Lemuria is a very modern term for a discredited theory that turned into pseudoscience, so I wouldn’t want it referenced. In fact, it’s already a removed reference.
As for Mu, I heard it’s the mythological homeland of the Turco-Mongols, so I feel it should be used for that culture.
That’s the only hybrid that makes sense in my opinion.
I really love the idea of adding a Numidian god to the Egyptian pantheon that has a black Pharaoh and maybe some other units too.
Yeah Lemuria is a 19th century theory before people knew about plate tectonics.
Mu is the homeland of like half the cultures of the earth, Mayans, Indian, Sumerians, Egyptians and so on.
Like a conspiracy theory?
Anyway, if it can cover so much it’d be better not to use it at all then.
I already dislike the Atlanteans, Mu is like the same but worse.
But also Trojans are the linked to many other cultures around Europe.
Both Romans and Britons are descendants of Troy mythologically.
Hi!
Regarding the fact that they share the same name, this could be due to various factors; however, I want to take this opportunity to make some clarifications and give a preview of my concept for the hypothetical Inca faction.
Regarding the “Iara” from Brazilian mythology, it’s the story of a young woman who turned into a mermaid. On the other hand, the Yaras from Andean-Amazonian mythology are more akin to the Naiads of Greek mythology, with different types of Yaras in this mythology.
Now, I’ll explain how I think the mythical units of the Inca faction should be.
To start, I want to remind you of a part of your childhood with the Disney movie “The Emperor’s New Groove”
As you may know, the writers of this movie traveled to Peru to draw inspiration from Andean folklore; and many will remember that “Cuzco” (llama form) caused fear among the villagers, who even called him the “demon llama”. This is because they were actually referring to the “Jarjacha”.
The Jarjacha is a carnivorous Andean mythical creature that “hypnotizes” with its gaze and then devours its prey, starting with the brain. Now, for gameplay purposes, I came up with the following:
I hope the graphic is understandable. As you can see, the Jarjacha is a common mythical unit but has different variants depending on the minor god chosen. This idea came to me after seeing the Sphinx in AoM R (which changes appearance in each update), and I thought, “what a waste of potential.” So, I came up with the idea of variants for some mythical units.
If the Incas are included in AoM, they wouldn’t have cavalry, so I thought the Jarjacha could partly make up for this lack (besides using the widespread idea that llamas can be ridden).
For Age 3 (Heroic Age), I thought each minor god could have its own unique mythical unit, as Age 3 is more decisive in the game and adds more variety to the Mythical Units.
For Age 4 (Mythic Age), the concept of “Variants” will be replicated with the Amaru.
And of course, there may also be minor gods that simply “reduce the resource and/or population costs of this specific mythic unit”, which would give the ability to acquire many base mythic units.
I am also reading the rest of your comments and many concepts seem interesting to me. For now I do not have time to reply to you with my opinions and ideas so I will reserve that for another post
*PD: Para los interesados en la mitología andina, les dejo este video (en español), recomiendo encarecidamente ese canal
Wait Britons have a mythic link to Troy? I know of Aeneas (probably butchered his name sorry) for the Romans but what was the myth linking Britons to Troy?
Greetings to all!
I appreciate everyone sharing their thoughts on this topic. I created this thread to organize and expand on ideas for various pantheons, as well as to clarify certain aspects of them.
One recurring and often controversial topic is Christianity. I want to preface this by saying that this is my personal opinion, and I’m open to educated debate. As a Protestant Christian with a father studying to become a reverend, and a lover of different mythologies, here’s my perspective:
Firstly, Age of Mythology (AoM) is a game that seeks to create its own mythology inspired by others, so it takes creative liberties. The topic of including Christianity in AoM is controversial, especially when focusing on the early church, which ties into Roman, Jewish, and even Islamic histories. Some users have suggested incorporating Christian folklore as part of medieval European myths, such as vampires, werewolves, fairies, witches, etc.
For context, I’ll refer to two of my favorite fantasy authors: J.R.R. Tolkien and Akira Toriyama.
Tolkien, a devout Catholic and WWI veteran, masterfully wove different mythologies and his own beliefs into his work. He was heavily inspired by Norse mythology (e.g., the dwarves and the rings of power) but also subtly incorporated Christian values and themes. For example, the Valar in The Silmarillion are akin to angels, serving Eru Ilúvatar (God). Melkor, the most powerful Valar, mirrors the biblical fall of Lucifer. Tolkien also drew inspiration from the archangel Michael when creating Manwë, the leader of the Valar, who, like Michael, defends order and good against evil (Melkor).
