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Tapejara

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March 9th 2022: Working for a whole year on the Celts has allowed me to learn more about their pantheon outside of Asterix books. I will continue to work on the project as it was originally planned for now, but afterwards I may rearrange some of the gods and draw new ones. For example, Teutates, Taranis and Hesos are not important enough to be major gods, so I will replace them with Nuada, Dagda and Morrigan, the later of which will be the civilization's "evil" god. I am also planning on redrawing Brigid who's artwork turned out awful. Thankfully none of the myth units will be cut, but I will need to create some new techs and rearrange the tech tree too. Below are the images of the new gods that will be available. I've borrowed images from other Deviants for the gods who I haven't drawn a picture of yet.

Civilization

Overview

The Celts follow a glass cannon principle. Their units can deal lots of damage and move quickly but have very low health and armor. Likewise, their buildings have high attack but are on average the weakest of all civilizations. This reflects the fact that the Celts never being an empire, but a culture that were limited to villages made from whatever material they could gather from the Earth. They have been known for pillaging and have successfully looted Rome for resources. To reflect this, the Celts are specialized in moving quickly, harassing enemy worker units and stealing resources. Arguably, they have a similar playstyle to the Norse but traded the durability of their army for superior economic benefits.

Heroes

The primary Celtic heroes are called Chieftains. You initially can only create one, but for each Town Center you construct, you will be granted additional Chieftains (up to four), each one stronger than the previous ones. Like pharaohs, chieftains can have a great variety of names; some of them are quite comical. The other hero available once a temple is built is the druid. Druids are capable of healing units and have a ranged attack. Although druids are not the best of scouts (the hunter moves faster and has more LOS), they are capable of constructing runestones, which are cheaper than Egyptian Obelisks but have less HP and LOS. But what makes druids distinguishable from priests and monks is their ability to revive human soldiers. All human soldiers come with a revival bar similar to the Atlantean automaton and druids have 33 seconds to revive a soldier before it dies for good. Once revived, a soldiers only has about 5% of its health restored so they will also need to be healed. Druids cannot revive hunters, heroes, carnyx bearers or myth units.


Favor

Celts gather favor by having druids construct up to five tombs (or barrows), which are weak but low cost buildings. Rather than simply generating favor like Egyptian monuments or Chinese gardens, Celts can store up to 300 Gold in each tomb which in turn generates favor. The more gold you store, the faster your favor trickle. Gold can be transferred in and out of the tombs, depending on where you need it most. If a tomb storing gold gets destroyed, your gold will return to you. Storing gold in tombs prevents it from being stolen by the Thief god power.


Starting Conditions

The Celts start with a Town Center, one druid and two hunters. The starting Celtic resources are 250 Food, 150 Wood and 250 Gold. The druid will act as the player's scout until a temple can be built from which, if the player prefers, Will O' the Wisps can be trained to take over.

Other Attributes

Instead of regular villagers, Celts have units called Hunters who move, build and gather resources two times faster than the average villager (which is still slower than the Atlantean citizen) but are also more expensive and take up 2 population slots. Another unique trait is that hunters are much better at fighting and have a small bonus against cavalry and scouts, so they can act as light counter cavalry. Although Hunters are the primary means of gathering resources, all infantry and archer units can also gather resources, meaning fewer units will be idle while you play as the Celts. However, infantry and archers gather resources 30% slower than regular villagers. Similar to the Atlanteans, some god powers can be used multiple times. Celtic walls cost wood instead of gold and require two upgrades to become stone walls, but the sum of both upgrades equals to the usual cost of the Stone Wall upgrade of other civilizations. All three major gods can research Song of the Bard in the heroic age, which reduces the recharging rate of Carnyx Bearers.

Roundhouses serve as both as a means to increase the population cap and as a resource drop off point. They grant 5 population cap each and cost 40 wood to build but a maximum of 20 can be built instead of 10. Also, all economical technologies can be researched from them and resources can be dropped off in them. The upside is that as players build resource drop sites early in the game, they are increasing their population cap at the same time. The downside is that the build limit will force players to destroy previous Roundhouses whenever they want to gather resources further from the starting Town Center. Ogma's Ogham Alphabet myth technology helps remedy this to some extent.

Buildings


Town Center (100 Food, 275 Wood, 275 Gold) [A]: Town Centers can be built on unclaimed settlements and are used to train Hunters, Chieftains, Druids and Carnyx Bearers, while also serving as a resource drop site. Celtic Town Centers are cheaper but weaker than those of other civilizations. They share the stats of Atlantean Town Centers prior to the Extended Edition.


Roundhouse (40 Wood) [A]: unique buildings available to the Celts that fulfill the role of both houses and resource drop sites. Roundhouses grant 5 population each, have a build limit of 20, and research economic technologies.


Temple (80 Wood, 100 Gold) [A]: trains Druids and myth units and researches myth technologies. A temple must be built to access the Classical Age.


Dock (100 Wood) [A]: trains ships and naval myth units and researches naval technologies. Drop off site for fishing. 10 naval units can garrison inside. Epona worshippers can task fishing ships to travel from a dock to the Naval Market to generate gold.


Wall (3 Wood) [A]: barriers to halt enemy advancement. Starts off as wooden walls but can be upgraded to Pallisade and Stone Walls. Long segments can be turned into gates.


Tomb (50 Wood, 50 Gold) [A]: generates favor at a rate of 0.0934 favor/minute for every additional 5 gold invested in the tomb. Maximum gold storage per tomb is 300, generating a maximum of 5.6 favor/minute per tomb. Build limit of 5.


Runestone (10 Gold) [A]: weak and cheap structures built by druids that grant LOS similar to the Egyptian Obelisks. Researches building LOS technologies.


Sentry Tower (200 Wood, 100 Gold) [C]: garrisons 5 units and grants LOS. Can be upgraded to fire arrows.


Training Camp (110 Wood) [C]: trains the Celtic counter units and researches military line upgrades. Also trains Woad Raiders from the Heroic Age onward.


Farm (95 Wood) [C]: can be used to gather food by farming. Price increased due to the Hunter's faster gathering rate.


Armory (150 Wood) [C]: researches weapon and armor upgrades. An armory must be built to access the Heroic Age.


Market (240 Wood) [H]: trains mule caravans and allows the exchange of resources. A market must be built to access the Mythic Age.


Promontory Fort (250 Wood, 250 Gold, 5 Favor) [H]: fires arrows and trains mainline soldiers and siege weapons. 10 units can garrison inside. Shares similar stats to the Norse Hill Fort.


Naval Market (240 Wood) [H]: unique building available to worshippers of Epona. Allows fishing ships to trade gold from a Dock.


Wonder (1000 Food, 1000 Wood, 1000 Gold, 50 Favor) [M]: giant construct that starts a 10 minute countdown to an automatic victory.


Titan Gate (800 Food, 800 Wood, 800 Gold, 50 Favor) [T]: can be unearthed to summon a mighty Titan.


Military Units


Carnyx Bearer (80 Food, 50 Gold) [C]: infantry unit trained from the Town Center. Medicore in combat but has the ability to boost moral by blowing their carnyx. Train limit of 3.


Gargokladioi (65 Food, 30 Gold) [C]: the Celtic counter-infantry is fast on its feet and excellent at fighting other infantry, but nothing else.


Koxsalotoi (64 Wood, 20 Gold) [C]: the Celtic counter-archer throws spears at a decent range to deal extra damage to other archers but are vulnerable to any melee attack.


Cidainh (40 Food, 70 Gold) [C]: the Celtic counter-cavalry unit ride in battle on chariots but also act as raiders until the Heroic Age.


Woad Raider (100 Food, 70 Gold) [H]: a very bulky and hard hitting infantry unit. They are expensive but can take on practically every other class of unit.


Gaelaiche (60 Food, 35 Food) [H]: the standard Celtic infantry unit. Like most Celtic soldiers they are fast and hard hitting but lightly armored.


Iaosatae (80 Wood, 35 Gold) [H]: the standard Celtic archer are the fastest foot archers in the game and one of the hardest hitting but have mediocre armor.


Brihentin (40 Food, 85 Gold) [H]: the standard Celtic cavalry differs from other Celtic soldiers due to having decent armor. While they are excellent against archers, they can also replace the Cidainh in raiding operations.


Stone Thrower (80 Wood, 70 Gold) [H]: acting as the Heroic Age siege weapons, these soldiers hurl stones and deal great damage to buildings. They are ineffective against other soldiers due to having a minimum range.


Battering Ram (175 Wood, 175 Gold) [M]: similar to the Norse Portable Ram, this giant log carried by soldiers is devastating towards constructs but has to walk right up to them to deal damage.


Longship (100 Wood, 50 Gold) [C]: the Celtic arrow ship has higher base armor but moves slower and does not deal as much damage as those of other civilizations.


Ramming Curragh (100 Wood, 50 Gold) [H]: the Celtic hammer ship shares the same stats as those of the Greeks, Egyptians and Norse.


Siege Curragh (100 Wood, 100 Gold) [H]: the Celtic siege ship shares the same stats as its Egyptian counterpart but is strong against arrow ships and shoreline fortifications like any other siege ship.

Gods

Archaic Age

Age of Mythology TRL - Nuada

Nuada

God of hunting and fishing

Focus: Druids and ships

God Power: Revival (3 casts)

Target a friendly unit to fully restore its HP instantly. If used on a Titan, it will only restore up to 5% of its maximum HP. Cooldown time is 1 minute.

Bonuses:

  • Archers and Hunters have +2 range and Hunters deal +2 damage to animals.

  • All ships are available one age earlier but have 20% less HP.

  • Selkies, amphibious myth units, can be trained from the dock.

  • Promontory Forts can be built in the Classical Age.

  • Druids move 10% faster and can heal buildings.

Technology:

  • Sword of Light: Reduces age advancement time and god power cooldown time by 10%.

Wonder: Well of Segais

Minor Gods:

Classical Age: Boann / Cliodhna

Heroic Age: Ogma / Epona

Mythic Age: Brigid / Lugh

Age of Mythology TRL - Dagda

Dagda

Father God of the Earth, Magic and Wisdom

Focus: Economy

God Power: Sacrifice (4 casts)

Select up to 4 of your own units to instantly kill them. Their initial cost will be returned to your coffers. If a player uses it on a unit that costed favor while already at their maximum favor cap, the excess favor will be lost. Cooldown time is 3 minutes.

