Thread to Compile Pantheons with at Least 12 or 16 Gods

Hello, thank you for sharing your concept in this thread.

Here’s my perspective:

Greeks: It seems like you are focusing on Hestia (major deity) with strengths in both economy and siege weapons. In my opinion, this makes her too powerful for a single major deity. I thought that perhaps these concepts could be divided:

  1. Hestia: Focus on siege and buildings (giving her a more defensive or “turtle” strategy), where defensive structures are cheaper and/or more durable, while also gaining access to Fortress and siege weapons one age earlier. This would include her unique unit, the Boeotian Fire Cauldron.

  2. Demeter: Focus on economy (similar to Isis for the Egyptians), where her technologies are cheaper, and other elements like cheaper farms are included. Her unique unit could be the Physician (removed from the Retold version) or some kind of priest capable of healing and also dealing additional damage to myth units.

Atlanteans: It seems like you’re focusing on divine favor generation and the use of myth units. Hiding military buildings from the enemy’s minimap feels too powerful since it would allow players to build bases near the enemy without being detected. Perhaps you should refine your concept to focus more on the use of stealth and exploration as a weapon. This would require a lot of micro-management and could be challenging, but it could also be interesting.

Egyptians: It seems you’re trying to give them a focus on favor generation, economy, and defense. While the idea of “defensive monuments” is interesting, it feels very situational. Unlike the Sentinels, monuments are expensive and can only be placed in up to 5 locations, making them to use as “attack towers.” A better option might be to have monuments improve the capabilities of defensive buildings and generate favor from enemy units that die within their influence range (if you’re aiming for a defensive concept). Egyptians are already a defensive civilization, so I’m not sure how beneficial it would be to make them even more defensive.

I recommend putting the concept of your major gods on a single line and going from there.
Example:
Hestia: focus on defense, siege engines, and buildings.
Nyx: focus on exploration and stealth.
Hathor: focus on defense and economy.

I also remind you that each AoM culture has its own approach, for example: The Egyptian civilization focuses on their defense, and defeat their enemies by weight of numbers.

Well, that’s my perspective :slightly_smiling_face:

The Reason Hestia has the siege is simply due to all of the Greek Gods focusing on a unit arch type. Hades is Archers, Zeus is Infantry, Posidian in cav. So to keep with the theme their 4th god need to focus on siege. They all also have a myth unit bonus which is why she gets them cheaper. My Demeter concept had many of the same bonuses

I want Nyx to be stealth but im not sure how. Isis all ready covers the Eco focus for the Egyptians which is why she is Myth Units and Godpowers.

As for defenses. Well they are just really bad in retold in general, building do very little damage.

On another note I have a Persian Concept posted if you want to take a look at that.

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Oh i also have a Persian Concept if you want to take a look at that

I also logically considered that if there were to be a new major god for the Greeks, their unique unit should be a siege weapon. And to be honest, I want all pantheons to have five major gods (there is potential for that), which is why I believe Hestia and Demeter should be major goddesses with different focuses compared to the three Olympian brothers already presented.

Regarding the Atlanteans and Egyptians, I think the mechanics need to be refined further. As I mentioned, your idea for the Atlanteans might be overly complex, and the Egyptians are already a culture focused on defense.

Yes, I could take a look at your concept for the Persians; I’d recommend you create a brief “abstract” explaining why you consider the Persians as a candidate culture for AoM, as well as their concept in a single line. For example:

  • The Norse are a civilization geared towards offense and mobility.
  • The Egyptian civilization focuses on their defense and defeats their enemies by sheer numbers.
  • The Greeks are a versatile civilization with powerful but slow units and an easy-to-manage economy.
  • The Atlanteans emphasize quality over quantity. As a result, their units are powerful but expensive and often take up multiple population slots.

For my case, I did the following:

  • The Incas are a civilization oriented toward efficiency, adaptability, and map control.
  • The Moche/Chimú are a versatile and offensive civilization, focusing on quality over quantity.

EDIT

Haha, it seems like we coincided in time; but I still have my question: how would you define this culture? How would you define it in a few words for AoM?

