Hi everyone,
I wanted to refine my previous concept and make it more concrete.
This version keeps specific existing Greek minor gods from Age of Mythology: Retold and combines them with three new minor gods designed specifically for Demeter.
The goal is to give her:
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A clear territorial identity
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Strong Amazon synergy
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Fun, interactive god powers
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Real differentiation from Zeus / Poseidon / Hades
Demeter’s Identity (Quick Summary)
Demeter is the territorial sustain Greek god.
She wins by:
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Preparing ground
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Fighting on sanctified territory
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Outlasting opponents
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Empowering elite Amazons in late game
She loses if:
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Forced into constant mobility
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Denied map control
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Overwhelmed early
Her core mechanic remains:
Sacred Ground
Buildings slowly sanctify nearby terrain.
Units fighting on Sacred Ground gain:
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Bonus HP
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Minor regeneration out of combat
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Small favor gain from combat
This makes positioning matter.
Minor God Structure (Finalized)
Demeter keeps 1 old minor per age and gains 1 new minor per age after Archaic.
This keeps her grounded in the existing Greek roster while giving her a unique direction.
ARCHAIC AGE
Hestia (Existing)
Theme: Stability & hearth
Why Hestia?
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Encourages defensive early expansion.
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Supports sustain identity.
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Smooth early game without rush identity.
This sets up Demeter as stable, not aggressive.
CLASSICAL AGE
Athena (Existing)
Theme: Infantry strength
Why Athena?
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Encourages infantry core before Amazons arrive.
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Keeps early Greek military identity recognizable.
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Supports transition into Amazon-based play.
Athena gives Demeter a clean infantry backbone.
NEW: Aristaeus – God of Rural Industry
Theme: War economy & battlefield supply.
God Power: Golden Harvest
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Large burst of food.
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Farms temporarily indestructible.
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Units near farms gain minor lifesteal.
This enables:
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Mid-game power spikes.
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Sustained pressure.
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Safe defensive farming.
Myth Unit: Ram Guardian
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Anti-cavalry charger.
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Gains bonuses on Sacred Ground.
Tech Focus
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Expands Sacred Ground radius.
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Infantry move faster between sanctified areas.
Aristaeus makes Demeter’s midgame feel prepared and funded.
HEROIC AGE
Artemis (Existing)
Theme: Precision & ranged strength
Why Artemis?
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Gives Demeter ranged options to support Amazons.
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Synergizes with Amazon hybrid playstyle.
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Supports anti-myth combat.
This reinforces her “controlled battlefield” feel.
NEW: Cybele – Wild Dominion
Theme: Terrain control & battlefield manipulation.
God Power: Living Wilderness
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Roots push enemies outward.
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Temporary forest walls appear.
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Leaves Sacred Ground behind.
This allows:
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Trapping cavalry
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Splitting armies
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Controlling choke points
Myth Unit: Oread Huntress
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Archer spirit
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Camouflaged on Sacred Ground
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Bonus vs myth units
Tech
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Sacred Ground slows enemies slightly.
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Amazons deal bonus damage near forests.
This is where Demeter becomes truly oppressive territorially.
MYTHIC AGE
Hephaestus (Existing)
Theme: Upgrades & elite scaling
Why Hephaestus?
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Makes Amazons scale harder.
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Supports elite late-game army.
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Reinforces long-war identity.
Hephaestus gives Demeter inevitability.
NEW: Despoina – Hidden Rites
Theme: Rebirth & spiritual warfare.
God Power: Veil of Renewal
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Fallen allied units resurrect once as spectral warriors.
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Spectral units create Sacred Ground on death.
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Enemy myth units take damage inside the zone.
This creates:
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Dramatic comeback fights.
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Late-game war swings.
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True attrition dominance.
Myth Unit: Melinoe
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Phasing spirit assassin
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Anti-hero specialist
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Drains small favor on hit
Tech
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Amazons gain magic resistance.
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Units dying on Sacred Ground refund small food cost.