Bonuses:

  • All economical technologies are available in the Archaic Age and cost 25% less.

  • Has access to three additional economic technologies.

  • Cidainhs and Brihentins have 20% more HP and generate 0.5 gold per second in combat.

  • Fallen Chieftains can be brought back to life by Druids.

Technologies:

  • Undry: Infantry and archers gather all resources 10% faster

  • Harvest Fair: +10% farming rate, all food sources +100% carry capacity

  • Oak Carvings: +10% wood gather rate, +50% carry capacity

  • Metalworkers: +10% gold gather rate, +50% carry capacity

Wonder: Emain Macha

Minor Gods:

Classical Age: Cernunnos / Boann

Heroic Age: Epona / Dian Cecht

Mythic Age: Bres / Brigid

Age of Mythology TRL - Morrigan

Morrigan

Goddess of destiny and death

Focus: Infantry and Favor

God Power: Dense Fog (2 casts)

Global god power that reduces the line-of-sight of enemy units to 1 meter for 60 seconds. Cooldown time is 3 minutes.

Bonuses:

  • Infantry do double damage vs. heroes

  • Infantry have more attack as their HP lowers (<75% HP = +5% attack, <50% HP = +10% attack, <25% HP = +20% attack).

  • Tombs generate favor 20% faster.

  • Druids can build Runes and Tombs 50% cheaper and 40% faster.

Technology:

  • Wicker Work: all buildings deal area damage (15 pierce) when destroyed.

Wonder: Wicker Man

Minor Gods:

Classical Age: Cliodhna / Cernunnos

Heroic Age: Ogma / Dian Cecht

Mythic Age: Lugh / Bres

Classical Age

Boann

Goddess of the river Boyne, fertility, inspiration and poetry.

Focus: Unit Speed

Worship: Nuada / Dagda

God Power: Salmon Pool (2 casts)

Select an open area to permanently turn the terrain into a private small pool with two schools of salmon. Docks can be built at the water's edge. Can also be used to create obstacles to slow down enemy armies. Cooldown time: 3 minutes.

Myth Unit

  • Kelpie: Carnivorous horse that can travel on both land and water.

Technologies:

  • Hazelnuts of Wisdom: human units move 12% faster.

  • Tide Masters: ships move 10% faster.

Age of Mythology TRL - Cernunnos

Cernunnos

God of the forest, animals and fertility

Focus: Hunters

Worship: Dagda/Morrigan

God Power: Sleuth (3 casts)

Summons four Bears that will attack any villager, friend or foe, on sight. They are similar to regular Brown Bears but slightly more powerful. They do provide food when killed so they may be saved for the player's own economy. Cooldown time: 3 minutes.

Myth Units

  • Glaistig: Half-woman half-goat creatures that throw stones in battle. Special attack consists of throwing a larger stone that deals area of effect damage and regenerates her HP.

  • Gwartheg y Llyn: Elfin cow that only cost favor. Cannot attack but fatten up at a slow speed.

Technologies:

  • Stray Cow: herd animals and Gwartheg y Llyn fatten up more (+100 food) and 30% faster.

  • Leather Rucksack: hunters move 20% faster and can carry +10 gold.

  • Gundestrup Cauldron: hunters train 15% faster.

Age of Mythology TRL - Cliodhna

Cliodhna

Goddess of beauty and the Otherworld

Focus: Archers and Myth Units

Worship: Nuada/Morrigan

God Power: Outbreak (2 casts)

Select friendly (9 to 10) or enemy units (5 to 6) to infect them with a disease that quickly drain their health. When they die, their blood spreads and any unit within range get infected themselves. After 70 seconds, the outbreak ends. Can be countered by keeping infected units away from healthy units or by continuously healing them until the god power ends. Has a reduced effect on villagers (3 to 4), does not affect heroes. Cooldown time: 3 minutes.

Myth Unit

  • Banshee: weak but cheap ghosts whose scream lowers the attack of enemy units within range.

Technologies:

  • Cremation: increase archer hack armor by 10%.

  • Funeral Feast: Chieftains heal allied units upon death (60 HP).

  • Hounds of Annwn: increases myth unit special attack damage by 50% and decreases charging rate by 25%.

Heroic Age

Age of Mythology TRL - Ogma

Ogma

God of speech and language

Focus: Infantry

Worship: Nuada/Morrigan

God Power: Relocation (2 casts)

Select friendly (3 to 4) or enemy (2 to 3) buildings within your LOS to move them elsewhere. Cannot be used on Town Centers, Wonders or Titan Gates. Cooldown time: 5 minutes.

Myth Units

  • Gwyllgi: Half skeleton hellhounds with a flaming ranged attack and a howl strong enough to knock away melee attackers.

Technologies:

  • Battle Scars: Gargokladioi have -10% hack and pierce vulnerability.

  • Gold Torc: All infantry deal +30% damage vs. other infantry.

  • Ogham Alphabet: Eliminates the cost of building roundhouses.

Age of Mythology TRL - Epona

Epona

Goddess of horses

Focus: Cavalry

Worship: Nuada/Dagda

God Power: Rust (3 cast)

Select enemy units to remove their armory upgrades for 90 seconds. Cooldown time: 4 minutes.

Myth Units

  • Dullahan: Headless horsemen that can hurl their flaming heads before charging in battle.

Technologies:

  • Terret Ring: Cidainhs and the Chariot Chieftain have +10% hack and pierce armor.

  • Harness Plate: Immunizes Cidainhs, Brihentin, Kelpies and Dullahans from myth unit special attacks and some god powers.

Myth Building:

  • Naval Market: allows fishing ships to trade gold from the dock.

Age of Mythology TRL - Dian Cecht

Dian Cecht

God of healing and medicine

Focus: Druids

Worship: Dagda/Morrigan

God Power Metallize (2 casts)

Select friendly buildings to give them 99% hack, pierce and crush armor for 50 seconds. Cooldown time: 3 minutes.

Myth Units

  • Beithir: appearing like a cross between an eel, a grass snake and a crocodile, these powerful beasts can be brought back to life if your heroes return the head to its body in time.

Technologies:

  • 365 Herbs: Doubles healing rate of druids and increases damage multiplier against myth units by 3.

  • Water Offerings: Reduces food, wood and gold cost of temple units by 10% and favor cost by 30%.

  • Golden Sickle: Halves the time it takes for druids to resurrect human soldiers.

Mythic Age

Age of Mythology TRL - Bres

Bres

God of agriculture

Focus: Woad Raiders

Worship: Dagda/Morrigan

God Power: Eye of Balor (1 cast)

Summon Balor's eye to cast its deadly glare from above, causing heavy damage to units and buildings for 17 seconds. Players have full control over the eye but it will also damage their own units if they're caught within its sight.

Myth Units:

  • Fomorian: hideous club-wielding giant that pummel enemy units into the ground, immobilizing them and leaving them vulnerable to attack.

  • Dobhar Chu: the king of otters, this naval myth unit can summon its mate upon death.

Technologies:

  • Toxic Libation: Siege Weapons have +25% HP and +20% Attack.

  • Massive Club Head: Woad Raiders, Fomorians and Ramming Venetti do x2 damage to buildings.

  • Coronation Stone: doubles the HP of Training Camps, Training Camp units gain +20%.

Age of Mythology TRL - Brigid

Brigid

Goddess of poets, smiths and healers

Focus: Heroes and Fairies

Worship: Nuada/Dagda

God Power: Shapeshifter (3 cast)

Temporarily turns day into night and transforms a selected chieftain into the Pooka, a powerful myth hero. He will return to his former self after 3 minutes. Cooldown time: 3 minutes.

Myth Unit:

  • Fairy: Powerful enchantress that can convert enemy units into sheep.

Technologies:

  • Leanan Sidhe: Increases Fairy ranged attack by 50% and allows them to regenerate HP when damaging units.

  • Baobhan Sith: Fairies have +4 attack and special attack range, +4 LOS and their special attack turns enemy units into Gwartheg y Llyn instead of sheep (requires Leanan Sidhe to be researched first).

  • Mediator of Peace: Heroes have -15% hack and pierce vulnerability.

  • Perpetual Flame: Armories can heal friendly units at 20 HP per second and their technologies cost 40% less (includes myth technologies).

Age of Mythology TRL - Lugh

Lugh

God of the sun and skills

Focus: Promontory Fort Units

Worship: Nuada/Morrigan

God Power: Overgrow (1 cast)

Select enemy buildings to overrun them with giant weeds that make them unable to attack, train units, research improvements or even grant population until villagers cut them down.

Myth Unit:

  • Lou Carcolh: slow but powerful dragon snail that spits a burning sticky slime and can devour units.

Technologies:

  • Bloodthirsty Spear: Gailaiche have +20% attack.

  • Skill Mastery: Promontory Fort units have -10% hack vulnerability and -25% training time.

  • Magic Stone Ball: Iasotaes have +20% attack and gain a x2 damage multiplier vs. myth units.

  • Macabre Display: Buildings have -15% hack vulnerability and fire +2 projectiles.


Titan

The Celtic Titan is the Fomorian warlord Balor.

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Introduction

Yes, I did write in my Japanese civilization journal entry that I would limit myself to just three civilization concepts. However, on the Age of Mythology subreddit I came upon a poll asking the community what civilization they would like to see in the upcoming remake Age of Mythology: Retold. One of the options was the Mesopotamians and, after much reflection, it occured to me that, while I have heard of the civilization (mostly through the song by They May Be Giants), I knew little to nothing about them. I didn't even know they were considered the cradle of civilization until I started doing my research. My curiosity was peaked and I immediately began working, studying various Youtube videos (I would have read more books but Libraries close once I'm done my shifts at work) and noting down every important detail I could find on Mesopotamian life, warfare and mythology. It was a time consuming study that took several weeks and there are other projects I will eventually want to tackle, but I also want to go out on a bang with one of the most important chapters of human history. I certainly have enough material to work with as a lot of the ideas you'll read below are actually leftovers from the Romans, Celts and Japanese.