Akira Toriyama’s Dragon Ball, on the other hand, draws inspiration from the Chinese novel Journey to the West. The protagonist, Son Goku, is based on Sun Wukong, the Monkey King, with abilities like a flying cloud and a staff that can change size. Toriyama also incorporated Japanese folklore, with characters like Kami-sama and the kai, which resemble Shinto gods. Moreover, Toriyama was inspired by Western works of fantasy, such as Superman (Goku coming from another planet) and Terminator (Trunks coming from the future to stop the android threat).
Many works of fantasy also draw parallels with Christian beliefs. For example, Anakin Skywalker in Star Wars was conceived by the Force, echoing the story of Jesus. There are countless other examples, but I won’t delve into more controversial territory.
IN CONCLUSION:
AoM’s own mythology grants it the creative freedom to introduce civilizations, like a Roman Christian faction, without directly referencing Christian beliefs (similar to Tolkien’s approach). Its established lore allows for the inclusion of civilizations and gods that might otherwise be difficult to incorporate, such as the Atlantean faction. For instance, I once suggested a Lovecraftian-inspired faction with the Moche/Chimú civilization serving as their physical manifestation. While some may find this illogical or even offensive, the game’s lore could provide the rationale: chaotic gods (Lovecraftian gods seeking to awaken from their slumber) rruling over the Moche/Chimú until other gods (Zeus, Ra, Odin, etc.) intervened to free this civilization and put archetypal gods in their place (Ai Apaec, Ni and Si). Or Ai Apaec could even be an avatar of Nyarlathotep—the possibilities are endless.
So, feel free to share your opinions and proposals! Let’s keep it constructive, avoid confrontations, and remember these are just ideas, not demands
I would really like to see Maya after Chinese.
I think it would be nice to have big dlc with campaign and big god rehash.
I really like the concept of each minor god sharing 2 major gods (not fan of Freyr as major god) and also would be happy to see 1 female god in each pantheon as major god(Freyr I’m still looking at you!).
Also if we will get goddes like Demeter it would fit better for her to have Hephaestus god power with age progression (1res per sec/2 res per second/3 res per secons/4 res per second)
So I would like to see new gods line-up for existing nations like this
Greeks - Zeus, Poseidon, Hades, Demeter
Egyptians - Set, Ra, Isis, Amon
Nors - Odin, Thir, Loki, Frija
Atlanteans - Coeus, Cronos, Gaia, ############### Chinese - Fu Xi, Nu Wa, Shennong, ?Longwang?
The next I think should be from Latin America so it would fit to add Maya or Aztecs.
Hello.
As I said, I created this thread to gather information on various pantheons (as well as possible variants) and concepts that could be added to AoM. So I’m going to present my hypothetical Inca faction for AoM, in the hopes of raising awareness, inspiring, and avoiding “repeating concepts” with other pantheons that may be suggested.
Also create possible expansion packs (2 additional gods)
NAVAL UNITS
Regarding the generation of divine favor, the concept will be based on “Wakas” (wak’a). The concept of Wakas is very broad, but to summarize, for the Incas, they were sacred places where sacrifices and offerings were made. In the game, the Waka will function as a building that combines economic structures (like the Granary and Storehouse) with the Sentry Tower. In other words, it’s a building where resources are deposited and which also fires arrows as defense (inspired by the Tambos). The first two Wakas will be cheap or even free (in exchange, there will be no Sentry Towers near the Town Center in skirmish games). Wakas will also have the ability to “deconstruct,” returning 50%-70% of the initial investment.
DIVINE FAVOR: This will work similarly to the Export system from AoE 3, where a percentage of your collected resources is offered to the Wakas, which in return grant divine favor. To set the offering percentage, players will need to select a Waka.
HEROES: A fusion between the Greek and Norse hero systems. There will be only four heroes (one per age), but they are generic, regardless of the major god chosen.
- Age 1: Apuq (Captain): A melee hero.
- Age 2: Amauta (Wise): A melee hero with the ability to empower buildings (like the Egyptian Pharaohs).
- Age 3: Villaq Umu (High Priest): A ranged hero who can heal allied units.
- Age 4: Cápac (Royal Noble): A melee hero with a special morale boost ability (similar to Arkantos).