Alantians have the easiest eco no drop sites.
Greeks are not really that slow
Egyptians are all about the Stronghold units unless you go Horus and they are all about quality. Heck they are the only civ with a 5 pop human unit.
Only high pop alantian unit is the Fanatic

As for Persians…

Focused on Trade using heroes to either buff their eco or their army. Incredible late game army

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I actually took these concepts from the Wiki, I know it’s not an official source (since there are no such descriptions in the AoM manual) but in my own experience these descriptions are coherent.



Similar to the Turks from AoE2? :thinking:

Turks are just focused on gold

Keep in mind that the concept of gold is different in AoE 2 than in AoM. In AoE 2, it’s a more scarce resource because you can only trade with allies.

The goal of the Turks in AoE 2 is to have a strong early economy to ensure quick access to the Imperial Age. That’s why their bonuses are focused on mining gold (which is abundant only at the start of the game) and other economic benefits like free scout upgrades and free chemistry, as their best units are available in the later ages.

On the other hand, in AoE 2, the Byzantines also focus on reaching the Imperial Age, but they specialize in defense and long-term games.

What would be your approach for your hypothetical Persian culture in AoM?

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I linked the whole thing

Yes, I check the link; aesthetically it is fine. I hope I have not overwhelmed you with my opinion, I will present your concept in a more orderly manner:


Persians

Civilization Bonuses and Mechanics

  • Civilian Unit: Worker
  • Trade Unit: Angaros (Persian Couriers)
    • Higher Line of Sight (LOS) than normal caravans
    • Faster, though they carry less gold per trip
  • Trade Bonus: 10% more gold from trade for each Town Center (TC) traded with
  • Housing: Houses provide 1 more population
  • Royal Roads: Town Centers (TC) and defensive buildings grant 10% movement speed to nearby workers, infantry, and elephants
  • Resource Drop-Off: Wood can be dropped off at temples
  • Building Costs: Half of the wood cost of buildings is replaced by gold (this doesn’t apply to houses, drop sites, or docks). Houses and drop sites are half price.
  • Mythic Age Technology – Pairidaeza: Gain wood equivalent to 15% of the food you gather

Starting Units:

  • 3 Workers
  • 1 Angaros

Favor Generation:

  • Sacrifice wood at temples to slowly convert it into favor
  • Favor converts faster with more temples

Hero Units

  • Shahanshah
    • Limited to 1 at a time
    • Buildings near the Shahanshah work faster
    • Units near the Shahanshah have a faster attack rate
    • Granted in the Classic Age; upgrades each age
    • Deals divine damage starting in Heroic Age
  • Satrap
    • Increases worker gather rate near them
    • Military units near them slowly regenerate in combat
    • Limited to 1 + the number of controlled Town Centers
    • Available in the Classic Age
  • Magi
    • Priests that gather wood at a faster rate than workers
    • Can empower temples to improve wood-to-favor conversion rate
    • Available in the Classic Age

Human Units

Classic Age – Trained from Levy Camp:

  • Sparabara
    • Basic infantry, cheap
    • Only good against cavalry
    • High pierce armor for the price
  • Scythed Chariots
    • Low durability
    • AOE damage
    • Only good against infantry
  • Kamandaran
    • Cheap
    • High range but low damage

Heroic Age – Trained from Angarium:

  • Applies movement speed bonus to Angaros if near defense buildings
  • Median Cavalry
    • Cavalry with bonus vs archers
  • (Immortal Unit)
    • Infantry
    • Regenerates and can be trained rapidly
    • Average stats
    • Can switch between melee and range
  • Naft Thrower
    • Short-ranged infantry with incendiary bombs
    • Low durability
    • Decent AOE damage
    • Bonus vs buildings
  • Buslameh (Naval Heroic Unit)
    • Lower half is a fish, upper half is something terrifying (vague description)
    • Special: Throws ship

Mythic Age – Trained from Bulwark Citadel:

  • Grivpanvar
    • Expensive, strong cavalry
    • High armor, 1.5 range
    • Special attack: Deals large burst damage (120-second recharge)
  • Dahae Horsemen
    • Mounted archer
    • Exceptionally fast, fires almost instantly
    • Low armor
  • Daylamite
    • Expensive infantry
    • Bonus vs infantry and myth units
  • Indian Elephant
    • Expensive, powerful cavalry
    • AOE damage
    • Bonus vs buildings and cavalry
  • Vausi (Naval Myth Unit)
    • Colossal fish
    • Special: Leaps out of the water, crashes down dealing damage and knocking back units