The story of Mesopotamia actually starts off around 7000 BC according to some sources which is a massive span of time between them and when my concept for a Japanese civilization would take place. To remedy this, I imagine this expansion consists of Kronos' last ditch effort to send the Earth into turmoil, by causing massive rifts in time that pits civilizations from different time periods against one another. With this "disclaimer" out of the way, enjoy reading this concept for a final (for real this time) civilization for Age of Mythology. I would like to also thank the following individuals who I have found inspiration in their own civilization concepts: eine_Gurkensalat, Kingkileskus, Khwarezm, and moddingaom5622.


Overview

When it comes to offense, defense, or even economy, the Mesopotamians are not perticularly exceptional, being average at best in all these fields. What players will notice however is that they are excellent at multiplayer games and provide great support for other civilizations, sometimes covering the weaknesses of other gods. Mesopotamians are a very gold hungry civilization with their buildings, while similar to the Greeks in terms of stats, cost overall less in wood but more in gold. Their units also cost more gold on average so their villager-type unit, the Denizen, will need to gather lots of it to fund your army. Trees suitable for construction and precious stones were rare in Mesopotamia, but you can train Merchants, mobile drop sites for Wood and Gold, to accompany your Denizens to distant lands to collect them. Food on the other hand can be dropped off into Granaries.


Heroes

Each Mesopotamian major god can train a powerful hero from the Archaic Age onward known collectively as Lugals. Enlin has access to Sargon, Ishtar has access to Gilgamesh, and Marduk has access to Hammurabi. Each Lugal has a special ability that fits in their major god's overall playstyle. While strong, only one Lugal can exist at a time, but each god can train one additional Lugal, Ashurbanipal, once they hit the Mythic Age. The second hero available to Mesopotamians is the Astronomer, who also acts as the scout and healer. Astronomers start off with very little attack range and line of sight, but over a lenghty period of time both these stats increase to impressive levels. New Astronomers start with the minimum stats so keeping older Astronomers alive longer is critical to make the most of their abilities. The final hero is the Scribe, which you can learn more about in the next section.


Favor

Mesopotamians gain favor by dropping off resources into a Granary, Town Center, Dock, Market or Merchant empowered by a Scribe. Scribes are unique heroes that are cheap but cannot attack. Their only purpose is to take tabs of resources being accumulated by the Denizens. For each amount of resource deposited, a small amount of favor is also generated (approximately 0.01192307 favor times the amount of resource deposited by a Denizen). Scribes also generate a small trickle of favor just by existing similar to Norse Hersirs (0.6 per minute) but only 5 scribes can exist at once and they do take up 1 population each. Where you will be assigning your Scribes and how many Denizens will be assigned to the empowered drop site will need to be taken into consideration.


Starting Conditions

Each culture in Age of Mythology has different starting conditions in a normal game. Mesopotamians start with two Denizens, one Merchant and one Astronomer. As for resources, Mesopotamians start with 250 Food, 150 Wood and 120 Gold.


Other Attributes

Mesopotamian walls are unique as they start off immediately as Stone Walls but cannot be upgraded further, giving them an immediate but short term advantage defensively. Their standard infantry, archers and chariots (cavalry) can all be trained from the Warrior Academy, while their elite Infantry and siege are trained from the Ekellum (fortress). Similar to the Egyptians, Sentry Towers automatically upgrade to Watch Towers in the Classical Age. Also, the farms of the Mesopotamians, like most of their buildings, cost less in wood and more in gold, so players are advised to limit how many of them are built in the early game. In addition to the usual bonuses, each major god has a unique team bonus most useful in multiplayer games.


Buildings

Town Center (100 Food, 100 Wood, 400 Gold) [C]: trains Denizens, Lugals, Scribes and Merchants, also acts as a drop off site for all resources and researches age advancement and building technologies


Temple (80 Wood, 120 Gold) [A]: trains Astronomers and Myth Units and researches myth technologies


Granaries (50 Wood) [A]: drop off site for food, researches food gathering technologies


Merchant (50 Food, 50 Wood) [A]: is actually a mobile drop site similar to the Norse Ox Cart but only for Wood and Gold and is pulled by a donkey. Researches non-food economic technologies


Farm (60 Wood, 15 Gold) [C]: can be used to gather food by farming.


House (40 Wood, 10 Gold) [A]: grants 10 population, has a build limit of 10


Dock (50 Wood, 50 Gold) [A]: trains fishing ships, warships, and naval myth units, researches naval technologies


Wall (3 Gold) [A]: barriers to halt enemy advancement. Immediately start off as Stone Walls but cannot be upgraded further, long segments can be turned into gates


Sentry Tower (50 Wood 150 Gold) [C]: garrisons 5 units and grants LOS, automatically upgrades to watch tower in the Classical Age and can be upgraded further into Guard Towers.


Warrior Academy (50 Wood 50 Gold) [C]: trains mainline soldiers and researches military-line upgrades


Armory (50 Wood, 75 Gold) [C]: researches weapon and armor upgrades


Ekellum (100 Wood, 400 Gold, 10 Favor) [H]: fires arrows and trains Lugals, elite Infantry and Siege Weapons. Also researches infantry and siege upgrades.


Market (100 Wood, 150 Gold) [H]: trains Jemel caravans (two humped camels), allows the exchange of resources


Wonder (1000 Food, 1000 Wood, 1000 Gold, 50 Favor) [M]: giant building that starts a 10 minute countdown to automatic victory.


Titan Gate (800 Food, 800 Wood, 800 Gold, 50 Favor) [T]: can be unearthed to summon a Titan.


Military Units


Lugeshgida (45 Food, 25 Gold) [C]: standard infantry, Sumerian spearmen that move quickly and are effective against cavalry.


Bowman (50 Wood, 40 Gold) [C]: archers that make up the backbone of the Mesopotamian army thanks to their incredible range.


War Wagon (15 Food, 80 Gold) [C]: slow moving chariots that mow down archers with spears.


Akkadian Raider (80 Wood, 50 Gold) [H]: archers on horseback with average range but deal extra damage against villagers and caravans.


Vulture (55 Food, 40 Gold) [H]: elite infantry trained from the Ekellum, good only against other infantry units.


Maceman (70 Wood, 43 Gold) [H]: elite infatry trained from the Ekellum, deals massive damage to cavalry and archers.


Assyrian Chariot (25 Food, 100 Gold) [M]: cavalry unit trained from the Warrior Academy. Deals bonus damage against both archers and infantry.


Covered Ram (80 Wood, 200 Gold) [H]: armored war machine trained at the Ekellum that pries open buildings with its ram.


Artillery Tower (220 Wood, 200 Gold) [M]: mobile tower trained from the Ekellum that fires arrows at short range but are effective against buildings.


Phoenician Galley (??? Wood, ??? Gold) [C]: Mesopotamian Arrow Ship


Ramming Kupher (??? Wood, ??? Gold) [H]: Mesopotamian Ramming Ship


Siege Galley (??? Wood, ??? Gold) [H]: Mesopotamian Siege Ship


Sargon (??? Food, ??? Gold) [A]: unique infantry hero to Enlil. Has an average movement speed and the ability to boost morale in battle.


Gilgamesh (??? Food, ??? Gold) [A]: unique infantry hero to Ishtar. Has low movement speed but is capable of knocking back a single enemy units, dealing extra damage.


Hammurabi (??? Food, ??? Gold) [A]: unique cavalry hero to Marduk. Moves quickly and has the ability to empower allied buildings, speeding up their construction.


Ashurbanipal (??? Wood, ??? Gold) [M]: fast moving ranged hero available to all three major gods. Has no special ability but is very strong, especially against flying units.


Archaic Age

Image

Enlil

God of the wind, air and Earth

Focus: Economy

God Power: Whirlwind - summons a whirlwind that deals no damage but quickly carries friendly or enemy units off to a considerable distance in the direction of your choice. Duration 5 seconds.

Technology: Golden Pickaxe - Increases the gold gather rate of Denizens by 20%.

Unique Lugal: Sargon

Bonuses:

  • Can build Bazaars in the Archaic Age which are stronger Markets (Caravans remain trainable in the Heroic Age onwards)

  • Scribes have +10% movement speed and generate +20% favor from resources dropped off

  • Vultures have +25% HP

  • Merchants have +20% HP, +25% movement speed

Team Bonus:

  • Favor can be tributed to allies

Wonder: Hanging Gardens

Minor Gods:

  • Nanna/Nisaba

  • Utu/Enki

  • Ninurta/Anu

Image

Ishtar

Goddess of love and war

Focus: Aggression

God Power: Treasures Unearthed - select an area to spawn relics ready to be collected. Generates more relics if saved for later ages (1 in Archaic, 2 in Classical, 3 in Heroic, 4 in Mythic and 5 in Titan).

Technology: Foolhardy - Denizens gain +10% hand attack and +10% HP.

Unique Lugal: Gilgamesh

Bonuses:

  • Individual wall connectors can be upgraded to fire arrows (indicated with a banner)

  • Siege weapons regenerate HP at 2.5 HP per second (slower when attacking)

  • Akkadian Raiders have +15% attack

Team Bonus:

  • Scribes cause allied siege weapons within their line-of-sight to gain +50% attack

Wonder: Gates of Ishtar

Minor Gods:

  • Nergal/Nisaba

  • Ereshkigal/Enki

  • Ninhursag/Anu

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Marduk

God of justice, magic and healing

Focus: Map Control

God Power: Mushussu - spawns Marduk's faithful dragon to quickly scout the map for you. The dragon disappears after 30 seconds.

Technology: Akitu Festival - Lugals train 20% faster.

Unique Lugal: Hammurabi

Bonuses:

  • Town Centers fire chain lightning attacks instead of firing arrows

  • Lugeshgida and War Wagons have +10% movement speed

  • Maximum population cap increased to 320

Team Bonus:

  • Astronomers can empower friendly military buildings within their line-of-sight*

Wonder: Etemenanki

Minor Gods:

  • Nergal/Nanna

  • Utu/Ereshkigal

  • Ninhursag/Anu


*Effect does not stack with multiple Astronomers


Classical Age

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Nergal

God of destruction

Focus: Myth Units

Worship: Ishtar/Marduk

God Power: Swarm of Bees - summons a swarm of stinging bees to harass any enemy villager that comes too close. The bees deal almost no damage but they essentially stop villagers from accessing a resource for 40 seconds.

Myth Unit:

  • Usumgallu - part lion part dragon creature that deals heavy damage to units and buildings alike and can also recover health by consuming animals.

