I just wanted to create a thread where people can share their feelings about what they liked and disliked about Demeter, and possibly for the Devs to see and weigh up the feedback.
I’ll start things off with my opinion/ take:
What I like:
- I appreciate the attention to mythology when making techs, powers and myth units (mostly, see feedback regarding Pan and Hestia) honouring the God they come from. I appreciate they went a step further than +x% on farming as a bonus for Demeter and actually create brand new and unique conditions for play.
- The new myth units and heroes look and sound good. There is room for a polish here and there, but they are all solid. I really appreciate them taking on board feedback regarding sound and animation. I am pleased to see a high degree of variety in the sounds, and they went the extra mile to add additional bored, attack, birth and even death animations for even more variety.
- The God Powers are absolutely on point with the mythology of the Gods they come from.
- The myth units and heroes have very unique special abilities. I appreciate them taking time to code new conditions into the game to avoid recycling the same old knockbacks and throws over and over. I’m sure modders are excited for new possibilities too. This point is honestly the one I was most impressed with!

What needs attention:
- Harpy needs a swoop animation. The attachment point needs to be rotated so that the units she’s carrying isn’t clipping through her. The unit needs to be carried at a perpendicular angle to her body. There needs to be a weight limit (carrying a hydra or colossus is a bit silly).
- Demeter should have received a human unit as her unique unit. Having a myth unit (thought I like it) is a bit jarring compared to the other Greek Gods. Demeter also has zero to do with Harpies, so its a bit weird they have been assigned to her.
- Pan and Hestia’s myth unit and some technologies are completely confusing and seem like a last minute switch. Pan should receive Hamadryads and their upgrade; Hestia should get Lykoans, their upgrade and the pioneers research. To me it seems this was originally the plan, since Pan and Hamadryads are a thing in mythology, and a villager type MU would go well with the goddess of the hearth.
- Wither needs a bit of a rework. IMO it should slowly dry out berry bushes and trees (as stated in the tooltip), reducing the amount of food or wood they contain permanently over the period of the duration of the power. If the resource runs out it is destroyed. Having an archaic age power that is stronger than forest fire is a bit odd (a power that was already very situational). I also don’t think it should slow units, but instead could do very minor tick damage to enemies who stay on it. Destroying and preventing farming is fine.
- Lykoan villagers should take 1 pop and the wolf form takes 3. They are essentially villagers, with a boost to meat gathering, so having they take x3 pop when working as a villager provides less versatility.
- Hamadryas should get get their special ability as a base. The upgrade should boost the damage and reduce the cooldown of their special ability. Having the only special ability (which is standard requirement for every MU) behind an expensive research isn’t great.
- Arcadian Meadow could use a little visual boost. More flowers and butterflies please.
- Communal Hearth should boost the damage of nearby human soldiers. After all, a feast would boost their strength. I’m not sure if allowing it to convert MUs is stepping on Traitors toes too much (a power that is already pretty weak because the units lose all their upgrades).
- Underworld Invasion should trigger a personal cooldown on the player’s ability to build any TCs. I have heard of exploits that allow this power that allow people to circumvent its intentions.
As I play more I’ll add more, but curious to see what you all think
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