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Hello Heroes!
With today’s launch of the Public Update Preview (PUP), we’re making this first build available for early hands look at the work being done for the upcoming May Update. The PUP is limited and is currently intended to close on May 13th 17:00 UTC. As part of this process, we may update the build with additional fixes, so this is the thread to watch – this is where we’ll provide any notes or changes that are worth paying attention to, and we’ll update that information if newer builds come online. Keep an eye on this thread for more information throughout the Public Update Preview.
Below is a list of preliminary fixes we are prepping for this release. Please note that not all potential fixes/items are guaranteed to be in the final update, as we are still actively testing everything and may need to adjust or remove items if they are not ready. Additionally, this is not a holistic list, and some additional items may end up in our final release.
Quick reminders -
For common questions and answers, go here FAQ
To learn how to contact our Support team, go here Support How-To
As with all updates, certain Mods may no longer function as the underlying game code has changed. If you are experiencing issues please try disabling all Mods first to see if that addresses your issue as the Mod may need to be updated by the creator to work with the latest build.
May Update - 100.18.24359.0
The new Community Event is not meant to be played within the PUP. Please enjoy the Pantheon Pin-up event on your regular account to make progress in the meantime.
Game
AI Personalities
AI personalities have always been part of Age of Mythology as a way to adjust AI behavior alongside the traditional difficulty modifier. This patch revamps and improves many of the features related to AI personalities to empower players to enjoy the game experience in their own ways!
This feature allows players to set up their own thematic battles as they see fit. Maybe you want to play alongside 2 defenders who will help in keeping you safe while you’re on the offensive against 3 enemy Overwhelmers. Or you can team up with 2 Conquerors and try to defeat 4 enemy Economists before they get their boom going. Explore all the combinations of difficulty/personality/map/player numbers/teams to create infinite fun!
The following information provides details about these new personalities and the associated features.
7 New personality options to choose from
Conqueror - No unclaimed Settlement is safe for a personality with such an expansionist mindset:
Can claim more Settlements on Standard/Moderate/Hard than the other personalities.
Quicker with claiming Settlements.
Attacks less frequently.
Quicker with expanding the amount of buildings within its bases.
Overwhelmer - Don’t expect small forces from this personality, it’s go big or go home:
Only attacks if it has built up a large army.
More inclined to defend allies.
More likely to get upgrades that affect military units.
Supporter - The eyes of this personality are always fixed on its allies, to see how it can help them:
Periodically tributes resources to allies, prioritizes human allies.
More inclined to accept tribute requests.
More inclined to defend allies.
Attacks less frequently.
Passive - You don’t have much to fear from this personality in your own base, but it will defend itself:
Does not attack unless a human ally uses the correct taunt: number 15.
More inclined to defend allies.
Doesn’t claim Settlements it knows to be close to the enemy.
Economist - Wars are won or lost on logistics, that’s what this personality strongly believes.
Builds Village Centers.
Quicker with aging up.
Quicker with claiming Settlements
Only attacks if it has built up a large force.
More inclined to accept tribute requests.
More likely to get upgrades that affect economic units.
Mythical - The power of fell beasts is what will bring this personality victory:
Builds more myth units.
Quicker with building a Titan and Wonder.
Humanoid - It’s just like playing Age of Empires! This personality only loves human and siege units!
Builds no myth units or heroes, focuses solely on human and siege units.
Casts no god powers.
Deletes any myth units it receives.
Doesn’t research upgrades that cost favor.
Doesn’t build a Wonder.
Other Changes as part of the AI Personalities feature include:
Standard personality has been renamed to Balanced because it better conveys its gameplay style, and it was confusing to have both a personality and difficulty share the same name.
Added a Random personality option for if you want to be surprised once in-game!
Lobby screen overhaul to neatly display all the personality and difficulty options. This includes 6 new icons to visualize difficulty levels instead of using plain text.
No AI personality to allow you to effectively remove an AI from the game, great for practicing build orders in peace!
New Loading Tips
New loading screen tips have been added to help players learn about playing Age of Mythology: Retold.
New interface changes for the loading screen have been made to improve tip visibility.
Tips are now visible on more loading screens, including the campaign loading screens.
Some loading screen tips will only show in specific situations. For example, if you are playing as a Greek Major God the tip may be a specific tip related to playing as the Greeks.
Fall of the Trident Campaign Difficulty Adjustments
Now is a great time to play the Fall of the Trident campaign again!
