroic

Upgrades: Medium, +10HP, +10% attack; Heavy, +15%HP, +10% attack; Champion, +20%HP, +10% attack. Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Stable (Levy/Conscript, trains 20% faster.) Dionysus (Bacchanalia, +5%HP; Thracian Horses, +20%HP.) Apollo (Oracle, +6% line-of-sight.) Hermes (Spirited Charge, +10% faster, +10% attack.) Poseidon (Lord of the Horses, +4 line-of-sight.)

Bonuses: Poseidon (-10% cost.)

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* Hetairoi: Poseidon's Hetairoi are strong against buildings.

The nobility of Macedon prior to Philip and Alexander were the patriarchal heads of tribes and estates called the Hetairoi. They prided themselves on their horsemanship and made up one of the elite units in the Macedonian army, the king’s Companions. Without the benefit of a stirrup, these mounted spearmen were still very effective in battle. Alexander personally lead his Companions in several critical charges that won battles during his epic march of world conquest.

Cost: 63F/45G Attack: 8H Build Time (sec.): 17 Armor: H10%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Fortress Speed (ms): 4.8 Strong vs: Ranged/Build. Pop Slots: 3 Weak vs: Infantry God: All Hit Points: 110 Age: Mythic

Upgrades: Medium, +10HP, +10% attack; Heavy, +15%HP, +10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Stable (Levy/Conscript, trains 20% faster.) Dionysus (Bacchanalia, +5%HP; Thracian Horses, +20%HP.) Apollo (Oracle, +6% line-of-sight.) Hermes (Spirited Charge, +10% faster, +10% attack.) Poseidon (Lord of the Horses, +4 line-of-sight.) Hephaestus (+20% attack.)

Bonuses: Poseidon (-10% cost.)

Heroes ------

* Jason: In fear of a prophecy that he would someday be killed by Jason, King Pelias of Iolcos sent the hero on an impossible quest, to obtain the Golden Fleece from the distant country of Colchis. Jason had built at Argos the great ship Argo and gathered a host of heroes to accompany him, thereafter known as the Argonauts. After a number of adventures, including the first passage of the Symplegades (the Bosphorus), the Argonauts arrived at Colchis,

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believed to be somewhere on the edge of the Black Sea. King Aeetes of Colchis demanded that Jason fulfill a number of tasks to obtain the fleece, including plowing a field with fire-breathing oxen, sowing the teeth of a dragon in a field and fighting the army that rose up from them, and finally getting past the dragon that guarded the fleece itself. With the fleece in hand, Jason fled with Medea, Pelias’s daughter and had many adventures returning home. Medea plotted the death of King Pelias, fulfilling the old prophecy. When their marriage failed, Medea took a terrible revenge. Jason was killed many years later by a timber from the Argo.

Age -- 22 Homeland -- Iolcos, later Corinth Occupation -- leader of the Argonauts

Cost: 100F/50G Attack: 9H Build Time (sec.): 9 Armor: H25%/P35%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Zeus Hit Points: 250 Age: Archaic

* Odysseus: The ruler of the island of Ithaca, Odysseus was one of the most prominent Greek champions in the Trojan War. The stratagem of the Trojan Horse was his idea. Following the victory at Troy, he set out on his ten year journey home, chronicled for all time by Homer in the epic poem, The Odyssey. Along the way, Odysseus and his crew had to deal with many adventures and misfortunes, some of their own making and some thanks to intervention of the gods. By blinding the Cyclops Polyphemus, they incurred the wrath of Poseidon who troubled them for years. Thanks to help from Zeus and other gods, Odysseus arrived home alone to find his wife Penelope plagued by suitors. Disguised as a beggar he first determined that Penelope

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had been faithful, and then slew the men pursuing her and cleansed his palace. This triggered a final battle against the families of the men killed, but peace was restored by Athena.

Age -- 44 Homeland -- Ithaca Occupation -- King and general

Cost: 200W/2FA Attack: 8P Build Time (sec.): 17 Armor: H20%/P30%/C99% Line of Sight: (m): 20 Range (min - max): 18 Prerequisite: N/A Speed (ms): 4 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Zeus Hit Points: 320 Age: Class.

* Hercules: The son of Zeus and a mortal woman, Heracles (called Hercules in Latin) was endowed with incredible strength. He strangled serpents in his crib as a baby and killed a lion with his bare hands as youth. Unfortunately he had a terrible enemy in Hera, Zeus’ wife in Olympus. She drove Heracles mad to the point that he killed his own children and those of his brother. After recovering his sanity he sought advice from the Oracle of Delhi for penance to resume a normal life. She instructed him to perform his famous twelve labors. These included killing beasts like the Nemean Lion (which he strangled) and the Hydra, capturing other beasts, and a variety of other quests. With the twelve labors complete, he was allowed to return to Thebes and remarry. Heracles died much later after being treacherously poisoned by a Centaur who had tried to abduct his wife. Upon his death he was removed to Olympus and endowed with immortality.

Age -- 40 Homeland -- Thebes Occupation -- hero and demigod

Cost: 350F/4FA Attack: 10H Build Time (sec.): 20 Armor: H25%/P40%/C99%

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Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 3 Weak vs: N/A God: Zeus Hit Points: 400 Age: Heroic

* Bellerophon: The son of a king of Corinth, a city noted for horses, Bellerophon was trained from youth to be the great horseman of his age. At the age of sixteen, he set out for adventure, but a jealous rival tricked him into the dangerous quest of killing the Chimera. This fire-breathing beast was terrorizing the countryside of Lycia carrying off people and livestock. Consulting a local wise man, he was instructed to pray to Athena. In a dream, the goddess told Bellerophon of a golden bridle that could be used to catch the Pegasus. When he awoke he had the bridal, with which he caught the Pegasus drinking at a forest well. He was able to control the beast thanks to the bridal and his equestrian skill. Together they flew to the Chimera’s cliff ledge. There he shot arrows into the beast and lodged a lump of lead in its throat. The Chimera’s fiery breath melted the lead, choking it to death.

After other adventures, a princess of Lycia married him willingly and he eventually became king. His thirst for adventure returned, however, and then he mistakenly attempted to reach Olympus on Pegasus. An angry Zeus sent a fly to bite Pegasus and Bellerophon was thrown off. Though Athena spared him by having him fall onto soft ground, he wandered alone for the rest of his life, searching for Pegasus, and died a lame beggar.

Age -- 18 Homeland -- Corinth Occupation -- prince and equestrian Special attack -- leaps into combat against myth units

Cost: 400G/6FA Attack: 20H

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Build Time (sec.): 27 Armor: H50%/P80%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 6 Strong vs: Myth Units Pop Slots: 4 Weak vs: N/A God: Zeus Hit Points: 400 Age: Mythic

* Theseus: The parentage of Theseus is confused. He was thought to be either an illegitimate son of Aegeus, a king of Athens, or a son of Poseidon. Raised by his mother, he faced many adversaries and quests while attempting to return to Athens to be reunited with his father. H e was then selected to be part of a group of young men and women to be sacrificed to the Minotaur on Crete, as part of the compensation for a long war. On Crete, Ariadne fell in love with Theseus and helped him defeat the Minotaur within the labyrinth. He returned to Athens but failed to signal his success to his father correctly, and Aegeus drowned himself in despair. The sea thereafter took its name from Theseus' father, the Aegean Sea. Theseus foiled an assassination attempt and became king, but lost popularity late in life and was exiled.

Age -- 32 Homeland -- Athens Occupation -- king

Cost: 100F/20G Attack: 9H Build Time (sec.): 9 Armor: H20%/P30%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Poseidon Hit Points: 250 Age: Archaic

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* Hippolyta: A queen of the Amazons, a tribe of warrior women descended from Ares, Hippolyta was kidnapped by Theseus, triggering a war with Athens. Although Hippolyta bore a son to Theseus, he lost interest in her and she eventually returned to the lands of the Amazons. She then encountered Heracles, sent to retrieve the belt of Ares from her as one of his twelve quests. She gave the belt to him willingly, but this angered the goddess Hera. Disguised as an Amazon she incited the women to attack Heracles, who killed Hippoltya in his haste to exit their dangerous land.

Age -- 41 Homeland -- land of the Amazons Occupation -- queen

Cost: 200W/2FA Attack: 9P Build Time (sec.): 17 Armor: H20%/P30%/C99% Line of Sight: (m): 24 Range (min - max): 18 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Poseidon Hit Points: 240 Age: Class.

* Atalanta: Atalanta is the female athlete in Greek myth. It is unclear exactly where Atalanta comes from, some sources say that she came from Arcadia and was the daughter of Iasus and Clymene, but Hesiod and other sources attributes Atalanta's origin to Boeotia where her father is Schoeneus. The contradiction over Atalanta's birth contributes to the assumption that there were two mythic women that were merged into one person.

Cost: 350F/4FA Attack: 8H Build Time (sec.): 23 Armor: H35%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 6 Strong vs: Myth Units Pop Slots: 3

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Weak vs: N/A God: Poseidon Hit Points: 350 Age: Heroic

* Polyphemus: This son of Poseidon was a Cyclops who lived a solitary existence in a cave near Sicily herding sheep. His life was interrupted when Odysseus and his men landed nearby seeking food during their journey home from Troy. Odysseus wanted to see a Cyclops, so he and his crew hid in Polyphemus’ cave. Gasping at the sight of the one-eyed giant, they revealed their presence and the Cyclops grabbed two of the men and ate them. He blocked the stone cave entrance with a large rock and continued eating two men each meal. Desperate, Odysseus and his men fashioned a large pole into a spear and stabbed Polyphemus in the eye after getting him drunk. The men then hung from the bellies of the sheep when the Cyclops let them out the next day. Not content with their escape, Odysseus taunted Polyphemus from his ship and revealed his name. The Cyclops called upon his father Poseidon to curse the Greeks and the god complied, harassing Odysseus for the rest of his journey.

Age -- 205 Homeland -- Sicily Occupation -- Shepherd Special attack -- Whomps units with his mace

Cost: 400G/6FA Attack: 15H Build Time (sec.): 27 Armor: H40%/P40%/C99% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.4 Strong vs: Myth Units Pop Slots: 5 Weak vs: N/A God: Poseidon Hit Points: 540 Age: Mythic

* The Argo: The Argo ("swift sailing") was a ship built by Argos of Thessaly out of beech trees from Mount Pelion. Athena aided in the construction herself. Jason and the other Argonauts sailed on the Argo in their quest for the Golden Fleece. It was the largest ship

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ever built, with a full fifty oars, one for each of the Argonauts. Athena fitted the bow with a figurehead of lumber cut from her sacred oaks at Dodona that could speak and had the gift of prophecy.

Cost: 250GW/8FA Attack: 8P Build Time (sec.): 17 Armor: H40%/P25%/C20% Line of Sight: (m): 24 Range (min - max): 16 Prerequisite: N/A Speed (ms): 4.8 Strong vs: Myth Units Pop Slots: 3 Weak vs: N/A God: Poseidon Hit Points: 480 Age: Mythic

* Ajax: The son of the King of Salamis, Ajax was the second greatest Greek champion at Troy, behind only Achilles. Homer described Ajax as a wall, and said he was much taller than other men. When Achilles withdrew from the fighting, it was Ajax who met Hector in single combat. The two heroes fought all day, with only Hector taking a slight wound. Following the death of Achilles, Ajax competed with Odysseus for the armor of the fallen hero. Odysseus proved more eloquent as a speaker, however, and was awarded the prize.

Age -- 34 Homeland -- Salamis Occupation -- Prince, warrior Special attack -- shield bash sends units flying

Cost: 100F/50G Attack: 9H Build Time (sec.): 9 Armor: H30%/P35%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Hades Hit Points: 240 Age: Archaic

* Chiron: Chiron was originally a god of healing in Thessalian mythology, but later became an immortal Centaur in the more

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widely accepted Greek mythology. Although Centaurs were usually wild and unruly, Chiron was the exception. He was noted for being wise and his knowledge of healing was legendary. He was the tutor of many notable heroes, including Theseus and Achilles.

Age -- 82 Homeland -- Thessaly Occupation -- Scholar and teacher Special attack -- fires 3 arrows on the first shot.

Cost: 200W/2FA Attack: 7P Build Time (sec.): 17 Armor: H20%/P20%/C99% Line of Sight: (m): 20 Range (min - max): 14 Prerequisite: N/A Speed (ms): 5.3 Strong vs: Myth Units Pop Slots: 2 Weak vs: N/A God: Hades Hit Points: 300 Age: Class.

* Chiron: Chiron was originally a god of healing in Thessalian mythology, but later became an immortal Centaur in the more widely accepted Greek mythology. Although Centaurs were usually wild and unruly, Chiron was the exception. He was noted for being wise and his knowledge of healing was legendary. He was the tutor of many notable heroes, including Theseus and Achilles.

Age -- 82 Homeland -- Thessaly Occupation -- Scholar and teacher Special attack -- fires 3 arrows on the first shot.

Cost: 350F/4FA Attack: 9H Build Time (sec.): 23 Armor: H40%/P45%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 5.5 Strong vs: Myth Units Pop Slots: 3 Weak vs: N/A God: Hades Hit Points: 340 Age: Heroic

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* Perseus: The son of Zeus and Danae, the mortal daughter of the king of Argos, Perseus and his mother were banished by his grandfather who feared a prophecy that the grandson would kill him. Perseus grew to be a formidable warrior and protector of his mother. A suitor of his mother sent Perseus on a hopeless quest to kill Medusa, which he managed, nonetheless, with the help of Athena and Hermes. Returning home, he slew a ravaging sea monster and freed the beautiful Andromeda, whom he took as his wife. Perseus eventually killed his grandfather as prophesied, in an accident with a discus, but refused to become ruler of Argos. He ruled instead over Tyryns and Mycenae, establishing a family whose descendants included Heracles. Age -- 36 Homeland -- originally Argos, later Seriphus and Mycenae Occupation -- prince and hero Special attack -- medusa head petrifies myth units

Cost: 400G/6FA Attack: 7H Build Time (sec.): 27 Armor: H20%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.3 Strong vs: Myth Units Pop Slots: 4 Weak vs: N/A God: Hades Hit Points: 360 Age: Mythic

Naval Units -----------

* Fishing Boat: The technology of boats and further improvements in nets, navigation, boat capacity, traps, and so on, that improved the efficiency and production of fishermen were pioneered by the sailors and fishermen of Atlantis. Wall murals show Greek fishermen were taking bluefin tuna in Mycenaean times, a thousand years before the classical Greek age. The Norse were also great sea hunters and fishermen. Salted and dried fish could be stored for many months and was an important source of protein before the days of refrigeration. Many of these techniques were learned from Atlantean colonists in those areas.

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Cost: 50W Attack: 0 Build Time (sec.): 14 Armor: H60%/P50%/C5% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Dock Speed (ms): 2.4 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

Improvements: Dock (Purse Seine gathers 30% faster, Salt Amphora gathers 40% faster and carries twice as much, Conscript Sailors trains 20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Transport Ship: Trading ships of all kinds were requisitioned by rulers when they wanted to move armies overseas because trading ships had the necessary cargo capacity. Warships of the ancient age were not good transports because they were usually very narrow rowing galleys with little storage space, and built for speed. An invading army needed to transport not only soldiers, but weapons, tents, dry food, wine, and livestock.

Cost: 120W Attack: 0 Build Time (sec.): 19 Armor: H40%/P80%/C5% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Dock Speed (ms): 5.3 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All Hit Points: 180 Age: Class.

Upgrades: N/A

Improvements: Armory (Armor -10%H/C, Shields -10%P.)

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Dock (Enclosed Deck carries +10 units, Conscript Sailors trains 20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Trireme: This oared galley propelled the classical Greek city states, and Athens in particular, into a naval power. The trireme (trieres in Greek) was named because the oarsmen were stationed at 3 levels, allowing more men to fit on a smaller ship. A standard trireme was about 120 ft long, and manned by over 150 oarsmen. The ships could cover about 180 nautical miles at a constant speed of 7.5 knots. They also had square sails, which could not always be used on the temperamental Mediterranean Sea. During the wars with Persia, Athens alone commanded over 200 of these ships.

Cost: 100W/50G Attack: 6P Build Time (sec.): 14 Armor: H30%/P20%/C10% Line of Sight: (m): 24 Range (min - max): 12 Prerequisite: Dock Speed (ms): 6.0 Strong vs: Ram Ships Pop Slots: 2 Weak vs: Siege Ships God: All Hit Points: 290 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P; Burning Pitch, 3x damage to buildings and +15%.) Dock (Cladding, +10% attack, +20%HP, +4 range; Conscript Sailors trains 20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Artemis (Trierach, -20%C vulnerability.)

Bonuses: N/A

* Pentekonter: While many galleys had stationary rams on their bows, the Greeks also developed a moveable weapon known as a dolphin. This heavy lead or bronze weight was swung from a boom on the ship's mast and was used like a flail to puncture holes in enemy hulls. The Romans would later improve on this design and develop

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the corvus, a spiked weapon that doubled as a boarding ramp.

Cost: 100W/50G Attack: 20H Build Time (sec.): 12 Armor: H30%/P20%/C75% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Dock Speed (ms): 7.0 Strong vs: Myth/Siege Sh. Pop Slots: 2 Weak vs: Ranged Ships God: All Hit Points: 240 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Reinforced Hull, +10% attack, +10%HP; Conscript Sailors trains 20% faster.) Dionysus (Bacchanalia, +5%HP; Anastrophe, +20% attack, +10% speed, trains +25%.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Juggernaut: As warships became longer, navies began to mount larger weapons on them, such as catapults and ballistae. Dionysius of Syracuse constructed extra-large triremes capable of supporting artillery, and Alexander mounted siege towers on a pair of ship hulls during his unsuccessful siege of Tyre. Later Roman imperial galleys could bristle with all sorts of towers and artillery.

Cost: 100W/100G Attack: 6P Build Time (sec.): 17 Armor: H10%/P50%/C10% Line of Sight: (m): 24 Range (min - max): 18 Prerequisite: Dock Speed (ms): 4.8 Strong vs: Buildings/Ships Pop Slots: 3 Weak vs: Ram Ships God: All Hit Points: 480 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C,

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Shields -10%P.) Dock (Naval Oxybeles, +10% attack, +10%HP, +12% range; Conscript Sailors trains 20% faster.) Sekhemet (Stones of Red Linen, +20% attack.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

Siege Units -----------

* Helepolis: Siege weapons can destroy buildings, but are weak against other units, especially cavalry.

The name of this siege machine translates as "taker of cities." The name was first applied to a mobile tower constructed by Greeks to attack a city on Cyprus. This large movable tower mounted stone throwers and ballistas of different sizes, with the smallest at the top. Two hundred men pushed the tower up to the enemy walls using parallel beams extending out from its bottom. The larger weapons in the machine battered the walls while the smaller ones swept defenders off the walls in preparation for an assault.

Cost: 300W/200G Attack: 5P/17C Build Time (sec.): 24 Armor: H5%/P96%/C50% Line of Sight: (m): 18 Range (min - max): 10 Prerequisite: Fortress Speed (ms): 2.9 Strong vs: Buildings Pop Slots: 4 Weak vs: Inf./Mounted God: All Hit Points: 650 Age: Mythic

Upgrades: N/A

Improvements: Fortress (Draft Horses, +20% speed increase; Engineers, +50% attack, 1.10x additional damage to walls.)

Bonuses: N/A

* Petrobolos: Siege weapons can destroy buildings, but are weak against other units, especially cavalry. Greeks can also use Petroboli to defeat enemy ships.

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The catapult most common in the ancient age was a traction catapult called a Petrobolos (literally "stone thrower") by the Greeks. The power of the arm was generated by traction, usually by pulling or winding down a balanced throwing arm. The best Petrobolos of the age threw stones weighing around 125 pounds. Rocks of this weight plunging down walls and buildings were capable of devastating damage.

Cost: 150W/100G Attack: 5P/11C Build Time (sec.): 19 Armor: H30%/P90%/C80% Line of Sight: (m): 40 Range (min - max): 10-28 Prerequisite: Fortress Speed (ms): 2.4 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted/Inf. God: All Hit Points: 110 Age: Heroic

Upgrades: N/A

Improvements: Fortress (Draft Horses, +20% speed increase; Engineers, +50% attack, 1.10x additional damage to walls, +2 range.)

Bonuses: N/A

Mythical Units --------------

* Carcinos: During Heracles' battle with the hydra, Hera summoned a crab to attack Heracles and aid the hydra. Although Heracles defeated both hydra and crab, Hera rewarded the crustacean by placing it as a constellation up in the night sky. Latin for "crab" is "cancer," and in Greek it is "Karkinos" -- from where derives the word "carcinogen."

Scientific name -- Callinectes colossus Size -- 8000+ lbs. Diet -- giant mollusks

Cost: 200W/20FA Attack: 20H/12C Build Time (sec.): 9 Armor: H70%/P60%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Dock Speed (ms): 4.3

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Strong vs: Arrow/Siege Sh. Pop Slots: 4 Weak vs: Ram Sh./Argo God: Hera (Zeus) Hit Points: 720 Age: Mythic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Hera (Monstrous Rage, +25% attack.)

Bonuses: N/A

* Centaur: Half-man and half-horse, Centaurs are usually seen with torso and head of a man and the body of a horse, but different descriptions exist. They were notorious for showing up uninvited to outdoor celebrations (for a creature that large they seemed to have had trouble holding their liquor) and for abducting women, especially young maidens. Because of their drunkenness and inclination toward violence, most were driven to the mountains of Thessaly. Chiron, the centaur that educated Achilles was an exception. Centaurs are usually depicted carrying a bow.

Scientific name -- Homo equus Size -- 7'+ tall, 1600 lbs. Diet -- Omnivore. Likes wine.

Cost: 200W/15FA Attack: 12P Build Time (sec.): 19 Armor: H25%/P35%/C80% Line of Sight: (m): 20 Range (min - max): 12 Prerequisite: Temple Speed (ms): 5.3 Strong vs: Infantry/Myth Pop Slots: 3 Weak vs: Heroes God: Hermes (Zeus/Poseidon) Hit Points: 220 Age: Class.

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight; Sun Ray, +10% attack.) Hera (Monstrous Rage, +25% attack.) Hermes (Sylvan Lore, +25%HP, +30% speed increase.)

Bonuses: N/A

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* Chimera: The chimera is one of the varied offspring of Echidna (with the torso of a beautiful woman and a horrible serpent below the waist) and Typhon (a fire-breathing giant with 100 serpent heads). The Chimera is a fire-breathing beast, usually depicted with the body of a goat, the head of a lion, and tail of a serpent. The Corinthian hero, Bellerophon, defeated the original Lycian (a Greek kingdom in Asia Minor) chimera by flying into battle on the winged horse, Pegasus.