Technologies:

  • Sons of Tiamat - Usumgallu gain +20% hack attack, +20% crush attack and +25% HP

  • Lionhead Mace - all infantry gain +10% hack attack

  • Demon Escorts - all myth units train 10% faster and gain +5% movement speed

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Nanna

God of the moon

Focus: Astronomers

Worship: Enlil/Marduk

God Power: Famine - stops all food gathering on the map and increases the food cost of units by 40%. Duration 60 seconds.

Myth Unit:

  • Bull of Heaven - winged celestial bull that can teleport to the nearest Temple. Refunds its favor cost when killed.

Technologies:

  • Celestial Barge: Phoenician Galleys gain +10% attack and -10% pierce vulnerability.

  • Astronomical Diary: Halves the time it takes for Astronomers' LOS to reach maximum size and increases their attack by 33% and healing rate by 50%.

  • Lunar Eclipse: Bowmen gain +10% attack.

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Nisaba

Goddess of writing and scribes

Focus: Scribes

Worship: Enlil/Ishtar

God Power: Palanquin - summons a mobile home for the gods that grants 10 population and shields from god powers. Can be captured by enemies.

Myth Unit:

  • Girtablilu - scorpion kings that attack using a bow and arrow, but can also instantly kill human soldiers by firing their stinger.

Technologies:

  • Cuneiform: Denizens drop +20% resources if the drop site is empowered by a Scribe.

  • Cylinder Seals: Scribes cost 20% less, gain +25% HP and their Favor trickle is doubled.

  • Venom: Girtablilu gain +25% HP and their stingers are coated with venom, dealing an additional 12 pierce damage over the course of 15 seconds to up to 3 units adjacent to the target.


Heroic Age

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Utu

God of the sun and justice

Focus: Defense

Worship: Enlil/Marduk

God Power: Huluppu Tree - select any one tree to infect it with a demon. For the rest of the game, the demon will kill a random unit, friend or foe, that wanders within range of the tree. Its instant kill ability requires 2 minutes to recharge.

Myth Unit:

  • Humbaba - horned giant with average attack but has the ability to instantly tear down a wall segment.

Technologies:

  • Kiln-Fired Bricks: walls gain +15% HP

  • Sapper: Lugeshgida gain -10% pierce vulnerability and deal double damage vs. buildings

  • Solar Chariot: Chariots gain -10% pierce vulnerability

  • Sabotage: siege weapons deal area damage (50 hack) when destroyed

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Enki

God of water and wisdom

Focus: Myth Units

Worship: Enlil/Ishtar

God Power: Deformation - select enemy soldiers to turn them into Old Men, making them use up 5 population each and unable to attack. Targeted player cannot delete them but they die automatically after 3 minutes.

Myth Units:

  • Pazuzu - demon that throws clouds of locusts at range and is effective against other myth units. Its ability summons a wandering dust devil that deals area of effect damage.

  • Kullulu - half men half fish naval warriors that generates a small trickle of a resource of the player's choice. Are immune to some god powers and myth units special attacks.

Technologies:

  • Fruit of the Desert: Denizens generate a small trickle of food while woodworking.

  • Enki's Ark: Transport Ships have double carry capacity and +50% HP.

  • Conspirator: All Myth Units gain +1 damage multiplier vs. other Myth Units.

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Ereshkigal

Goddess of the underworld

Focus: Ekellum

Worship: Ishtar/Marduk

God Power: Revenants - causes up to ten fallen friendly soldiers to return as ghosts that can continue fighting.

Myth Unit:

  • Lamashtu - melee winged female demon that carries enemy soldiers to the sky and drops them to their death.

Technologies:

  • Underworld Palace: Ekellums are 25% cheaper and gain +10% attack.

  • Ksir Sharruti: Ekellum units gain +10% HP.

  • Black Mortar: buildings gain -15% crush vulnerability and allows players to build +1 Tower and Ekellum.


Mythic Age

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Ninurta

God of War, Hunting and Irrigation

Focus: Macemen

Worship: Enlil

God Power: Stampede - Summons a herd of wild animals to trample an area in the direction of your choice, damaging units and buildings alike. Duration 17 seconds.

Myth Units:

  • Anzu - airborne composite beast that flaps its wings to create damaging gales. Its special attack involves spitting three fireballs that cause area damage.

  • Bashmu - a giant horned sea serpent that spits venom. Can feed from schools of fish to replenish its health.

Technologies:

  • Enchanted Mace: Macemen gain +20% attack and a x2 damage multiplier vs. siege weapons.

  • Tablets of Destiny: Macemen gain +20% movement speed and -15% pierce vulnerability.

  • Seasonal Warfare: all units cost 25% less gold.

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Ninhursag

Goddess of fertility and childbirth

Focus: Warrior Academy

Worship: Ishtar/Marduk

God Power: Stone Giant - target a gold mine to transform it into a powerful stone giant that hurls boulders. Its HP equals the amount of gold remaining. Stone Giant cannot be healed.

Myth Unit:

  • Asag - three armed demon that throws multiple projectiles. It spews acid blood over a wide area when killed.

Technologies:

  • Clay and Blood: all Warrior Academy units gain -15% hack vulnerability.

  • Growth Spurt: all Warrior Academy units train 40% faster.

  • Mountain Kin: Asag gain +200 HP.

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Anu

Father god of the heavens

Focus: Heroes

Worship: Enlil/Ishtar/Marduk

God Power: Guardians - select a friendly Town Center to summon two Lamassu to defend it and the surrounding area. The player has no control over the Lamassu but shares their LOS and the Lamassu are very powerful.

Myth Unit:

  • Ugallu - fast moving lion-headed demon that strikes enemies with its mace but can also call upon lightning from the sky to deal heavy damage to a single unit at range.

Unique Unit:

  • Sebetti - powerful heroes that are essentially anthropomorphic weapons. Up to seven of them can be trained from the Ekellum.

Technologies:

  • Fruit of Immortality: all human units and heroes now regenerate 2 HP/second (slower when fighting).

  • Anûtu: Ashurbanipal gains +20% attack and -15% hack vulnerability.

  • Sacred Gift: Denizens farm 30% faster.


Other information

Titan: Tiamat - a giant dragon with aquatic traits

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I have some modifications planned for my pre-existing Roman civilization. I've learned a lot from playing online in the past year, especially while testing the Aztec mod made by the Return of the Gods community. Saturn will have a few different bonuses and some of the minor gods will be replaced with other Roman gods that are not counterparts of the Greek pantheon. Some god powers will also be changed to not only be more fitting to Roman mythology but also because the existing ones will be more fitting for the upcoming Mesopotamian civilization. I also like to imagine that all of my civilizations could be played alongside the Aztecs, who already have a beautifully made Volcano god power. So make sure to have a good look at the new Mythic Age god below. I'll be using other artists' deviations to portray the new upcoming gods until my own portraits of them are complete.


Overview

The Roman civilization revolves around flexibility. They can create their armies by selecting from a handful of units that are either cheap but weak or expensive and strong. Their buildings typically start off weaker than those of the Greeks or Egyptians but become much stronger in the later ages. This enables Roman players to use a variety of battle strategies and makes them more unpredictable. Unlike the Atlanteans, Roman god powers can only be cast once.


Heroes

Romans only have one trainable hero, the Emperor, who comes in three different forms for players to choose from, between infantry, archer or cavalry unit. Only one Emperor can exist at a time but he can also be instantly turned into his other variants, though at the same cost as it would take to train them from the Town Center. The Emperor is sub-par in battle but has the unique ability to share his hero status when he's garrisoned inside a building, siege unit, ship or myth unit. This can be used to protect Transport Ships from naval myth units such as Kraken. Emperors benefit from Armory technologies as well as other improvements that corresponds to its status as infantry, archer or cavalry. There are two additional heroes available to the Romans: the Decurion and Centurion emerge free from the starting Town Center every time 10 or 100 soldiers respectively have been trained. They are weaker than most heroes but deal a high bonus vs Myth Units. Worshippers of Fortuna can also train Manes from the Temple which are myth units that can be upgraded to heroes.


Favor

Romans earn favor by researching technologies. The Roman gods favor a more advanced, less barbaric civilization and the more technologies are researched, the greater your favor trickle. You initially start with no favor trickle but every technology generates +0.01 favor per second. Jupiter has the potential of having the highest favor trickle at 42.6 favor per minute due to having access to 60 common technologies and 11 myth technologies. Aging-up doesn't count as researching a technology.


Starting Conditions

At the beginning of a random map, Romans start with two Civilians, one Engineer and one Courier. The Courier, who acts as the scout, cannot be replaced until the Heroic Age. Romans also start with 250 food, 100 wood and 150 gold, as well as 5 favor, making them the only civilization start off with favor by default. Players can choose to either spend that favor on the myth technology provided by their major god or save it for later purposes.


Other Attributes

Similar to the Norse, the Roman's worker unit, the Civilian, can only build farms. All other buildings, including the drop sites, must be built by an Engineer. However, Engineers construct buildings 3 times faster than the Greek Villager, meaning that while they are busy constructing key buildings, the Civilian can concentrate on gathering resources. Once Roman players hit the Heroic Age, the Legionnaire, an infantry unit who can also build walls and Castras (the Roman fortress) becomes available .

Roman houses, called Insulae, are similar to Atlantean Manors as they support 20 Population, can garrison up to 5 units and have a built limit of 5. While they are weaker than Manors they are also slightly cheaper. Also, Romans do not have true Caravans for their markets. They instead have the Couriers, who are cavalry units with a small attack and greater speed than the Caravans of other civilizations. Couriers can defend themselves to some extent but the tradeoff is that they do not gather as much gold as the caravans of other civilizations. Roman warships can also transport units, with the Quinquereme being capable of transporting 10 similar to the Norse Longboat while the War Galley and Onager Ship being limited to one each. This attribute is primarily used to transport an Emperor who can share his hero status in order to combat naval myth units more efficiently.


Buildings


Town Center {A} (100 Food, 300 Wood, 300 Gold): trains Civilians, Engineers and Emperors, drop off site for all resources and researches age advancement and building technologies.


Warehouse {A} (50 Wood): Resource drop site for Food and Wood. Researches food and wood technologies.


Bank {A} (50 Wood): Resource drop site for Gold. Researches gold technologies.


Temple {A} (100 Wood, 100 Gold): trains myth units and researches myth technologies.