Some quality of life tweaks are coming to the campaign, primarily for moderate difficulty and below.
Examples of changes include:
New worldspace prompts to improve awareness of game dynamics.
Minor adjustments to some parameters to better align with expectations for a standard and moderate difficulty experience.
Minor improvements to streamline the experience for newer players, including improved visibility around starting areas.
Missions where changes have been made:
Fall of the Trident 06: I Hope This Works
Fall of the Trident 12: Light Sleeper
Fall of the Trident 30: All Is Not Lost
Fall of the Trident 32: A Place In My Dreams
If you have not started the Fall of the Trident campaign, stopped somewhere along the way, or want to start it all over again, now is a great time to try!
In-Game News
A new news feature has been added to the game!
Important updates can now be shared through the in-game news to alert players to new patches or direct players to other information that may be helpful!
Look for the red dot next to your player dropdown on the main menu to find new in-game news.
Stability & Performance
Minor general performance improvements.
Minor improvements to performance when playing using a controller due to fewer updates while the controller menus are not visible.
Fixed a crash that could occur when shutting down the game quickly after opening.
Fixed a crash that could occur when changes are made to the terrain in some situations.
Fixed a crash that could occur when joining an Arena of the Gods game at the same time as the host leaves.
Fixed a crash that could occur when spamming controller inputs with the editor open on a PC client.
Fixed a crash that could occur while using the Villager Priority System with a controller after turning the Villager Priority System on and toggling the auto-build farms option.
Fixed a crash that could occur while interacting with diplomacy site commands using a controller. The crash would occur when the unit currently interacted with ceased to exist.
Fixed a crash that could occur in some situations while unit actions were updating.
Fixed a crash that could occur when clicking an ability in the command panel at the same instant that a targeted unit no longer exists.
Fixed a crash that could occur while idle on the main menu with the Atlantean background scenario visible.
Fixed some minor memory leaks that could occur in some situations.
Localization
Graphics
Adjusted Fog of War rendering to make the gradient between the black map and fog smaller. This should provide a minor improvement for unexpected visual pops of units in places that appear explored.
The minimap will now update correctly after removing water or changing elevation with trigger effects or map scripts.
Terrain painted with triggers will now work correctly with Fog of War and Black map.
Fixed popping that could occur for the Forest Protection God power.
Ragnarok cast preview will now highlight all valid targets on screen instead of those in a target area near the cursor.
Fixed a bug that caused some targeted VFX to change direction at unexpected times while moving around the map.
Axes thrown by Throwing Axeman units will no longer remain spinning when they miss their targets.
Ballista Tower upgrade now upgrades the projectiles to visually look like ballista bolts.
Updated the idle fishing banner appearance.
Audio
Fixed an edge case where audio would not mute if you launched the game and did not have the game in focus at specific points during loading.
Balanced audio levels for all selection sounds.
Many minor adjustments to various sounds and the effects that apply to them.
Fixed some audio paths in the data that could have prevented the sounds from playing in expected situations.
Fixed some additional cases where sound effects did not have the expected volume levels.
Volume levels now apply correctly to the narrator.
Fixed sounds not playing when cheats are used.
Grunts and acknowledgements will no longer cause ducking of other sound effects.
UI
Major god portrait choices are now visible to other players in multiplayer lobbies.
Portrait choices now show up in more places, including in-game chat, scoreboard, and as part of the post-game overview.
Voice chat indicators will now clear correctly after matches end.
Longer in-game dialogue boxes that appear in chat will no longer appear unintentionally faded.
Minor adjustments were made to reduce the possibility of notifications appearing blurry during gameplay.
Fixed a situation that could cause the game to become stuck on a black screen when using Alt+F4 after skipping a cutscene.
Improvements to the “Continue” button on the main menu. The game will now consider whether the last time you played a campaign is more recent than the latest auto save. “Continue” will now start the next mission if appropriate.
A loading spinner will now show while the Community tab is waiting to determine if there is an active event to clarify why the tab is not accessible yet.
Additional details were added to the Community event UI to improve the explanation of how to participate.
Research time shown on the command panel now correctly accounts for building work rate changes from modifiers such as Empowering or Town Centers from the Citadel God power.
World tooltips can now be used as expected after the game is over. This allows players to view relic effects after the game has ended.
Fixed some cases of text appearing cut off or poorly formatted with large text sizes in some languages.