Scientific name -- Draco chimera Size -- 12,000+ lbs. Diet -- Carnivore, especially humans

Cost: 300G/30FA Attack: 20H Build Time (sec.): 20 Armor: H60%/P60%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 5.3 Strong vs: Human/Myth Pop Slots: 4 Weak vs: Heroes God: Artemis (Poseidon/Hades) Hit Points: 800 Age: Mythic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Artemis (Flames of Typhon, +30% attack, +20%HP, +30% damage.)

Bonuses: N/A

* Colossus: The Great Colossus at Rhodes was one of the Seven Wonders of the Ancient World. It stood over 150 ft. high on a 50 ft. white marble base. It was mostly hollow, with a skin of bronze welded to a skeleton frame of stone and metal. Though it was destroyed by an earthquake after standing for only about fifty years, such was its enormity that people came to Rhodes just to see its ruins, just as people today visit the ruins of other Greek monuments, buildings and temples.

Scientific name -- None (artificial construct) Size -- over 50' high Diet -- doesn't eat

Cost: 300G/40FA Attack: 20H/50C Build Time (sec.): 24 Armor: H50%/P80%/C80% Line of Sight: (m): 16 Range (min - max): 0

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Prerequisite: Temple Speed (ms): 2.9 Strong vs: Buildings/Myth Pop Slots: 5 Weak vs: Heroes God: Hephaestus (All) Hit Points: 1100 Age: Mythic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Hephaestus (Hand of Talos, +100HP; Shoulder of Talos, +200HP, -20%H vulnerability.)

Bonuses: N/A

* Cyclops: Giants with one central eye, the Cyclopes were storm gods in early Greek mythology. In some tales they became smiths and worked with Hephaestus on Zeus’ thunderbolts. In other tales there were only three Cyclopes, representing thunder, lightning, and a thunderbolt. In classical Greece, the "lesser cyclopes" were seen as the sons of Poseidon, bestial and violent, who were avoided and feared. There were also wise and powerful "elder Cyclopes" that were the sons of Kronos.

Scientific name -- Cyclops cyclops Size -- 12' tall Diet -- Omnivore, likes mutton.

Cost: 250F/22FA Attack: 15H/12C Build Time (sec.): 20 Armor: H40%/P50%/C70% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.2 Strong vs: Myth/Buildings Pop Slots: 4 Weak vs: Heroes God: Ares (Poseidon/Hades) Hit Points: 600 Age: Class.

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Ares (Will of Kronos, +50%H damage, 2x crush damage, trains 25% faster.)

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Bonsues: N/A

* Hippocampus: Half-fish and half-horse with the tail of a serpent or dolphin, the Hippocampus pulled the chariot of Poseidon. It gave its name to the genus of seahorses and part of the human brain.

Scientific name -- Hippocampus spp. Size -- about 1800 lbs. Diet -- brown and green seaweeds

Cost: Free Attack: 30H/30C Build Time (sec.): N/A Armor: H10%/P70%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 6.6 Strong vs: N/A Pop Slots: 0 Weak vs: All God: Poseidon Hit Points: 70 Age: Archaic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Hydra: Another of the fierce offspring of Echinda and Typhon, the Hydra was a large serpent with multiple heads and poisonous breath. Killing the Hydra near the city of Lerna in Argolis was the second of Heracles’ twelve tasks. Each time he cut off one of the Hydra’s heads, however, two more grew back. A nephew helped him by cauterizing each wound as a head was lopped off. The last head was immortal, so Heracles buried it under a large rock. Once the beast’s body was dead, Heracles dipped his arrowheads into its blood, giving them extra potency.

Scientific name -- Hydra lernaea Size -- 20,000+ lbs. Diet -- carnivore, especially cattle and humans

Cost: 250F/28FA Attack: 20H/10C Build Time (sec.): 20 Armor: H60%/P40%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4.0

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Strong vs: Inf./Buildings Pop Slots: 5 Weak vs: Heroes God: Dionysus (Zeus,Poseidon) Hit Points: 800 Age: Heroic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Hera (Monstrous Rage, 25% attack.)

Bonuses: N/A

* Manticore: The Manticore probably came into Greek mythology from Persia and originated in tales about far away and exotic India. The beast had the body of a red lion, a human face (with blue eyes and human ears), three rows of teeth, a stinging poisonous tail, and poisonous spines that could be shot like arrows in any direction. Its voice was like a mixture of pipes and trumpets. It was fast and capable of great leaps. When villagers vanished without a trace, it was believed they were devoured by a manticore.

Scientific name -- Epibouleos occisor Size -- 1600 lbs. Diet -- carnivore, largely humans

Cost: 300F/20FA Attack: 11P Build Time (sec.): 17 Armor: H30%/P60%/C80% Line of Sight: (m): 20 Range (min - max): 16 Prerequisite: Temple Speed (ms): 4.3 Strong vs: Ranged/Myth Pop Slots: 5 Weak vs: Heroes God: Apollo (Zeus, Hades) Hit Points: 420 Age: Heroic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight; Sun Ray, +10% attack) Hera (Monstrous Rage, 25% attack.)

Bonuses: N/A

* Medusa: Medusa was one of three sisters known as the Gorgons, children of sea gods with live sea snakes for hair, scaly necks, boar-like tusks, golden hands, and bronze wings. One tale is that Medusa was once a beautiful maid who boasted of being more

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beautiful than Athena, who turned her into a monster so ugly that those who gazed upon her were turned to stone. She was killed by Perseus, with the help of Athena and Hermes. From her blood was created the winged horse, Pegasus. Her head was used as a weapon to kill the sea monster Cetus and then the head was mounted on Athena's shield.

Scientific name -- Gorgon chrysaorus Size -- 7' tall Diet -- carnivore, largely humans

Cost: 250G/40FA Attack: 15P/12.5C Build Time (sec.): 20 Armor: H50%/P40%/C80% Line of Sight: (m): 18 Range (min - max): 10 Prerequisite: Temple Speed (ms): 4.3 Strong vs: Human/Myth Pop Slots: 5 Weak vs: Heroes God: Hera (Zeus) Hit Points: 360 Age: Mythic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Hera (Monstrous Rage, 25% attack; Face of the Gorgon, +33%HP.)

Bonuses: N/A

* Minotaur: King Minos prayed to Poseidon to send him a snow-white bull as a sign he was fit to rule Crete. He promised to sacrifice the animal, but when it appeared, he kept it for his own. In retribution, Poseidon caused Minos' wife to fall in love with the bull. Their offspring was the Minotaur, a beast with the head of a bull and the body of a man. Minos had a huge labyrinth constructed under Crete where the Minotaur could be kept. Each year seven boys and seven girls were sent into the maze to be eaten by the beast. Eventually the Minotaur was slain by Theseus who unraveled a ball of twine as he moved into the labyrinth so he could find his way out.

The legend of the minotaur may have originated because of the important of the bull in Minoan ritual. Minoan buildings were adorned with bull horns, and their hourglass shields covered with bull hide. Early frescoes show Minoan youths leaping over the horns of bulls as a form of sport.

Scientific name -- Homo taurus Size -- about 9' tall

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Diet -- humans, especially maidens

Cost: 200F/16FA Attack: 15H/10C Build Time (sec.): 17 Armor: H60%/P50%/C80% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4 Strong vs: Infantry Pop Slots: 4 Weak vs: Heroes God: Athena (Zeus/Hades) Hit Points: 240 Age: Class.

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.) Hera (Monstrous Rage, 25% attack.) Athena (Labyrinth of Minos, -25% food cost, +40%HP.)

Bonuses: N/A

* Nemean Lion: A large and ferocious lion that lived on the plains of Nemea, it terrorized the area and could not be killed by normal men, who ran in fear from its mighty roar. The first labor of Heracles was to kill the Nemean Lion. When Heracles discovered his arrows and other weapons had no effect on the beast, the hero closed with it and used his incredible strength to strangle it. He skinned the beast and returned with its skin as a cloak. Heracles was thereafter depicted wearing the cloak of the Nemean Lion.

Scientific name -- Leo biaxomus Size -- 6000 lbs. Diet -- carnivore

Cost: 200G/25FA Attack: 20H/10C Build Time (sec.): 20 Armor: H30%/P60%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4.8 Strong vs: Ranged/Buil. Pop Slots: 4 Weak vs: Heroes God: Aphrodite (Poseidon/Hades)

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Hit Points: 660 Age: Heroic

Upgrades: N/A

Improvements: Aphrodite (Roar of Orthus, -50%P/20%H vulnerability.)

Bonuses: N/A

* Scylla: A terrifying sea monster with six serpent heads and a ring of barking dogs around her waist, Scylla guarded one side of the straits of Messina, between Sicily and Italy. The dogs alerted her when a ship was passing so she could seize sailors. Scylla was originally a beautiful nymph who was transformed by the jealous sorceress Circe.

Scientific name -- Hydra thalassa Size -- 30,000+ lbs Diet -- large fish, whales, sailors

Cost: 200G/15FA Attack: 25H/12C Build Time (sec.): 5 Armor: H40%/P70%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 5.3 Strong vs: Arc./Siege Sh. Pop Slots: 5 Weak vs: Ram Ships/Argo God: Dionysus (Zeus, Poseidon) Hit Points: 800 Age: Heroic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Hera (Monstrous Rage, 25% attack.)

Bonuses: N/A

Other Units -----------

* Villager: Citizens form the basis of your economy. Make sure you have enough Citizens to generate a steady inflow of resources. They are tougher than other resource gatherers, but not as tough as soldiers. Building and holding a Town Center will generate Favor.

Cost: 50F Attack: 8H

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Build Time (sec.): 14 Armor: H10%/P0%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

Improvements: Storehouse (All, gather gold 10% faster and carry 50% more, gather wood 10% faster and carry 50% more.) Granary (Hunting, 30% faster gathering; Herding, 20% faster gathering from herd animals and carry twice as much; Farming, gather 10% faster on farms.) Aphrodite (Golden Apples, gathers favor 15% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: Zeus (Favor collects 20% faster.)

* Donkey Caravan: Trade was critical for any ancient empire to survive. Certain geographic areas had certain resources in abundance, while others were sorely lacking. Atlantis ferried supplies from its vast stores to its most distant colonies. Greek city states exported resources such as silver, obsidian, and seashells, and also crafts such as pottery and metal vases. However, they imported other resources such as copper, tin, gold, and amber, and other products such as glass beads and seals. Cities along trade routes, such as Alexandria in Egypt and Byblos in the Middle East, became wealthy and powerful.

Cost: 100F Attack: 0 Build Time (sec.): 15 Armor: H40%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Market Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 115 Age: Heroic

Upgrades: N/A

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Improvements: Market (Coinage, moves +20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Kataskopos (Scout): The Greek Scout is fast and has a good line of sight, but is weak in actual combat. Although you cannot train additional Katascopi, better scouts, such as Pegasi, are available later.

The name of this unit is found in the Bible and the interpretations of its meaning vary from explorer, spy, and scout. The Greeks used the word to refer to Romans exploring Greek lands, perhaps in preparation of the coming Roman conquest.

Cost: Free Attack: 8H Build Time (sec.): N/A Armor: H20%/P90%/C99% Line of Sight: (m): N/A Range (min - max): 0 Prerequisite: N/A Speed (ms): 5.5 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All Hit Points: 70 Age: Archaic

Upgrades: N/A

Improvements: Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Militia: The Greek polis of Sparta had a very regimented structure. The full citizens of Sparta were required to be full-time soldiers, and their constant training made them warriors virtually without peer. Below the citizens were the Perioikoi, or militia. The Perioikoi trained only a few weeks a year and were deployed only within the local area as a defensive force. These part-time warriors made up about half of the Spartan army, but they did not have the rights of citizens.

Cost: Free Attack: 7H Build Time (sec.): N/A Armor: H30%/P20%/C99%

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Line of Sight: (m): N/A Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.0 Strong vs: Human Units Pop Slots: 1 Weak vs: Heroes God: Poseidon Hit Points: 100 Age: Archaic

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: Militia Count (House: 2; Granary: 2; Storehouse: 2; Dock: 2; Stable: 2 ; Tower: 3; Academy: 3; Archery Range: 3; Armory: 4; Market: 4 ; Town Center: 6; Fortress: 6; Wonder: 10.)

* Shade: The dead of Greek mythology became shades, empty ghost-like shadows of their former selves. Hades' land of the dead was not necessarily a horrible place to be, but it was without honor or glory. If anything, shades were pitied more than they were feared.

Cost: Free Attack: 6H Build Time (sec.): N/A Armor: H20%/P20%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.0 Strong vs: Human Units Pop Slots: 1 Weak vs: Heroes God: Hades Hit Points: 90 Age: Archaic

Upgrades: N/A

Improvements: Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

===========================================================================

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Egyptian Units ===========================================================================

Below, you'll find detailed information on each of the Egyptian units, military and otherwise.

Foot Soldiers (Units) ---------------------

* Axeman: Egyptian Axemen are strong against infantry, but weak against other types of units, particularly archers. It is often beneficial for Egyptians to switch over to Migdol units in the Heroic Age.

The two-handed piercing axe was especially useful as a weapon against heavily armored opponents because the axe could penetrate almost any armor. The axe was difficult to use, however, because it was unwieldy, required space to enable a swing, was relatively slow in use, and left the axe man exposed during the swing. Opponents slowed by heavy armor and shields had less opportunity to take advantage of these handicaps.

Cost: 40F/30G Attack: 5H Build Time (sec.): 10 Armor: H40%/P5%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Barracks Speed (ms): 4.3 Strong vs: Infantry Pop Slots: 2 Weak vs: Mounted/Ranged God: All Hit Points: 70 Age: Class.

Upgrades: Medium Axeman, +10%HP and attack; Heavy Axeman, +15%HP, 10% attack; Champion Axeman, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Ptah (Scalloped Axe, +10% attack.) Horus (Age of Vengeance, x3 extra damage to buildings.)

Bonuses: N/A

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* Slinger: Egyptian Slingers are good against archers, like the Toxotes or Chariot Archers, but are weak against other unit types. In the Classical Age, the Slinger can be used to stop counter- infantry, such as the Axeman. It is often beneficial for Egyptians to switch over to Migdol units in the Heroic Age.

The sling was simply a long piece of cloth that could be swung rapidly and partially released to cast a stone or metal object with fairly high accuracy. Originally a hunting weapon for bringing down small game and birds, the sling was adapted easily to the battlefield where light troops used it to harass enemy formations. Slings were much cheaper to make than a bow and its complement of arrows, and slingers were easier to train than archers. Many ancient armies kept contingents of slingers to accompany their infantry and archer units. One of the most famous single combats recounted in the Bible was that of the slinger David killing the great Goliath.

Cost: 60W/20G Attack: 3P Build Time (sec.): 14 Armor: H15%/P20%/C99% Line of Sight: (m): 20 Range (min - max): 16 Prerequisite: Barracks Speed (ms): 4.0 Strong vs: Infantry/Ranged Pop Slots: 2 Weak vs: Mounted Units God: All Hit Points: 65 Age: Class.

Upgrades: Medium Slinger, +10%HP and attack; Heavy Slinger, +15%HP, 10% attack; Champion Slinger, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Ptah (Electrum Bullets, +10% attack.) Sekhemet (Slings of the Sun, +30% damage on infantry.)

Bonuses: Set (Trains 20% faster, -10%H armor vulnerability, +10%HP.)

* Spearman: Egyptian Spearmen are fast and cheap, and are good

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against cavalry. They are weak against archers or counter-infantry. In the Classical Age, the Spearman is reasonably effective at defeating counter-archers, such as the Slinger. It is often beneficial for Egyptians to switch over to Migdol units in the Heroic Age.

The spear had several advantages as a weapon. Its length could keep enemies at a distance. The point narrowly focused the thrusting power and could penetrate most armor. It was relatively light and inexpensive, being made mostly of wood. Its disadvantage was that once the enemy was past the point, the spearman had little defense. Spears were especially good against horses when used by many men in formation holding the spear points out. Horses rarely charged into a bank of pointed spears, protecting all in the formation.

Cost: 50F/20G Attack: 7H Build Time (sec.): 9 Armor: H40%/P20%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Barracks Speed (ms): 5.0 Strong vs: Mounted Units Pop Slots: 2 Weak vs: Infantry/Ranged God: All Hit Points: 70 Age: Class.

Upgrades: Medium Spearman, +10%HP and attack; Heavy Spearman, +15%HP, 10% attack; Champion Spearman, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Anubis (Serpent Spear, +10% attack.) Ptah (Leather Framed Shield, -10%P vulnerability.) Horus (Greatest of Fifty, -10%P vulnerability, x2 damage on mounted units; Spear on the Horizon, +10% attack, +30%HP.)

Bonuses: N/A

* Mercenary: As an Egyptian, you may employ Mercenaries at any of your Town Centers. Mercenaries train very quickly, cost only

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gold and are good at countering Cavalry. They are primarily used for town defense because their services can only be bought for a short time, rarely long enough to make the trek into an enemy town.

Cost: 90G Attack: 8H Build Time (sec.): 1 Armor: H45%/P30%/C99% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Town Center Speed (ms): 4.3 Strong vs: All Pop Slots: 0 Weak vs: N/A God: All Hit Points: 85 Age: Archaic

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Hathor (Medjay, lifespan increased by 30.)

Bonuses: N/A

Mounted Soldiers (Units) ------------------------

* Camelry: The primary Egyptian cavalry, Camelry are good at countering Cavalry and Siege Weapons, but are vulnerable to infantry.

Desert warriors of the Middle East employed camels mainly as dependable transport across the arid wastes of the region. Camels could carry two men in a pinch and reasonable loads. They had reasonable speed for short periods also. In addition, horses unfamiliar with camels shied away from them, making camelry particularly effective against horse-mounted troops.

Cost: 50F/70G Attack: 8H Build Time (sec.): 9 Armor: H15%/P30%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Migdol Str. Speed (ms): 6.0 Strong vs: Mounted/Ranged Pop Slots: 3 Weak vs: Infantry God: All

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Hit Points: 125 Age: Heroic

Upgrades: Heavy Camelry, +15%HP, +20% attack; Champion Camelry, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Osiris (Desert Wind, +20%HP, +20% attack and speed.) Thoth (Valley of the Kings, trains 66% faster.)

Bonuses: Ra (+10%HP, +10% faster.)

* Chariot Archer: Egyptian Chariot Archers are powerful ranged units and should be the backbone of an Egyptian army. They are fast, and good against infantry, but are not very effective against cavalry, buildings or siege weapons.

For about 500 years prior to 1200 BC, the chariot archer dominated the battlefields of the Middle East and Western India. The chariot, and indeed horses, were unknown to Egypt before 1720 BC when they were invaded by the Hyksos. The Egyptians were quick to adopt the new technology, and the chariot remained the elite shock troop of Egypt for hundreds of years. All the great civilizations of the time, principally the Egyptians and Hittites to the west, were sufficiently wealthy and advanced to field forces of these relatively expensive weapons. The elites of these cultures hunted from chariots and archery skill was prized. Surrounding barbarians were intimidated by the fast and accurate archers until they learned how to kill the horses or otherwise disable the team. Egypt's chariots were so light that two men could bear them across a stream, and the chariot corps was supported logistically by mobile repair stations. Around 1200 BC, chariot archers largely disappeared and barbarians, whose origin remains unknown today, overran the cultures that used them.

Cost: 100W/40G Attack: 8.5P Build Time (sec.): 6 Armor: H30%/P20%/C99% Line of Sight: (m): 20 Range (min - max): 20 Prerequisite: Migdol Str. Speed (ms): 5.0 Strong vs: Infantry Pop Slots: 3

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Weak vs: Mounted/Ranged God: All Hit Points: 90 Age: Heroic

Upgrades: Heavy Chariot Archer, +10%HP, +10% attack; Champion Chariot Archer, +10%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P; Burning Pitch, 3x damage to buildings and 1.5x to ships.) Migdol Stronghold (Levy/Conscript, trains 20% faster.) Sekhemet (Bone Bow, +4 range.) Thoth (Valley of the Kings, trains 66% faster.)

Bonuses: Set (Trains 20% faster, -10%H armor vulner., +10%HP.) Ra (+10%HP, moves 10% faster.)

* War Elephant: The Egyptian War Elephant is expensive and slow, but is mighty in combat, particularly against buildings. They can be defeated by large groups of infantry or by Camels and Prodromos.

The generals of ancient times, tracing back at least to Hannibal, were intrigued by the use of elephants in battle. The size and strength of the beasts were enough to shake any troops, but especially those who had never seen the animal before. In practice, elephants may have been more for show than effectiveness. Wounded elephants were difficult to control and likely to disrupt friends as much as foes. They were used as platforms for commanders and archers, and were ideal for breaking into dense enemy formations if they could be coaxed to do so. While the Indians first introduced elephants to the Mediterranean, the Ptolemies of Egypt were the first to use the larger African elephants in warfare. Classical texts are very clear that generals knew to counter war elephants with pigs.

Cost: 180F/70G Attack: 14H Build Time (sec.): 15 Armor: H15%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Migdol Str. Speed (ms): 2.9 Strong vs: Buildings/Most Pop Slots: 5 Weak vs: Infantry God: All

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Hit Points: 450 Age: Heroic

Upgrades: Heavy War Elephant, +10%HP, 10% attack; Champion War Elephant, +10%HP, 10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Migdol Stronghold (Levy/Conscript, trains 20% faster.) Thoth (Tusks of Apedemak, +10% attack, +20%HP; Valley of the Kings, trains 66% faster.)

Bonuses: N/A

* Mercenary Cavalry: As an Egyptian you may employ Mercenary Cavalry at any of your Town Centers after reaching the Heroic Age. Mercenary Cavalry train very quickly, cost only gold and are good at countering Archers. They are primarily used for town defense because their services can only be bought for a short time, rarely long enough to make the trek into an enemy town.

Cost: 120G Attack: 8H Build Time (sec.): 3 Armor: H40%/P45%/C99% Line of Sight: (m): 22 Range (min - max): 0 Prerequisite: Town Center Speed (ms): 5.3 Strong vs: All Pop Slots: 0 Weak vs: N/A God: All Hit Points: 190 Age: Heroic

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Hathor (Medjay, lifespan increased by 3.)

Bonuses: N/A

Heroes ------

* Pharaoh: A Pharaoh empowering a foundation or building makes the Laborers working there build faster, gather faster and carry more. A Pharaoh may also coax more Favor from the gods by empowering

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a Monument. The Pharaoh is a decent fighter, but it is his ability to heal units and devastating attacks on myth units that make him a good addition to an attacking army. When a Pharaoh dies he is reborn amongst his people at a Town Center. Set Pharaohs can summon animals.