Dock {A} (120 Wood): trains fishing ships and is a resource drop site for fish. Also trains warships, naval myth units and researches naval technologies.


Insulae {A} (70 Wood, 20 Gold): supports 20 population and garrisons 5 units. Build limit of 5.


Wooden Wall {A} (3 Gold): barrier that prevents enemy units from passing through. Can be upgraded to Stone Wall in the Classical Age and Fortified Wall in the Mythic Age. Long segments can be turned into gates to allow friendly units to pass through.


Armory {C} (150 Wood): researches weapon and armor technologies to strengthen your military.


Sentry Tower {C} (200 Wood, 100 Gold): provides line of sight and garrisons 5 units. Can be upgraded to fire arrows to defend an area. Can be upgraded to Ballista Tower in the Mythic Age.


Military Academy {C} (100 Wood, 25 Gold): Trains foot soldiers and researches infantry and archer technologies.


Stable {C} (100 Wood): Trains cavalry and mounted archers, and researches archer and cavalry technologies.


Farm {C} (75 Wood): provides an infinite supply of food that Civilians can slowly gather from. Can be captured by enemy units.


Castra {H} (300 Wood, 300 Gold, 10 Favor): Trains legionnaires and siege units, as well as technologies to upgrade siege units. Can also fire arrows to defend an area.


Amphitheatre {H} (110 Wood, 50 Gold): Trains gladiators which are expensive heavy military units.


Market {H} (300 Wood): Allows the exchange of resources and trains Courier that can gather gold by travelling to a friendly Town Center.


Wonder {M} (1000 Food, 1000 Wood, 1000 Gold, 50 Favor): A massive construct that generates a 10 minute countdown to victory once built.


Titan Gate {T} (800 Food, 800 Wood, 800 Gold, 50 Favor): can be unearthed to summon a Titan.


Military Units


Engineer {A}: unique unit to the Romans. Mediocre in battle but can construct all Roman buildings at high speed.


Emperor {A}: main hero unit, decent in battle but deals high damage against myth units. Can carry relics and share their hero status with units they're garrisoned inside. Build limit of 1.


Decurion {C}: spawns free at the Town Center each time 10 human soldiers are trained. Mediocre in combat but excels against myth units, has a ranged attack for flying units.


Centurion {C}: spawns free at the Town Center for every 100 human soldiers trained. Similar in strenght to an Emperor.


Hastati {C}: cheap infantry unit from Military Academy, strong against cavalry but nothing else.


Velite {C}: fast moving foot archer from Military Academy, strong against other archers. Also has a unique bonus vs. War Elephants.


Trooper {C}: strong and expensive mounted archers from Stable, good against infantry and ideal for raiding.


Legionary {H}: strong infantry with high armor, good against both infantry and cavalry. Can also construct walls and castras. Trained at Military Academy and Castra.


Auxilia {H}: strong but expensive counter archers trained at the Military Academy.


Celeres {H}: slow but cheap cavalry unit trained at the Stable, good against archers and siege.


Retiarii {H}: infantry trained at the amphitheater, good against other infantry and buildings.


Courier {H}: cavalry unit and caravan. Mediocre in combat but can trade gold by traveling between and Town Center and Market.


Bestiarii {M}: fast but expensive infantry trained at the amphitheater, good against cavalry and myth units.


Sagitarii {M}: strong but expensive mounted archer trained at the amphitheater, good against other archers and heroes.


Scorpion {H}: ranged siege unit carried by two legionaries trained at the castra, good against groups of infantry, decent against buildings.


Siege Ram {M}: powerful siege tower trained at the castra, needs to get up close to buildings to attack but deals huge damage and has high HP.


Quinquereme {C}: the Roman arrow ship trained at the dock, good against ramming ships and can transport up to 10 units.


War Galley {H}: the Roman ramming ship trained at the dock, good against siege ships.


Onager Ship {H}: the Roman siege ship trained at the dock, good against arrow ships and fortifications close to the shore. Launches a single boulder at its target rather than multiple projectiles.


Archaic Age

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Jupiter

King of the gods

Focus: Buildings

God Power

Wild Fire

Strikes the ground with lightning to create an impenetrable wall of fire that stretches in the direction of your choice. After 30 seconds, the wall disappears.

Bonuses:

  • Engineers can gather resources but at a rate 10% slower than civilians

  • Town Centers, Insulaes, Towers, Castras and Siege Rams can garrison +3 units.

  • Tower and wall technologies 25% cheaper

Technology

Omen of the Eagle: Buildings have +3 LOS

Wonder: Circus Maximus

Minor Gods:

  • Janus/Somnus

  • Cupid/Fortuna

  • Vesta/Liber

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Mars

God of War

Focus: Cavalry

God Power

Birth: Target an area to summon trees, each one concealing a civilian. The civilians are trapped within the trees and can only be released by cutting open the trunk. More trees will spawn if cast in later ages (1 tree in Archaic Age, 2 trees in Classical Age, 4 trees in Heroic Age and 8 trees in Mythic Age).

Bonuses:

  • Killing enemy villagers has a 20% chance of summoning slaves to your Town Center.

  • Ships regenerate health (0.8 HP/second).

  • Stable units move 10% faster and do 20% more damage to villagers.

  • Cavalry technologies 20% cheaper.

Technology

Aqueduct: All units train 5% faster.

Wonder: Baths of Caracalla

Minor Gods:

  • Somnus/Nox

  • Fortuna/Laverna

  • Orcus/Liber

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Saturn

God of agriculture

Focus: Farms

God Power

Growth: instantly generates free farms. Additional farms will be generated the later the age you're in (2 in Archaic, 3 in Classical, 6 in Heroic and 12 in Mythic). Must be targeted on a Town Center.

Civilization Bonus

  • Individual farms can be upgraded to latifundias which generate more food, have more HP and can't be walked upon by enemies

  • Two Civilians can work on a single Farm

  • Economic buildings 30% cheaper

  • Gladiators have +10% HP

Technology

Pomones' Barrier: Provides a steady trickle of wood (0.75 per second)

Wonder: Pantheon

Minor Gods:

  • Janus/Nox

  • Laverna/Cupid

  • Orcus/Liber


Classical Age

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Somnus God of sleep Focus: Infantry God Power: Conscription Target up to four of your civilians to upgrade them into legionaries.

Myth Unit:

  • Arachne: A human-spider hybrid that attacks with sharp claws. Has the ability to lay Spider Eggs similar to the Atlantean God Power "Spider Lair".

Technologies:

  • Black Widow: Arachnes have +20% attack and the recharging time of their special ability is decreased by 20%. Spider eggs have +50% hitpoints and -20% hack and pierce vulnerability.

  • Silk Armor: Infantry have -10% pierce vulnerability and +15% movement speed.

  • Lusoria Arma: Legionaries train 20% faster and have 10% more attack.

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Janus God of beginnings and endings Focus: military defense God Power: City of Janus

Allows you to instantly construct a duplicate of a targeted building. Select one building of your choice then select an open area within its line of sight to create it. Cannot be used on walls, town centers, titan gates or wonders.

Myth Unit:

  • Amphisbene: A two headed monster that can attack two units at once.

Technologies:

  • Caesar's Coin: Armory technologies cost 25% less gold.

  • Ouroboros: All units receive -5% hack and pierce vulnerability.

  • Temple Doors: Gates have the same HP and armor as walls.

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Nox Goddess of the night Focus: Archers God Power: Hex

Stops all healing, regenerating and building repair on the map for 1 minute and 30 seconds.

Myth Unit:

  • Peryton: A large carnivorous stag that attacks with giant antlers. It can carry a single non-cavalry or myth unit to boost its attack.

Technologies:

  • Spell of Somnus: archers do more damage to buildings, especially farms (x2 attack multiplier vs. farms, x1.5 vs. other buildings).

  • Full Moon: increases the range of human units by 2.

  • Curse of Actaeon: Upgrades Perytons to Alpha Perytons giving them +50 HP and -25% hack vulnerability.


Heroic Age

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Laverna Goddess of thieves Focus: Market God Power: Theft

Select an enemy economic building to steal some of their food, wood and/or gold depending on the building. Must be targeted within your LOS. Myth Units:

  • Winged Ram: a large ram that charges into battle to knock away units. It is the fastest unit in the game.

  • Quinotaur: a naval variant of the Winged Ram.

Technologies:

  • Cursus Publicus: Couriers generate 25% more Gold during their trade route*.

  • Stone Pathways: Increases Cavalry and Courier speed by 10% and LOS by 5*.

  • Rescuer of Phrixus: Upgrades Winged Ram to Golden Ram with -33% hack and pierce vulnerability.


*Technology cost reduced if worshipping Mars.

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Cupid God of desire Focus: Emperors (Heroes) God Power: Aganippe

Generates a spring guarded by sirens that hypnotize individual enemy soldiers and slowly depletes their HP. Can also be cast in water to generate a spring of mermaids effective at sinking naval units. Must be cast within your LOS. Can be destroyed by enemy attack.

Myth Unit:

  • Catoblepas: expensive siege unit that is good against building. Its special attack is a breath that turns other units into stone.

Technologies:

  • Golden Bough: Increases hero attack by 25% and speed by 20%.

  • Haruspex: Emperors get +125 HP

  • Golden Arrow: Increase Hero and Archer damage multiplier vs flying units by 3.

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Fortuna Goddess of fortune and fate Focus: Ships and Buildings God Power: Hippocrene

Generates a spring guarded by muses that heals allied buildings within its large LOS. Must be targeted within your LOS. Can be captured by enemies.

Myth Unit:

  • Mane: Manes are the wandering spirits of the dead brought back to protect your town. They have the ability to be instantly converted into myth heroes at a modest price.

Technologies

  • Steam of Avernus: Engineers have +20% movement speed, +20% HP and can repair buildings at a lower cost.

  • Reverse Engineering: Increases the HP of all ships by 22%.

  • Thermae: Buildings have +20% HP and -10% crush vulnerability.


Mythic Age

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Vesta Goddess of the hearth Focus: Civilians and Myth Units God Power: Lamia

Summons 5 of these myth units to battle for you. They have a vampiric bite that allows them to drain a considerable amount of their target's HP to replenish their own.

Myth Unit:

  • Mother Wolf: A large wolf that is guarded by two human soldiers. Can deal extra damage to human soldiers and myth units with a maul attack.