Regarding basic units, I haven’t fully refined the concept yet, but I believe there should be three soldier training buildings:
- Tambo: Basic barracks where Chuki (lancers), Wach’ina (archers), and Runancha (scouts, who serve as shock infantry) are trained.
- Kallankas: Barracks for nobles, where elite troops are trained. Units here include Huaraca (slingers), Champi (mace-wielders with area damage and bonus damage against buildings, similar to AoE 3 Maceman), and Pachak (centurions, more powerful but slower shock infantry compared to Runancha).
- Pucará: Castles or fortresses, where Kamayuk are trained. These noble soldiers have a melee attack with a 1.5 range and can also attack flying units using slings. They have bonus damage against myth units.
I hope you enjoy reading my concept as much as I enjoyed creating it
They removed Lemuria from the lore? Lame.
INCAN HEROES AND UNITS
1) HEROES
General Concept:
- Incan heroes will have random personal names, similar to the Nordic heroes in Age of Mythology. This reinforces the idea of mortality: if they die, they are replaced but not revived.
Heroes by Age:
-
Age 1: Amauta (Wise Man)
- Description: Hero with mediocre melee attack using a staff, highly effective against myth units (higher damage multiplier against myth units than other heroes).
- Special Ability: Enhances already constructed buildings, accelerating unit production and technology research.
- Cost: Food and wood.
-
Age 2: Apuq (Captain)
- Description: A fast hero acting as shock infantry.
- Weapon: One-handed axe.
- Cost: Food, gold and favor.
-
Age 3: Villaq Umu (High Priest)
- Description: A fragile hero armed with a scepter, possessing a powerful magical attack (only against myth units, similar to Pharaohs).
- Ability: Can heal allied units.
- Cost: Wood, gold, and favor.
-
Age 4: Cápac (Royal Noble)
- Description: Melee hero armed with a halberd.
- Special Ability: Morale boost, similar to Arkantos.
- Cost: Gold and favor.
2) INCAN ARMORS
A) Basic Units (Tambo)
-
Chuki (Spearman)
- Model: Inspired by the spearmans from Age of Empires 3.
- Armor Components: (1) Metal disc on the chest, helmet, bracers, and metallic shoulder straps.
- Armor Evolution:
- Materials: (1) Copper, silver, and gold, with increasing detail for each upgrade.
- Additional Details: Leg straps will increase in size with each upgrade. Will include a metal armor around the neck. (2)
- Incan Belt: Will be incorporated into the design and may include metallic elements. (3)
-
Wachina (Archers)
- Armor: Similar to that of the spearman but lighter.
- Distinctive Features: Amazonian crowns and facial paints.
-
Runancha (Scout, Shock Infantry)
- Weapon: Macana, a light and fast weapon.
- Equipment: armor similar to that of the spearman; smaller shields & helmets.
B) Noble Units (Kallankas)
-
Design: Heavy use of metal armor for all Kallanka units.
-
Pachack (Shock Infantry)
- Weapon: Tuccina (Andean sword).
- Function: Tough infantry in melee combat, but vulnerable to ranged attacks, similar to the Spanish Rodelero in AoE 3. Although more durable than other shock units, they are still weak to anti-cavalry units.
- Special ability: Throws a boleadoras every so often to slow down an enemy (extra damage against cavalry).
-
Huaraca
- Weapon: Sling that throws fiery projectiles at long range, effective against units and buildings.
- Weapon: Sling that throws fiery projectiles at long range, effective against units and buildings.
-
Champi
- Weapon: Mace wielder with area damage, also deals extra damage to buildings.
- Weapon: Mace wielder with area damage, also deals extra damage to buildings.
C) Royal Units (Pucará)
- Kamayuk
- Design: Based on the armor of the Lord of Vilcabamba (inspired by the Wari Empire).
- Additional Equipment: Metallic masks (creative freedom allowed).
- Weapon: Turpuna (6.30 meter / 20.7 foot-long spear, melee infantry with 1.5 range).
- Special Ability: Deals additional damage to myth units.
- Apu Randin
- Armor: Same armor as the Kamayuk, but lighter.
- Weapon: Javelins, being thrown by means of estolicas.
- Characteristics: Shock infantry with ranged damage, eals additional damage to myth units, they are very expensive.
Soldier Upgrade System:
Since the soldiers from each military building share the same armor design (with variants), it would be practical for soldier upgrades to be applied per building. This would be similar to the War Academy system used by the Chinese in AoM EE: medium Tambo soldiers, heavy Tambo soldiers, and champion Tambo soldiers. The same system would apply to the soldiers from the Kallankas and Pukarás.