The material wealth and relative isolation of the Nile Valley allowed a monarchial government to arise in Egypt at a very early date. There was little need for a strong man to hold sway by might for the defense of the realm and the control of food production. Instead, the pharaoh came to be accepted as the living god of the world who was responsible for the daily passage of the sun and annual flooding of the river, the two events upon which food production depended. The greatest of the pharaohs were also the battle leaders of their armies and the builders of Egypt’s greatest monuments.

Cost: Free Attack: 4-12P Build Time (sec.): 0 Armor: H15%/P15%/C99% Line of Sight: (m): 16 Range (min - max): 4 Prerequisite: N/A Speed (ms): 4.0 Strong vs: Myth Units Pop Slots: 0 Weak vs: Human Units God: All Hit Points: 100 Age: Archaic

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -15%H, Shields -15%P) Nephthys (Spirit of Maat, x2 healing rate; Funeral Rites, x9 bonus against all myth units; City of the Dead, +30%HP, +20% attack, faster reincarnation of pharaoh.) Osiris (New Kingdom, creates a second pharaoh.)

Bonuses: Ra (Buildings that are empowered produce 25% faster, rather than the normal 20%.) Set (Animals can be created for attack using favor.)

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* Priest: Priests are Egyptian Heroes that are among the few units with the ability to heal. They have a short, ranged attack that improves in later ages and is devastating against enemy myth units. Make sure that Priests are accompanied by units that can protect them from human soldiers. Because they have a ranged attack, Priests can strike at slow-moving myth units, but may fall in battle against myth units with a strong hand-to-hand attack that manage to close with the Priests.

Each major god's Priests have different abilities. Ra Priests can empower buildings. Set Priests can convert wild animals. Isis Priests can quickly summon inexpensive Obelisks.

Cost: 100G Attack: 3 Build Time (sec.): 9 Armor: H10%/P0%/C99% Line of Sight: (m): 8 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.6 Strong vs: Myth Units Pop Slots: 2 Weak vs: Human Units God: All Hit Points: 600 Age: Archaic

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -15%H, Shields -15%P) Nephthys (Spirit of Maat, x2 healing rate and lowers cost by 80G; Funeral Rites, x9 bonus against all myth units.)

Bonuses: Ra (Buildings can be empowered, but at half what the Pharaoh can do.) Isis (Outposts are produced 60% quicker and cost 33% less.) Set (Animals can be created for attack using favor.)

* Son of Osiris:

Cost: 0 Attack: 60H

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Build Time (sec.): 10 Armor: H30%/P50%/C99% Line of Sight: (m): 22 Range (min - max): 18 Prerequisite: Osiris Speed (ms): 4.2 Strong vs: Myth/Human Pop Slots: 0 Weak vs: Nothing God: Osiris (Isis/Ra) Hit Points: 420-546 Age: Mythic

Upgrades: N/A

Improvements: Armory (Armor -15%H, Shields -15%P; City of the Dead, +30%HP, +20% attack.)

Bonuses: Ra (Buildings that are empowered produce 25% faster, rather than the normal 20%.)

Naval Units -----------

* Fishing Boat: The technology of boats and further improvements in nets, navigation, boat capacity, traps, and so on, that improved the efficiency and production of fishermen were pioneered by the sailors and fishermen of Atlantis. Wall murals show Greek fishermen were taking bluefin tuna in Mycenaean times, a thousand years before the classical Greek age. The Norse were also great sea hunters and fishermen. Salted and dried fish could be stored for many months and was an important source of protein before the days of refrigeration. Many of these techniques were learned from Atlantean colonists in those areas.

Cost: 50W Attack: 0 Build Time (sec.): 14 Armor: H60%/P50%/C5% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Dock Speed (ms): 2.4 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

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Improvements: Dock (Purse Seine gathers 30% faster, Salt Amphora gathers 40% faster and carries twice as much, Conscript Sailors trains 20% faster.)

Bonuses: N/A

* Transport Ship: Trading ships of all kinds were requisitioned by rulers when they wanted to move armies overseas because trading ships had the necessary cargo capacity. Warships of the ancient age were not good transports because they were usually very narrow rowing galleys with little storage space, and built for speed. An invading army needed to transport not only soldiers, but weapons, tents, dry food, wine, and livestock.

Cost: 120W Attack: 0 Build Time (sec.): 19 Armor: H40%/P80%/C5% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Dock Speed (ms): 5.3 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All Hit Points: 180 Age: Class.

Upgrades: N/A

Improvements: Armory (Armor -10%H/C, Shields -10%P.) Dock (Enclosed Deck carries +10 units, Conscript Sailors trains 20% faster.)

Bonuses: N/A

* Kebenit: King Sahure of the Fifth Century is credited with establishing the first Egyptian navy. The ships were constructed in the city of Byblos, by Phoenicians who were the finest known shipbuilders. Like many Egyptian ships, these galleys could be sailed down the Nile and rowed back the other direction. Their 18 oars gave the Egyptian warships good manuverability, particularly over the non-rowed warships of Egyptian enemies, such as the "Sea Peoples." Egyptian galleys were equipped with rams, but combat typically consisted of boarding or archer fire. Egyptian ships had high bulwarks to protect against enemy missiles, and their own archers were trained in naval combat.

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Cost: 100W/50G Attack: 6P Build Time (sec.): 14 Armor: H30%/P20%/C10% Line of Sight: (m): 24 Range (min - max): 12 Prerequisite: Dock Speed (ms): 6.0 Strong vs: Ram Ships Pop Slots: 2 Weak vs: Siege Ships God: All Hit Points: 290 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P; Burning Pitch, 3x damage to buildings and +15%.) Dock (Cladding, +10% attack, +20%HP, +4 range; Conscript Sailors trains 20% faster.) Osiris (Funeral Barge, causes 2z damage to arrow ships.)

Bonuses: N/A

* Ramming Galley: While many galleys had stationary rams on their bows, the Greeks also developed a moveable weapon known as a dolphin. This heavy lead or bronze weight was swung from a boom on the ship's mast and was used like a flail to puncture holes in enemy hulls. The Romans would later improve on this design and develop the corvus, a spiked weapon that doubled as a boarding ramp.

Cost: 100W/50G Attack: 20H Build Time (sec.): 12 Armor: H30%/P20%/C75% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Dock Speed (ms): 7.0 Strong vs: Myth/Siege Sh. Pop Slots: 2 Weak vs: Ranged Ships God: All Hit Points: 240 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Reinforced Hull, +10% attack, +10%HP;

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Conscript Sailors trains 20% faster.)

Bonuses: N/A

* War Barge: As warships became longer, navies began to mount larger weapons on them, such as catapults and ballistae. Dionysius of Syracuse constructed extra-large triremes capable of supporting artillery, and Alexander mounted siege towers on a pair of ship hulls during his unsuccessful siege of Tyre. Later Roman imperial galleys could bristle with all sorts of towers and artillery.

Cost: 100W/100G Attack: 6P Build Time (sec.): 17 Armor: H10%/P50%/C10% Line of Sight: (m): 24 Range (min - max): 18 Prerequisite: Dock Speed (ms): 4.8 Strong vs: Buildings/Ships Pop Slots: 3 Weak vs: Ram Ships God: All Hit Points: 480 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Naval Oxybeles, +10% attack, +10%HP, +12% range; Conscript Sailors trains 20% faster.) Sekhemet (Stones of Red Linen, +20% attack.)

Bonuses: N/A

Siege Units -----------

* Siege Tower: Siege weapons can destroy buildings, but are weak against other units, especially cavalry.

One of the machines developed to attack walled towns was the siege tower on wheels. This large wooden tower was covered with wet hides to minimize its vulnerability to fire. A battering ram was suspended inside for use against the wall the tower was moved against. The tower protected the men working the ram and other men shooting arrows into the town. When the wall was knocked down by the ram, the attacking army could enter the city.

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Cost: 200W/100G Attack: 50C Build Time (sec.): 19 Armor: H5%/P96%/C90% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Siege Camp Speed (ms): 2.9 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted Units God: All Hit Points: 300 Age: Heroic

Upgrades: N/A

Improvements: Migdol (All, moves +20% faster, +50% attack, more damage on walls.) Sekhmet (Ram of the West Wind, +20%HP, +20% attack.) Bonuses: N/A

* Catapult: Siege weapons can destroy buildings, but are weak against other units, especially cavalry. Egyptians can also use Catapults to defeat enemy ships.

Catapults were invented by the Greeks for use as artillery on the battlefield or during a siege. By creating tension by pulling back large bow-like arms or twisting cordage made of hides or hair, a great throwing force could be achieved. Catapults could throw a stone weighing over 10 pounds to a range of nearly 1500 feet.

Cost: 200W/100G Attack: 50C Build Time (sec.): 24 Armor: H30%/P90%/C80% Line of Sight: (m): 40 Range (min - max): 10-28 Prerequisite: Siege Camp Speed (ms): 2.4 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted Units God: All Hit Points: 115 Age: Heroic

Upgrades: N/A

Improvements: Migdol (All, moves +25% faster, +2 range, more damage

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on walls.) Sekhmet (Stones of Red Linen, +20% attack.)

Bonuses: N/A

Mythical Units --------------

* Anubite: Anubis' priests, the "stm", wore jackal masks during the mummification rituals. Anubis was among the oldest deities of Egyptian mythology and his role changed as the myths matured, passing from the main god of the underworld to the judge of the dead once Osiris took over the former role. Anubis' association with jackals was probably the result of jackals prowling around graveyards. He was colored black because embalmed corpses are pitch black in color. Although Anubis was often identified as "sab" a jackal, rather than "iwiw" a dog, there was still much confusion over which animal Anubis actually was. Some Egyptologists refer to the "Anubis animal" to represent the unknown species that he was supposed to represent. Cities dedicated to Anubis were known for their great number of dog mummies and whole cemeteries.

"We, known as the Jackals, the Priests of Anubis, are guardians of their glorious tombs, or of their humble graves. We are the keepers of the dead. We are the servants of Anubis. We are Cynopolis." -- Chapter of the Dead, Book of Ma'at

Scientific name -- Pholax cynopolis Size -- about 9' tall Diet -- doesn't eat, but may gain energy from emotions such as fear

Cost: 100F/15FA Attack: 13H Build Time (sec.): 9 Armor: H60%/P55%/C80% Line of Sight: (m): 16 Range (min - max): 4-8(leap) Prerequisite: Temple Speed (ms): 5.3 Strong vs: Infantry/Myth Pop Slots: 4 Weak vs: Heroes/Ranged God: Anubis (Isis/Set) Hit Points: 200 Age: Class.

Upgrades: N/A

Improvements: Anubis (Feet of the Jackal, provides +50HP, +20 attack, x7 extra damage for leap attack, x6 extra range for leap attack.)

Bonuses: N/A

* Avenger: Because the Avenger is so deadly fighting hand-to-hand,

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it is best to combat him with ranged units. In combat, the Avenger periodically attacks as a whirlwind, damaging all enemy units around him.

Horus was the child of Osiris and Iris who, upon reaching adulthood, was known as Her-nedj-tef-ef, "Horus, Avenger of his Father," whose role it was to seek venegance and cast out the evils of Set.

"Behold, the fire riseth in Abydos and it cometh; I cause it to come, the Eye of Horus. It is set in order upon thy brow, O Osiris Khenti-Amenti; it is set in the shrine and riseth on thy brow." -- The Pyramid Texts

Scientific name -- Archifalco pharoanicus Size -- about 9' tall Diet -- scarab beetles and honey

Cost: 250F/30FA Attack: 28H Build Time (sec.): 24 Armor: H60%/P40%/C80% Line of Sight: (m): 18 Range (min - max): 0 Prerequisite: Temple Speed (ms): 5.3 Strong vs: Infantry/Myth Pop Slots: 4 Weak vs: Heroes/Ranged God: Horus (Ra/Set) Hit Points: 600 Age: Mythic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Leviathan: The word "Leviathan" ("twisted animal" in Hebrew) has been adopted to mean any gigantic monster, but was perhaps originally cited in the Bible and described in great detail. The leviathan was a fire-breathing creature that boiled the ocean when it swam near the surface. Its skin was covered with heavy armored plates like shields, and its belly was encrusted with broken pottery.

There is speculation that the word is a corruption of the seven-headed serpent "Lotan", a monster from Canaanite legend that was killed by Baal.

Scientific name -- Borborodaes megas Size -- 50'+ long. Rumored to attain miles in length. Diet -- benthic crustaceans and mollusks

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Cost: 200G/20FA Attack: 0 Build Time (sec.): 10 Armor: H40%/P60%/C80% Line of Sight: (m): 22 Range (min - max): 0 Prerequisite: Dock Speed (ms): 4.2 Strong vs: N/A Pop Slots: 4 Weak vs: Ram Ships/Argo God: Nepthys (Isis/Set) Hit Points: 1020 Age: Heroic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Mummy: Heroes prepared for the afterlife were turned into Mummies by embalming and special rites. Among their duties in the next life might be the defense of sacred sites if robbers or other evil doers disturbed their rest. Then the Mummies would arise and destroy their enemies.

Scientific name -- Homo sapiens Size -- 7'+ tall Diet -- feeds on emotions, especially terror

Cost: 200G/35FA Attack: 12P Build Time (sec.): 17 Armor: H35%/P50%/C80% Line of Sight: (m): 18 Range (min - max): 12 Prerequisite: Temple Speed (ms): 4.8 Strong vs: Human/Myth Pop Slots: 5 Weak vs: Heroes God: Osiris (Ra/Isis) Hit Points: 350 Age: Mythic

Upgrades: N/A

Improvements: Osiris (Atef Crown, +20%HP, +40 damage, minions live 2x longer.)

Bonuses: N/A

* Petsuchos: The Petsuchos is a magic crocodile that can focus the beams of sunlight into deadly searing rays. Like many ranged units, the Petsuchos is weak when fighting at close range, but

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his beams fire with perfect accuracy at distance.

"Petsuchos" is the Greek rendering of an Egyptian word meaning "he who belongs to Suchos," the crocodile god also known as Sobek. The Petsuchos was the sacred crocodile of Suchos kept in a private lake in the city of Crocodopolis. He was an old, pampered beast who wore golden rings in his ears and riveted bracelets on his forelegs.

Scientific name -- Crocodilus tyranosuchos Size -- 400 lbs, 24' long Diet -- sunlight

Cost: 200G/20FA Attack: 50P/20C Build Time (sec.): 20 Armor: H30%/P50%/C80% Line of Sight: (m): 24 Range (min - max): 20 Prerequisite: Temple Speed (ms): 3.6 Strong vs: Inf./Buildings Pop Slots: 4 Weak vs: Heroes God: Hathor (Ra/Isis) Hit Points: 480 Age: Heroic

Upgrades: N/A

Improvements: Hathor (Crocodopolis, +4 range added to attack.)

Bonsues: N/A

* Phoenix: An eagle-like bird with feathers of gold and red, the Phoenix was associated with the Sun and fire. It was long-lived and had the ability to reproduce or reincarnate itself after death. In some traditions, it built its own funeral nest before dying and then a young Phoenix would issue from the dead body. After Christianity began to spread, the tale of the Phoenix changed so that the bird turned its funeral nest into a pyre and self-immolated. After a period of time, usually three days, a new Phoenix rose from the ashes. The Phoenix became a symbol for both immortality and life after death.

"And at the five hundred years' end, the priests array their altar honestly, and put thereupon spices and sulphur vif and other things that will burn lightly; and then the bird phoenix cometh and burneth himself to ashes. And the first day next after, men find in the ashes a worm; and the second day next after, men find a bird quick and perfect; and the third day next after, he flieth his way." -- The Travels of Sir John Mandeville

Scientific name -- Aquila inferna Size -- 800 lbs.

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Diet -- Self-fueling

Cost: 200G/30FA Attack: 30H/30C Build Time (sec.): 20 Armor: H15%/P55%/C80% Line of Sight: (m): 20 Range (min - max): 4 Prerequisite: Temple Speed (ms): 3.6 Strong vs: Inf./Buildings Pop Slots: 5 Weak vs: Ranged God: Thoth (Isis/Set) Hit Points: 400 Age: Mythic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Roc: Reports of the Roc, a giant bird, come to us from the Arabian Nights and the reports of Marco Polo. Sinbad describes the Roc as being enormous with 16 yard long wings and a bulky body. In one tale, a Roc carries Sinbad to safety after a shipwreck and in another, Rocs destroy ships by dropping huge boulders on them. Marco Polo tells of Rocs from Madagascar and how an envoy from there presented a huge Roc feather to the Chinese court. A very large flightless bird may actually have survived on the island until the 16th century before going extinct.

Scientific name -- Aepyornis maximus Size -- 100' wingspan Diet -- carnivore, rumored to eat elephants

Cost: 150F/15FA Attack: 0 Build Time (sec.): 14 Armor: H30%/P25%/C80% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4.8 Strong vs: N/A Pop Slots: 3 Weak vs: Heroes/Ranged God: Hathor (Ra/Isis) Hit Points: 350 Age: Heroic

Upgrades: N/A

Improvements: N/A

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Bonuses: N/A

* Scarab: Scarab beetles are a diverse group of insects that live in South America and Egypt. Egyptians adopted the scarab as sacred, and used it to represent Ra, who rolled the sun across the sky each day. The most famous scarab beetles roll dung into a ball, and then proceed to roll their treasure back to their tunnels.

Egyptians depicted scarabs in a variety of artwork, including amulets and "heart scarabs" which were large pieces hung on the neck or as a pectoral.

"You are my soul which is in my body, the god Khnum who makes my limbs sound. When you go forth to the Hereafter, my name shall not stink to the courtiers who create people on his behalf. Do not tell lies about me in the presence of the Great God!"

-- inscription found on a heart scarab in the Temple of Amun

Scientific name -- Class: Insecta, Order: Coleoptera, Family: Scarabaeidae Size -- most about 2" long, but Sekhmet's Scarabs are about 12' long Diet -- most eat dung. Sekhmet's Scarabs eat buildings.

Cost: 300F/20FA Attack: 6H/12C Build Time (sec.): 20 Armor: H30%/P75%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.2 Strong vs: Buildings Pop Slots: 5 Weak vs: All God: Sekhmet (Ra/Set) Hit Points: 650 Age: Heroic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Scorpions: Scorpions understandably had a large influence on Egyptian mythology. Ra's daughter, Selket, was associated with the scorpion, which graced her crown. In order to make her son, Horus, strong, Isis exposed him to scorpion stings in the desert. Scorpions were also associated with Set, along with other "wicked" animals of the desert.

There was indeed even a King Scorpion, a predynastic ruler known only from a few surviving artifacts such as the "scorpion mace". It is unclear whether the ruler's name or title were "scorpion"

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but the kingly figure on the mace is labeled as SQRT along with hieroglyphics of a clearly drawn scorpion sign.

Scientific name -- Scoloscorpio anthropomorphi Size -- 400 lbs. Diet -- snakes, large grazing mammals

Cost: 150W/25FA Attack: 25H Build Time (sec.): 20 Armor: H50%/P40%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 5.0 Strong vs: Land/Myth Pop Slots: 4 Weak vs: Heroes God: Nepthys (Isis/Set) Hit Points: 500 Age: Heroic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Wadjet: The Wadjet is named for the serpent goddess who appears in snake form on the crown of the pharaoh. Her name means "papyrus- colored-one". The serpent Wadjet can spit venom at a long range, though the vestigial wings are used only to lift the heavy cobra hood above the sand.

Scientific name -- Naja uraea Size -- about 12' long Diet -- large mammals and reptiles

Cost: 150W/15FA Attack: 16P Build Time (sec.): 17 Armor: H60%/P40%/C80% Line of Sight: (m): 20 Range (min - max): 18 Prerequisite: Temple Speed (ms): 3.8 Strong vs: Infantry Pop Slots: 4 Weak vs: Heroes God: Ptah (Ra/Set) Hit Points: 240 Age: Class.

Upgrades: N/A

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Improvements: N/A

Bonuses: N/A

* War/Sea Turtle: The Egyptians considered the turtle a creature of night and dark water, and therefore became associated with Set and an enemy of the sun god, Ra. They were not to be eaten or used in medicine.

"May Ra live and the turtle die." -- ancient Egyptian epithet

Scientific name -- Sternotherus gigas Size -- 30'+ long Diet -- omnivore, prefers green algae and slow fish

Cost: 300F/20FA Attack: 25H/20C Build Time (sec.): 9 Armor: H40%/P70%/C80% Line of Sight: (m): 22 Range (min - max): 0 Prerequisite: Mythic Age Speed (ms): 5.3 Strong vs: Arc./Siege Sh. Pop Slots: 5 Weak vs: Ram Ships/Argo God: Thoth (Isis/Set) Hit Points: 960 Age: Mythic

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

Other Units -----------

* Laborer: Laborers form the basis of your economy. Make sure you have enough to generate a steady inflow of resources, but remember they are weak in combat. Have your Laborers build Monuments to generate Favor. Have your Pharaoh empower foundations or buildings to make your Laborers build or gather faster.

Farming and laboring peasants made up the bulk ancient Egypt’s population. They provided the surplus of food, raw materials, and manufactures that supported the ruling pharaohs, the civil bureaucracy, the priesthood, and the army. Although the life of the peasants was not easy, they lived better than peasants elsewhere due to the bounty of the Nile Valley. Peasants worked the fields, maintained the extensive irrigation system, and labored on huge public works like the pyramids, temples, and

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other monuments.

Cost: 50F Attack: 8H Build Time (sec.): 14 Armor: H10%/P0%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 100 Age: Archaic

Upgrades: N/A

Improvements: Mining Camp (All, gather gold 10% faster and carry 50% more.) Lumber Camp (All, gather wood 10% faster and carry 50% more.) Granary (Hunting, 30% faster gathering; Herding, 20% faster gathering from herd animals and carry twice as much; Farming, gather 10% faster on farms.) Ra (Skin of the Rhino, -30%H/P vulnerability, +20% attack.) Bast (Sacred Cats, gathers 10% faster on farms; Adze of Wepwawet, trees topple in one hit, wood gathers 10% faster.) Thoth (Book of Thoth, all resources but favor are gathered 10% faster.)

Bonuses: N/A

* Camel Caravan: Trade was critical for any ancient empire to survive. Certain geographic areas had certain resources in abundance, while others were sorely lacking. Atlantis ferried supplies from its vast stores to its most distant colonies. Greek city states exported resources such as silver, obsidian, and seashells, and also crafts such as pottery and metal vases. However, they imported other resources such as copper, tin, gold, and amber, and other products such as glass beads and seals. Cities along trade routes, such as Alexandria in Egypt and Byblos in the Middle East, became wealthy and powerful.