The Age Up button now shows the expected Grey overlay color, while it is not available yet at the start of a game.
Spectator UI will now behave correctly when the side teams appear on and show the data for their correct respective teams.
A Friends Leaderboard is now available while viewing the Community Events. Note: This will only show up to 36 friends.
Fixed a bug that allowed players to change the player color of other players in some situations.
Taunt responses from the AI will now show correctly in chat for PlayStation 5 players.
Hotkeys
Controller
Minor improvements to the UI when playing using a controller.
The Age Up from anywhere command now works with Citadel Centers when using a controller.
Marquee select now correctly clears previous selections when expected.
The Score Panel display mode cycle button now updates to show the correct state while playing with a controller.
Added visual feedback to the Find Menu buttons.
Improved controller quick select by fixing a bug that caused some units to be skipped in some circumstances.
Added an option to Repair to the Villager Command Menu that can be accessed by pressing D-Pad Down.
Damaged farms now show a repair icon while playing with a controller.
Fixed a bug that could cause incorrect behavior while using the Villager Priority System with a controller in some situations.
Fixed Select All behavior when using the Dpad for some situations that did not behave correctly.
The Photo Mode camera will now continue working correctly if the minimap is enlarged while playing with a controller.
Pressing Y (or triangle on PlayStation 5) will no longer incorrectly replay the last cutscene when pressed on the “Next Campaign” screen.
Gameplay
Fixes
Dynamic progressive damage and infection are no longer applied or handled while the Ceasefire God power is active.
Units can no longer become permanently invisible when walking through Shennong’s Blessed Farms.
Improvements have been made to AI, including the following fixes and additions:
The AI can now attack the wall while seeking out other players on the Great Wall random map.
Fixed a bug that prevented valid AI planning of the Underworld god power placement.
Added support for hybrid terrain.
Villagers will now correctly try to start gathering the closest relevant resource after building a drop point.
Fixed a bug that prevented animal predators from auto-attacking villagers.
Fixed a bug where Trolls and Daugr restarted their special attack windup when their initial target died before firing.
Fixed a bug that could prevent players from attacking buildings that were in the process of actively timeshifting away.
Taunts now work in multiplayer when playing with AI.
Minor updates to improve patrolling behavior by changing when unit groups recompute their centroid.
Fixed a bug that prevented units from attacking other units in some situations.
Improvements for unit movement prediction.
Fixed a chance that movement prediction could send units off the map.
Fixed a bug that prevented the repair of farms.
Fixed a bug that prevented the 50% discount for the Military Camp and Workshop if the buildings were connected to favored land after they were built.
Assigning additional Attack Move waypoints is now possible. While in the Attack-Move mode, you can left-click with Shift pressed.
Deleting wall foundations near Earthen Walls will no longer cause damage to Earthen Walls.
Fixed villagers not dropping off resources when shift queuing after building a drop site or Town Center.
Improvements for the Villager Priority System, including:
Improvements to finding resources around drop-site buildings.
Villagers will now evaluate whether it is possible to access resources to prevent situations in which they would be assigned resources that were impossible to access.
Trees are now sorted to prevent situations where the Villager Priority System would attempt to assign villagers to gather at trees in the middle of a forest.
Balance
General
Berry gather rate reduced from 0.8 → 0.7 food per second.
Increased food contained inside animals by ~25% rounded to a nearby rounded number.
Herdable fattening rate reduced from 0.25 → 0.2.
Hunting Equipment is now available 1 age sooner for all civilizations.
Developer Note: The above changes are a coordinated effort to re-incentivize taking map control, while also bringing hunting equipment down an age to help deal with the likely increased volatility of classical age combat. Herdables fattening slower should also make the decision between gathering herdables now or later more compelling, as they may not be fully fattened yet by the time you have depleted your in-base resources. Additionally, having more food inside the hunt packs themselves means there’s more efficiency to be had in hunting, as you don’t have to move around so much anymore.
Masons: adjusted as follows
No longer reduces building and town center hack & crush armor.
Building hitpoints increased from +15% → +20%.
Architects: adjusted as follows
No longer reduces building crush armor.
Building hitpoints increased from +20% → +30%.
Developer note: Masons and Architects have been slightly reworked by making them easier to understand, and no longer making buildings better specifically against siege, but better on the whole. This should result roughly in non-siege units such as human soldiers being worse against buildings in the mid-late game, while leaving siege roughly similar.
