So it is well established, that water battles are a weak point in age of mythology (and most age games on the whole) to the point where a lot of people want to do everything they can to avoid said maps. As such, as inspired by AOE2’s new DLC, I have decided to completely remake the water balance in several key ways.
Part 1 – Splitting the dock
Now technically this is is something planned in the prototype versions of Age of mythology, but this has been entirely depreciated by the time players got ahold of the game. This change intends to restore the separation of production of water between primarily economic and military. Naval Shipyards become available at age 2.
It should be noted that said change will likely result in the need for one or more campaign scenarios changing to accommodate this.
Part 2 -Adjustments to Naval “human units”
The primary water triangle is fine as is. However, One change I want to make is the separation of the line upgrades for the main water units so that they are all upgraded by themselves. Furthermore, the upgrade “heroic fleet” will be depreciated, save perhaps as an exclusive and heavily nerfed exclusive for a single god.
Part 2a – Demo ships
As a last resort at the Docks (not Naval Shipyards), the demo ship will serve as a quick way to regain access to the water. They are fast moving and fast training but expensive. They are also nigh worthless on Voyager/Explorer ships and Myth units. Demoships attack by blowing themselves up, dealing a lot of damage in an AOE, but destroying the demoship in the process. Demoships are available age 2 and have their own line upgrade like other ships.
Part 3 – heroes
A notable missing part of water gameplay in age of mythology is the lack of water Heroes (aside from the argo). They tried to remedy this with the “heroic fleet” upgrade, but I dislike how the upgrade functions, so it is no longer generic. As such, there are two new heroes available to all factions- the Voyager/Exploration ship and the Flagship. Also the Argo will get an adjustment so that it does not end up overshadowed.
Part 3a – Voyager/Explorer
First available in age 1, The voyager/explorer has high speed and sight range, but low attack, barely able to tickle a fishing ship at the start (albeit possessing a large bonus vs myth units). As such outside of dealing with myth units (which won’t be available on sea maps in ages 2 and 3 aside from Oceanus), it is best that they are used as scouts and occasionally barriers to soak up the blasts from demoships. Voyagers/Explorers are built at Docks, not Naval Shipyards.
Part 3b – Flagship
First available at age 4 at the Naval shipyard, the flagship is a hybrid between a hero and a long ranged shore bombardment unit. Flagships are heavily armored, hard hitting, long ranged, deal AOE and crush damage, and possess bonuses for dealing with myth units and structures, allowing them to effectively close the books on naval engagements. However, they are extremely expensive, slow moving, slow firing, have a minimum attack range, and take bonus damage from demo ships, meaning that it is best to never bring them to battle alone.
Part 3C – The Argo
To keep the Argo from ending up overshadowed by its generic counterparts, the Argo now does DIVINE damage.
Part 4 – Naval relics
There is now a separate set of relics for naval battles. These can be picked up by hero ships, like on land battles. However they take a few seconds to be fished up. Naval Relics are often found near shipwrecks, much like how land relics are found near shrines on land maps. Naval relics can be deposited at both docks and naval shipyards, much like Land heroes can deposit at temples.
Part 4a – examples
• Aeolus Bag of Winds – Increases the movement speed of Human naval units and heroes.
• Antikythera Mechanism - increases the sight and attack range of Arrow ships.
• Prow of the Argo – Increases the HP of Hero ships.
• Glaucus’ Book of Prophecies – Increases the rate of fishing.
• Homer’s lost Epics – Increases the pierce armor of Arrow Ships
• Ra’s Barge – Increases the attack of Siege ships
Part 5 – additional resources
Much like with Whales in age of empires 3 or Oysters in the new AOE 2 expansion, there should be a means of getting gold at sea via fishing ships.
Part 5a – Trade ships
Docks can build trade ships that act as the caravans of the sea. They can trade with either allied docks or certain neutral Docks placed around the map.
Part 6 – Major god bonuses and Unique techs
All major gods should get an additional bonus (this means Posidon gets two technically) focused on naval battles. Furthermore, they should also possibly have a unique tech focused on naval battles.
Part 6a – Examples
Poseidon Bonus- Naval line upgrades cost less
Upgrade – Sea god’s vengeance- Poseidon’s grudge against your enemy’s heroes makes all naval units (including myth units) do +10% more damage to heroes.
Odin Bonus- Naval units generate more favor in battle.
Upgrade – Viking funeral – Demo ships carrying the honored dead do increased damage to myth units and give their owner favor upon death (not including being deleted).
Kronus Bonus – Siege Bireme and Flagships are affected by Kronus’s siege bonuses.
Upgrade – Ships of Theseus - Kronus’s ships can now time shift. Heroes and myth units cannot be shifted.