This cements Demeter as the attrition queen.
Amazons – The Core Payoff
With Athena + Artemis + Hephaestus + Despoina tech synergy:
Amazons become:
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Durable
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Flexible (stance-based)
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Strong vs cavalry
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Strong vs myth
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Strong in prepared territory
But still weak if:
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Forced into open mobility
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Caught outside Sacred Ground
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Outpaced early
That creates counterplay.
Demeter’s 4 Unique Heroes
Demeter does not follow the standard Greek “burst anti-myth hero” model.
Where Zeus, Poseidon, and Hades rely on strong frontline hero damage spikes, Demeter’s heroes are designed around:
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Sustain
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Territory control
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Army empowerment
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Attrition
They are force multipliers, not solo carries.
Archaic Age Hero
Triptolemus – The Sower of Nations
Role: Economic & sustain support hero
Abilities:
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Seed of Renewal (Active): Target unit or small area regenerates health over time.
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Harvest Inspiration (Passive): Nearby villagers gather faster.
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Strong vs myth units (standard hero scaling).
What makes him different?
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He is not an early rush hero like Zeus’ pressure style.
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He strengthens economy and survivability instead of enabling aggression.
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He reinforces Demeter’s “stabilize and prepare” early game.
He’s about setup, not domination.
Classical Age Hero
Iasion – The Blessed Consort
Role: Infantry commander
Abilities:
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Sacred Phalanx (Aura): Infantry near him gain bonus armor.
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Tithe of War (Passive): Infantry kills generate small food income.
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Bonus damage vs myth units.
What makes him different?
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Instead of high personal damage like other Greek heroes,
he empowers infantry lines. -
Encourages formation fighting on Sacred Ground.
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Rewards prolonged engagements.
He scales your army, not himself.
Heroic Age Hero
Hippolyta – Queen of the Amazons
Role: Amazon war leader
Abilities:
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War Cry of the Hunt (Active): Amazons gain attack speed and slight movement speed.
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Queen’s Authority (Passive): Amazons gain bonus pierce armor.
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Strong anti-myth combat stats.
What makes her different?
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She directly scales a specific unit (Amazons).
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She’s less about raw hero dueling and more about army synergy.
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She defines Demeter’s Heroic power spike.
She turns Amazons into an elite core, not just a support unit.
Mythic Age Hero
Persephone – The Returning Queen
Role: Attrition & battlefield control
Abilities:
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Cycle of Seasons (Active): Revives a small number of recently fallen units once.
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Underworld Chill (Aura): Slightly slows enemies nearby.
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High myth unit damage.
What makes her different?
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She is not a pure combat hero.
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She changes how late-game battles resolve.
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Encourages commitment to long fights instead of quick wipes.
She makes Demeter the hardest Greek god to finish off in a big battle.
Overall Difference From Other Greek Heroes
Other Greek major gods:
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Lean into burst hero damage.
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Use heroes as myth-killers first.
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Scale heroes individually.
Demeter’s heroes:
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Scale the army.
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Strengthen Sacred Ground play.
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Encourage long, prepared fights.
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Synergize directly with Amazons.
They are commanders and sustain engines, not assassins.
That’s what makes her feel fundamentally different.
Final Identity Compared to Other Greeks
Zeus
→ Burst hero aggression
Poseidon
→ Cavalry raids & mobility
Hades
→ Defensive ranged play
Demeter
→ Territorial sustain & elite Amazon warfare
She reshapes terrain.
She prepares battlefields.
She wins long wars.
Why This Feels Cohesive
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Existing minor gods are preserved.
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New minor gods reinforce her identity instead of replacing it.
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Amazons become central, not secondary.
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Sacred Ground interacts with almost every choice.
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She has clear strengths AND weaknesses.
I’d love feedback on:
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Are Athena / Artemis the right old minors for her?
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Is Hephaestus too strong for her late game?
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Should Sacred Ground be weaker but larger?
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Are Amazons too flexible?