Cost: 100F Attack: 0 Build Time (sec.): 15 Armor: H40%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Market Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1

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Weak vs: All God: All Hit Points: 600 Age: Heroic

Upgrades: N/A

Improvements: Market (Coinage, moves +20% faster.)

Bonuses: N/A

=========================================================================== Norse Units ===========================================================================

Below, you'll find detailed information on each of the Norse units, military and otherwise.

Foot Soldiers (Units) ---------------------

* Ulfsark: Norse infantry are lightly armored, but have a large attack. The general-purpose Ulfsarks should form the backbone of any Norse army. They are particularly good at defeating cavalry, but are weak against archers. The Ulfsark can serve as a decent scout in the early Ages.

Viking warriors who wore wolf skins into battle were known as Ulfsarks, another tradition of the Berserks (bear skins). These men were renowned for their tendency to go into battle frenzy. Ulfsarks fought on foot, armed mainly with axes and swords. They generally wore minimal armor, preferring the freedom of movement rather than the heavier protection.

Cost: 50F/30G Attack: 9H Build Time (sec.): 9 Armor: H30%/P10%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4.8 Strong vs: Ranged/Mounted Pop Slots: 2 Weak vs: Ranged/Infantry God: All Hit Points: 80 Age: Archaic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack;

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Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Longhouse (Levy/Conscript, trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Odin (Lone Wanderer, +10% faster.) Loki (Eyes in the Forest, +3 line-of-sight.) Forseti (Mithril Breastplate, -10%P vulnerability.) Bragi (Call of Valhalla, +20%HP; Swing Array, 2x damage to cavalry.) Tyr (Berserkergang, +10% attack, +20%HP.) Bonuses: Odin (Regenerates HP at 0.8 while idle.) Loki (Longhouse units train 10% faster.)

* Throwing Axeman: Norse infantry are lightly armored but have a large attack. The Throwing Axeman is good against other infantry, but is weak against other types of units, especially archers. The Throwing Axeman is the strongest of the counter-infantry, and will defeat Greek Hypaspists or Egyptian Axemen. Despite the fact that he uses a ranged weapon, the Throwing Axeman is an infantry unit and benefits from infantry upgrades.

We know little about how warriors fought using throwing axes, but we do know that at least one Norse/Germanic tribe, the Franks, derived their name from a knife or axe that they apparently threw in battle. It is possible that they threw one weapon just prior to joining hand-to-hand combat, at which point they switched to another axe or sword. Throwing a weapon just prior to close fighting may have wounded and shaken many of the enemy just before the moment of contact, giving an initial, and perhaps decisive advantage to the throwers.

Cost: 50W/40G Attack: 4.5P Build Time (sec.): 16 Armor: H35%/P10%/C99% Line of Sight: (m): 16 Range (min - max): 9 Prerequisite: Longhouse Speed (ms): 4.0 Strong vs: Infantry Pop Slots: 2 Weak vs: Mounted/Ranged God: All Hit Points: 60 Age: Class.

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight;

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Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Longhouse (Levy/Conscript, trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Loki (Eyes in the Forest, +3 line-of-sight.) Skadi (Huntress' Axe, +20% attack.)

Bonuses: Odin (Regenerates HP at 0.8 while idle.) Loki (Longhouse units train 10% faster.)

* Huskarl: Although most infantry are beaten by archers, the Norse Huskarl is just the opposite. His high pierce armor means he can quickly close with enemy archers or even buildings that shoot arrows. He is weaker to other infantry and cavalry and is more expensive than other Norse infantry.

The name of this unit derives from an old Norse name for common household servants (house karl), but it later came to mean the elite household guards of a Viking lord. One Viking king in England required that a man have a gold inlaid two-handed sword to be considered for his Huskarls. These were the king’s best professional troops, carrying the best equipment he could afford. Their sole duties were training, guard duty, and war. Although spearmen are generally regarded as the answer to enemy cavalry, the forest of upright spears could also do surprisingly well at stopping incoming arrows.

Cost: 75W/40G Attack: 8H Build Time (sec.): 9 Armor: H15%/P50%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Hill Fort Speed (ms): 5 Strong vs: Ranged Pop Slots: 2 Weak vs: Mounted/Inf. God: All Hit Points: 115 Age: Heroic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Hill Fort (Levy/Conscript, trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.)

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Loki (Eyes in the Forest, +3 line-of-sight.) Tyr (Bravery, +20% attack, 2x damage to buildings.)

Bonuses: Odin (Regenerates HP at 0.8 while idle, +20%HP.)

Mounted Soldiers (Units) ------------------------

* Raider: Norse Raiding Cavalry are fast, but lack the strength of more expensive cavalry. Until they can train Huskarls in the Heroic Age, the Raiding Cavalry is the Norse's best response to archers or even Throwing Axemen.

Mounted warriors were especially suited for striking enemies quickly and without warning, often where most unexpected. Cavalry used as raiders were difficult to defend against because they could hit anywhere and disappear quickly. They were good for disrupting economies, looting or destroying goods, and doing a lot of damage. They were not equipped with heavy armor and weapons, because speed was their strength. They usually were not expected to fight in battle against enemy troops.

Cost: 40F/50G Attack: 8H Build Time (sec.): 18 Armor: H15%/P35%/C99% Line of Sight: (m): 8 Range (min - max): 0 Prerequisite: N/A Speed (ms): 6 Strong vs: Ranged Pop Slots: 2 Weak vs: Mounted/Inf. God: All Hit Points: 105 Age: Class.

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +15%HP, 10% attack, +1 line-of-sight; Champion, +20%HP, +10% attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Longhouse (Levy/Conscript, trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Freya (Thudering Hooves, +10%HP and move rate.) Baldr (Sons of Sleipnir, 3.75x damage to throwing axeman, 3.25 damage to ranged units.)

Bonuses: Odin (Regenerates HP at 0.8 while idle.)

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Loki (Units train 10% faster.)

* Jarl: The Norse Jarl is a mighty cavalry unit, slow and expensive, but powerful in combat. Although they aren't as good as Hersirs at combating Myth Units, Jarls do some bonus damage against them.

The high-ranking men who owned substantial land were called Jarls, a word possibly related to the Anglo-Saxon word that became Earl. Because of their wealth and elite status, they possessed the best equipment. They had owed allegiance to their superiors and were expected to fight on their behalf. For this reason and their own interest in martial affairs, they were elite warriors, often trained from childhood.

Cost: 50G/80G Attack: 9H Build Time (sec.): 9 Armor: H20%/P35%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Hill Fort Speed (ms): 4.8 Strong vs: Ranged/Myth Pop Slots: 3 Weak vs: Mounted/Inf. God: All Hit Points: 180 Age: Heroic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Hill Fort (Levy/Conscript, trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Freya (Thudering Hooves, +10%HP and move rate.) Njord (Ring Giver, +25%HP.) Bonuses: Odin (Regenerates HP at 0.8 while idle; +10%HP.)

Heroes ------

* Hersir: The Norse Hersir is a hero that can be trained in large numbers. They are strong against myth units, but not cost-effective against other types of human soldiers. Because

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they move slowly and use a hand attack, Hersirs are less effective against ranged myth units than they are against myth units that fight hand-to-hand.

The commanders of the Viking raids were not the kings or jarls, but chieftans of middle rank called hersir. These were independent landowners comparable to medieval knights in wealth and influence. A hersir had better equipment than most of his warriors, including perhaps chain mail and the ownership of his own longboat and horse (though like any good Viking, he would still dismount to fight).

Cost: 80F/40G Attack: 3-8H Build Time (sec.): 23 Armor: H20%/P15%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4.2 Strong vs: Myth Pop Slots: 3 Weak vs: Human God: All Hit Points: 130 Age: Archaic

Upgrades: Classical, +10%HP and attack; Heroic, +10%HP, 10% attack; Mythic, +10%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -15%H, Shields -15%P) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Forseti (Hall of Thanes, +10%HP and increase in speed.) Bonuses: Loki (+10% faster, can randomly summon myth units, and trains 10% quicker from the longhouse only.)

Naval Units -----------

* Fishing Boat: The technology of boats and further improvements in nets, navigation, boat capacity, traps, and so on, that improved the efficiency and production of fishermen were pioneered by the sailors and fishermen of Atlantis. Wall murals show Greek fishermen were taking bluefin tuna in Mycenaean times, a thousand years before the classical Greek age. The Norse were also great sea hunters and fishermen. Salted and dried fish could be stored for many months and was an important source of protein before the days of refrigeration. Many of these techniques were learned from Atlantean colonists in those areas.

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Cost: 50W Attack: 0 Build Time (sec.): 14 Armor: H60%/P50%/C5% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Dock Speed (ms): 2.4 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 120 Age: Archaic

Upgrades: N/A

Improvements: Dock (Purse Seine gathers 30% faster, Salt Amphora gathers 40% faster and carries twice as much, Conscript Sailors trains 20% faster.)

Bonuses: N/A

* Transport Ship: Trading ships of all kinds were requisitioned by rulers when they wanted to move armies overseas because trading ships had the necessary cargo capacity. Warships of the ancient age were not good transports because they were usually very narrow rowing galleys with little storage space, and built for speed. An invading army needed to transport not only soldiers, but weapons, tents, dry food, wine, and livestock.

Cost: 120W Attack: 0 Build Time (sec.): 19 Armor: H40%/P80%/C5% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Dock Speed (ms): 5.3 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All Hit Points: 180 Age: Class.

Upgrades: N/A

Improvements: Dock (Enclosed Deck carries +10 units, Conscript Sailors trains 20% faster.)

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Bonuses: N/A

* Longboat: Vikings had a long history of naval trading, which eventually developed into coastal raiding. The longboat was a fast warship about 80 feet long. The ships could be rowed or a single mast stepped amidships with a square sail. The maneuverability, high speed and shallow draught allowed the ships to penetrate rivers, which the Vikings used to attack even inland towns. While bulkier vessels could only be moored in a harbor, the longboats could be beached right on the shore. The flexible hull allowed the longboats to traverse the treacherous waves of the North Atlantic, while still loaded down with goods and warriors. Viking chieftans were even buried in their ships.

Cost: 100W/50G Attack: 6P Build Time (sec.): 14 Armor: H30%/P20%/C10% Line of Sight: (m): 24 Range (min - max): 12 Prerequisite: Dock Speed (ms): 6.0 Strong vs: Ram Ships Pop Slots: 2 Weak vs: Siege Ships God: All Hit Points: 290 Age: Classical

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P; Burning Pitch, 3x damage to buildings and +15%.) Dock (Cladding, +10% attack, +20%HP, +4 range; Conscript Sailors trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Heimdall (Arctic Wind, +10% faster and attack.) Njord (Long Serpent, -20%C vulnerability, +20% attack.) Bonuses: N/A

* Drakkar: While many galleys had stationary rams on their bows, the Greeks also developed a moveable weapon known as a dolphin. This heavy lead or bronze weight was swung from a boom on the ship's mast and was used like a flail to puncture holes in enemy hulls. The Romans would later improve on this design and develop the corvus, a spiked weapon that doubled as a boarding ramp.

Cost: 100W/50G Attack: 20H Build Time (sec.): 12 Armor: H30%/P20%/C75% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Dock Speed (ms): 7.0

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Strong vs: Myth/Siege Sh. Pop Slots: 2 Weak vs: Ranged Ships God: All Hit Points: 240 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Reinforced Hull, +10% attack, +10%HP; Conscript Sailors trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.)

Bonuses: N/A

* Dragon Boat: As warships became longer, navies began to mount larger weapons on them, such as catapults and ballistae. Dionysius of Syracuse constructed extra-large triremes capable of supporting artillery, and Alexander mounted siege towers on a pair of ship hulls during his unsuccessful siege of Tyre. Later Roman imperial galleys could bristle with all sorts of towers and artillery.

Cost: 100W/100G Attack: 6P Build Time (sec.): 17 Armor: H10%/P50%/C10% Line of Sight: (m): 24 Range (min - max): 18 Prerequisite: Dock Speed (ms): 4.8 Strong vs: Buildings/Ships Pop Slots: 3 Weak vs: Ram Ships God: All Hit Points: 480 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Naval Oxybeles, +10% attack, +10%HP, +12% range; Conscript Sailors trains 20% faster.) Thor (Hammer of the Gods, +10% attack; Meteoric Iron Mail, -10%H vulnerability; Dragonscale Shields, -10%P vulnerability.) Heimdall (Arctic Wind, +10% faster and attack.)

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Bonuses: N/A

Siege Units -----------

* Portable Ram: Siege weapons can destroy buildings, but are weak against other units, especially cavalry.

When taking an enemy town quickly was important, one simple, expedient solution was to cut down a strong tree, trim the trunk, attach some handholds, and use the tree to batter down a gate or wall section. Although very dangerous work for the men holding the ram, it could be put into action with hours of arriving outside the city walls. The Portable Ram was particularly effective in surprise attacks and against fortifications of weak design. Such a ram was popular with raiding armies and those who could not linger outside a city for a protracted siege.

Cost: 125W/125G Attack: 40C Build Time (sec.): 17 Armor: H5%/P99%/C90% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Hill Fort Speed (ms): 3.25 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted/Inf. God: All Hit Points: 215 Age: Heroic

Upgrades: N/A

Improvements: Hill Fort (Draft Horses, +20% faster; Engineers, +50% attack.) Baldr (Dwarven Auger, +20% attack, +20% faster, trains 50% faster.)

Bonuses: Odin (+20HP.)

* Ballista: Siege weapons can destroy buildings, but are weak against other units, especially cavalry. Ballistas can be used by the Norse to defeat ships.

The Ballista was another type of pre-gunpowder era artillery, mainly used against men in formation. It was a large bow mounted sideways. It used a winch and ratchet to create bow tension. The missile was usually a large metal, or metal-headed, bolt. Fired into a mass of men at ranges up to 1000 feet, bolts could disable several enemies. Ballistas could be placed on fixed mounts

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on walls or ships, or mobile-wheeled mounts for battlefield use. They were not particularly effective against fortified buildings and walls.

Cost: 150W/150G Attack: 9P/4C Build Time (sec.): 17 Armor: H20%/P80%/C90% Line of Sight: (m): 40 Range (min - max): 4-30 Prerequisite: Hill Fort Speed (ms): 2.4 Strong vs: Buildings/Inf. Pop Slots: 3 Weak vs: Mounted/Inf. God: All Hit Points: 85 Age: Mythic

Upgrades: N/A

Improvements: Hill Fort (Draft Horses, +20% faster; Engineers, +50% attack.) Armory (Burning Pitch, +20%C damage.)

Bonuses: Odin (+20HP.)

Mythical Units --------------

* Battle Boar: Freyr, the brother of Freyja, had a chariot drawn by two boar that were not living animals, but were forged by the dwarves Brokk and Eitri. Gullinbursti ("golden mane") had glowing bristles that lit up the dark. He could run faster than any horse, over sky and water. The dwarves manufactured the battle boar as a result of a wager with Loki over which dwarf could make the best gift for the Norse gods. Eitri placed a pig's hide in the forge, while Brokk worked the bellows. A fly that may have been Loki tried to bite Brokk and distract him from doing his work. Gullinbursti's poor, forgotten brother boar was named Slidrugtanni.

Scientific name -- None (artificial construct) Size -- 800 lbs. Diet -- fueled by peat and magic

Cost: 250G/30FA Attack: 20H/20C Build Time (sec.): 20 Armor: H60%/P60%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 5.3

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Strong vs: Human/Building Pop Slots: 4 Weak vs: Heroes God: Bragi (Thor, Loki) Hit Points: 720 Age: Heroic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.) Hel (Rampage, trains 95% faster.)

Bonuses: Loki (-10%F cost.)

* Einherjar: The Einherjar were the dead heroes gathered by the Valkyries and taken to Asgard where they lived with Odin. The Valkyries culled only the best and most heroic warriors. While living in Asgard, the Einherjar feasted all night and battled all day, with any wounds being magically healed. Thus they prepared endlessly for the time when Odin called for them to fight with the gods at Ragnarok.

Scientific name -- Homo sapiens Size -- about 7' tall Diet -- copious amounts of human food, especially boar meat

Cost: 175G/15FA Attack: 15H/12C Build Time (sec.): 17 Armor: H70%/P60%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.2 Strong vs: Buildings Pop Slots: 3 Weak vs: Heroes God: Heimdall (Odin, Loki) Hit Points: 275 Age: Class.

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.) Hel (Rampage, trains 95% faster.) Heimdall (Elhrimnir Kettle, +6H attack, +10%HP.)

Bonuses: Loki (-10%F cost.)

* Fenris Wolf: The original Fenrir (of which these monsters are just the offspring) was the product of Loki and the giantess Angrboda. The gods raised the wolf in Asgard, but only Tyr had the courage to feed it. Unfortunately, the wolf grew larger and larger until nothing could chain him down. Finally the dwarves made a chain out of the roots of a mountain, silence of a moving cat, and the breath of a fish. In order to trick Fenrir into moving close enough to be chained, Tyr offered him food, and in

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retribution, the wolf bit off his arm. Fenrir then began to howl until the gods stuck a sword in his mouth as a gag.

At Ragnarok, Fenrir is fated to break his chains and kill Odin.

Scientific name -- Canis fenris Size -- 550 lbs. Diet -- deer, cattle, gods

Cost: 150G/15FA Attack: 15H Build Time (sec.): 14 Armor: H40%/P50%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4 Strong vs: Human/Myth Pop Slots: 3 Weak vs: Heroes God: Tyr (Odin, Thor, Loki) Hit Points: 420 Age: Mythic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.)

Bonuses: Loki (-10%F cost.)

* Fire Giant: The fire giants, or muspilli, are eager participants at Ragnarok and believe in the fiery destruction of the cosmos. The most famous of the fire giants was Surtr ("black"), a jarl who guarded the gates to Muspellheim. He had burning hair, skin of boiling lava and carried a flaming sword. Muspellheim was one of the "middle levels" of the Nine Worlds, along with Midgard and Jotunheim.

Scientific name -- Atlas muspilli Size -- 12' tall Diet -- igneous rocks

Cost: 300G/35FA Attack: 15H/10C Build Time (sec.): 24 Armor: H60%/P80%/C80% Line of Sight: (m): 18 Range (min - max): 14 Prerequisite: Temple Speed (ms): 3.2 Strong vs: Infantry Pop Slots: 5 Weak vs: Heroes God: Baldr (Odin, Thor)

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Hel (Loki; Mythic) Hit Points: 600 Age: Mythic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.) Hel (Granite Blood, +100HP; Rampage, trains 95% faster.)

Bonuses: Loki (-10%F cost.)

* Frost Giant: The thurses, also called frost or rime giants, were among the first of the giants created when the world began. As opposed to the brutish Jotun, or mountain giants, the frost giants were ancient beings, symbolizing the time before the gods existed. They lived in the realm of Jotunheim, one of the Nine Worlds of Norse mythology, along with Muspellheim and Midgard. Jotunheim was the land of giants, and their leader was the frost giant jarl, Thrym ("uproar"). He was an archenemy of Thor, and once stole his hammer, Mjolnir, and also demanded Freyja for a wife.

As the tale goes, Thor dressed up as Freyja and went to retrieve his hammer. During the feast, the giants were amazed that "Freyja" ate an ox, several salmon, and large tankards of mead. Loki made the excuse that "Freyja" had not eaten in days because she was so excited to be married to the king of the giants. When Thrym peeped under "Freyja's" veil and saw Thor's beard, Thor threw off his disguise.

"Thor's heart laughed within him when he saw his hammer. First he struck down Thrym, the King of the Thurse, and then he slew all the giant's kin. He also killed the giant's poor sister who had begged for a bridal gift. Instead of shillings she received blows and instead of rings, a hammer hit. And thus Odin's son retrieved his hammer." -- Thrym's Lay from the Poetic Edda

Scientific name -- Atlas rimethurse Size -- 15' tall Diet -- frozen water (or more on wedding feasts)

Cost: 250F/22FA Attack: 18H/12C Build Time (sec.): 24 Armor: H55%/P70%/C70% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.8 Strong vs: Myth/Human Pop Slots: 5

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Weak vs: Heroes God: Skadi (Odin/Thor) Hel (Loki; Mythic) Hit Points: 600 Age: Heroic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.) Hel (Granite Blood, +100HP; Rampage, trains 95% faster.) Skadi (Rime, +33%HP, +20%H attack, -25% recharge time.)

Bonsues: Loki (-10%F cost.)

* Jormund Elver: The original Jormundgard, of which these creatures are just the elvers (another word for baby eels), was a monstrous sea serpent and the offspring of Loki and the giant Angrboda. Odin threw the serpent into the seas of Midgard when it was small, but it grew so large that it could surround the earth by biting its own tail. During Ragnarok, Thor was fated to finally slay the serpent, but he would drown in the dying serpent's venom.

Scientific name -- Megaherpeton midgardii Size -- about 60' long (but their father was about 7900 miles long!) Diet -- whales, large fish

Cost: 200F/15F Attack: 40P Build Time (sec.): 5 Armor: H20%/P30%/C80% Line of Sight: (m): 24 Range (min - max): 20 Prerequisite: Dock Speed (ms): 6 Strong vs: Arrow/Sieg Shi Pop Slots: 3 Weak vs: Ram Shi/Argo God: Tyr (Odin, Thor, Loki) Hit Points: 800 Age: Mythic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.)

Bonuses: Loki (-10%F cost.)

* Kraken: A creature from the sea so large that on the surface it was mistaken for a chain of islands, the Kraken is found

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in Norse mythology. Seamen were often lost when they camped on what they thought was an island, only to be drowned when the creature swam back to the bottom of the sea. It had large tentacles and suckers with which it could seize large ships and drag them down. The Norse believe the Kraken would rise to the surface at the end of the world.

Scientific name -- Psychroteuthis pelagii Size -- 60,000+ lbs. Diet -- deep-sea fish and crustaceans

Cost: 300F/25FA Attack: 15H/5C Build Time (sec.): 10 Armor: H50%/P70%/C80% Line of Sight: (m): 22 Range (min - max): 0 Prerequisite: Dock Speed (ms): 6.0 Strong vs: Arrow/Sie Shi Pop Slots: 5 Weak vs: Ram Shi/Argo God: Njord (Odin, Loki) Hit Points: 900 Age: Heroic

Upgrades: N/A

Improvements: Njord (Wrath of the Deep, +200HP.)

Bonuses: Loki (-10%F cost.)

* Mountain Giant: The giants, also known as jotun, were known for their great strength and stupidity. They were antagonistic and destructive. Remarkably, several of the giantesses (who were perhaps not as bestial as the males of their species) had trysts with some of the Norse gods. Thor, Odin, Tyr and Heimdall had a giant for a parent. Both of Loki's parents were giants, yet he was still considered an Aesir god.