Technologies

  • Matronalia: Civilans gather all resources 10% faster, carry 10% more and move 20% faster.

  • Villa Urbana: Insulae provide +4 population cap each.

  • Offspring: Mother Wolves regenerate HP (0.8 per second), move 20% faster and gain a x3 damage multiplier vs. Villagers.

  • Carnage: Myth Units cost 15% less, train 15% faster and have +15% HP.

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Orcus

God of punishment

Focus: Military Attack God Power: Abyssal Maw

Select an area on the map to summon a chasm that immediately destroys any buildings on top of it then proceeds to swallow nearby buildings and units, friend or foe. After 17 seconds, the chasm closes

Myth units

  • Kakos: A giant that crushes its foes with its fists. Its special attack involves breathing fire onto units and buildings alike, causing them to take considerable damage for several seconds.

  • Charybdis: A bladder-like naval unit that breathes steam. It crushes all ships around it by generating whirlpools.

Technologies:

  • Testudo Formation: Legionnaires do triple damage to archers.

  • Iron Shank: Human archers do double damage to cavalry.

  • Foreign Allies: Human cavalry do double damage to infantry.

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Liber God of freedom Focus: Amphitheatres and Siege Weapons God Power: Revolt

Liber arms enemy villagers with spears, causing them to become hostile and attack their own units and buildings. They cannot be attacked by their respective player during the revolution but enemies will regain control over them after 35 seconds. No other god power may be cast while Revolt is in effect.

Myth units

  • Fury: Strong flying archers that do bonus damage to heroes. Their special ability allows them to instantly kill a single unit with a crossbow.

Technologies:

  • Caesar's Mercy: Gladiators have +15% attack and -15% hack vulnerability.

  • Sinew Spring Cord: Siege weapons have +40% speed and -25% hack vulnerability.

  • Saturnalia: All technologies are researched 80% faster.



Titan: Geryon, metallic giant with three faces.


See also: https://www.deviantart.com/tapejara/gallery/52250724/age-of-mythology-the-roman-legion

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I decided to have one more go at it, so here's the third and final Age of Mythology civilization concept. While feudal Japan historically took place long after the events of Age of Mythology, I decided that the story would take place alongside the Return of the Gods mod. The Aztecs are active between 1300 and 1521 so this game takes place at the beginning of the Muromachi period of Japan, just before gunpowder was introduced. I did a lot of research in this one, and took some inspirations from other Japanese civilization concepts, namely from u/trimyth (reddit), DokutaFutomimi (Fandom), hhatton93 and Orion_Tok. Some ideas were also credited to moddingaom5622 who designed the second Aztec mod.


Overview

The Japanese are a defensive civilization similar to the Egyptians with their early military units being more specialized and dealing less damage overall. They have separate buildings for training Infantry (Infantry Barracks), and their archer and cavalry units (Combat Academy). Their elite units, the samurai, however are trained through the Shogun hero unit (see next section). Japanese buildings have more armor on average than those of other civilizations but that armor does dwindle over time due to the building experiencing corruption. All resources are dropped off in the same building called the Mounted Warehouse, which has more HP than other drop off buildings and can garrison 5 units, but they are also more expensive.


Heroes

The Japanese have access to three types of heroes: the Priestess in the archaic age, the Warrior Monk in the classical age, and the Shogun in the heroic age. Priestesses attack with a bow and arrow, making them ideal for attacking flying myth units, but their main purpose is to purify buildings. The Warrior Monk is an infantry type hero that can also heal your units. The Shogun is an expensive cavalry hero that can also train your samurai or elite units, making them a kind of mobile city. The Priestess can be trained from the Town Center while the Warrior Monk can be trained at the Temple. All three heroes can be trained from the Yamajiro (castle) but you can only train up to 6 Priestesses, 6 Warrior Monks and 12 Shoguns.


Favor

Japanese buildings normally have a high amount of armor but some of them slowly become corrupt overtime, as indicated by a purple haze growing above them, and their armor dips to numbers below average. Priestesses can be tasked to purify these buildings which gradually restores them back to their usual stats. The process also generates favor for the player, with an average of 10 favor (5 for houses) generated for a building fully restored from when it was completely corrupt. The following buildings are prone to corruption: Town Center, Temple, House, Armory, Dojo, Yamajiro, Market and Yomi Gate.


Starting Conditions

The Japanese start with a Town Center, two female Artisans, one male Artisan and one Shinobi. The starting Japanese resources are 225 food, 350 Wood, 150 Gold.


Other Attributes

Unlike other civilizations, the Japanese male and female villagers are a separate unit, each more specialized than the other. Female Artisans are cheaper and gather food 20% faster than regular villagers but gather wood and gold 20% slower. Male Artisans cost more and gather food 20% slower but gather wood and gold 20% faster. Neither Artisan can gather food from animals and the Japanese lack the Husbandry and Hunting Dogs technologies. Husbandry is replaced by Rice Tax which grants Artisans +100% Food carry capacity. They are entirely dependent on fishing, farming and gathering berries for food. To compensate such restrictions, farms are available in the Archaic Age onward and are cheaper to build. On skirmish maps that generate chickens, the Japanese can also build a Chicken Coop which generates a small trickle of food for every chicken within its line-of-sight. Obtaining herdables is still viable as they can be garrisoned inside the Yamajiro to be consumed by the elite.

The Shinobi is an infantry unit normally only available in the heroic age but one is granted free at the beginning of the game. They are agile but have mediocre line-of-sight, but can be converted in and out of stealth mode which greatly reduces their movement speed but also increases their line-of-sight significantly. Players must wait 30 seconds before changing their stance again. The Japanese Armory researches Weapon and Mail technologies like those of other civilizations but provides separate pierce armor technologies for melee and ranged soldiers which are slightly cheaper. The Japanese have no true siege weapons. Instead they can construct a cheap building called the Yomi Gate which is a passage to the underworld. From there they can train two types of myth units that are effective at destroying buildings: the melee Mizuchi and the ranged Omukade.


Buildings

Town Center (100 Food, 300 Wood, 300 Gold) [A]: trains Artisans and Priestesses, drop off site for all resources and researches age advancement and building technologies.

Temple (100 Wood, 100 Gold): trains Warrior Monks and Myth Units and researches myth technologies.

Mounted Warehouse (75 Wood, 25 Gold) [A]: drop off site for all resources and can garrison 5 units, researches economic technologies.

Chicken Coop (25 Wood) [A]: generates a small trickle of food for every chicken within its LOS, has a build limit of 1.

Farm (35 Wood) [A]: can be used to gather food by farming, Japanese can build them in the archaic age.

House (50 Wood) [A]: grants 10 population, has a build limit of 10.

Dock (100 Wood) [A]: trains fishing ships, warships, and naval myth units, researches naval technologies.

Wall (3 Gold) [A]: barriers to halt enemy advancement. Can be upgraded to Earthern, Stone and Fortified Walls, long segments can be turned into gates.

Sentry Tower (200 Wood 100 Gold) [C]: garrisons 5 units and grants LOS, can be upgraded to fire arrows.

Infantry Barracks (80 Wood 25 Gold) [C]: trains Ashigaru and researches infantry technologies.

Combat Academy (100 Wood 25 Gold) [C]: trains foot archers and cavalry units and researches technologies that improves both.

Armory (150 Wood) [C]: researches weapon and armor upgrades.

Yamajiro (300 Wood, 300 Gold, 10 Favor) [H]: fires arrows and trains hero units, including the Shogun which can train Samurai, and soldiers unique to the player's major god. Herdables can be garrisoned inside to instantly harvest their food.

Market (300 Wood) [H]: trains bull caravans, allows the exchange of resources.

Yomi Gate (75 Wood) [H]: trains anti-building myth units, researches myth technologies.

Wonder (1000 Food, 1000 Wood, 1000 Gold, 50 Favor) [M]: giant building that starts a 10 minute countdown to automatic victory.

Titan Gate (800 Food, 800 Wood, 800 Gold, 50 Favor) [T]: can be unearthed to summon a Titan.


Armory Technologies

Copper Weapons > Bronze Weapons > Irons Weapons: increases the attack of human units, hero, building and ships by 10%


Keiko Armor > Oyoroi Armor > Haramaki Armor: increases the hack armor of human units and ships by 10%, of heroes by 15%, and the crush armor of ships by 10%


Wooden Shield > Rawhide Shield > Iron Shield: increases the pierce armor of infantry and ships by 10% (costs 50% less than shield technologies of other civilizations)


Keiko Sode > Oyoroi Sode > Haramaki Sode: increases the pierce armor of archers and cavalry by 10% and heroes by 15% (costs 50% less than shield technologies of other civilizations)


Burning Pitch: archers and arrow ships do x6 damage vs. buildings, archers do x1.5 damage vs. ships, arrows ships gain +15% attack


Soldiers

Ashigaru [C]: fast infantry that has a small bonus vs. cavalry.

Yumi Archer [C]: foot archer with low attack but has a small bonus vs. infantry.

Naginata Rider [C]: fast cavalry that are excellent vs. archers but nothing else.

Shield Bearer [C]: slow archer with mediocre attack and slow rate of fire but massive HP and armor.

Samurai [H]: expensive standard infantry with high stats.

Yabusame [H]: mounted archer with a high bonus vs. infantry.

Mounted Spearman [H]: expensive standard cavalry with high stats.

Kanabō Warrior [M]: unique unit to Tsukuyomi, infantry with a bonus vs. cavalry and buildings.

Daikyu Samurai [M]: unique unit to Amaterasu, archer with a bonus vs. infantry and cavalry.

Guard [M]: unique unit to Izanagi, cavalry with a bonus vs. archers and siege units. Renamed Noble Guard, Royal Guard and Imperial Guard when upgraded.


Ships

Fishing Ship [A]: small ships that can only gather fish.

Transport Ship [C]: can carry up to 10 units across water.

Sekibune [C]: also known as the Samurai ship, the Japanese arrow ship is agile yet stronger than the arrow ships of other civilizations but is also more expensive.

Turtle Ship [H]: the Japanese fire ship's design is based on the Korean ship of the same name. It is slightly slower than other ships of its type but also covered with a spiked steel roof for greater durability. It fires flaming projectiles similar to its Atlantean and Chinese counterparts.