Titan Unit:

  • Azhi Dahaka
    • Three-headed evil Iranian dragon

Major Gods

Ahura Mazda

  • Town Centers block god powers (smaller area than Isis monuments)
  • Free Magi each age and when the first temple is constructed
  • Wood-to-favor conversion is 25% faster
  • Unique Tech – Empty Chariot: Shahanshah deals area damage, and units fighting in his aura generate favor
  • God Power – Guiding Light: Instantly revive Shahanshah at target location or teleport him there
  • Wonder: Academy of Gundeshapur

Mithra

  • Free Satrap when constructing a new Town Center
  • Hero aura is larger
  • Shahanshah and Satrap have +3 LOS per age
  • Military buildings are 20% cheaper
  • Unique Tech – Royal Court: Satrap increases unit production speed by half of what Shahanshah does
  • God Power – Truth: See what enemy buildings are producing
  • Wonder: Hatra Temple

Anahita

  • Farm upgrades are half price and researched instantly
  • Buildings near Shahanshah work even faster
  • Town Centers are 15% cheaper
  • Unique Tech – Yakhchāl (Persian Ice Houses): Workers can carry more
  • God Power – Fertile Ground: Farms and berry bushes in an area generate food at the end of the duration (stronger in later ages)
  • Wonder: Apadana Palace

Angra Mainyu

  • Gains access to unique units that replace others
  • Magi are weaker but cheaper
  • Myth units deal bonus damage to other myth units
  • Myth units cost less favor
  • Unique Tech – Corruption: Enemy hero units slowly lose health near your myth units
  • God Power – Lies: Creates fake copies of a limited number of units for a time; these units take extra damage from all sources (creates more copies in later ages)
  • Unique Units:
    • Div: Huge demons using iron clubs in melee and fireballs at range, higher cost
    • Bomberah Torrow (Replaces Indian Elephants): Bat-like monsters that get larger the more they fight
    • Zahhāk (Unique Hero): A tyrant whose attack increases the more myth units are around him; special: summons a nest of serpents

Classic Gods

Tishtrya (God of Rain and Agriculture)

  • God Power – Arash’s Arrow: A single arrow lands, creating a tower that marks the boundary of your empire
  • Myth Unit – Xar-ī se Pāy: A six-eyed, three-legged, golden-horned donkey that heals allies every time 25% of their health is lost
  • Pure White Horses: Cavalry units gain extra health and damage; scythed chariots gain even more damage
  • Sirius’ Arrows: Bowmen damage increases; bowmen range increases

Atar (The Holy Fire)

  • God Power – Purifying Flame: Temples heal allied units and damage enemy units around them
  • Myth Unit – Hadhayans > Srishok: An ox that brought the great fires to humanity, special: ignites all units around them
  • Eternal Flame: Myth units’ damage increases, and their ability cooldowns decrease the longer temples are converting wood to favor (up to 25%)
  • Cleansing the Daeva: Units in hero auras deal 25% more damage to myth units

Rashnu (Yazata of Justice)

  • God Power – Justice: All military units (allied and enemy) in an area have their health averaged with each other
  • Myth Unit – Parī: Beautiful winged humanoid creatures, special: abducts a unit temporarily, taking them to Pariyestân
  • Lawgiver: Workers do all tasks 5% faster
  • Judges: Upgrades Magi to Judges, allowing them to gather other resources

Heroic Gods

Vayu-Vata (God of Wind and Atmosphere)

  • God Power – Raging Winds: Decide which way the winds will blow; ally units move faster in that direction, and enemy units move slower in the other direction (does not affect eco units, affects the entire map)
  • Myth Unit – Karmak: A colossal bird that blocks out the sun; special: abducts a unit, dropping them and dealing damage based on their max health; passively damages farms around it (can’t train Karmak while controlling Chamrosh)
  • Myth Unit – Chamrosh: A wolf with the head and wings of an eagle; special: plants seeds that grow into new trees (can’t train Chamrosh while controlling Karmak)
  • Scent of Camels: Bowmen do bonus damage to cavalry
  • Duality: Median cavalry become Sparabara on death
  • Fair Wings: Ships move much faster when out of combat, slightly faster when in combat