Some of the more colorful giants included Hrungnir, whose head and heart were made of stone (and pinned Thor when the Thunderer killed him), Gerd, a giantess who married Freyr (Freyja's brother), Hrimthurs, who built the walls around Asgard in six months on a bet (and was also killed by Thor), and Gunnlod, a giantess who Odin had to sleep with for three nights before he could drink her father's mead.

Scientific name -- Atlas jotun Size -- 16' tall Diet -- rocks, trees, sheep, humans

Cost: 300F/30FA Attack: 20H/25C Build Time (sec.): 17 Armor: H45%/P30%/C80%

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Line of Sight: (m): 16 Range (min - max): 16 Prerequisite: Temple Speed (ms): 3.2 Strong vs: Buildings Pop Slots: 5 Weak vs: Heroes God: Njord (Odin, Loki) Hel (Loki; Mythic) Hit Points: 1200 Age: Heroic

Upgrades: N/A

Improvements: Bragi (Thurisaz Rune, +12% faster.) Hel (Granite Blood, +100HP; Rampage, trains 95% faster.)

Bonuses: Loki (-10%F cost.)

* Nidhogg: In Niflheim, the Norse Underworld, lives a great dragon or serpent, Nidhogg, whose name means "tearer of corpses". He gnaws on the roots of the world ash, Yggdrasil, waiting for Ragnarok. Yggdrasil is also home to an eagle and to an anthropomorphic squirrel named Ratatosk. Ratatosk ferries insults back and forth between Nidhogg at the ash's roots and the eagle living up in the branches.

Other dragons tasked to destroy the world tree are Grabak, Grafvolluth, Goin and Moin.

Scientific name -- Draco niflheimus Size -- 20' wingspan Diet -- corpses, roots of Yggdrasil

Cost: Free Attack: 30H/40C Build Time (sec.): 0 Armor: H40%/P50%/C99% Line of Sight: (m): 22 Range (min - max): 4 Prerequisite: Hel Speed (ms): 3.7 Strong vs: Inf./Buildings Pop Slots: 0 Weak vs: Heroes/Ranged God: Hel (Loki) Hit Points: 1800 Age: Mythic

Upgrades: N/A

Improvements: N/A

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Bonuses: N/A

* Raven: Huginn and Munnin are Odin's Ravens. They fly around the world, bringing back information. If they are killed, they will eventually re-form back at Odin's Temple.

Odin, the chief god of Asgard, was blinded in one eye. To compensate and keep aware of all that is happening in the nine worlds, each morning he sends out his two ravens, Huginn (thought) and Munin (memory), who see everything. In the evening, they fly home and perch on his shoulders, and whisper into his ears all that they saw.

Scientific name -- Corvus corax Size -- 24" long, 50" wingspan Diet -- insects, seeds, carrion, eggs

Cost: 0 Attack: 0 Build Time (sec.): 0 Armor: H20%/P60%/C99% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: N/A Speed (ms): 4 Strong vs: N/A Pop Slots: 0 Weak vs: Ranged God: Odin Hit Points: 50 Age: Class.

Upgrades: N/A

Improvements: N/A

Bonuses: N/A

* Troll: Trolls are dim-witted, man-eating creatures that live in caverns beneath hills and mountains. They are allies of the giants, and will fight against the gods during Ragnarok. Trolls are strong, and have long lifespans, but are not known for their beauty. Trolls could be turned to stone if exposed to daylight. Some are known to steal women and children, and might leave a changeling in exchange for a kidnapped child. Some trolls had magical powers, particularly divination of the future.

Scientific name -- Vetenne troll Size -- about 9' tall Diet -- rocks, roots, humans

Cost: 150W/15FA Attack: 13P Build Time (sec.): 15 Armor: H50%/P50%/C80%

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Line of Sight: (m): 20 Range (min - max): 14 Prerequisite: Temple Speed (ms): 3.6 Strong vs: Infantry/Myth Pop Slots: 4 Weak vs: Heroes God: Forseti (Thor/Loki) Hit Points: 200 Age: Class.

Upgrades: N/A

Improvements: Forseti (Hamarrtroll, +50%HP, +20% attack, +2 range.) Hel (Trains 95% quicker.)

Bonuses: Loki (Costs 10% less favor.)

* Valkyrie: The Valkyries were blonde, blue-eyed warrior maidens who assisted Odin by choosing which newly slain warriors would enter Valhalla. Here the chosen would fight each day and feast and drink each night in preparation for Ragnarok, when they would help defend Asgard in the final battle in which the gods would die. The Valkyries rode through the air in glistening armor and helped determine the victor of battles and the course of wars. The Valkyries also served Odin as messengers, and when they rode forth on such errands, their armor would sparkle, causing the strange atmospheric phenomena known as the Northern Lights.

The original Valkyries were Brynhild ("mail of battle"), Sigrun ("victory rune"), Kara, Mist, Skogul ("battle"), Prour ("power"), Herfjotur ("war fetter"), Raogrior ("god's peace"), Gunnr ("battle spear"), Skuld ("she who is becoming"), Sigrdrifa ("victory blizzard"), Svava, Hrist ("the shaker"), Skeggjold ("wearing a war axe"), Hildr ("battle"), Hlokk ("din of battle"), Goll ("battle cry"), Randgrior ("shield of peace"), Reginleif ("heritage of the gods"), Rota ("she who causes turmoil") and Gondul ("enchanted wand" or "Werewolf").

"On all sides saw I Valkyries assemble, Ready to ride to the ranks of the gods; Skuld bore the shield, and Skogul rode next, Guth, Hild, Gondul, and Geirskogul. Of Herjan's maidens the list have ye heard, Valkyries ready to ride o'er the earth." -- The Poetic Edda

Scientific name -- Homo valkyria Size -- human-sized Diet -- doesn't eat, but drinks mead

Cost: 200F/20FA Attack: 12H

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Build Time (sec.): 17 Armor: H55%/P70%/C80% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Temple Speed (ms): 6 Strong vs: Human Pop Slots: 4 Weak vs: Heroes God: Freyja (Odin/Thor) Hit Points: 375 Age: Class.

Upgrades: N/A

Improvements: Freyja (Aurora Borealis, +50% attack, +33% heal rate; Thundering Hooves, +20% faster, +10%HP.) Bragi (Thurisaz Rune, +12% faster.)

Bonuses: N/A

Other Units -----------

* Gatherer: Norse Gatherers form the basis of your economy. Make sure you have enough Gatherers to generate a steady inflow of resources, but remember they are weak in combat and can only plant Farms. Norse infantry are used to build and repair all other buildings.

The lands of Scandinavia, like those of Greece, were not great for agriculture and the growing season in the north is short. The villagers of the Norse, by necessity, were spread out in small bands that supplanted their limited crops with hunting, gathering, and fishing. The harsh climate and demanding life of the Norse forced them to become particularly good as craftsmen, explorers, traders, colonizers, and raiders.

Cost: 50F Attack: 8H Build Time (sec.): 14 Armor: H25%/P35%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

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Improvements: Ox Cart (All, gather gold 10% faster and carry 50% more, gather wood 10% faster and carry 50% more; Hunting, 30% faster gathering; Herding, 20% faster gathering from herd animals and carry twice as much; Farming, gather 10% faster on farms.) Thor (Pig Sticker, +5 damage to hunted animals.) Skadi (Winter Harvest, gathers food 20% faster.)

Bonuses: Odin (Gathers hunted food 20% faster.)

* Ox Cart: The Ox Cart is a mobile drop site that can collect Food, Wood and Gold. The Ox Cart's mobility allows the Norse cultures to gather resources swiftly and efficiently. However, the slow-moving Ox Carts count against your population cap and are very vulnerable to attack.

The Norse Ox Cart in Age of Mythology is representative of the Norse hunting and gathering lifestyle that dominated their culture until agriculture and animal husbandry became predominant. The ancient Norse ranged far from their home bases for food and raw materials because their lands were not bountiful and their climate was harsh. Later, when they turned to raiding to increase their wealth, they tended to hit quickly, gather what was available, and move on. The Ox Cart represents the transitory nature of their resource gathering.

Cost: 50W/50F Attack: 0 Build Time (sec.): N/A Armor: H30%/P40%/C99% Line of Sight: (m): N/A Range (min - max): 0 Prerequisite: N/A Speed (ms): 2.9 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 180 Age: Archaic

Upgrades: N/A

Improvements: N/A

Bonuses: Loki (Moves +50% faster, costs 50% less, and takes 25%HP away.)

* Ox Caravan: Trade was critical for any ancient empire to survive. Certain geographic areas had certain resources in abundance,

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while others were sorely lacking. Atlantis ferried supplies from its vast stores to its most distant colonies. Greek city states exported resources such as silver, obsidian, and seashells, and also crafts such as pottery and metal vases. However, they imported other resources such as copper, tin, gold, and amber, and other products such as glass beads and seals. Cities along trade routes, such as Alexandria in Egypt and Byblos in the Middle East, became wealthy and powerful.

Cost: 100F Attack: 0 Build Time (sec.): 15 Armor: H40%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Market Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 115 Age: Heroic

Upgrades: N/A

Improvements: Market (Coinage, moves +20% faster.) Dionysus (Bacchanalia, +5%HP.) Apollo (Oracle, +6% line-of-sight.)

Bonuses: N/A

* Dwarf: Dwarves (using the V in the plural seems to have originated with Tolkien) are a human-like race that evolved from maggots that lived on the body of the prehistoric giant, Ymir. They are known to live in great caverns and mines beneath the earth, are expert craftsmen, particularly with metal, and are known for their insatiable greed. Dwarves are still usually friendly with the gods and enemies of the giants. Many of the greatest magical items from Norse mythology, such as Thor's hammer Mjolnir, and the "Battle Boar" Gulinbursti, were manufactured by dwarves.

Cost: 70G Attack: 8H Build Time (sec.): 16 Armor: H25%/P35%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1

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Weak vs: All God: All Hit Points: 75 Age: Archaic

Upgrades: N/A

Improvements: Ox Cart (All, gather gold 10% faster and carry 50% more, gather wood 10% faster and carry 50% more; Hunting, 30% faster gathering; Herding, 20% faster gathering from herd animals and carry twice as much; Farming, gather 10% faster on farms.) Thor (Pig Sticker, +5 damage to hunted animals.) Skadi (Winter Harvest, gathers food 20% faster.)

Bonuses: Odin (Gathers hunted food 20% faster.) Thor (Costs -10 gold, gathers food and wood faster.)

=========================================================================== Atlantean Units ===========================================================================

Below, you'll find detailed information on each of the Atlantean units, military and otherwise.

Foot Soldiers (Units) ---------------------

* Katapeltes: The Katapeltes is very effective against cavalry, but is expensive and weak against all other units.

While the mace doesn't at first appear to be a weapon suited to fighting cavalry, used with precision, the powerful strikes can smash through armor to crush the legs of horses and the knees of riders. Only the heaviest armor could turn aside the attacks of the Katapeltes - the shield smasher.

Cost: 6 0F/35G Attack: 5H Build Time (sec.): 14 Armor: H34%/P10%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Coun Barr. Speed (ms): 4.5

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Strong vs: Mounted Pop Slots: 2 Weak vs: Ranged/Inf. God: All Hit Points: 120 Age: Class.

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Counter Barracks (Levy/Conscript, trains 20% faster.) Oceanus (Weightless Mace, +10% faster, +15%H.) Theia (Lemurian Descendants, +9 line-of-sight.)

* Murmillo: The Murmillo is the main Atlantean infantry. They are strong against cavalry and weak against archers like the Toxotes and counter-infantry like the Axeman or Hypaspist.

Atlantean warriors and soldiers were known for their discipline and drill. A Murmillo began drill before dawn and finished at sunset. They were called Murmillo, or fish, because their shining, finned helmets made their complex movements in combat look like a school of swimming fish. They have a rivalry with and respect for the Destroyers, who consider the Murmillo beneath them - as a fisherman would a fish.

Cost: 55F/35G Attack: 8H Build Time (sec.): 12 Armor: H35%/P10%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Barracks Speed (ms): 4.5 Strong vs: Inf./Mounted Pop Slots: 2 Weak vs: Ranged God: All Hit Points: 110 Age: Class.

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight; Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P, Burning Pitch 3x damage to buildings and 1.5x to ships.) Barracks (Levy/Conscript, trains 20% faster.) Oceanus (Bite of the Shark, +15%H.)

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Theia (Lemurian Descendants, +9 line-of-sight.)

* Arcus: The Atlantean Arcus is strong against infantry, but weak against fast-moving units such as cavalry. Like all archers, they are more effective when fighting in groups.

All Atlantean citizens were practiced in the use of at least one weapon. Those who showed skill with ranged weapons - slings, bows, javelins - were called into the ranks of the Arcus. The Atlantean Arcae were the first effective military use of ranged foot soldiers. Slings eventually fell into disuse and javelins became more feasibly wielded from horseback. The focused and deadly Arcus that emerged over time was a master of the bow and any number of Arcae fielded in battle gave their opposition great pause.

Cost: 60W/35G Attack: 6P Build Time (sec.): 12 Armor: H15%/P15%/C99% Line of Sight: (m): 22 Range (min - max): 20 Prerequisite: Barracks Speed (ms): 3.75 Strong vs: Infantry Pop Slots: 2 Weak vs: Mounted God: All Hit Points: 60 Age: Heroic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Rheia (Mail of Orichalkos, -10%H vulnerability.) Theia (Lemurian Descendants, +9 line-of-sight.)

* Destroyer: The Destroyer is a slow, powerful unit who excels at destroying buildings. The Destroyer is weak against units that can attack from range or out run its methodical march.

Armies attacking Atlantean colonies found their inhabitants far from defenseless - most notably the trident-wielding shore fishermen. These fishermen organized to defend Atlantis's far flung colonies. In later years they became an elite unit of Royal Guard - the Destroyer. The Destroyers have a long standing rivalry with the main line of Atlantean infantry - the Murmillo - over who has better served Atlantis.

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Cost: 70F/60G Attack: 5H Build Time (sec.): 10 Armor: H30%/P69%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Palace Speed (ms): 3.6 Strong vs: Buildings Pop Slots: 3 Weak vs: Infantry God: All Hit Points: 150 Age: Heroic

Upgrades: Medium, +10%HP and attack, +1 line-of-sight; Heavy, +10%HP and attack, +1 line-of-sight; Champion, +10%HP and attack, +1 line-of-sight.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P, Burning Pitch 3x damage to buildings and 1.5x to ships.) Palace (Levy/Conscript, trains 20% faster.) Theia (Lemurian Descendants, +9 line-of-sight.)

* Fanatic: The Fanatic is an expensive, late unit that is good against all other normal units and is vulnerable to units that are good against infantry like Toxotes or Throwing Axemen.

War cultists devoted to one Titan or another presented a great threat to the ruling priest class of early Atlantis - they were powerful, destructive and bowed to no law but their own. After the Titans were imprisoned some groups of cultists, still eager for blood but aware of their sudden vulnerability, organized under the banners of Atlantis. They were the Fanatics - they fought with two swords, disdaining the protection of a shield.

Cost: 75F/55G Attack: 10H Build Time (sec.): 12 Armor: H40%/P25%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Palace Speed (ms): 4.3 Strong vs: Infantry Pop Slots: 3 Weak vs: Ranged God: All Hit Points: 120 Age: Mythic

Upgrades: Medium, +10%HP and attack; Heavy, +15%HP, 10% attack;

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Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Palace (Levy/Conscript, trains 20% faster.) Theia (Lemurian Descendants, +9 line-of-sight.)

Mounted Soldiers (Units) ------------------------

* Turma: The swift, front-armored Atlantean Turma is exceptionally good against archers such as the Toxotes and Arcus, but is weak against all other units.

The training of the Atlantean Turma was very focused and dangerous requiring years to perfect. Both horse and rider had to be athletic, tough and fast. A veteran Turma could kill a bird in flight with a well-aimed javelin throw. The horses, descended from wild Atlantean stock, were no less exceptional. These horses were so prized that capturing even one from the Atlanteans in battle was considered great good fortune - even if the battle was lost. Many great bloodlines were founded in other regions by such captured Atlantean stock.

Cost: 50W/45G Attack: 4P Build Time (sec.): 14 Armor: H5%/P30%/C99% Line of Sight: (m): 18 Range (min - max): 12 Prerequisite: Counter Barr. Speed (ms): 5 Strong vs: Ranged Pop Slots: 2 Weak vs: Inf./Mounted God: All Hit Points: 80 Age: Class.

Upgrades: Medium, +10HP, +10% attack; Heavy, +15%HP, +10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Counter Barracks (Levy/Conscript, trains 20% faster.) Rheia (Mail of Orichalkos, -10%H vulnerability.) Theia (Poseidon's Secret, +10% faster, +15%H, Lemurian Descendants, +9 line-of-sight.)

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* Contarius: The Contarius is expensive and powerful. They are well armored against most attacks and have the speed to be strong against archers. They are weaker against infantry.

Early Atlantean soldiers tamed and rode the wild horses that roamed across their island. These mounted soldiers were very successful in Atlantis's early conquests. But as Atlantis grew, farmland overtook wilderness and grazing became scarce. Cavalry all but disappeared from Atlantean tactics. Only an elite few rode horses into combat. Atlantean generals beaten in battle surrender their precious horses as a sign defeat.

Cost: 70F/40G Attack: 10H Build Time (sec.): 17 Armor: H20%/P10%/C99% Line of Sight: (m): 10 Range (min - max): 0 Prerequisite: Barracks Speed (ms): 5.75 Strong vs: Mounted Pop Slots: 3 Weak vs: Inf./Ranged God: All Hit Points: 120 Age: Heroic

Upgrades: Medium, +10HP, +10% attack; Heavy, +15%HP, +10% attack; Champion, +20%HP, +10% attack.

Improvements: Armory (Weapons +10% attack, Armor -10%H, Shields -10%P) Barracks (Levy/Conscript, trains 20% faster.) Theia (Poseidon's Secret, +10% faster, +15%H; Lance of Stone, +15%H on hero, Lemurian Descendants, +9 line-of-sight.)

Heroes ------

The Atlanteans do not have any heroes, but rather the ability to turn other units into a Hero.

Naval Units -----------

* Fishing Boat: The technology of boats and further improvements in nets, navigation, boat capacity, traps, and so on, that improved the efficiency and production of fishermen were pioneered by the

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sailors and fishermen of Atlantis. Wall murals show Greek fishermen were taking bluefin tuna in Mycenaean times, a thousand years before the classical Greek age. The Norse were also great sea hunters and fishermen. Salted and dried fish could be stored for many months and was an important source of protein before the days of refrigeration. Many of these techniques were learned from Atlantean colonists in those areas.

Cost: 50W Attack: 0 Build Time (sec.): 18 Armor: H60%/P50%/C5% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Dock Speed (ms): 2.4 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

Improvements: Dock (Purse Seine gathers 30% faster, Salt Amphora gathers 40% faster and carries twice as much, Conscript Sailors trains 20% faster.)

* Transport Ship: Trading ships of all kinds were requisitioned by rulers when they wanted to move armies overseas because trading ships had the necessary cargo capacity. Warships of the ancient age were not good transports because they were usually very narrow rowing galleys with little storage space, and built for speed. An invading army needed to transport not only soldiers, but weapons, tents, dry food, wine, and livestock.

Cost: 120W Attack: 0 Build Time (sec.): 19 Armor: H40%/P80%/C5% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: Dock Speed (ms): 5.3 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All

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Hit Points: 180 Age: Class.

Upgrades: N/A

Improvements: Armory (Armor -10%H/C, Shields -10%P.) Dock (Enclosed Deck carries +10 units, Conscript Sailors trains 20% faster.)

* Bireme: Atlantis fought war after war on the choppy Mediterranean Sea. Their warship - the bireme - was an excellent balance between ramming speed and maneuverability. The Pentekonter and Trireme were Greek attempts to improve upon Atlantean design that were very effective, though the bireme returned to prominence over time.

Cost: 100W/50G Attack: 6P Build Time (sec.): 12 Armor: H30%/P20%/C10% Line of Sight: (m): 22 Range (min - max): 12 Prerequisite: Dock Speed (ms): 6.0 Strong vs: Ram Ships Pop Slots: 2 Weak vs: Siege Ships God: All Hit Points: 290 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P; Burning Pitch, 3x damage to buildings and +15%.) Dock (Cladding, +10% attack, +20%HP, +4 range; Conscript Sailors trains 20% faster.)

* Fire Ship: The success of the fire siphon on the battlefield was noted with great interest by the admirals of the Atlantean navy. It was not long before similar devices began appearing on warships. Early mishaps were common; the first few vessels outfitted with the new weapons caught fire before leaving port. But in their first battle against the Egyptians, the Atlantean fireships returned without a scratch, leaving dozens of burning galleys drifting in the shallow waters at the mouth of the Nile.

Cost: 100W/50G Attack: 20H Build Time (sec.): 9 Armor: H30%/P20%/C75% Line of Sight: (m): 20 Range (min - max): 0

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Prerequisite: Dock Speed (ms): 7.0 Strong vs: Myth/Siege Shi Pop Slots: 2 Weak vs: Ranged Ships God: All Hit Points: 240 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Reinforced Hull, +10% attack, +10%HP; Conscript Sailors trains 20% faster.) Helios (Halo of the Sun, +25%C.)

* Siege Bireme: As warships became longer, navies began to mount larger weapons on them, such as catapults and ballistae. Dionysius of Syracuse constructed extra-large triremes capable of supporting artillery, and Alexander mounted siege towers on a pair of ship hulls during his unsuccessful siege of Tyre. Later Roman imperial galleys could bristle with all sorts of towers and artillery.

Cost: 100W/100G Attack: 6P Build Time (sec.): 17 Armor: H10%/P50%/C10% Line of Sight: (m): 24 Range (min - max): 18 Prerequisite: Dock Speed (ms): 4.8 Strong vs: Buildings/Ships Pop Slots: 3 Weak vs: Ram Ships God: All Hit Points: 480 Age: Class.

Upgrades: N/A

Improvements: Armory (Weapons +10% attack, Armor -10%H/C, Shields -10%P.) Dock (Naval Oxybeles, +10% attack, +10%HP, +12% range; Conscript Sailors trains 20% faster.)

Siege Units -----------

* Chieroballista: The light and relatively fast Cheiroballista is an anti-infantry unit. It is very powerful against enemy infantry, but is weak against everything else, especially cavalry.

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The Cheiroballista was the most advanced arrow-throwing ballista devised in ancient times. Its metal arms were short and provided great torque, but also allowed the ballista to be mounted in a drawn cart (or put on wheels).