Atakebune [H]: the Japanese siege ship, a floating fortress that fires projectiles enabling it to take out fortifications close to the shoreline. It is the slowest siege ship in the game but also has significantly more HP.


Archaic Age

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Izanagi

Primordial god of creation and life

Focus: Economy (Booming)

God Power: Celestial Bridge

Creates a temporary portal between two locations that any unit, friend or foe, can access. Lasts 10 seconds.

Bonuses:

  • Shogun units are 10% cheaper

  • Yabusame and Mounted Spearmen have 25% more HP

  • Reveals the initial location of all relics on the map and shares it with allies

  • Artisans have 20% more HP

  • Artisans are better at gathering resources (5% penalty instead of 20%)

Technology:

Jeweled Spear: Artisans build 10% faster

Wonder: Golden Pavillon

Minor Gods:

  • Inari/Susanoo

  • Ebisu/Takemikazuchi

  • Izanami/Okuninushi

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Amaterasu

Goddess of the sun

Focus: Defense (Turtling)

God Power: Purification

Increases your favor generation by 80% for 50 seconds.

Bonuses:

  • Reduced armor penalty for corrupted buildings.

  • Mounted Warehouses can fire arrows while units are garrisoned inside.

  • Archers move 10% faster.

  • Defensive structures have +2 range.

Technology:

Imperial Descendants: Heroes move and train 10% faster.

Wonder: Ise Grande Shrine

Minor Gods:

  • Ame-No-Uzume/Inari

  • Hachiman/Takemikazuchi

  • Raijin & Fujin/Okuninushi

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Tsukuyomi

God of the moon

Focus: Military (Rush)

God Power: Night Wings

Target an area where a flock of six bats will scatter to scout the map for you. The bats move fast but have mediocre line-of-sight and disappear after 60 seconds (based on a scrapped god power for the Aztec mod by moddingaom5622)

Bonuses:

  • Shinobi have +10% speed and +20% HP

  • Mainline soldiers have +10% HP

  • Age advancement is 10% cheaper

  • Yomi Gates and their units are 10% cheaper

  • Corrupted Temples may summon free myth units

Technology:

Outrage: removes Priestess archaic age attack penalty and increases attack by 10%

Wonder: Gran Buda

Minor Gods:

  • Susanoo/Ame-No-Uzume

  • Ebisu/Hachiman

  • Raijin & Fujin/Okuninushi


Classical Age

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Ame-No-Uzume

Goddess of the dawn and dance

Focus: Priestesses

God Power: Rock Slide

Summons a large boulder that the player can knock down to damage enemy units and buildings.

Myth Unit:

  • Nue: A tough but slow composite beast that summons a dark cloud around itself to cause area of effect damage.

Technologies:

  • Bronze Mirror: Priestesses gain +10% HP.

  • Shimenawa Rope: Increases favor obtained from purifying buildings by 10%.

  • Hoori's Bow: all human archers now have 100% accuracy.

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Susanoo

God of storms and the seas

Focus: Infantry

God Power: Dragon's Lair

Summons eight orochi heads from the ground to defend a wide area. The heads cannot move but have a ranged attack. Can also be cast on water.

Myth Unit:

  • Kamaitachi: scythed weasel that can summon gusts of wind that deals minor damage to enemies while also healing your own units.

Technologies:

  • Sake: Warrior Monks gain +10% pierce armor and movement speed.

  • Kusanagi: Ashigaru deal +10% hack damage.

  • Magatama of Amaterasu: all infantry are 15% cheaper and train 15% faster.

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Inari

Goddess of rice and foxes

Focus: Artisans

God Power: Great Temple

Transforms your temple into a massive shrine which has more HP, trains units faster and can hold +3 relics.

Myth Unit:

  • Kitsune: ranged shapeshifter that transforms into a female Artisan when killed. Can also be instantly upgraded to a stronger myth unit in later ages at the cost it would take to train one.

Technologies:

  • Transplanting: farms generate +10% food and can no longer be captured by enemies.

  • Kyubi No Kitsune: Kitsune gain nine tails and have +20% pierce attack and +40% HP.

  • Sericulture: Artisans have +6 LOS, -30% pierce vulnerability and gather from berry bushes 10% faster.


Heroic Age

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Hachiman

God of war and archery

Focus: Archers

God Power: Kamekazi

Global god power that causes strong winds to reduce the movement speed of enemy units by 30% for 45 seconds.

Myth Unit:

  • Itsunade: fire-breathing airborne creature with a ranged screech attack that deals splash damage.

Technologies:

  • Karimata Arrow: Yumi Archers deal +10% pierce damage.

  • Posession: Priestesses have +10% hack armor.

  • Sōmen of Hachiman: Archers have +10% hack armor and +10% movement speed.

  • Setsubun: doubles the damage dealt by defensive structures using boiling oil.

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Takemikazuchi

God of swords and thunder

Focus: Samurai

God Power: Surge

Target your own soldiers to cause them to overflow with an electric charge that deals area of effect damage to enemies. The surge ends after 1 minute.

Myth Units:

  • Tengu: feathered swordsman that can leap in the air and scatters sharp feathers around the battlefield.

  • Onamazu: giant catfish that cause small earthquakes.

Technologies:

  • Head viewing ceremony: Ashigaru have a 40% chance of turning into Samurai when killing an enemy unit.

  • Ritual Suicide: Samurai have +20% HP and deal +10% hack damage.

  • Daitengu: Tengu deal +50% hack damage, +50% special attack damage and cost 25% less food.

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Ebisu

God of fishermen and tradesmen

Focus: Navy

God Power: Misfortune

Turns enemy soldiers into golden statues from which gold can be gathered from. Has a reduced effect on villagers.

Myth Unit:

  • Bake-Kujira: amphibious ghost whale that is effective against buildings. Can curse enemy buildings to slow down their unit production.

Technologies:

  • Hoderi's Fish Hook: fishing ships gather 30% faster and have +10% movement speed.

  • Takarabune: Sekibune deal +20% pierce damage and refund their gold cost when sunk.

  • Gift of longevity: Naginata Riders have +20% HP and train 10% faster.


Mythic Age

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Izanami

Primordial goddess of creation and death

Focus: Myth Units

God Power: Army of Yomi

Transforms up to 20 of your soldiers into various Japanese myth units.

Myth Unit:

  • Yuki-Onna: snow woman with a ranged icicle attack. Can instantly kill enemy units by freezing them, which also deals area of effect damage.

Technologies:

  • Blood of Kagusuchi: heroes deal area damage (100 Hack) when killed.

  • Mad Pursuit: myth units have +20% movement speed.

  • Fruit of the Dead: removes the damage penalty of myth units vs. heroes.

  • Winter's Wrath: Yuki-Onna have +25% HP and their special attacks have -25% recharge time.

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Okuninushi

God of nation building and agriculture

Focus: Buildings

God Power: Nation Builder

Select a Settlement to instant build a Town Center onto it.

Myth Unit:

  • Ōgama: giant warrior frogs that benefit from armory technologies.

Technologies:

  • Nurikabe Wall: walls have double HP and +10% Crush Armor

  • Palace of Okuninushi: all buildings cost 20% less, Wonders have +10% HP

  • Protective Scarf: all human units and heroes have +10% pierce armor

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Raijin & Fujin

Gods of lightning and wind

Focus: Shogun

God Power: Typhoon

Summons a strong storm that tears buildings to shreds then rains debris onto enemy units.

Myth Units:

  • Oni: demon that can scatter and stun enemies with a swing of its lightning club. Effective vs. buildings.

  • Umibozu: giants of the sea that can throw ships.

Technologies:

  • Claws of Raiju: Shogun have +10% HP and +20% hack attack.

  • War Drums: Shogun units have +10% movement speed and train 10% faster.

  • Wind Bag: Atakebune have +15% movement speed, +4 LOS and +4 range.


Other Myth Units:

*Mizuchi: slow moving terrestrial dragons. Food can be gathered from their corpses.

*Omukade: giant centipede with a ranged acid attack.

*Titan: Daidarabotchi

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Working for a whole year on the Celts has allowed me to learn more about their pantheon outside of Asterix books. I will continue to work on the project as it was originally planned for now, but afterwards I may rearrange some of the gods and draw new ones. For example, Teutates, Taranis and Hesos are not important enough to be major gods, so I will replace them with Nuada, Dagda and Morrigan, the later of which will be the civilization's "evil" god. I am also planning on redrawing Brigid who's artwork turned out awful. Thankfully none of the myth units will be cut, but I will need to create some new techs and rearrange the tech tree too. Below are the images of the new gods that will be available. I've borrowed images from other Deviants for the gods who I haven't drawn a picture of yet.


Overview

The Celts follow a glass cannon principle. Their units can deal lots of damage and move quickly but have very low health and armor. Likewise, their buildings have high attack but are on average the weakest of all civilizations. This matches the idea of the Celts never being an empire, but a culture that were limited to villages made from whatever material they could gather from the Earth. Arguably, their economic benefits are superior to the Norse.


Heroes

The primary Celtic heroes are called Chieftains. You initially can only create one, but for each Town Center you construct, you will be granted additional Chieftains (up to four), each one stronger than the previous ones. Like pharaohs, chieftains can have a great variety of names; some of them are quite comical. The other hero available after the Classical Age is the druid. Druids are capable of healing units and have a ranged attack. Although druids are not the best of scouts (the hunter moves faster and has more LOS), they are capable of constructing rune stones, which are cheaper than Egyptian Obelisks but have less HP and LOS. 08/10/2016: But what makes druids distinguishable from priests and monks is their ability to revive human soldiers. All human soldiers come with a revival bar similar to the Atlantean automaton and druids have 33 seconds to revive a soldier before it dies for good. Once revived, a soldiers only has about 5% of its health restored so they will also need to be healed. Druids cannot revive hunters, heroes or myth units.


Favor

Celts gather favor by having druids construct up to five tombs (or barrows), which are weak but low cost buildings. Rather than simply generating favor like Egyptian monuments or Chinese gardens, Celts can store up to 100 Gold in each tomb which in turn generates favor. The more gold you store, the faster your favor trickle. Gold can be transferred in and out of the tombs, depending on where you need it most. If a tomb storing gold gets destroyed, your gold will return to you. Storing gold in tombs prevents it from being stolen by the Thief god power.

Starting Conditions

The Celts start with a Town Center, one druid and two hunters. The starting Celtic resources are 250 Food, 150 Wood and 250 Gold.