Mythic Gods

Zurvan (God of Infinite Time)

  • God Power – Time’s Embrace: Choose a point in time to speed up unit movement and production for a limited period
  • Myth Unit – Zubān: A giant serpent that wraps around enemies, slowly suffocating them
  • Endless Cycle: Each time one of your units dies, another spawns at the closest Town Center (limited to 50 units)
  • Time Shift: Your buildings regenerate faster over time

Haoma (Divine Plant of Eternal Life)

  • God Power – Vine of Life: Choose a location to plant the vine; the vine absorbs damage and heals your units nearby
  • Myth Unit – Tūmān: A forest spirit that uses nature’s wrath to cast lightning strikes
  • Vitality Grove: Your wood drops are converted to favor faster
  • Roots of Eternity: All your trees slowly regenerate

Indra (God of War and Storms)

  • God Power – Thunderclap: Strikes a target with lightning, damaging and stunning enemy units
  • Myth Unit – # ### /ra : A humanoid embodiment of thunder, deals powerful single-target damage
  • Wrath of the Skies: Your storms deal increased damage to enemy units and reduce their movement speed
  • Rain of Spears: Cavalry units deal extra damage to myth units

Hello again. I’ve been playing the AoE franchise games again, and in my opinion, I need to apply some changes to my concept:


To begin with, I believe that the units from the Inca nobles’ barracks (kallanka) could take on a role as “powerful counter-units”:

Obviously, I copied the design of the “Huaraca” unit directly from AoE 3 due to the need for anti-building units; however, based on the Egyptian Slinger, I thought this unit could be anti-archer instead of anti-infantry. I’m still conflicted because the Slinger (Inca) in AoE 2 is excellent against infantry. So, I thought one solution could be to have a “mythic technology” that increases the damage of the Huaracas against infantry, or a more complicated option, that the Huaraca could have two types of slings: a larger one (which gives greater range, effective against buildings and archers) and a smaller one (effective against infantry). Honestly, I wouldn’t want to overcomplicate the game mechanics, but I leave that option there. In my opinion, the Huaracas could be anti-archer and also anti-building units, and there is iconographic evidence to support this.

image

While maces were part of the Inca army (like the Huactana), I want to differentiate the concept of the Incas from the Moche/Chimú in this regard since maces were more important for the Moche/Chimú. So, it would be best to replace this unit with a war axe. For the Incas, axes had a greater significance, associated with strength and power, and were used by Inca warrior leaders. I thought that this new unit, called “Ch’iqtana” or “Chiqtana” (axe), could have a role similar to the Egyptian Axeman, in the sense of being anti-infantry, but also having additional damage against buildings (like the Axe of Vengeance). This would make the Chiqtana an interesting unit since it’s good against buildings but still not very resistant to arrows (which could be improved with some mythic technology).


image

The Centurions (called “Pachack Kamayuk” or “Hatun”) can have a role similar to the Rodeleros from AoE 3 in the sense of being anti-cavalry (the reason why Rodeleros are often described as “more durable and faster pikemen”). This unit could be effective against cavalry, average against archers, but weak against infantry.


NOW ABOUT THE MOCHE/CHIMÚ CONCEPT:
Since the Moche had a warrior and expansionist nature, I thought of making them an offensive civilization. To encourage players to seek combat, I considered that one of their features could be that they earn gold for every enemy defeated. I’m not sure how powerful this could be, but I like the concept.

The fortress could have this name (I can’t write it here because of censorship).


(Chan Chan Walls)
image

About the Moche/Chimú ships:
They should maintain the “rock-paper-scissors” system of other civilizations. I won’t deny that the totora boats (which they also used) look cool, but perhaps we could add more variation with the raft-type boats.


image
image


Caravan Animal:
While they could use the vicuña (an Andean camelid that also inhabits the coast), the Moche/Chimú also used llamas; perhaps they could use the q’ara llamas.

