Mesopotamian Pantheon Ideas
My main inspiration for the concept is the first Age of Empires game that had all 3, the Babylonians, Assyrians and Sumerians as playable civilisations.
Major Gods
Marduk
Chief deity of the Babylonians.
Bonuses:
- Asipu have increased range
- Chariots have increased pierce armour
- Wall upgrades can be researched in any Age and an additional wall upgrade is available
- Granary upgrades cost -50% Gold (including Wall and Tower upgrades)
Ashur
Chief deity of the Assyrians
Bonuses:
- Archers and Buildings attack faster
- Villagers move faster
- Champion build limit increased
Enlil
Ancient chief deity of the Mesopotamien civilisations, worshipped by the Sumerians, Akkadians and other later civilisations.
Bonuses:
- Villagers have increased HP
- Siege Units fire faster
- Farms cost less Wood
- Camel Riders have increased pierce armour
Buildings and Units
Barracks
- II Swordsman (All round Infantry with decent pierce armour)
- III Shield Bearer (Heavy Infantry with a small bonus vs. Cavalry)
Archery Range
- II Bowman (Cheap Archer that costs 1 population)
- II Heavy Slinger (Durable Anti Archer Archer)
Stable
- II Camel Rider (Cavalry that can switch between melee and ranged, good vs. other Cavalry)
- III Chariot (Cavalry that can switch between melee and ranged, good vs. Infantry and Archers)
Siege Warship
- III Heavy Siege Tower (Durable but slow Siege unit)
- IV Stone Thrower (Long range anti building)
Temple
- I Asipu (Priest that can heal and convert enemy human units and can also collect relics)
Ziggurat
Functions as the Fortress of the Mesopotamians.
- Champion Swordsman (Hero)
- Champion Archer (Hero)
- Champion Rider (Hero)
Civilian buildings
- Farm, Dock, Market, Town Centre, Sentry Tower and Wall are normal
- Small House (only provides 5 population)
- Storage Pit (Drop off for Hunt, Wood and Gold. Researches Armour upgrades)
- Granary (Drop off for all Food. Researchers Tower and Wall upgrades (in addition to Towers and Walls themselves))
Heroes
King
Mesopotamians start the game with a King. The King can’t die but instead collapses and can be rescued like a campaign Hero or a AoE3 Explorer.
The King can manually be revived at every TC for a cost.
The Hero can level up by collecting Experience, similar to Jeanne d’Arc in AoE4.
Level 1
- Can not collect Relics
- Can construct buildings
Level 2
- Can collect Relics
- Can choose between Spear, Sword or Bow as a weapon (only 2 choices depending on Major God)
Level 3
- Uses a Chariot now
- Can choose between 3 different auras (2 for each Major God)
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- Movement speed
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- Hitpoints
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- Attack bonus vs. Myth units
Level 4
- Can choose between 3 different Champions (2 for each Major God)
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- Champion Swordsman (Hero)
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- Champion Archer (Hero)
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- Champion Rider (Hero)
- Gains a unique aura that boosts the chosen Champions a lot
- Can train the chosen Champions himself
- The other Champions are still trainable at the Ziggurat
- Champions share a common build limit
Level 5
- Can choose between 3 different ultimative abilities (2 for each Major God)
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- Heroic Rage (Temporarily gains fast health regeneration, high armour and strong attack)
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- Summon Champions (Summons a number of Champions)
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- Divine recovery (Heals himself and nearby units, especially Champions)
Favour
Favour is generated by Villagers dropping of Food at Temples.
Food being dropped of at Temples is stored there until Asipu convert it into Favour.
Villagers can pick up Food from the Temple and transport it to a Town Centre of Granary in an emergency.
Minor Gods and Myth units
I will look into that later.
I don’t know too much about how important certain gods were for the people in Mesopotamia.
Thoughts
Those are just some ideas. If you have ideas for improvement you can mention them.
Are those good choices for Major Gods?
Is the way of generating Favour interesting enough?