Caravan Animal:
Since llamas are already used by the Atlanteans (and I hope a future campaign explains why), the Inca faction could use alpacas for their caravans instead of llamas.
Titan: Stone Giant
According to Inca legend, the god Wiracocha, when creating the world, attempted to create the first intelligent beings by creating giants. However, these giants rebelled against Wiracocha, so he transformed them into stone and later sent a flood to destroy them. This Stone Giant could be the titan for the Inca faction.
Divine Favor System:
The idea of using the export system as a way to gather divine favor intrigued me because the export symbol is the tea leaf, while Incan offerings to the Wakas (sacred places or deities) often included coca leaves.
Creative Concept Disclaimer:
Please note that this is just my personal concept. I understand there may be some inaccuracies (I’m not perfect), and I’ve taken some creative liberties.
Final Reflection:
Building a civilization for Age of Mythology (AoM) is no easy task. I developed this concept for the Inca faction due to my nationality, my knowledge of Spanish, and some understanding of Quechua. I hope that this model of civilization can inspire other users and help them better organize their own ideas
Edit:
I improved and added some concepts.
Erratum
This creature is not called Simpara, but SIMPIRA.
Technically, this is not an Inca god, but rather a representation of Hanan Pacha:
Let me explain: In Inca cosmology, there were three Pachas: Hanan Pacha (Heaven), Kay Pacha (the Earth), and Ukhu Pacha (the Underworld). In this worldview, each Pacha was represented by an animal: the condor, the puma, and the serpent.
Another important element in Inca cosmology is that Wiracocha is called the “creator god,” but this refers to the god who created civilization. Wiracocha’s role was to organize and civilize the world, not to physically create the planet.
In Inca cosmology, there was a CREATOR GOD OF EVERYTHING (with an intriguing resemblance to the Judeo-Christian God) known as the “Nameless God.” This concept is similar to a primordial deity superior to all other gods, including Wiracocha. The “Nameless God” resembles the idea of an invisible and omnipotent god.
I considered the possibility that this “Nameless God” might be a major god, while the animals representing the Pachas (the Condor, Puma, and Serpent) could be minor Inca gods. However, out of respect for my own beliefs in an all-powerful primordial God, I dismissed this idea.
Additional Elements That Could Be Used:
- The Inca Hero Villaq Umu (High Priest) should be renamed to Willka Uma (Lesser Priest). This would allow for the possibility that some Myth technologies could improve specific hero classes:
- Amauta = Amauta Kuna (Amauta of the nobles)
- Apuq = Apuq Qhapaq (Captain with a noble title)
- Willka Uma = Villaq Umu (High Priest)
- Cápac = Cápac Auqui (Imperial prince, not necessarily the heir)
-
AUCAYOC, the god of war.
-
Sleeping Giants: Regarding the Stone Giant that could be used as Titan, there are current legends about “sleeping giants” because many mountains in the Andes range have human-like shapes. One of the most famous examples is the mountain of Machu Picchu (note that the photo has been enhanced to better show the face).
-
Inca Siege Weapons: I also thought of incorporating the Chachapoyan Ballista, which could be built in the Pukará. Since the Incas won’t have Draft Horse technology, it would make sense for this weapon to need to be packed to move and unpacked to attack (similar to the Trebuchets in AoE 2). This weapon could hit multiple units and be devastating to buildings. It could be called Hatun Wachi (big arrow).
-
Sinchi: This means “strong, tough, sturdy, brave,” and can also mean “soldier.” I like the name but I’m unsure in what context to use it. I have used weapon names or military ranks to name units.
-
Chasqui: I’m also not sure how this could be integrated. It could be the initial explorer, but I would like it to have additional uses, such as the Chasqui being able to construct free buildings over a long period of time (like the Architect in AoE 3) or being the only Inca unit able to build important structures like Wakas, Temples, and Pukarás. This would be more related to gameplay and balance, so it’s beyond my capabilities.
EDIT:
I forgot to mention Caquiyoca’s Amaru, the Two-Headed Amaru of Fire.
Regarding the Inca ships, the “rock, paper, scissors” system of the other factions’ ships should be maintained; if possible, the Inca ship model should be used primarily, and the Chimú ship model should not be used because I consider that they have the potential to be a different faction.
EDIT 2:
I also forgot to mention the soldiers of Pururauca