Another detail is that the Chimú worshipped the Moon, considering it superior to the Sun, giving them a “nocturnal civilization” vibe.
image

Titan:
Leaving space for whatever Lovecraftian mythology requires, it could be a star-spawn of Cthulhu or something similar…


Edit:
I forgot to mention that the name for the Inca villager could be “Mitimae” or “Mitma”. I considered the name “Hatunruna” but I don’t like long names, “Hatunruna” could even be a technology that improves Inca villagers.

You pretty much changed the entire mythic age and forgot the two other Heroic gods. Indra is hindu and was not on the list

You also changed Sirius’ Arrows - Bowman damage increase. ####### range attacks range increased, though granted the stupid forms dont let you have words that contain no no works. The range buff it for immortals

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Hehe, guilty as charged :sweat_smile:
Could you take a look and tweak it a bit to make your idea easier to understand, please?

I dont know how i can simply some stuff when you just cut out most of it

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The format is already there :slightly_smiling_face:

What formula you just said screw it and cut half of my stuff

Calm down, I didn’t mean to offend you in any way. If you don’t want to make changes to your original plan, that’s fine. I’ll just make a suggestion: you could approach this hypothetical Persian civilization as a culture that aims to reach the final age to access its best units. The variations could be defined by the major gods:

  • Major God A: an aggressive approach (like the Turks in AoE 2).
  • Major God B: a defensive approach (like the Byzantines in AoE 2).
  • Major God C: a balanced approach (like the Persians in AoE 2).

It’s just my opinion. Best of luck with your concept! :slightly_smiling_face:

Hello again,
I’m back, and more excited than ever with Red Bull Wololo and the idea that AoE 2 has already celebrated a quarter of a century.

Anyway, I’ve been playing through the entire AoE saga again, and I’ve come up with more ideas for my faction projects:

The Incas will retain their AoE 2 essence, being specialized counter-units:

Kallanka Units:
image

With this in mind, it’s easier to define the role of the 3 major gods:

  • Pachamama: Focus on infantry. Her infantry units have higher pierce armor, making the Chuki (spearmen) more resistant to projectiles and the Chiqtana (axeman) better at functioning as siege units.
  • Supay: Focus on archers. His archers will deal more bonus damage to infantry, making the Wachina (archers) and Huaracas (slingers) more powerful against infantry. Now, the Huaracas will have a more versatile role.
  • Wiracocha: Focus on shock infantry. His runners will deal more damage to buildings. The Runancha (scouts) and Pachack (centurions) will have decent building damage. While they won’t be as effective as other specialized siege units, their natural resistance to projectiles will make them excellent raiders.

About Pukará units:
I’m unsure if the major gods’ bonuses should benefit the Kamayuk and Apu Randin, but there’s an interesting dynamic. The bonuses could be more general:

  • Pachamama: Increases the pierce armor of all infantry, including the Kamayuks, making them more resilient.
  • Wiracocha: His shock troops deal more damage to buildings, which would include the Apu Randin (shock infantry with ranged damage), making them a light siege unit. To balance this, their attack range could be shorter than that of defensive buildings like towers, town centers, and fortresses.
  • Supay: All ranged units deal more damage to infantry. This would include the Apu Randin and the Hatun Wachi (ballistas), which could be quite OP. However, to balance, the infantry damage bonus of these specific units could be reduced. Additionally, the Kamayuks, being technically “ranged units,” would also benefit from the extra infantry damage.

This could be balanced with the other bonuses of these main gods. On paper, I imagine Supay with an offensive focus, Pachamama with a defensive focus, and Wiracocha with a more balanced focus.

Also, in my concept, two more main gods could be added: Inti (Sun) and Mama Quilla (Moon). These main gods should have their own focus, and here one could be more creative: focus on mythic units, static defense, quality over quantity, quantity over quality, etc.


Regarding the Moche/Chimú:

There is not much more to say, except that some of the fan art depicting their culture has a terrifying approach:


image

Also, an interesting fact: a new Moche archaeological site was recently discovered, and well, I don’t believe in coincidences, haha.

As I mentioned, Moche and Chimú mythology, despite having a lot of iconography, is mostly speculative. This means it could be treated as a “blank slate” to introduce another mythology, at least that’s what I think. Elements like semi-divine heroes from their mythology could be added as common units or divine ones (similar to the “Son of Osiris”).