Other Attributes

Instead of regular villagers, Celts have units called hunters who move, build and gather resources two times faster than the average villager (it's still slower than the Atlantean citizen) but are also more expensive and take up 2 population slots. What’s more interesting is that Hunters are much better at fighting and have a small bonus against cavalry and scouts, so they can act as light counter cavalry. Although Hunters are the primary means of gathering resources, all infantry and archer units can also gather resources, meaning fewer units will be idle while you play as the Celts. However, infantry and archers gather resources 30% slower than regular villagers. Similar to the Atlanteans, some god powers can be used multiple times. Celtic walls cost wood instead of gold and require two upgrades to become stone walls, but the upgrades cost half as much as those of other civilizations.


Archaic Age:

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Nuada

God of hunting and fishing

Focus: Druids and ships

God Power: Revival (3 casts)

Target a friendly unit to fully restore its HP instantly. If used on a Titan, it will only restore up to 5% of its maximum HP. Cooldown time is 1 minute.

Bonuses:

*Archers and Hunters have +2 range and Hunters deal +2 damage to animals.

*All ships are available one age earlier but have 20% less HP.

*Promontory Forts can be built in the Classical Age.

*Druids move 10% faster and can heal buildings.

Technology:

*Sword of Light: Reduces age advancement time and god power cooldown time by 10%.

Wonder: Well of Segais

Minor Gods:

Classical Age: Boann / Cliodhna

Heroic Age: Ogma / Epona

Mythic Age: Brigid / Lugh

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Dagda

Father God of the Earth, Magic and Wisdom

Focus: Economy

God Power: Sacrifice (4 casts)

Select up to 4 of your own units to instantly kill them. Their initial cost will be returned to your coffers. If a player uses it on a unit that costed favor while already at their maximum favor cap, the excess favor will be lost. Cooldown time is 3 minutes.

Bonuses:

*All economical technologies are available in the Archaic Age and cost 25% less.

*Has access to three additional economic technologies.

*Cidainhs and Brihentins have 20% more HP and generate 0.5 gold per second in combat.

*Fallen Chieftains can be brought back to life by Druids.

Technology:

*Undry: Infantry, Koxsalotoi and Iaosatae gather all resources 10% faster.

*Harvest Fair: +10% farming gather rate

*Oak Carvings: +10% wood gather rate, +50% carry capacity

*Metalworkers: +10% gold gather rate, +50% carry capacity

Wonder: Emain Macha

Minor Gods:

Classical Age: Cernunnos / Boann

Heroic Age: Epona / Dian Cecht

Mythic Age: Bres / Brigid

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Morrigan

Goddess of destiny and death

Focus: Infantry and Favor

God Power: Dense Fog (2 casts)

Global god power that reduces the line-of-sight of enemy units to 1 meter for 60 seconds. Cooldown time is 3 minutes.

Bonuses:

*Infantry do double damage vs. heroes

*Infantry have more attack as their HP lowers (<75% HP = +5% attack, <50% HP = +10% attack, <25% HP = +20% attack).

*Tombs generate favor 20% faster.

*Druids can build Runes and Tombs 50% cheaper and 40% faster.

Technology:

*Wicker Work: all buildings deal area damage (15 pierce) when destroyed.

Wonder: Wicker Man

Minor Gods:

Classical Age: Cliodhna / Cernunnos

Heroic Age: Ogma / Dian Cecht

Mythic Age: Lugh / Bres


Classical Age:

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Boann

Goddess of the river Boyne, fertility, inspiration and poetry.

Focus: Unit Speed

Worship: Nuada / Dagda

God Power: Salmon Pool (2 casts)

Select an open area to permanently turn the terrain into a private small pool with two schools of salmon. Docks can be built at the water's edge. Can also be used to create obstacles to slow down enemy armies. Cooldown time: 3 minutes.

Myth Unit *Kelpie: Carnivorous horse that can travel on both land and water

Technologies: *Hazelnuts of Wisdom: human units move 12% faster. *Tide Masters: ships move 10% faster.

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Cernunnos

God of the forest, animals and fertility

Focus: Hunters

Worship: Dagda/Morrigan

God Power: Sleuth (3 casts)

Summons four Bears that will attack any villager, friend or foe, on sight. They are similar to regular Brown Bears but slightly more powerful. They do provide food when killed so they may be saved for the player's own economy. Cooldown time: 3 minutes.

Myth Units

*Glaistig: Half-woman half-goat creatures that throw stones in battle. Special attack consists of throwing a larger stone that deals area of effect damage and regenerates her HP.

*Gwartheg y Llyn: Elfin cow that only cost favor. Cannot attack but fatten up at a slow speed.

Technologies:

*Stray Cow: herd animals and Gwartheg y Llyn fatten up more (+100 food) and 30% faster.

*Leather Rucksack: hunters move 20% faster and can carry +10 gold.

*Gundestrup Cauldron: hunters train 15% faster.

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Cliodhna

Goddess of beauty and the otherworld

Focus: Archers and Myth Units

Worship: Nuada/Morrigan

God Power: Outbreak (2 casts)

Select friendly (9 to 10) or enemy units (5 to 6) to infect them with a disease that quickly drain their health. When they die, their blood spreads and any unit within range get infected themselves. After 70 seconds, the outbreak ends. Can be countered by keeping infected units away from healthy units or by continuously healing them until the god power ends. Has a reduced effect on villagers (3 to 4), does not affect heroes. Cooldown time: 3 minutes.

Myth Unit

*Banshee: weak but cheap ghosts whose scream lowers the attack of enemy units within range.

Technologies: *Cremation: increase archer hack armor by 10%.

*Funeral Feast: Chieftains heal allied units upon death.

*Hounds of Annwn: increases myth unit special attack damage by 50% and decreases charging rate by 25%.


Heroic Age:

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Ogma

God of speech and language

Focus: Infantry

Worship: Nuada/Morrigan

God Power: Relocation (2 casts)

Select friendly (3 to 4) or enemy (2 to 3) buildings within your LOS to move them elsewhere. Cannot be used on Town Centers, Wonders or Titan Gates. Cooldown time: 5 minutes.

Myth Units

*Gwyllgi: Half skeleton hellhounds with a flaming ranged attack and a howl strong enough to knock away melee attackers.

Technologies:

*Battle Scars: Gargokladioi have -10% pierce vulnerability.

*Gold Torc: All infantry deal +30% damage vs. other infantry.

*Ogham Alphabet: Eliminates the cost of building roundhouses.

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Epona

Goddess of horses

Focus: Cavalry

Worship: Nuada/Dagda

God Power: Rust (3 cast)

Select enemy units to remove their armory upgrades for 90 seconds. Cooldown time: 4 minutes. Myth Units *Dullahan: Headless horsemen that can hurl their flaming heads before charging in battle. Technologies: *Terret Ring: Cidainhs and the Chariot Chieftain have +10% hack and pierce armor.

*Harness Plate: Immunizes Cidainhs, Brihentin, Kelpies and Dullahans from myth unit special attacks and some god powers. Myth Building:

*Naval Market: allows fishing ships to trade gold from the dock.

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Dian Cecht

God of healing and medicine

Focus: Druids

Worship: Dagda/Morrigan

God Power Metallize (2 casts) Select friendly buildings to give them 99% hack, pierce and crush armor for 50 seconds. Cooldown time: 3 minutes. Myth Units *Beithir: appearing like a cross between an eel, a grass snake and a crocodile, these powerful beasts can be brought back to life if your heroes return the head to its body in time. Technologies: *365 Herbs: Doubles healing rate of druids and increases damage multiplier against myth units by 3.

*Water Offerings: Reduces food, wood and gold cost of temple units by 10% and favor cost by 30%.

*Golden Sickle: Halves the time it takes for druids to resurrect human soldiers.


Mythic Age:

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Bres

God of agriculture

Focus: Woad Raiders

Worship: Dagda/Morrigan

God Power: Eye of Balor (1 cast)

Summon Balor's eye to cast its deadly glare from above, causing heavy damage to units and buildings for 17 seconds. Players have full control over the eye but it will also damage their own units if they're caught within its sight. Myth Units: *Fomorian: hideous club-wielding giant that pummel enemy units into the ground, immobilizing them and leaving them vulnerable to attack. *Dobhar Chu: the king of otters, this naval myth unit can summon its mate upon death.

Technologies: *Toxic Libation: Siege Weapons have +25% HP and +20% Attack.

*Massive Club Head: Woad Raiders, Fomorians and Ramming Venetti do x2 damage to buildings.

*Coronation Stone: Bres increases the HP of Training Camps (x2) and its units (+20%).

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Brigid Goddess of poets, smiths and healers Focus: Heroes and Fairies Worship: Nuada/Dagda God Power: Shapeshifter (3 cast)

Temporarily turns day into night and transforms a selected chieftain into the Pooka, a powerful myth hero. He will return to his former self after 3 minutes. Cooldown time: 3 minutes. Myth Unit: *Fairy: Powerful enchantress that can convert enemy units into sheep.

Technologies: *Leanan Sidhe: Increases Fairy ranged attack by 50% and allows them to regenerate HP when damaging units. *Baobhan Sith: Fairies have +4 attack and special attack range, +4 LOS and their special attack turns enemy units into Gwartheg y Llyn instead of sheep (requires Leanan Sidhe to be researched first).

*Mediator of Peace: Heroes have -15% hack and pierce vulnerability.

*Perpetual Flame: Armories can heal friendly units at 20 HP per second and their technologies cost 40% less (includes myth technologies).

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Lugh

God of the sun and skills

Focus: Promontory Fort Units

Worship: Nuada/Morrigan

God Power: Overgrow (1 cast)

Select enemy buildings to overrun them with giant weeds that make them unable to attack, train units, research improvements or even grant population until villagers cut them down.

Myth Unit:

*Lou Carcolh: slow but powerful dragon snail that spits a burning sticky slime and can devour units.

Technologies: *Bloodthirsty Spear: Gailaiche have +20% attack.

*Skill Mastery: Promontory Fort units have -10% hack vulnerability and -25% training time.

*Magic Stone Ball: Iasotaes have +20% attack and gain a x2 damage multiplier vs. myth units.

*Macabre Display: Buildings have -15% hack vulnerability and fire +2 projectiles.

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