11/19/2023 0 Comments Age of mythology favorIMPORTANT: DONT CHOOSE THE GOD WITH THE COOLEST LOOKING MYTH UNIT/POWER. With each age up, you are given the choice between two "minor gods" who grant different god powers, myth units, and special upgrades. The Archaic, Classical, Heroic, and Mythic ages. There are four (technically five) ages in AoM. God powers have varying effects and can range from a short boost to your economy, to a meteor shower that destroys your enemy utterly.Īging up is extremely important in any Age of Empires game. God powers can only be used once (unless, again, your Atlantean) and you start with one god power granted by your patron diety. (The building you use to age up for the first time and summon myht units with) Relics add different small bonus's to your empire, and sometimes can be quite useful.įinally it is time to discuss god powers. (Its tempting I know) This can only lead to disaster.īringing up the topic of relics again, relics are objects on the map that heroes can pick up and carry to your temple. Dont do what I did when I first started playing by creating whole armies of minotaurs. Rule of thumb is that your armies should mostly be composed of human units, with only a few hero and myth units to spice things up and to bolster overall strength. Human units include everyone and everything else. Hero units are like expensive human units with a large bonus against myth units, and who can carry relics. Myth units include mythical monsters which are highly effective against most human units. In AoM there are three basic unit types which are unique to the game. (Except Zeus, he gets 200 favor limit) Favor is used for multiple things, namely building forts, researching God tech upgrades, and recuiting special myth units or heroes. Most civs have a limit of 100 favor, with different ways to gain favor depending on what culture you play as. Be careful with this.įavor is unique to AoM from other strategies. (Except for Atlanteans because they wanted to be a bunch of hipsters) Generally there are only three settlements available to any given player at the beggining of the game, which with ten houses and full upgrades amounts to about 160 pop cap limit. Each culture can build ten houses, each supporting ten population. Population room is increased by town centers, and houses. Villagers (except atlantean ones) cost only one population room, while most military units cost two or more pop. Population room affects how many units you can muster at one time. The other two "resources" to take into account is population room and favor. Only a strong economy can win, without a good economy, you will run out of resources, and you will die. Resources can be gained and sold at the market, or sent and recieved between two players working together.Ĭontrol over resources is paramount in AoM, as your milittary should be only your secondary concern. Mines are a fast way to get gold, while trade caravans supply infinite money, but at the price of your sanity precious time. Gold is gathered from mining and trade caravans. Food, wood, and gold.įood is gathered from animals, (the fastest way to get food for those of you looking for that quick fix) fish, (a "meh" way to get continual resource income, very efficiant tbh) and farms. There are three resources, although technically there are five. (The structures on the map that look like third-world villages.) Unlike most standard RTS games, you can only build town centers on predetermined locations, known as settlements. A basic game of AoM starts with you starting with a town center and some villagers.
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