Crush armor of all siege weapons increased from 65% → 70%.
Purse Seine: fishing ship gather rate reduced from +75% → +50%.
Salt Amphora: adjusted as follows
Fishing ship gather rate reduced from +75% → +50%.
Cost increased from 150 wood 250 gold → 200 wood 300 gold.
Fishing ship base gather rate increased from 0.5 → 0.55. (Egyptian 0.45 → 0.5)
Developer note: The fishing upgrades moving down an age was proving to be a welcome change, but perhaps a little too much value from classical and then also heroic age. We are moving a little power budget away from the techs and into the base fishing ship, and making Salt Amphora a larger investment to give people who ended up losing the water fight a slightly better chance to come back.
Deathmatch:
Chinese: spawn with 1 less kuafu.
Relics
Tusk of Dangkang: Spawned Pigs now are spawned at any town center, and no longer follow the rally point.
Tusk of Dangkang: Pig respawn timer increased from 120 → 150 seconds.
Greek Pantheon
Poseidon
Cavalry, Myth Unit and Caravan movement speed reduced from +0.4 → +0.3.
Units
Human Soldiers
Hippeus: pierce armor increased from 40% → 45%
Myth Units
Scylla: pierce armor reduced from 70% → 65%.
Technologies
Divine Blood (Aphrodite): cost reduced from 100 food 30 favor → 100 food 25 favor.
Spirited charge (Hermes): cost reduced from 125 food 25 favor → 125 food 20 favor.
God Powers
Bronze (Dionysus): armor vulnerability effect reduced from -40% → -35%.
Egyptian Pantheon
Ra
Monument area empowerment no longer affects other monuments.
Priests & monument area empowerment effect reduced from 70% → 60% the strength of a pharaoh.
Set
Adjusted animal of set hunt values to match the huntable animal changes in terms of food contained.
Adjusted Priest animal conversion durations to match the huntable animal changes.
Units
Human Soldiers
Spearman: adjusted as follows
Bonus damage multiplier vs cavalry reduced from 1.75 → 1.5.
Cost increased from 50 food 20 gold → 50 food 25 gold.
Train time increased from 11.5 → 12.5 seconds.
Developer note: While the Spearman buffs were welcome, it created problems in certain matchups like against Norse, who relied heavily on raiding cavalry to help deal with the Egyptian barracks army. transitioning the spearman more into a generalist infantry (similar anti-cav potential as before the previous patch), but bulking them up to be more pop efficient this way they can still function as a good frontliner.
War Elephant: pierce armor increased from 40% → 45%.
Heroes
Priest: adjusted as follows
Range increased from +5 → +7 upon reaching classical age.
Range reduced from +5 → +4 upon reaching heroic & mythic age.
Developer note: Bringing the attack range of priests closer together per age should give them a better means of countering myth units in the classical and heroic age, without making them better in the late game.
Myth Units
Minion (Nephtys, Osiris): damage increased from 8 → 9 hack.
Developer note: Ancestors was feeling a bit weaker than the other heroic age god powers, so it was boosted slightly.
Wadjet (Ptah): cost increased from 150 wood 15 favor → 160 wood 16 favor.
Sphinx (Bast): cost increased 120 gold 18 favor → 120 gold 20 favor.
Buildings
Technologies
Clairvoyance (Set): adjusted as follows
Research time reduced from 50 → 40 seconds.
Cost reduced from 200 gold 15 favor → 150 gold 10 favor.
Spirit of Maat (Nephtys): research time reduced from 40 → 30 seconds.
Nebty (Nephtys): now also increases priest & pharaoh hitpoints by +10%.
Crimson linen (Sekhmet): adjusted as follows
Lifesteal on scarabs increased from 60% → 75%.
Lifesteal on other myth units increased from 20% → 25%.
Solar Barque (Sobek): Kebenit damage required for spawning 3 sea snakes reduced from 500 → 200.
God Powers
Rain (Ra): adjusted as follows
cost increased from 30 → 40.
repeat cost increased from 15 → 20.
Eclipse (Bast): duration reduced from 66 → 55 seconds.
Citadel Center (Sekhmet): favor cost increased from 125 → 150.
Norse Pantheon
Units
Human Soldiers
Raiding Cavalry: pierce armor increased from 35% → 40%.
Jarl: adjusted as follows
Damage increased from 10 → 11 hack.
Pierce armor increased from 35% → 40%.
