What would you like to see in Myth Retold?

Might be reasonable, as I’ve been told the AoE3DE modding tools work, during the Beta. If that’s still true, IDK. I hope so.

Models use a different file format.
I have not looked into the details though.

Can I use them in multiplayer or only in custom ones?

Multiplayer yep, but currently not in ranked

I had the same attitude for rts games i love. For example Northgard and AoE2. Now i’m at a point (in both cases) that i think they overdid it a little bit. They could have spent the time better with fleshing existing civs more out like with some new unique units or graphics (individual architecture etc.). But i it’s a matter of taste i guess. The wole ‘‘quality (and quality also means diversity in visuals and gameplay for me) over quantity’’ thing was growing strong over time haha :smiley:

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I don’t get me wrong, I would rather see them make existing AoE2 civilisations more unique then adding new ones, but AoMR doesn’t really have the same issue since the civilisations are extremely unique.
Just the Major Gods are sometimes a little too similar for my taste.

Yes i know what you mean. But northgard for example added very unique playstyles for new clans but there are so many super unique ‘‘features’’ and stuff at this point that i personally think it’s a little bit too much. You know so many unique map spawns and things tired to one specific faction that the map gets overloaded with stuff most of the players can’t even use or understand (haha). It’s a matter of balance. Things should be unique but there shouldn’t be too much unique things at all to get a well rounded game experience for veterans and newcomers. It’s hard to describe… but even if everything is super unique… it can be too much at a certain number. But drawing a straight rule or line for something like that would be impossible i guess because everyone’s line would be different.

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I guess they are doing uniqueness the wrong way then.
In AoE and AoM they never had to add new things to all old maps when they added a new civilisation.
They sure had to touch on balance but that’s it.

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Not directly the wrong way for the game. It’s more about ‘‘too much’’. In AoE2 they’ve done it the same ‘‘wrong way’’ but the other way around. Too much but not because too many unique things but because too less. As i said, it’s hard too describe. In the end too much is too much at some point or something like that :smiley:

Anyways, all these games are fun and it’s just nitpicking in the end i guess :smiley:
I’m very excited that we get new gods and civs for AoM in the near future :slight_smile:

It will take until like 2030 for AoMR to even match the number of civilisations AoE2 had at release.

That’s true. But that could be too much already. But it could be totally fine. Nobody knows. Nobody knows how many civs we will get and how many civs would be good or too much. So in the end, what am i actually talking about? :smiley:

+1 for Hindu or Japanese civ!

To return visuals for armory upgrades, it was really good in beta.

Poseidon should get his speed bonus not only for cavalry, but also naval units.

  • Decorative Items: It would be fantastic to have decor items to personalize our villages and cities in the campaign. I know it might not be extensive, but I’m the type of person who likes to rotate houses to create a village in campaign.
  • Scenario Maps (à la AOE3): I’d love to see scenario maps similar to those in Age of Empires III.
  • Trading Posts (à la AOE3): Adding “Trading Posts” with special myth units, upgrades, minor god powers, and soldiers would be absolutely rad.
  • military unit gifting - non ranked games
  • Draw on the map as in Beyond All Reason for strategic communication
  • Draw formations as in Beyond All Reason. https://youtu.be/8ogvWrMuMLk?t=958 (you can only see it very quickly here but essentially you can “draw” your formations for selected units)
  • Ping system with custom text as in BAR https://youtu.be/8ogvWrMuMLk?t=701
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  • Paid Skins: Controversial as it may be, I wouldn’t mind paid skins in AOMR. They work well in AOE3, so I think they could be a nice addition here too. It could keep a niche RTS afloat for a while longer for sure.

I didn’t realize it was gone?

I look forward to some customization as well. Maybe I need to get used to it, but I find archers, spearmen and Villagers hard to distinguish during battles. Visual cues, such as the Hersir’s helmet & hammer, make readability much easier.

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nteresting, although I admit that I don’t know much about most of those pantheons. However, I agree with another user who said, “I prefer quality over quantity.”

AoM is a much more dynamic game than AoE 2 and not as complex as AoE 3, which allows it to maintain an interesting balance with many possibilities.

As for the pantheons, my starting point is always the six cradles of civilization.

In my opinion, AoM uses mythology as a foundation. While it respects the mythical origins of cultures, creative liberties have been taken due to its fictional nature. For example, the inclusion of the Norse faction (inspired by the 9th-13th centuries) fighting against the Greek faction (5th century B.C.) and the Egyptian faction (inspired by mythology that dates back even 5000 years B.C.). Later, the Chinese faction was added (whose mythology, if I’m not mistaken, dates back around 2000 years).