Cost: 200W/100G Attack: 50C Build Time (sec.): 19 Armor: H5%/P96%/C90% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Siege Camp Speed (ms): 2.9 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted Units God: All Hit Points: 300 Age: Heroic

Upgrades: N/A

Improvements: Palace (All, moves +20% faster, +50% attack, more damage on walls.) Helios (Petrified, -15%H vulnerability.)

* Fire Siphon: The Atlantean fire siphon relied on the fabulous properties of the metal Orichalkos and a double-action piston to produce a constant stream of flame. The piston's alternate strokes pushed quantities of naphtha and quicklime, later termed "Greek Fire," in a continuous stream. The Atlanteans used their fire siphon to great effect against tight formations of infantry u sed by the Greeks and Egyptians.

Cost: 200W/100G Attack: 50C Build Time (sec.): 24 Armor: H30%/P90%/C80% Line of Sight: (m): 40 Range (min - max): 10-28 Prerequisite: Siege Camp Speed (ms): 2.4 Strong vs: Buildings Pop Slots: 3 Weak vs: Mounted Units God: All Hit Points: 115 Age: Heroic

Upgrades: N/A

Improvements: Palace (All, moves +25% faster, +2 range, more damage on walls.)

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Helios (Halo of the Sun, +25%C; Petrified, -15%H vuln.)

Mythical Units --------------

* Automaton: Automata are tough, especially in groups, because they can repair one another. If you face Atlantean Automata, use heroes against them and try to destroy them all or they will be back.

The Altanteans placed a high value on personal freedom. They never practiced slavery. They created the Automata to perform the tasks for which many other cultures used slaves. As the sophistication of these Automata grew, some in Atlantis wanted them to become Citizens. Others opposed that notion. A civil war errupted and plunged the Atlantean Empire into a dark age that lasted thousands of years. During this time many Atlantean colonies regressed or revolted and became independent nations. Automata were never inducted into Atlantean society and Atlantis, though vastly more advanced than other nations, never again reached the heights of its Golden Age.

Scientific name -- None (artificial construct) Size -- over 7' tall Diet -- doesn't eat

Cost: 90G/8FA Attack: 11H Build Time (sec.): 18 Armor: H40%/P45%/C80% Line of Sight: (m): 15 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.75 Strong vs: Buildings Pop Slots: 2 Weak vs: Heroes God: Letos (Kronos/Gaia) Hit Points: 200 Age: Class.

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.) Leto (Volcanic Forge, -20%P damage.)

Bonuses: N/A

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* Argus: Argus is an amorphous creature covered with bulbous eyes. When threatened, the Argus forcefully excretes a sticky blob of acid from its many specialized tear ducts. Creatures trapped in the Argus acid have little hope of survival. The Argus also uses this acid to partially pre-digest its food.

Hera's Argus served her faithfully until he was killed by the god Hermes. Zeus had commanded Hermes to trick Argus and slay him so that the philandering god could recapture one of his lovers, Io, from his jealous wife. Hera honored the sacrifice of Argus by placing his eyes on the tail of her sacred peacock. Io, who had endured all this in the form of a pure white cow, was saved only to plunge into what is now called the Ionian Sea.

Scientific name -- Amoeba multoculi Size -- Variable Diet -- Scenic vistas, dissolved mortal flesh

Cost: 250F/25FA Attack: 20H Build Time (sec.): 30 Armor: H60%/P70%/C80% Line of Sight: (m): 18 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4.1 Strong vs: Most Pop Slots: 5 Weak vs: Heroes God: Atlas (Kronos/Gaia) Hit Points: 360 Age: Mythic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight; Io Guardian, +5 line-of-sight, 20% quicker recharge.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

* Behemoth: Behemoths are living siege weapons. They regenerate, making them even tougher to kill than the Scarabs of the Egyptians. Use them against buildings, but keep them away from enemy heroes.

"The Titans languished in Tartarus. The Olympians who trapped

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them there wished to punish us, worshippers of the Titans. They hunted us, but we hid in the shadow of Behemoth who was as tall as the mountains and twice as long. He protected us, bellowing as Zeus's lightning struck his thick armor. Caladria blessed Behemoth and healed him after every stroke of Zeus's lightning. The Olympians could not break tireless Behemoth and they returned to Olympus. We were safe."

-- Oaths of the Oracles, The Lay of Ioleta

Scientific name -- Gylptodon coelodontis Size -- About 18' long Diet -- Stones and snow

Cost: 300F/20FA Attack: 6H Build Time (sec.): 20 Armor: H30%/P75%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3 Strong vs: N/A Pop Slots: 5 Weak vs: Heroes God: Rheia (Kronos/Gaia) Hit Points: 550 Age: Heroic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

* Caladria: Caladriae are flying healers. They make decent scouts but will fall easily to enemy towers and missiles. Making two Caladriae will allow them to heal one another so they can continue healing Atlantean armies.

"...Caladria died and was entombed. Theocrat Osphoru built a temple of healing over her tomb. Many thought his decision blasphemous, but all who suffered and were sick grew strong and hale again under the care of temple's healers. Blessed were the armies accompanied by these followers of Caladria, for they were healed, inspired and

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protected."

-- Voices of the Oracle, The Lay of Ioleta

Scientific name -- Homo asclepii Size -- Human-sized Diet -- Omnivore, but mostly herbivorous

Cost: 100W/25G/10FA Attack: 0 Build Time (sec.): 9 Armor: H10%/P20%/C99% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Temple Speed (ms): 6 Strong vs: Human/Myth Pop Slots: 2 Weak vs: Heroes/Ranged God: Oceanus (Gaia/Oranos) Hit Points: 125 Age: Class.

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

* Hekagigantes: The Heka Gigantes are strong against human soldiers, sending them flying with their many-handed strikes. They are weak against heroes.

One hundred arms and fifty heads grew out of the shoulders of the Hekatonkheires. They were the sons of Oranos and Gaia and were so terrible that Oranos ordered them imprisoned in Tartarus. A fate he himself would suffer at the hands of his grandsons Zeus, Poseidon, and Hades.

Scientific name -- Atlas ekatocheri Size -- 15' tall Diet -- Carnivore, mostly humans

Cost: 300G/25FA Attack: 25H/30C Build Time (sec.): 24 Armor: H45%/P45%/C80%

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Line of Sight: (m): 18 Range (min - max): 0 Prerequisite: Temple Speed (ms): 3.3 Strong vs: Inf/Buildings Pop Slots: 5 Weak vs: Heroes God: Helios (Kronos, Oranos) Hit Points: 850 Age: Heroic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonsues: N/A

* Lampades: These nymphs were the attendants of Hecate, an unbound Titaness, gifts from Zeus for her allegiance in the Titanomachy. The Lampades served their mistress unflinchingly, bearing torches for her through the dark places of the earth and underworld. The light of their torches brought visions to mortals and often the visions brought madness. The Lampades defended Hecate with their torches just as the Titaness herself fought in the wars of the gods.

Scientific name -- Nymphae hecati Size -- Human-sized Diet -- Pomegranate seeds, asphodel petals

Cost: 250G/25FA Attack: 12H/10P Build Time (sec.): 20 Armor: H40%/P50%/C80% Line of Sight: (m): 18 Range (min - max): 10 Prerequisite: Temple Speed (ms): 4.3 Strong vs: Inf/Buildings Pop Slots: 5 Weak vs: Heroes God: Hekate (Gaia/Oranos) Hit Points: 350 Age: Mythic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.)

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Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train; Asper Blood, +25P damage.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

* Man O'War: This monstrous siphonophore was actually a collection of creatures that cooperated to move and feed and fight. The 100 foot long tentacles produced a toxin that is almost as potent as cobra venom which the organism used to stun prey. For defense the creature could generate and direct an electric bolt, like a stroke of lightning. Physalia mantalos propelled itself by raising and lowering its crest to catch wind like a sail.

Scientific name -- Phsyalia mantalos Size -- Tentacles up to 100' long! Diet -- Omnivore, mostly fish

Cost: 300F/25FA Attack: 25H Build Time (sec.): 10 Armor: H50%/P70%/C80% Line of Sight: (m): 22 Range (min - max): 8 Prerequisite: Dock Speed (ms): 6 Strong vs: Ram/Siege Shi Pop Slots: 5 Weak vs: Heroes God: Helios (Kronos, Oranos) Hit Points: 900 Age: Mythic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.) Bonuses: N/A

* Nereid: Nereids may be trained at the Dock. They are a powerful Heroic Age myth unit capable of devastating attacks to ships.

The Nereids were the fifty nymphs of the sea. Many of them had important roles in mythology. They, like most nymphs, are beautiful

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creatures. The Nereids were often accompanied by hosts of sea creatures in their roving. But when the gentle nymphs went into battle, they rode fierce sharks who carried their mistresses tirelessly.

Scientific name -- Nymphae thalassi Size -- Human-sized Diet -- Fish, sea weed

Cost: 200G/15FA Attack: 25H Build Time (sec.): 12 Armor: H30%/P50%/C80% Line of Sight: (m): 20 Range (min - max): 0 Prerequisite: Dock Speed (ms): 5 Strong vs: Arrow/Sge Shi Pop Slots: 3 Weak vs: Heroes God: Hyperion (Kronos, Oranos) Hit Points: 400 Age: Heroic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

* Promethean: Prometheans are slow but have pretty good armor and a decent attack. When they are destroyed, two smaller Prometheans are formed from the clay of the first.

Prometheus was one of the few Titans who sided with the Olympians in the Titanomachy. He and his brother Epimetheus were tasked with the creation of humans. These first people were formed from clay and called Prometheans. Seeing their frail mortal forms struggle he gave his creations the gift of fire so that they could become strong. This angered Zeus and the god bound Prometheus to the side of a mountain where he was attacked and partially devoured every day.

Scientific name -- Homo protos Size -- 7' tall Diet -- fire, coals, eagles

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Cost: 80G/10FA Attack: 10H Build Time (sec.): 18 Armor: H50%/P25%/C80% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Temple Speed (ms): 4 Strong vs: Land/Myth Pop Slots: 3 Weak vs: Heroes God: Prometheus (Kronos/Oranos) Hit Points: 175 Age: Class.

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.) Prometheus (Alluvial Clay, +30%HP.)

Bonuses: N/A

* Satyr: Satyrs are a ranged myth unit with reasonable speed and range. They are strong against infantry and other human units, but are weak against heroes.

Satyrs were just one of the creatures among the entourage of the god Dionysos. Goat-legged and horned they are notoriously fond of revelry in every possible form with a special weakness for Nymphs. Silenus, the oldest Satyr, was the instructor of the god Dionysos. Silenus and other satyrs rode donkeys into battle against the Heka Gigantes, the donkeys were terrified when they saw the enemy, braying loudly. The Heka Gigantes in turn were terrified by the braying donkeys and fled the cacophony. In spite of their shocking victory, satyrs never developed a taste for combat, turning back to drunken song and revelry.

Scientific name -- Homo methysmenos Size -- Human-sized Diet -- Grapes, cheese, wine, and song

Cost: 225W/18FA Attack: 12P Build Time (sec.): 18 Armor: H50%/P50%/C80% Line of Sight: (m): 17 Range (min - max): 16

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Prerequisite: Temple Speed (ms): 3.75 Strong vs: Infantry Pop Slots: 3 Weak vs: Heroes God: Hyperion (Kronos/Oranos) Hit Points: 400 Age: Heroic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.) Hyperion (Gemino, 2x javelins thrown.) Bonuses: N/A

* Servant: Servants of Oceanus are aquatic healers. They heal nearby units, even those on shore. They can fight, though not very well and are very weak against heroes.

A creature of water and will, the Servant of Oceanus was the embodiment of the nurturing aspects of the ocean. Servants of Oceanus appeared as human torsos atop a column of water. They were summoned by the Theocrats of Atlantis in times of sickness or war to aid the Atlantean people.

Scientific name -- None (artificial construct) Size -- Human-sized Diet -- Doesn't eat

Cost: 125G/15FA Attack: 8H/4C Build Time (sec.): 15 Armor: H25%/P30%/C80% Line of Sight: (m): 16 Range (min - max): 12 Prerequisite: Dock Speed (ms): 5.5 Strong vs: Ram/Sge Ships Pop Slots: 3 Weak vs: Heroes God: Oceanus (Gaia/Oranos) Hit Points: 300 Age: Class.

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

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Bonuses: N/A

* Stymphallian Bird: The Stymphalian Bird is a formidable Heroic Age myth unit. Only ranged units and buildings can attack it - ranged heroes are the strongest against the birds of Stymphalos.

For his sixth labor, Heracles slew the Stymphalian Birds. These birds were aggressive and hunted in flocks, much like lions or wolves. They ravaged the countryside around their lakeside nesting grounds, killing and carrying off livestock and occasionally children. They had very keen senses and especially keen hearing. Heracles used their keen hearing against them when, instead of venturing into their dangerous nesting grounds, he stood on a mountain top and clashed a pair of god-crafted brass krotala (castanet-like noise makers). It made such a racket that the birds could not bear to stay near and as they flew away, Heracles shot them with his bow.

Scientific name -- Eudocimus terribilis Size -- 18' wingspan Diet -- Carnivore, favors livestock

Cost: 200W/50G/25FA Attack: 15P Build Time (sec.): 10 Armor: H15%/P30%/C80% Line of Sight: (m): 20 Range (min - max): 15 Prerequisite: Temple Speed (ms): 3.6 Strong vs: Arch/Sge Shi Pop Slots: 4 Weak vs: Heroes/Ranged God: Theia (Gaia/Oranos) Hit Points: 400 Age: Heroic

Upgrades: N/A

Improvements: Atlas (Eyes of Atlas, +9 line-of-sight.) Hekate (Mythic Rejuvenation, rejuvenates at 2/S rate; Celerity, -40% faster to train.) Rheia (Rheia's Gift, -25% favor cost for myth improvement.)

Bonuses: N/A

Other Units -----------

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* Villager: Citizens form the basis of your economy. Make sure you have enough Citizens to generate a steady inflow of resources. They are tougher than other resource gatherers, but not as tough as soldiers. Building and holding a Town Center will generate Favor.

The greatness of Atlantis was built upon the backs of its remarkable citizenry. Citizens were skilled, educated, very independent and moved freely between the different classes of Atlantean society. In desperate times, Atlantean citizens dropped everything to defend Atlantis.

Cost: 50F Attack: 8H Build Time (sec.): 14 Armor: H10%/P0%/C99% Line of Sight: (m): 14 Range (min - max): 0 Prerequisite: N/A Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 65 Age: Archaic

Upgrades: N/A

Improvements: Economic Guild (All, gather gold 10% faster and carry 50% more, gather wood 10% faster and carry 50% more, 30% faster gathering, 20% faster gathering from herd animals and carry twice as much, gather 10% faster on farms.) Gaia (Channels, +20% faster.) Theia (Lemurian Descendants, +9 line-of-sight.)

* Lama Caravan: Trade was critical for any ancient empire to survive. Certain geographic areas had certain resources in abundance, while others were sorely lacking. Atlantis ferried supplies from its vast stores to its most distant colonies. Greek city states exported resources such as silver, obsidian, and seashells, and also crafts such as pottery and metal vases. However, they imported other resources such as copper, tin, gold, and amber, and other products such as glass beads and seals. Cities along trade routes, such as Alexandria in Egypt and Byblos in the Middle East, became wealthy and powerful.

Cost: 100F Attack: 0

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Build Time (sec.): 15 Armor: H40%/P40%/C99% Line of Sight: (m): 16 Range (min - max): 0 Prerequisite: Market Speed (ms): 3.8 Strong vs: N/A Pop Slots: 1 Weak vs: All God: All Hit Points: 115 Age: Heroic

Upgrades: N/A

Improvements: Market (Coinage, moves +20% faster.)

* Oracle (Scout): The Atlanean Oracle is slow, weak in combat and cannot see far while moving, but when standing still his line of sight grows to that of a tower.

Ancient Atlanteans relied heavily on the Priest class for leadership and guidance. Oracles were priests who through a form of deep meditation could see beyond what normal sight would allow. Oracles were scouts and lookouts for Atlantean armies. It is debatable whether their great sight was granted by the Titans or the product of a deep attunement with their environment.

Cost: Free Attack: 8H Build Time (sec.): 9 Armor: H20%/P90%/C99% Line of Sight: (m): 30/2 Range (min - max): 0 Prerequisite: N/A Speed (ms): 5.5 Strong vs: N/A Pop Slots: 2 Weak vs: All God: All Hit Points: 70 Age: Archaic

Upgrades: N/A

Improvements: Kronos (Focus, +10% speed, -1 line-of-sight ratio.)

=========================================================================== General Technologies

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===========================================================================

Throughout the ages you can improve your units by researching Technologies. Technologies/Improvements can affect unit hitpoints, armor, creation speed, or resource gathering speed. Buildings can also benefit from Technologies/Improvements.

* Ambassadors: Since the rise of the first great civilizations, ambassadors have been useful as communicators between rulers and other countries. Because communication was limited usually by the speed of a horse or ship, it was clearly useful to have representatives present who could provide guidance on the wishes and policies of neighboring countries. An important function of ambassadors was to negotiate agreements regarding trade, peace, border disputes, loans, and tribute.

Researched At: Market Effect: Reduces the tribute penalty at the Market When: Heroic Age Cost: 250 Gold Research Time: 30 Seconds

* Architects

Researched At: Town Center Requires: Masons Effect: Increases hitpoints of all buildings When: Heroic Age Cost: 450 Food, 500 Wood Research Time: 30 Seconds

* Axe of Muspell: Muspell is a land of fire and desolation, directly opposed to Niflheim, and ruled by the fire giant Surt. Throwing axes forged in the flames of Muspell are extremely accurate, and can knock a bird from the sky at a hundred paces.

Researched At: Longhouse Effect: Throwing Axemen have +200% attack against flying units When: Heroic Age Cost: 100 Wood, 250 Gold, 10 Favor

* Ballista Tower: An improvement in larger towers and fortifications was the addition of heavier weapons, such as ballistae. These heavier weapons made it possible to engage enemies at greater range and do more damage against siege engines and troop concentrations.

Researched At: Guard Tower

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Requires: Guard Tower Effect: Increases Tower hitpoints and attack When: Mythis Age Cost: Varies on Culture Research Time: Varies on Culture

* Beast Slayer: Heroes have always risen to protect their cities from the marauding monsters of legend. Some heroes stand out beyond others: Bellerophon, Chalu, Perseus. Such names echo in Valhalla and Olympus. These heroes are so great the gods have named them Beast Slayers.

Researched At: Fortress Effect: Unique units have +50% attack against myth units When: Mythic Age Cost: 250 Wood, 300 Gold, 15 Favor

* Boiling Oil: Enemies gathered at the base of a defensive wall could normally be attacked only if defenders leaned out from the wall and otherwise exposed themselves to arrows fire from below. One improvement for wall defenses was to provide boiling oil or other substances that could be poured on attackers below. Oil was particularly devastating if it could be set on fire first. This had the double effect of driving attackers away and burning their siege equipment.

Researched At: Sentry Tower Effect: Allows Towers , Migdol Strongholds, Hill Forts, and Fortresses to attack units attacking their base When: Heroic Age Cost: 100 Food, 300 Wood Research Time: 40 Seconds

* Bow Saw: Woodchopping upgrades increase the rate at which Villagers gather Wood and the amount of Wood they can carry back to their Town Center. Economic upgrades will pay for themselves after a short time and result in resources being added to your stockpile faster.

Following the discovery of bronze and iron metalworking, the invention of the saw was a further critical technology breakthrough. Saws greatly reduced waste when felling trees and preparing wood for building, and simultaneously increased worker productivity in gathering.

Researched At: Storehouse, Ox Cart, Lumber Camp, Guild

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Requires: Axe Handle Effect: Villagers gather wood faster and carry more When: Classical Age Cost: 250 Food, 150 Gold Research Time: 45 Seconds

* Bronze Mail: Armory mail upgrades affect the hack armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Hack armor protects a unit against hack attacks, which are generally hand-to-hand attacks such as swords and axes. The armor percentage is the amount by which the attack is reduced.

Researched At: Armory Requires: Copper Mail Effect: Improves the armor of human soldiers against hack attempts When: Heroic Age Cost: 300 Food, 200 Gold Research Time: 40 Seconds

* Bronze Shields: Armory shield upgrades affect the pierce armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Pierce armor protects a unit against pierce attacks, which are generally ranged attacks such as arrows. The armor percentage is the amount by which the attack is reduced.

Researched At: Armory Requires: Copper Shields Effect: Improves the pierce armor of human soldiers When: Heroic Age Cost: 300 Food, 200 Gold Research Time: 40 Seconds

* Bronze Weapons

Researched At: Armory Requires: Copper Weapons Effect: Improves the attack of human units and buildings When: Heroic Age Cost: 300 Food, 300 Gold Research Time: 40 Seconds

* Burning Pitch: While arrows were already deadly in combat, well-equipped armies could coat their arrowheads (or even siege projectiles) with burning pitch made from tar or tree sap in order to cause extra damage and ignite the unfortunate victim, ship or building targeted.

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Researched At: Armory Effect: Archers, archer ships, and ballistae receive flaming missiles, increasing their attack against buildings When: Mythic Age Cost: 500 Wood, 300 Gold Research Time: 40 Seconds

* Carpenters: Woodchopping upgrades increase the rate at which Villagers gather Wood and the amount of Wood they can carry back to their Town Center. Economic upgrades will pay for themselves after a short time and result in resources being added to your stockpile faster.

Because of the dramatic increases in food production following the invention of agriculture and the domestication of different animal species, advanced ancient societies could support specialized craftsmen. Carpenters, for example, excelled at building with wood. Societies benefited from this specialization because a few skilled carpenters were much more efficient than a like number of unskilled men attempting the same project.

Researched At: Storehouse, Ox Cart, Lumber Camp, Guild Requires: Bow Saw Effect: Villagers gather wood faster and carry more When: Heroic Age Cost: 300 Food, 200 Gold Research Time: 55 Seconds

* Carrier Pigeons: Since the rise of the first great civilizations, ambassadors have been useful as communicators between rulers and other countries. Because communication was limited usually by the speed of a horse or ship, it was clearly useful to have representatives present who could provide guidance on the wishes and policies of neighboring countries. An important function of ambassadors was to negotiate agreements regarding trade, peace, border disputes, loans, and tribute.

Researched At: Sentry Tower, Outpost Requires: Signal Flares Effect: Increases the line of sight of all buildings When: Heroic Age Cost: 400 Wood Research Time: 45 Seconds

* Citadel Wall: A further improvement in walls was to build citadels at intervals along the wall, not just at corners. Citadels were points of extra strength protecting both staircases down into the town and concentrations of defenders. Climbing attackers could be placed under fire from multiple citadels, as well as the wall

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face. If attackers got onto the wall, they could not get into the town without taking a citadel first.