Developer note: Generalist cavalry have had their pierce armor increased as a coordinated effort to combat mass-archer unit compositions, as they were struggling greatly to deal with them.
Heroes
Hersir: adjusted as follows
Movement speed increased from 4.5 → 4.6.
Bonus damage vs myth units increased from 5.5x → 6x.
Developer note: Hersir, at a base level, were struggling to deal with various kinds of myth units. Making them a little faster and deal more damage towards them aims to rectify this a little.
Godi: adjusted as follows
Damage increased from 6.5 → 7 pierce.
Attack range increased from 16 → 17.
Line of sight increased from 18 → 19.
Developer note: Godi were under performing a little for their cost and pop. These small boosts should help them deal in particular with ranged & flying myth units a bit better.
Myth Units
Einheri (Heimdall): movement speed increased from 3.5 → 3.8.
Developer note: Einheri are powerful myth units, but currently aren’t seeing much use. Increasing the movement speed makes them more easy to mix into an army, still detrimental to mobility, but less so.
Technologies
Sons of Sleipnir (Baldr): now affects all cavalry.
God Powers
Undermine (Heimdall): adjusted as follows
Crush damage increased from 7.5 → 10.
Bonus damage multiplier vs socketed town centers reduced from 2x → 0.75x.
Bonus damage vs Fortresses reduced from 2x → 1.5x.
Developer note: Undermine was proving too powerful especially in team games, where just 2 of them were able to take out a full HP town center. However the undermine felt rather weak still against other targets, so its damage was increased further.
Gullinbursti (Freyr): adjusted as follows
Damage from initial impact reduced from 20 → 10 hack damage.
Initial impact scaling per age reduced from +20 → +10 hack damage per age.
Archaic & Classical age duration reduced from 50 → 40 seconds.
Heroic age duration reduced from 60 → 45 seconds.
Mythic age duration reduced from 70 → 50 seconds.
Developer note: Freyr has been showing to be very dominant, mostly due to the Gullinbursti. Slightly toning it down should allow more counter-play to happen in the early-mid game, and the longevity of the duration is also toned down a little to prevent the boar from getting too much value against static structures.
Atlantean Pantheon
Kronos
Can now also time-shift farms.
Units
Human Soldiers
Contarius & Hero: pierce armor increased from 40% → 45%.
Fire Siphon: adjusted as follows
Hitpoints increased from 350 → 400.
Attack range increased from 16 → 18.
Line of sight increased from 20 → 22.
Fanatic: hitpoints increased from 140 → 145.
Fanatic (Hero): hitpoints increased from 155 → 160.
Myth Units
Nereid: adjusted as follows
Hitpoints increased from 400 → 600.
Special attack bonus damage multiplier vs myth units reduced from 6x → 4x.
Developer note: Moving the Nereid away from anti-myth unit naval unit to a bit more generalist should allow her to be a bit more viable to train in most situations.
Dryad (Theia): train time reduced from 22 → 13 seconds.
Developer note: The previous changes to Dryad train time were perhaps a little too much, so we are bringing it back to somewhere in-between.
Buildings
Chinese Pantheon
Units
Kuafu: damage adjusted from 24 pierce 3 crush → 22 pierce 5 crush.
Developer note: A slight shift in power from pierce to crush should allow kuafu to perform better vs siege weapons & towers, and slightly less so against normal units.
Human Soldiers
Wuzu javelineer: train time reduced from 18 → 14 seconds.
Developer note: This unit was training slower than originally intended.
Terracotta riders: now have -75% damage in archaic age.
White Horse Cavalry: pierce armor increased from 40% → 45%.
Tiger Cavalry: adjusted as follows
Movement speed reduced from 5.3 → 5.0.
Hitpoints reduced from 170 → 165.
Heroes
Sage: heal rate increased from 5 → 7.5 hitpoints per second.
Hero Kuafu: damage adjusted from 30 pierce 4 crush → 26 pierce 6 crush.
Developer note: A slight shift in power from pierce to crush should allow kuafu to perform better vs siege weapons & towers, and slightly less so against normal units.
Myth Units
Taowu (Goumang): adjusted as follows
Qiongqi (Houtu): adjusted as follows
Damage reduced from 22 → 18 hack.
(flying) line of sight reduced from 20 → 16.
(flying) movement speed reduced from 5 → 4.5.
Ability cooldown reduced from 5 → 3 seconds.