This opens the door to the possibility of including various mythologies and pantheons:



A “watershed” that could serve as a criterion for selecting a pantheon is that it must be made up of at least 12 gods (3 major gods and 9 minor gods), as well as coherence and diversity of its unique units. It should also be noted that some pantheons may have more than 3 major gods.


Personally, what I would like to see—and this is touching on a more controversial topic—is the possibility of “stretching” the limits of artistic freedom in certain specific cases. Obviously, topics that might be particularly offensive (such as YHWH from the Abrahamic faiths) should be avoided, but other fictional elements can be adapted according to the game’s own interpretation, as was done with the Atlantean faction.

The Atlanteans were a unique interpretation in the game, combining elements from Greek mythology (the Titan pantheon), the Roman Empire (soldiers’ armor, especially gladiators), and South American native cultures (architecture, llamas). Initially, I found the Atlanteans to be somewhat “peculiar,” but over time, I grew fond of them because they captured the essence of mythology while adding unique interpretations. AoM is a game rooted in mythology, but it doesn’t claim historical accuracy; instead, it establishes its own mythology by taking creative liberties based on other mythologies, which gives it its own distinct essence.

With this in mind, I once (probably during my most eccentric moment) thought about how Lovecraftian gods could be integrated into AoM.

First of all, I want to reiterate that this is just a personal idea and does not aim to be historically (or mythologically) accurate. I don’t intend to offend anyone, but rather to replicate the concept behind the Atlantean faction.

Obviously, Lovecraft’s work is a relatively new mythology that incorporates concepts from other mythologies. In fact, many Lovecraftian gods manifest in real-world civilizations within his stories (such as Nyarlathotep in Egyptian culture). I understand that many people are more knowledgeable about Lovecraft’s work than I am, so I’ll be as brief and concise as possible to avoid offending anyone. My concept is to merge the Moche/Chimú mythology with Lovecraftian concepts. Why? For the following reasons:

  • It is known that Lovecraft drew inspiration from many cultures to create his work, including the Moche/Chimú, who are even mentioned in “The Whisperer in Darkness” (1931).
  • According to the myth, Cthulhu lies dreaming beneath a seal in the submerged city of R’lyeh (somewhere in the Pacific Ocean). It’s also known that the Moche/Chimú were great navigators who reached as far as Polynesia, near where Lovecraft’s myth suggests Cthulhu dreams.
  • While much of Moche/Chimú mythology has survived to the present day (thanks to the Incas who preserved it after conquering them) the details of their mythology are not as well-documented as those of the Incan pantheon. Although the Chimú also have their own “sacred trinity” (the creator god Ai Apaec, the sea god Ni, and the lunar goddess Si, who is the most important deity in their pantheon), much of their other divinities remain speculative. This allows for the possibility of complementing their mythology with Lovecraftian concepts, forming an interesting synergy and even a beneficial symbiosis between Lovecraft’s myths and Moche/Chimú civilization.

As I mentioned, this is purely speculative, unrealistic, and involves many creative liberties. However, I still feel good about expressing this idea that has been floating around in my mind for a while. As the saying goes, “every artist has a touch of madness,” and this is a glimpse into my own personal madness :crazy_face:


image

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Slavic Pantheon


(I am aware that some icons of Slavic Gods may be controversial)

  1. Rod - the god of ancestors, fate, spiritual continuity, family continuity.
  2. Svetovit - the major God of abundance and war.
  3. Zhiva - the life-giving goddess and life?
  4. Chernoglav - the god of victory and war.
  5. Svarog - the god of fire, blacksmithing, creator of the Sun.
  6. Yarilo - the god of vegetation, fertility and springtime.
  7. Perun - the highest god of the pantheon and the god of sky, thunder, lightning, storms, rain, law, war, fertility and oak trees.
  8. Lada - the goddess of spring and life, love and beauty.
  9. Mokosh – the goddess of Mother Earth, fertility, fate, harvest, moisture, sexuality, patroness of women, children, childbirth, home, weaving.
  10. Veles - the major God of the earth, waters, forests, underworld, music, magic, trickery, cattle and wealth.
  11. Svarozhich - the god of protection, fire and war.
  12. Devana - the Goddess of spring, forest, hunting.
  13. Niya - the god of afterlife with unknown #### Spreads the plague and harasses pregnant women.
  14. Morana - the Goddess of cold, frost, winter, death, and agriculture.
  15. Perperuna - the Goddess of rain and Perun’s wife.
  16. Zorya - the Goddess of dawn and dusk and also of #################

Portraits of Gods


Rod


Svetovit


Zhiva


Chernoglav


Svarog


Yarilo


Perun

image
Lada


Mokosh


Veles


Svarozhich


Devana

image
Niya


Morana


Perperuna


Zorya

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