Researched At: Gate, Fortified Wall Requires: Fortified Wall Effect: Increases wall hitpoints When: Mythic Age Cost: Varies on Culture Research Time: Varies on Culture

* Cladding: Prior to the development of gunpowder, ship-to-ship combat was conducted by missile fire (archery or heavier throwing weapons), ramming, or boarding. For protection against missile fire, ancient shipwrights improved their vessels with cladding, which was a wood or metal bulwark that protected sailors or rowers. We believe that the Vikings did something similar in their long boats by mounting their shields along the side for protection while at sea.

Researched At: Dock Effect: Increases the pierce armor of ships When: Heroic Age Cost: 200 Wood, 200 Gold Research Time: 40 Seconds

* Coinage: One of the great economic improvements of the ancient age was the development of money, which first appeared in Greek Asia Minor as coins made of electrum, a natural alloy of gold and silver. Money acted as a medium of exchange, a storehouse of value, and a standard of value, all of which greatly increased the efficiency of commerce. Without money, all trade was barter, which is greatly inefficient due to the time needed to reach agreement on fair rates of exchange for widely diverse commodities.

Researched At: Market Effect: Increases caravan speed When: Mythic Age Cost: 200 Gold Research Time: 40 Seconds

* Conscript: The last resort for a ruler needing soldiers was the forced enlistment of available able-bodied men into military service. This compulsory draft of manpower, or conscription, was disruptive and unpleasant, and a step not taken lightly. Unless conscripts were well led and highly motivated, they usually performed poorly. But conscription did put soldiers into the field quickly and this could make the difference in an emergency.

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Researched At: Archery Range, Barracks, Military Academy, Stable, Migdol Stronghold, Dock (Varies on Culture) Requires: Levy Effect: Reduces the tribute penalty at the Market When: Mythic Age Cost: Varies on Culture Research Time: 30 Seconds

* Copper Mail: Armory mail upgrades affect the hack armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Hack armor protects a unit against hack attacks, which are generally hand-to-hand attacks such as swords and axes. The armor percentage is the amount by which the attack is reduced.

Copper was made into armor as well as weapons, because even this relatively soft metal provided a better body defense than leather or cloth. We don’t know how common copper armor was, however. Copper was valuable, so only the elite of a warrior society might wear it. When bronze was discovered, many of the existing copper objects were probably destroyed to make the new alloy.

Researched At: Armory Effect: Improves the armor of your human soldiers against hack attacks When: Classical Age Cost: 150 Food, 150 Gold Research Time: 30 Seconds

* Copper Shields: Armory shield upgrades affect the pierce armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Pierce armor protects a unit against pierce attacks, which are generally ranged attacks such as arrows. The armor percentage is the amount by which the attack is reduced.

As the first available metal, copper was used to emboss wooden shields. Copper not only improved the strength of the shield, but also provided a great aesthetic appeal. Copper on shields disappeared quickly when the new technology of bronze was discovered and existing copper was consumed to make the stronger new metal.

Researched At: Armory Effect: Improves the pierce armor of your soldiers When: Classical Age

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Cost: 150 Wood, 150 Gold Research Time: 30 Seconds

* Copper Weapons

Researched At: Armory Effect: Increases the attack of human units and buildings When: Classical Age Cost: 200 Food, 200 Gold Research Time: 30 Seconds

* Crenelations: Most ranged attacks, including buildings, can hit stationary targets better than mobile targets. This fact makes cavalry particularly resistant to buildings, as they already have high pierce armor. This improvement allows your buildings to strike moving targets, including flying scouts or other flying units.

Shortly after the development of stone walls, ancient architects figured out the utility of piercing defensive walls with arrow slits and crowning the walkways on top of the walls with crenellations that could protect an archer while still allowing them a wide field of view. The citadel of Buhen was adorned with hundreds of curved crenellations that were typical of Egyptian walls.

Researched At: Sentry Tower Effect: Increases the attack of buildings against moving targets When: Classical Age Cost: 150 Food, 150 Wood Research Time: 20 Seconds

* Draft Horse: Beasts of burden, such as horses, oxen, and mules, improved the productivity of humans in any activity requiring carrying or pulling. A single man could drive a team of horses or oxen, which in turn could pull hundreds of times the mass the man could. This proved true in combat, as well. Teams of horses could move siege equipment into place much faster than even very large teams of men.

Researched At: Fortress, Siege Works, Hill Fort, Palace Effect: Increases the speed of siege weapons When: Heroic Age Cost: 300 Food, 200 Gold Research Time: 40 Seconds

* Enclosed Deck: The earliest boats were small and had no decks. Crew and cargo together occupied the space created by the hull. As ship sizes grew, they were improved with enclosed decks that created storage space within the hull we now call holds. Cargo, living quarters, and supplies could be stored below decks, away from the elements and out of the crew’s way. The crew operated the ship from the top deck, which remained open to the elements. Enclosed decks greatly improved the carrying capacity and

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productivity of ships.

Researched At: Dock Effect: Increases cargo capacity of transport ships When: Classical Age Cost: 200 Food, 200 Wood Research Time: 40 Seconds

* Engineers: While early engineers labored to make walls and other fortifications attack proof for the defender, other engineers were working on the attacker’s side to find better ways to attack fortifications. Siege engineers learned to find weaknesses in enemy fortifications, improve the power and effect of siege weapons, and otherwise prepare the way for an eventual assault.

Researched At: Fortress, Siege Works, Hill Fort, Palace Effect: Increases siege weapon attack When: Mythic Age Cost: 300 Food, 500 Gold Research Time: 40 Seconds

* Flood Control: The availability of water from river valleys was critical to the rise of many great early civilizations, but rivers also presented dangers. For example, flooding was a nearly annual event in Egypt that could cause widespread destruction. The ancients improved their engineering and learned to control flooding, or at least minimize its negative effects. Levees could keep the river within its banks in some places, while encouraging it to flood in others. A river that flooded under controlled conditions would deposit nutrient-rich silt onto fields, and thus could be harnessed for the benefit of food production.

Researched At: Granary, Ox Cart, Guild Requires: Irrigation Effect: Villagers gather food from farms faster When: Mythic Age Cost: 250 Wood, 350 Gold Research Time: 40 Seconds

* Fortified Town Center: Town defenders improved the earliest simple walls by fortifying them. This involved both strengthening in terms of thickness and construction techniques, and adding protected fighting positions for defenders. Shielded platforms at the top allowed defenders to shoot and fight off climbing attackers. Bastions at corners allowed defenders to bring interlocking fire onto enemies at a wall side from three directions.

Researched At: Town Center Effect: Increases the hitpoints and attack of your Town Centers and

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increases the population they can support When: Heroic Age Cost: 400 Wood, 400 Gold Research Time: 60 Seconds

* Fortified Wall: Early walled cities, like Mycenaea, legendary home of Agamemnon, did not look like Castles in the medieval sense. They were simply heavy walls without towers or sometimes even battlements. However, before the advent of powerful siege engines, the only way to siege a fortified city was to try to starve the defenders out.

Researched At: Gate, Stone Wall Effect: Increases wall hitpoints When: Heroic Age Cost: Varies on Culture Research Time: Varies on Culture

* Guard Tower: Improved towers or other fortifications might be placed at vital points like river crossings or mountain passes where enemies would be forced to pass. The garrison of the guard tower was expected to fight and defend the fortification until help could arrive, as well as warn commanders of encroachments. Because such a fortification was usually placed at a vital position, an enemy could not afford to pass it by, leaving their retreat path blocked.

Researched At: Sentry Tower Effect: Increases hitpoints and adds attack to towers When: Heroic Age Cost: Varies on Culture Research Time: Varies on Culture

* Hand Axe: Woodchopping upgrades increase the rate at which Villagers gather Wood and the amount of Wood they can carry back to drop sites. Economic upgrades will pay for themselves after a short time and result in resources being added to your stockpile faster.

The invention of first stone and then metal axes was an important technology breakthrough because it speeded the felling of trees and the gathering of wood, a critical building and fuel resource. The metal axe was much superior to stone, which was more fragile. The metal axe could be resharpened, while the stone one had to be continually replaced.

Researched At: Storehouse, Ox Cart, Lumber Camp, Guild Effect: Increases the speed of wood gathering and the amount of wood carried When: Archaic Age Cost: 120 Food, 50 Gold

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Research Time: 30 Seconds

* Hands of the Pharaoh: Some treasures of the ancient world were so sacred that it was forbidden for anyone to touch them except the Pharaohs. But there were times when a particularly enlightened Pharaoh would grant his most loyal servants the right to bear these wondrous relics to their new places of rest.

Researched At: Temple Effect: Priests are able to pick up relics; +200% priest attack When: Archaic Age Cost: 75 Wood

* Heroic Fleet: Sea travel was a terrifying prospect for people of the ancient world. From mythical monsters such as the Greek Scylla or the Norse Kraken, to more mundane yet equally terrible maelstroms and icebergs, deadly dangers lurked in every ocean. But for rulers who were willing to invest the time and resources in a powerful fleet, such as King Minos of Crete, the sea offered many opportunities to gain an advantage over their rivals.

Note: This was introduced with the expansion pack, The Titans Researched At: Dock Effect: Increases naval unit effectiveness against myth units When: Classical Age Cost: 200 Food, 200 Wood, 15 Favor Research Time: N/A

* Hunting Dogs: Dogs are thought to have been the first animals domesticated by humans, perhaps 11,000 years ago. They were valuable as hunting companions because they could flush out, attack, and retrieve game. With the development of tools and weapons much earlier, humans had largely ceased being prey. With the help of dogs, they became much more successful hunters. Dogs were also valuable as beasts of burden, guards against predators and enemies, and as dependable companions. In some cultures, or in an emergency, they were a source of food.

Researched At: Granary, Ox Cart, Guild Effect: Gather food from hunted animals faster When: Archaic Age Cost: 100W 100G Research Time: 20 Seconds

* Husbandry: This improvement improves the amount of Food a Villager can carry, which is useful when hunting so the Villagers do not have to make as many trips. It also improves the rate at which Cows, Goats and Pigs fatten. Fattening animals have more Food in them the longer you wait before killing them. With Husbandry,

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that wait is shorter.

In conjunction with the development of farming and the domestication of animals, new techniques in husbandry (for carrying, storing, and preserving food, for example) were developed to take best advantage of renewable food sources. Without improvements in husbandry, a high percentage of perishable foods would have become worthless. Important early advances in husbandry included: basket weaving; pottery making; salting of meat and fish; cheese making; smoking of meat and fish; and using animals for transport.

Researched At: Granary, Ox Cart, Guild Effect: Villagers carry more food When: Archaic Age Cost: 100 Wood, 50 Gold Research Time: 30 Seconds

* Iron Mail: Armory mail upgrades affect the hack armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Hack armor protects a unit against hack attacks, which are generally hand-to-hand attacks such as swords and axes. The armor percentage is the amount by which the attack is reduced.

Researched At: Armory Required: Bronze Mail Effect: Improves the armor of human soldiers against hack attacks When: Mythic Age Cost: 500 Food, 500 Gold Research Time: 50 Seconds

* Iron Shield: Armory shield upgrades affect the pierce armor of all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse, Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. Pierce armor protects a unit against pierce attacks, which are generally ranged attacks such as arrows. The armor percentage is the amount by which the attack is reduced.

Researched At: Armory Required: Bronze Shield Effect: Improves the pierce armor of your soldiers When: Mythic Age Cost: 500 Wood, 400 Gold Research Time: 50 Seconds

* Iron Weapons: Armory weapon upgrades affect all human soldiers, Heroes and ships: those trained at the Academy, Barracks, Longhouse,

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Dock, Migdol, Fortress or Hill Fort. They do not affect myth units or siege weapons. All attacks are affected, including hand-to-hand hack attacks, ranged pierce attacks, and even ranged hack attacks, such as that of the Throwing Axeman.

Researched At: Armory Required: Bronze Weapons Effect: Increases the attack of human units and buildings When: Mythic Age Cost: 600 Food, 600 Gold Research Time: 50 Seconds

* Irrigation: Ancient gatherers and farmers understood through observation the relationship between the sun, water, and crops. Enterprising cultures learned to control the availability of water by irrigation. Canals brought water often great distances to fertile lands otherwise too dry for agriculture. Irrigation was critical to food production, population growth, and economic power in many regions where civilization first took hold on earth, including the Fertile Crescent, Egypt, and China.

Researched At: Granary, Ox Cart, Guild Requires: Plow Effect: Villagers gather food from farms faster When: Heroic Age Cost: 150 Wood, 250 Gold Research Time: 30 Seconds

* Levy: Where a population had a large percentage of non-slaves, the government usually made provision to mobilize the free men for military service. Citizens always available on standby in emergencies were called the levy. The ruler could call out the levy under certain conditions, but especially if enemies were approaching. The levy was a formal understanding and obligation, roughly equivalent to a tax or mandatory public service. Greek freemen, for example, from early adulthood to their 60’s were expected to serve in their town’s phalanx, a local variation of the levy.

Researched At: Archery Range, Barracks, Military Academy, Stable, Migdol Stronghold Effect: Increases unit creation speed When: Heroic Age Cost: Varies on Culture Research Time: Varies on Culture

* Masons: The skill of masonry arose in diverse areas, including those with good building stone and those with access to mud for making bricks. In ancient Egypt the skill was prized for constructing grand monuments and buildings. In ancient Greece the skill was required first for mountain citadels that protected

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agricultural valleys below. Then the Greeks turned to great temple, building, and defensive wall construction.

Researched At: Town Center Effect: Increases building hitpoints When: Classical Age Cost: 200 Food, 300 Wood Research Time: 20 Seconds

* Naval Oxybeles: A Greek version of the ballista was called the Oxybeles, meaning "bolt thrower." Descriptions have survived of this weapon firing either one or two long arrow-headed bolts. Hand winches at the rear of the weapon pulled back a large composite bow of laminated wood and sinew to a force far greater than a man could achieve unaided. Mounted on a ship, these weapons would have a devastating effect on fortifications on shore.

Researched At: Dock Effect: Increases the range of siege ships When: Mythic Age Cost: 500 Wood, 200 Gold Research Time: 50 Seconds

* Pickaxe: The first use of metals in prehistoric times involved those few metals that can be found nearly pure on the earth’s surface, including copper and electrum (a natural alloy of gold and silver). When the supplies of easily found metals were exhausted, ancient peoples learned to dig into the earth to find more. The digging tools were rudimentary sticks or bones. Adding stone and later metal heads to digging tools made them more useful and long lasting. The development of the pickaxe greatly improved the digging power of a man by allowing greater force to be applied at the point of impact.

Researched At: Storehouse, Ox Cart, Mining Camp, Guild Effect: Gather gold faster and carry more When: Archaic Age Cost: 50 Food, 120 Wood Research Time: 30 Seconds

* Plow: The advance of agricultural production was greatly enhanced by the improvement of the plow, especially when the plow was harnessed to a strong pulling animal. Prior to the plow, farming was practical only in relatively soft ground that could be broken with digging sticks for the placement of seeds. The continually improving plow harnessed to an ox or horse could break open dryer and tougher ground much more quickly than hand tools. This allowed more land to be farmed and increased farm worker productivity.

Researched At: Granary, Ox Cart, Guild

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Effect: Villagers gather food from farms faster When: Classical Age Cost: 50W 100G Research Time: 40 Seconds

* Purse Seine: The purse seine was an improvement in fishing nets that greatly increased productivity of fishermen. The improved seine required two ships working together to draw a deep wall net into a column around a school of fish. When the bottom of the net was closed, it created a great "purse," filled with fish, which could be hauled on board one of the ships to retrieve the catch.

Researched At: Dock Effect: Fishing ships gather fish faster When: Classical Age Cost: 150 Wood, 150 Gold Research Time: 20 Seconds

* Quarry: Once the easily recovered surface deposits of metal were gathered, early miners dug into the ground excavating pits, or quarries, following the deposits of metal into the earth. Quarries were labor intensive and often engaged large teams of slaves to do the backbreaking work. Quarries were most common when the ore seams were diffuse and near the surface.

Researched At: Storehouse, Ox Cart, Mining Camp, Guild Requires: Shaft Mine Effect: Villagers gather gold faster and carry more When: Heroic Age Cost: 200 Food, 300 Wood Research Time: 55 Seconds

* Reinforced Ram: The development of the oar-powered ram in the ancient world led to a corresponding effort to strengthen the hulls of ships to resist being crushed. Naval architects had to balance the desire for speed, which increased the effect of a ramming attack, and the desire for hull strength, which increased ship survivability. At the great naval battle at Salamis, the smaller and swifter Greek ships gained a decisive advantage against the larger and stronger Persian and Phoenician ships in the narrow strait. In more open water, the much larger Persian fleet may have reversed the outcome.

Researched At: Dock Effect: Increases ramming ship crush armor When: Mythic Age Cost: 300 Wood, 200 Gold Research Time: 40 Seconds

* Salt Amphora: Although fishing ships could sail far out to sea, getting fresh fish back to port was a challenge. Mediterranean and Black Sea shipwrecks filled with Greek amphorae (storage pots) suggest that pickling fish in salt was quite common. The salt itself was sometimes mixed with fish to form a paste called garum that was popular among both Greeks and Romans.

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Researched At: Dock Requires: Purse Seine Effect: Increases fishing ship food capacity When: Heroic Age Cost: 150 Wood, 250 Gold Research Time: 30 Seconds

* Shaft Mine: Early miners learned that metal came from ore and ore often resided in narrow seams or reefs within the earth. To follow narrow seams of ore into mountains or underground required an improvement we call shaft mining. Rather than excavate a huge and largely worthless pit, the miner followed the seam with a narrow shaft, usually supported with timber to prevent cave-ins. Ancient shaft mines in Europe reached impressive depths. Perfectly preserved Celtic salt miners have been found in deep salt mines, where they lost their lives thousands of years ago.

Researched At: Storehouse, Ox Cart, Mining Camp, Guild Requires: Pickaxe Effect: Villagers gather gold faster and carry more When: Classical Age Cost: 150 Food, 250 Wood Research Time: 45 Seconds

* Signal Flares: Long before the advent of the telegraph and radio, the ancients developed methods for rapid communication over distance, using fires, flags, and banners. Signal positions were placed within visual contact of each other in a chain and simple messages could be rapidly transmitted across large distances. A defensive wall could be manned lightly while mobile reserves were kept concentrated at regular intervals. Signals could bring warnings quickly, allowing the central reserve to move to a threatened position.

Researched At: Sentry Tower Effect: Increases the line of sight of all buildings When: Classical Age Cost: 150 Wood Research Time: 30 Seconds

* Stone Wall: Humans have been fortifying their towns for defense since the first towns were built over 10,000 years ago. Walls were built to keep out human enemies and protect food supplies needed to support the town during winter. Wall materials depended on what was available, including logs in northern forests or mud bricks in the Middle East. The preferred wall material, when available,

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was stone. It would not burn like wood and was much more difficult to break than bricks.

Researched At: Wooden Wall Effect: Increases wall armor and hitpoints When: Classical Age Cost: 200 Food, 200 Gold Research Time: 40 Seconds

* Tax Collectors: Regardless of time or place, governments have always needed sources of revenue. Most commonly, government revenue came from taxes on agricultural production, manufacturing, or customs duties on trade. Usually an individual or bureaucracies of people were made tax collectors to gather the goods and moneys owed to the government. Efficient and trustworthy tax collectors helped keep the rate of taxes low. Inefficient or corrupt tax collectors increased the tax burden, leading to civil unrest and injustice.

Researched At: Market Effect: Reduces the cost of buying/selling at the Market When: Heroic Age Cost: 200 Food, 200 Gold Research Time: 35 Seconds

I haven't included culture-specific technologies because I don't think it's necessary to include each and every unit upgrade, for instance.

=========================================================================== Tips and Strategies ===========================================================================

Getting through Age of Mythology is not easy, nor is defeating your friends online in multiplayer games. Each culture has advantages and disadvantages, and you can exploit those. If you have any strategies or tips of any kind, please feel free to send it in to me. You can reach me at [email protected]. As mentioned earlier in this guide, please put "Age of Mythology" or "AOM" in your Subject Line so I can sort through my email quickly. You will, of course, be given credit for any and all tips I use of yours.

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-------------------------------

One of the most common general strategies you'll see or hear mentioned is the Rush. The Rush is generally a pretty basic idea - rush your enemy with military units as soon as possible, catching him off-guard. To do this, you must build up a simple, streamlined economy, with just a few villagers since creating villagers is costly. You want to spend your early resources very sparingly, not researching anything really. Although there are some technologies that could improve your resource- gathering, the cost to research them isn't worth it initially. Get to the next Age quickly, and start creating a small group of units. Once you have a small force, attack your enemy, but don't make the newbie mistake. Far too often, newbies go after other military opponents and buildings with the early rush. Generally speaking, you want to go after enemy villagers, because this will grind his economy to a halt. Going after villagers is a good idea with fast units, such as cavalry, but you probably won't have cavalry units for this early rush.

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Your game manual, as well as this guide, comes with a list of hotkeys. LEARN THEM! Learning your hotkeys makes your game much faster, and you may not notice at first. Quickly creating villagers, myth units, etc can all be done with hotkeys. Using your mouse to move around on the map to do those tasks is truely inefficient. Most, if not all of the best Age of Mythology players know at least some of the hotkeys.

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Don't forget your siege weapons when going after your enemy. Your siege weapons, particularly the longer-ranged ones, such as ballistas, will be able to attack your enemy buildings which can defend themselves. Let them take out the towers and town centers, so your other units can run through town, destroying everything, without the concern of getting pinned between a tower and town center.

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When attacking enemy units, keep in mind that the best way is to use counter units. What does this mean? Units are able to attack certain units better than others. This requires a lot of micromanagement of units, which can become tedious over time, however it's a key point to winning. Familiarizing yourself with counters will surely help you on your way to conquering the Age of Mythology.

Here are some culture-specific strategies.

--------------------------------------------------------------------------- Greek Strategies ---------------------------------------------------------------------------

The Greeks are the only culture to be able to control the rate at which they can gain Favor. To gain Favor, Greek villagers worship at the Temple, the more villagers, the faster you gain Favor... in theory anyway. The truth is you can put twenty or thirty villagers at the Temple, but it's not very efficient. Instead, use a small group of four or five villagers to worship at the Temple, and use the others for building or resource gathering. If you start gaining Favor early in the Archaic Age, you could, in theory, gain enough Favor to fund a mythological unit rush in the Classic Age.

All of this can be achieved even faster if you choose Zeus as your Major God. The Reason? Zeus grants you starting Favor, allows you to generate Favor faster than normal, and doubles your cap for Favor (from 100 to 200).