Developer note: The Qiongqi’s stats were incredibly high for its cost and mobility, a slight toning down of the damage should mean they kill villagers in 1 less hit, allowing more reaction from the defending player.
Buildings
Dock: Favored land radius reduced from 20 → 12.
Technologies
Herbal medicine (Shennong): adjusted as follows
Sage heal rate increased from 7.5 → 10 hitpoints per second.
Number of units healed around the main target increased from 3 → 5.
Developer note: This technology was seeing very little usage, so its effect has been increased.
Drought Ships (Nuba): adjusted as follows
Fishing ship demolition damage changed from 100 divine → 50 crush 50 divine.
Freeze & armor reduction duration reduced from 5 → 2 seconds.
Developer note: This technology was making fishing ships a little too cost efficient. a small adjustment to the effects should allow more counter play to this.
Maelstrom (Goumang): adjusted as follows
No longer slows enemy units by -50% in the 20 radius area.
Divine damage reduced from 5 → 3 damage per second.
Developer note: This technology was far too powerful, so its effect has been brought further in line with similar technologies.
God Powers
Earth Wall (Houtu): is no longer affected by wall upgrades.
Developer note: The inherent scaling & wall upgrades combined caused the earth wall to scale a bit too well into later stages of the game.
Campaign
Fall of the Trident 04: Fixed a minor AI strategy bug that prevented it from behaving correctly.
Pillars of the Gods 07: The formerly “Blue” stone now shows correctly as the “Black” stone.
The New Atlantis 07: Fixed a bug that caused Krios’s talking head to obstruct his name and dialogue.
Random Maps
The following changes have been made to the Standard/Ranked Map Set:
Added: Aïr, Mount Olympus, and Sea of Worms.
Removed: Peach Blossom Land, Bamboo Grove, Blue Lagoon, and Yellow River.
The following changes have been made to the Quick Match Map Set:
Added: Aïr and Mount Olympus.
Removed: Bamboo Grove and Blue Lagoon.
Hunt will now correctly adhere to constraints on the Nile Shallows random map.
Minor adjustments to many maps to slightly reduce the number of starting chickens and berries. On average, the change is about 1 berry bush and 1 chicken less.
Affected maps: Acropolis, Aïr, Alfheim, Anatolia, Arena, Bamboo Grove, Black Sea, Blue Lagoon, Elysium, Ghost Lake, Giza, Gold Rush, Highland, Jotunheim, Kerlaugar, Marsh, Mediterranean, Megalopolis, Midgard, Mirage, Mirkwood, Mount Olympus, Nile Shallows, Oasis, Peach Blossom Land, Sea of Worms, Silk Road, Steppe, Valley of Kings, Watering Hole, Yellow river.
Modding / Editor
Updates to Core Data PDF are available in the game install folder.
Added new trigger function that is usable in custom random map XS “trSetCommunityObjectivesVisibility” that takes a boolean to control visibility of the new community objectives UI.
Added new KB functions including kbPlayerGetTributePenalty, kbUnitQuerySetConnectedAreaGroupID, kbUnitGetAreaGroupID, kbAreaGroupGetNumberTiles, kbPathAreAreaGroupsConnected, kbPathCreateAreaGroupPath
Added new parameter to kbCanPath for targetID.
Removed AI functions aiPlanGetUnitStance and aiPlanSetUnitStance.
Added AI function aiPlanGetOutputCategoryID.
the devs are cooking, a little bit too much maybe…
- Villagers will now correctly try to start gathering the closest relevant resource after building a drop point.
Finally !
Finally, my life goal has been realized
AHAHAHAH
I didn’t even realize this !
Humanoid - It’s just like playing Age of Empires! This personality only loves human and siege units!
-Builds no myth units or heroes, focuses solely on human and siege units.
-Casts no god powers.
-Deletes any myth units it receives.
-Doesn’t research upgrades that cost favor.
-Doesn’t build a Wonder.
It’s really fun, but I think he should still train heroes. Otherwise this AI will be too vulnerable to mythic units and won’t be able to take relics (which is what an Age of Empires player does). And I don’t think an Egyptian AI would delete its pharaoh ^^
What’s more, some heroes are the scouts of these cultures (priests and pioneers).
It makes sense, most heroes are humanoid. Although we can have an exception for some Greek heroes (Bellerophon, Chiron and Polyphemus) and non-Pioneer Chinese heroes who ride mythical creatures or are less humanoid.