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Each of the Major Gods grants bonuses to different types of units. Zeus grants you with hoplites, which have bonus damage against buildings. Poseidon grants you cheaper cavalry units and Stables, as well as a free naval scout, should you build a Dock. Hades grants extra damage to your Toxotes, which are Archers.

These bonuses can translate to a much better chance of winning. Poseidon's Cavalry bonuses will often result in Cavalry rushes early in the game. If you are the one doing the rushing, train four or five Hippikons

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and send them to your enemy's base. Don't just attack anything, go after the villagers that are gathering resources. If you're attacked, consider running away - your armor early on in the game isn't all that great. Keep the pressure on; keep looking for other villagers to take out. if this is happening to you, build towers to protect your villagers from those units who may be coming after you. You can upgrade your cavalry units if you choose Hermes as your Classical Age Minor God, because of his Spirited Charge improvement.

This types of strategy can also be done with Zeus and Hermes, believe it or not. Although you don't get the cavalry unit bonuses from Zeus, you do get those great Favor bonuses, which are good for Heroes and mythological units. Instead of Stables and Hippikons, you'll be using the Temple, Centaurs and Heroes available to you.

You must keep in mind just why you're going after the villagers instead of general buildings and military units. If you can kill your opponent's villagers, you can cripple his economy, not allowing him to construct new buildings or train new military units.

--------------------------------------------------------------------------- Egyptian Strategies ---------------------------------------------------------------------------

A mythological unit rush is a little more difficult with the Egyptians than the Greeks, for instance, in my opinion. Instead of villagers worshipping at a Temple, you must construct monuments to gain Favor. Monuments are expensive and take time to construct. Because of this, it's important to build your monuments as early as possible.

The Egyptian Pharaoh is a very unique unit. He can empower monuments to produce Favor quicker, as well as empower various buildings. These buildings can have bonuses which include faster gathering rates, for instance. This is a great way to get your economy going early on in the game. Have your Pharaoh empower the mining camps for faster gold- mining, and your economy will certainly boom. Not only is the Pharaoh

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a good unit for economic reasons, he's a good military unit against mythological units and has the ability to pick up relics. Additionally, the Pharaoh can heal wounded units.

As with all of the cultures, your Major Gods have some great bonuses to offer you. Ra, for instance, can help you gain Favor earlier because monuments, under him, are less expensive. Isis grants you with less expensive improvements. Set's priests can convert animals into units that will attack your opponents, under your control.

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Set is one of the more commonly-used Egyptian Gods because of her animal powers. Her ability to get Priests and Pharaohs to convert animals into what amounts to a military force is truely bizarre, and it's been used more than a few times in multiplayer games. You would use this strategy much like any other rush - go after the villagers. In the original Age of Mythology game, this was a devastating tactic, but with the release of the Titans expansion pac, Heroes were given bonus damage against Set's Animals, so do keep this in mind.

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This strategy is for Set.

Send your pharoah and 2 villagers to food. Start making villagers. 3rd villager builds monument close to food so you can send him to food when he's done. Build 8 villagers and send them to food. 8th villager builds houses around towers. Build another monument. Get to next age. Have about 11 vills. on gold. about 12-13 on meat(farms). and 5 vills. on wood. Build 4 barraks when you get to next age. Send your pharoah to where you are going to have your army. Start making monkeys from pharoah and slingers from barraks. At the heroic age make spearmen, anubites, and the seige towers. Then your on your own.

Submitted by: Hiram Jones <[email protected]>

--------------------------------------------------------------------------- Norse Strategies

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---------------------------------------------------------------------------

The Norse are quite different from the other cultures. Their infantry units build structures, which leaves the Norse gatherers free to concentrate on collecting food, wood, and gold. The Norse can train as many Hero units as they wish; both the Hersir and Jarl offer bonus damage against mythological units. Finally, the Norse generate Favor through war, which encourages a more aggressive style of gameplay.

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The Norse have a unique unit which helps with resource, the Ox Cart. A mobile resource drop-off point is very convenient, and leads to a much more efficient economy.

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Because the Norse infantry are able to construct buildings, it's rather easy to forward-build military structures or defenses near your enemy's base or even unclaimed settlements.

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As with all of the cultures, your Major Gods have some great bonuses to offer you. Odin's human units regenerate hit points, a great bonus when fighting. Thor's Dwarves are cheaper than normal, and can gather food and wood faster than normal. Loki's Hersir are faster than others.

--------------------------------------------------------------------------- Atlantean Strategies ---------------------------------------------------------------------------

I've mentioned the subject of drop-off points in this guide a few times, and it effects Atlantis just as the other cultures. Atlantean citizens need places to drop off their harvested resources, so they come with a rather unique unit, a pack donkey. Because of this, Atlantean citizens are a bit more expensive and slower to train.

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Take advantage of this donkey. Much like you'll find with the Norse Ox Cart, the Atlantean pack donkeys can make for a very convenient (mobile) resource drop-off point, making for a much more efficient economy, thus requiring fewer citizens to do the job.

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As previously mentioned, Atlantis doesn't get any Hero units. Instead, they have the unique ability to turn any human unit into a Hero. This gives you bonus damage against mythological units. Unfortunately, this ability comes with a price, literally; it's a rather expensive thing to do, so use it sparingly.

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One of the new resources in Age of Mythology is Favor. Atlanteans gain Favor by building Town Centers. Take this into account, and consider an early land grab in your games. Finding the settlements can be made much easier if you selected Oranos as your Atlantean Major God. If you plan properly, once you reach the Classical Age, that new town center will have generated a good deal of Favor to fund a mythological unit rush.

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Use common sense when placing Gaia's Forest. Placing it near your Town Center could be risky if you have an opponent with the Forest Fire God Power. If envoked on your Forest, the Forest Fire GP could catch your Town Center on fire and take it to the ground.

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Before you launch an attack on your opponent, try placing the Tartarian Gate in the opponent's city, near military and mythological units, or major military buildings. This will not only weaken the military, but it will get other units of his to attack the Gate, providing time for you to come in and invade. You just gotta love distractions!

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This is a strategy I learned to use by watching an atlantean ally on titan (hardest level).

Take your citizen you start out with and send to meat. Make another citizen and when he's done, send him to make a house.

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Make another citizen and send him to meat. Send citizen from house to meat. Send your third citizen to make a temple. Make a citizen and send to meat. Make another citizen and send him also to meat. When the temple is done and you have enough recources, go to the next age. When you get to next age build a counter-barracks. You want to have 6 citizens on farms. 4 on wood. 4-5 on gold. When you are low on one recource and high on another, start sending some of your citizens that are gathering the resource you have enough of to the recource your low on. During gameplay, repeatedly build turma. Start building more barracks or counter-barracks later in game. During gameplay, get as many upgrades as you can which will help you a lot. When playing 1v1 on moderate, it is easy to take a computer user. This way if he's on standard, just wait for him to attack then attack him. You can build up your own strategy off of this one.

Submitted by: Hiram Jones <[email protected]>

----------------------------------------------------------------------- Miscellaneous Tips -----------------------------------------------------------------------

Below are various tips that didn't get added to the list above. Many of these were taken from an earlier guide I did for Age of Empires, since the games are still similar in some respects. As mentioned above, if you would like to submit a tip, just email me (address is mentioned above).

- Get to the highest age as fast as you can. The player with the better and powerful units can win the game in many cases.

- Search the map early on for resources. If you control the resources first, you will probably hold them until they are gone.

- Use up all of your berry bushes and animals before you farm because these methods are more efficient and faster.

- Don't waste resources on units and upgrades you don't need or won't use.

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- If cavalry or other enemy units are attacking or approaching a lone villager, lure the enemy to towers nearby to take care of them.

- Make sure your villagers aren't standing around idle.

- Use the terrain to your advantage. Forests can act like barriers to enemy forces.

- When building your city, consider using your Houses as barriers - a make-shift wall.

- Don't build your towncenter too close to the water. That way the enemys' naval units can't damage your towncenter.

- Wonders seem like they take forever to build, but not with a lot of villagers. Put as many villagers as you can on the wonder.

- If playing islands, send a stealth operation of a transport ship and a few villagers over to your enemy's island and start building there.

- Build multiple docks. This is very important in the production of war ships. If your only dock is destroyed, your chance of winning is slim.

- Don't wall yourself in. If you build walls, build them so you can expand later in the game. You are stuck with fewer options if you do.

- On an inland map, you should always find the land bridges and wall them up, putting towers around the path. Leave an opening for units though.

- If you get raided, try to regroup with a small force and raid your opponent. Chances are, he's put his economy into that raiding force and hasn't developed a very good defense - take advantage of that and put him on the defense.

- Town centers with nearby towers can be a good defense. When you are attacking an enemy, be sure not to get caught between the TC and tower fire - you don't need that many arrows being shot into you. Take the flipside of this; if your enemy attacks you, that TC and tower fire can be lethal to him, so if you build some farms

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right around your town center, don't forget a few towers just beyond those farms.

=========================================================================== Relics ===========================================================================

Relics may be garrisoned in temples to gain their benefits. All of the cultures in Age of Mythology had sacred, magical and legendary items about which stories, our myths, were told. The Golden Bridle that tamed Pegasus, the powerfully protected Book of Thoth and Thor's famous hammer, Mjolnir, are just a few of these wondrous items.

Note: Heroes are the only units that can collect the relics and place them in the Temple.

Ankh of Ra Provides steady trickle of favor

Anvil of Hephaestus Armory technologies cost 10% less

Armor of Achilles Infantry have 5% less hack damage vulnerability

Arrows of the Alfar Towers, Fortresses and Town Centers have 20% more attack

Black Lotus Villagers gather food from farms 10% faster

Blanket of Empress Zoe Buildings have 20% less crush damage vulnerability

Boots of Kick Everything Heroes move 20% faster

Bow of Artemis Archers, Trolls and Centaurs cost 15 - 20% less wood

Bridle of Pegasus Summons a Pegasus for the player to command

Buhen Flagstone Walls cost 25% less

Canopic Jar of Imsety Infantry train 15% faster

Catoblepas' Scales

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Myth units have 20% less crush vulnerability

Dwarven Calipers Siege weapons cost 20% less

Eye of Horus Town Centers support +2 population

Eye of Ornlu Hypaspists, Axemen and Throwing Axemen have 5% more attack

Fetters of Fenrir Villagers kill animals in a single shot

Girdle of Hippolyta Toxotes, Chariot Archers and Throwing Axemen have 5% more HP

Harmonia's Necklace Villagers gather gold 10% faster

Harter's Folly Scouting units have 2 more LOS

Hera's Thundercloud Shawl All human soldiers have 5% less pierce damage vulnerability

Khopesh of Horus Hero damage vs Myth units increased by 1

Kithara of Apollo Villagers move 20% faster

Mithril Horseshoes Cavalry move 10% faster

Monkey's Head Summons three monkeys to serve the player

Nose of the Sphinx Buildings have 15% more HP

Odin's Spear Hoplites, Spearmen and Ulfsarks have 5% more attack

Oseburg Wagon Caravans cost 25% less and move 15% faster

Pair of Golden Lions Summons 2 golden lions for you to command. If killed, they will respawn at the temple.

Pandora's Box Myth units train 25% faster

Pelt of Argus All units gain an additional 6 LOS

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Pygmalion's Statue Villagers have 40% more HP

Reed of Nekhbet Naval myth units have double attack

Ring of the Nibelung Provides a steady trickle of gold

Scarab Pendant The Helepolis, Towers, Scarab and Rams have their damage vs buildings increased by 1

Shard of Blue Crystal Villagers gather wood and gold 5% faster

Shingles of Steel Houses have triple HP

Ship of Fingernails Provides a steady trickle of food

Sistrum of Bast Villagers cost 10% less

Staff of Dionysus Villagers carry 20 more food

Tail of the Cerberus Myth unit special attacks take 25% less time to recharge

Toothed Arrows Archers and Ballistas do 5% more damage

Tower of Sestus Towers do 30% more damage to units at range, 10% more damage to units attacking

Trios Bow Archers have 2 more range and LOS

Trojan Gate Hinge Walls have 20% more HP

Tusk of the Iron Boar Cavalry and Chariot Archers have 10% more HP

Wand of Gambantein Temple technologies cost 20% less

Wedjat Eye Myth units cost 10% less food, wood and gold

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=========================================================================== Frequently Asked Questions (FAQs) ===========================================================================

This is the section I've dedicated to questions that I deem are asked quite a bit, and instead of receiving the same questions over and over, they will be asked and answered below. Be sure to read this section prior to asking me a question.

Q: I lost my manual - can you send me yours?

A: No. This kind of question is one I don't like to answer. Far too many people are using pirated copies of Age of Mythology and/or The Titans expansion pack. If you use a pirated version, obviously there's no printed manual. Microsoft and Ensemble Studios have provided a digital version of the manual on the Age of Mythology CDs - specifically on CD 1. The expansion pack, The Titans, also has a digital manual included in it - just browse the CD in Windows or Mac, depending on your own situation. If you are one of those folks who are using a pirated copy, go buy the game. Using a legitimate copy will allow you access to ESO (Ensemble Studios Online) which is where much of the Multiplayer gaming takes place.

Q: What does AOM mean?

A: It's an acronym for Age of Mythology. If you visit the fan sites, you'll find "AOM" used much more often than the full title of the game.

Q: Where can I download Age of Mythology/The Titans?

A: Sorry, but I will not answer this sort of question - go buy the game!

Q: How do I build a Gate?

A: Once you have a wall built, click on a long portion of the wall, and you'll see a little Gate icon appear - click it, and you should have a Gate appear.

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Q: How do I take a screenshot?

A: Press Ctrl + F12 to take a screenshot. They're stored in your AOM directory. If you want a full map screenshot, press Ctrl + Alt + F12. Be warned, however, that this will take some time to create. Generating a full map screenshot is rather taxing on your system - it's creating a several MB file.

Q: How do I watch a Recorded Game?

A: Place the recorded game (*.rec files) into your Age of Mythology/savegame folder. On the main menu, click "More" then click "Recorded Games" and open the file you are looking for.

Q: How do I beat this scenario?

A: Unfortunately, I have no plans to offer walkthroughs for the scenarios, so I would recommend checking out AOM Heaven - http://aom.heavengames.com/strategy/campaign

=========================================================================== Appendices ===========================================================================

Below, you'll find all kinds of miscellaneous information that will surely improve your gameplay, as well as inform you of things you may have never known.

=========================================================================== Hotkeys ===========================================================================

Hotkeys are designed to make ordinary operations of a game go faster and with less effort to the user. You'll find the list of hotkeys below.

General Commands

Assign Number to Group Ctrl + Number from 1-9

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Center View on Group Alt + Number Clear Group Ctrl + 0 Zoom In/Out + and - Rotate Viewpoint Mousewheel Up/Down or Ctrl + Arrow Keys Take Screenshot Ctrl + F12 Take Full Map Screenshot Ctrl + Alt + F12 Pause Game Pause Show/Hide Help F1 Show/Hide Improvements F2 Show/Hide Objectives F3 Show/Hide Scores F4 Show/Hide Chat Menu F5 Show/Hide Tribute Menu F6 Show/Hide Diplomacy Menu F7 Quicksave F8 Quickload F9 Show/Hide In-Game Menu F10 Show/Hide Clock F11 Review Chat/Announcements PageUp Clear Chat/Announcements PageDown Idle Villager . Idle Military Unit , Find Hero / Center View on Selection Spacebar Open Chat Dialogue Enter

Unit Commands

Stop Q Attack Move Alt + Right Click Or A + Left Click Create Unit Waypoint Shift + Right Click Garrison Selected Units Alt + Right Click On Building/Unit Ungarrison N Aggressive Stance Alt + A Defensive Stance Alt + D Stand Ground Alt + S Line Formation Alt + L Box Formation Alt + B Mixed Formation Alt + M Scattered Formation Alt + X Select All Units Of One Type DOUBLE-CLICK A UNIT OF THAT TYPE

Buildings

Build Find Academy B Ctrl + B Barracks B Ctrl + B Longhouse B Ctrl + B Archery Range A Ctrl + A Armory R Ctrl + R Dock D Ctrl + D Farm F

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Fortress V Ctrl + V Migdol V Ctrl + V Hill Fort V Ctrl + V Palace V Ctrl + V Granary G Ctrl + G Guild G Ctrl + G House E Manor E Lighthouse L Market X Ctrl + X Mining Camp M Ctrl + M Mirror Tower K Ctrl + K Monument U Ctrl + U Obelisk O Storehouse N Ctrl + N Lumber Camp N Ctrl + N Ox Cart N Ctrl + N Siege Works C Ctrl + C Stable S Ctrl + S Counter-Barracks S Ctrl + S Temple T Ctrl + T Tower P Ctrl + P Town Center Z H Wall W Wonder J

Greek Units

Hoplite P Hypaspist Y Toxotes T Peltast P Hippikon C Prodromos P Petrebolos C Helepolis R Myrmidon U Hetairoi U Gastraphetes U Archaic Age Hero A Classical Age Hero S Heroic Age Hero D Mythic Age Hero F Centaur C Chimera I Colossus O Cyclops Y Hydra H Manticore M Medusa D Minotaur T Nemean Lion N Pegasus P Scylla Y Carcinos C Argo O

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Egyptian Units

Priest P Mercenary I Mercenary Cavalry C Axeman A Spearman S Axeman A Slinger L Chariot Archer A Camel C War Elephant W Siege Tower R Catapult C Anubite A Avenger V Mummy U Petsuchos C Phoenix N Roc R Scarab S Scorpion Man M Sphinx X Wadjet W Leviathan L War Turtle U

Norse Units

Ox Cart N Dwarf W Hersir R Ulfsark U Throwing Axeman T Raiding Cavalry C Huskarl K Jarl J Portable Ram R Ballista B Battle Boar B Einherjar E Fenris Wolf W Fire Giant F Frost Giant G Mountain Giant M Troll T Valkyrie V Kraken K Jormund Elver J

Atlantean Units

Arcus A Argus R Automaton A Behemoth B Caladria C

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Destroyer D Fanatic F Fire Siphon S Hekagigantes G Katapeltes K Lampades L Murmillo M Nereid N Oracle O Promethean P Satyr S Servant V Turma T

=========================================================================== Cheats ===========================================================================

There are a number of cheats in Age of Mythology and The Titans expansion pack. Listed below are all the cheats avaliable. These cheats grant the player anything from more resources to crazy god powers and units. To use the cheats, hit enter and type the cheat in. Make sure you use all capital letters.

ATM OF EREBUS Player receives 1000 gold.

TROJAN HORSE FOR SALE Player receives 1000 wood.

JUNK FOOD NIGHT Player receives 1000 food.

MOUNT OLYMPUS Player receives full favor.

LAY OF THE LAND Reveals the whole map.

UNCERTAINTY AND DOUBT Hides the map.

THRILL OF VICTORY Player wins game. CHANNEL SURFING Skip to next scenario in the campaign. L33T SUPA H4X0R Fast Build.

DIVINE INTERVENTION Allows the player to use previously used god powers.

PANDORAS BOX Grants player several random god powers.

WRATH OF THE GODS Gives you the Lightning Storm,

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Earthquake, Meteor and Tornado god powers.

GOATUNHEIM Turns all units on the map to goats.

FEAR THE FORAGE Gives you a walking berry bushes god power.

BAWK BAWK BOOM Chicken Meteor god power.

I WANT TEH MONKEYS!!!1! Gives the player a bunch of monkeys.

WUV WOO Gives player a flying purple hippo.

TINES OF POWER Grants player a forkboy.

O CANADA Gives you a lazer bear.

ISIS HEAR MY PLEA Gives you heroes from the campaign.

CONSIDER THE INTERNET Slows down all units on screen.

SET ASCENDANT Reveals all animals on the map.

IN DARKEST NIGHT Turns day to night.

RED TIDE Water turns red.

MR. MONDAY Grants the computer 1,000% handicap.

ENGINEERED GRAIN Instantly fattens herd animals.

LETS GO! NOW! Supposedly makes the game speed faster.

=========================================================================== Links ===========================================================================

This is where you'll find Age of Mythology-related sites or pages. Be careful with the addresses. Some had to be made into two or more lines long due to the margin restrictions.

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Microsoft's Official Site http://www.microsoft.com/games/ageofmythology Microsoft's Official Site http://www.microsoft.com/games/titans Ensemble Studios http://www.ensemblestudios.com/ Through The Ages http://www.throughtheages.com/ Age of Mythology Heaven http://aom.heavengames.com/ Encyclopedia Mythica http://www.pantheon.org/

=========================================================================== Revision History ===========================================================================

Version 0.1 - January 14th 2005 - 50 KB

I've started the guide. I'll fill in the missing sections as soon as I finish them.

Version 0.2 - January 15th 2005 - 86 KB

Completed the General Technologies section.

Version 0.3 - January 18th 2005 - 305 KB

Completed the units sections.

Version 0.4 - January 20th 2005 - 380 KB

Completed the buildings sections.

Version 0.5 - January 21st 2005 - 744 KB

Completed the mythology sections. Added a few strategies and tips. Added the "Author's Notes" section. Fixed GameFAQs message board links. This guide is for the most part, finished. I will add tips and strategies if anyone sends them in, not to mention any mistakes that may be in here.

Version 0.6 - January 22nd, 2005 - 745 KB

Added a note to the "Author's Notes" section. Added a tip that was supposed to be added in the previous version, but I must have overlooked it.

Version 0.7 - Mar 03rd, 2005 - 747 KB

Added a Frequently Asked Question, and added two stategies from Hiram

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Jones.

=========================================================================== Final Words... =========================================================================== _______ Credits ¯¯¯¯¯¯¯ Jeff "CJayC" Veasey for hosting my FAQs. Dave Allison for hosting my FAQs. The Age of Mythology & The Titans game manuals and help information. Through The Ages for the Relics section, as well as a lot of Unit stats. - http://www.throughtheages.com Encyclopedia Mythica for a few sections of research. - http://www.pantheon.org Age of Mythology @ Heavengames for several small pieces of information. - http://aom.heavengames.com Hiram Jones for two strategies.

This FAQ was writen entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/

____________________________ Misc Facts about the Author: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Email Address: [email protected] Other FAQs: Check out http://www.gamefaqs.com/features/recognition/2717.html

<< Disclaimer >>

This document may be freely distributed so long as it is not edited or or altered in any way, I am given credit, you do not charge for viewing this guide; this includes, but is not limited to websites, cds, dvds, magazines, etc.

This document was made for personal use only. No part of this document may be copied or used in any form of media without the express written consent of Jim Chamberlin. Unauthorized use of any information herein is a direct violation of Copyright Law, and legal action will be taken.

This document is Copyright © 2005 Jim Chamberlin. All Rights Reserved.

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Microsoft, Age of Mythology, and Ensemble are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.