I would like the ability to train livestock, even if it’s limited by culture.
A bit more contrast, I dont know if it can be done in a mod, but things a little less cartoony
Yes, I think that for now we should focus on polytheistic pantheons…
Yes, for me Godsworn, focusing on medieval mythology, is like an AoM 2…
Yes, the Norse ends in 1100 CE, since you have the “Vikings” technology and the Ulfsarks renamed as Berserkers…
Yes, that’s another topic…because of how AoM is designed, it can only include polytheistic mythologies…
Yes, I hadn’t thought about it, it’s a good option… at least to include different age advancements like AoE 3, Online and 4… also with different churches you could go through some of the different Christian churches (Catholic, Arianism, Nestorianism, Orthodox, Hussite, Protestant, Anglican)…
Yes, it is understood…
Those two are going to be the second and third DLC, although I don’t know in what order…
Nah, I don’t think they would…the Aztecs and Incas already had their own well-defined mythologies…at most if we have Aztecs, we won’t have Mayans or vice versa…
Yes, the game it will look like this in the future…you have dlcs until at least 2030…
Yes, I also think they are going to release one pantheon at the time through DLC, like they did with TotD in 2016 or like RE did with AoEO in 2012…
Lakota and Haudenosaunee can eventually reach AoM (obviously taking out the gunpowder units), and from West Africa you have the Hausa of AoE 3 and the Malies of AoE 4…
AoE 4, cheating with their “civs variants” xd…
Yes, that’s true…we want unique civs, but obviously they don’t break the balance…
There would be 6 more mythologies by 2030 (unless they release 2 mythologies a year, then there would be 12 more mythologies)…
Yeah, still, we don’t have to worry about that yet…
Difficult, different games (settlements take the place of TPs), but I don’t see it unlikely for campaigns and some custom and very unique maps…
Yes, I think they start there (China, Mesoamerica, Mesopotamia, India) and then continue with the rest of the mythologies throughout the world (Celts, Slavs, Yoruba, Lemuria, Muans, Lovecraft, etc. etc. etc.)…
As unpopular as the idea is (which is probably by itself the best reason not to do it) I think gunpowder weapons could work in a Chinese pantheon. Early gunpowder weapons were developed in China as early as the 9th century, and they feature in Disneys “Mulan” (I’m talking about the 1998 version, can’t say anything about the 2020 version, as I’ve only seen the trailer)
A lot of the things we think of as “Typically Chinese” come from the Ming Dynasty, which is actually centuries younger. Depictions of Chinese mythology, Chinese fntasy, Chinese folklore, etc very often are a mix and match of several different dynasties and eras of Chinese history, even in Media that comes from China itself, with the Ming one being drawn upon often, despite being a relatively recent one, even in settings meant to be set in a far distant, mythical past, predating recorded and confirmed history.
i want to have the possibility of changing lenguage from inside the the game, text and voice lenguage, separatedly, please, its 2024, give me the chance to choose the lenguage
I have a concept for a possible future civilization based on West African myths and legends. I’ll name them the Nok after a culture that developed in northern Nigeria between 1500 BC and 200 AD. I chose the Nok to represent West Africa with the idea that they could be related to the common ancestors of various West African peoples, since the myth units and other concepts were taken from multiple cultures around the region (although the gods are all Yoruba in origin).
ATTRIBUTES OF THE NOK CIVILIZATION
- The Nok can train livestock such as goats, pigs, and cattle for a price of gold at a unique structure called the Corral. By having their unique hero unit, the Oungan, slaughter a unit of livestock, they can gain an intense boost in favor.
- Once they have researched copper upgrades at the Armory, a Nok player can skip ahead to the iron upgrades at the cost of bronze.
- Nok Town Centers are cheaper and take less time to construct, but have less hitpoints.
- Conversely, Nok walls and fortifications take longer to build but have more hitpoints.
- Nok Villagers drop off resources at Storage Huts, which the player can configure on an individual basis to store either food, wood, or gold.
NOK UNITS
- Villager: The Nok gatherer unit.
- Oungan: The Nok hero unit, who fights with a staff and can slaughter livestock to boost favor.
- Gbeto: Female basic infantry with both ranged and hand-to-hand attack.
- Poison Bowman: Basic ranged unit which inflicts poison damage that eats away at enemy units’ hitpoints for a short while.
- Lance Rider: Swift, lance-wielding basic cavalry with trample damage.
- Legionary: Armored, slow-moving elite infantry who fights with a spear and has armor resistant to pierce damage.
- Agoje: Female elite ranged unit that uses a wooden crossbow and can slink through forests (although their accuracy is reduced when shooting from forest cover).
- Marauder: Torch-wielding siege cavalry.
- War Canoe: Arrow ship.
- Hammer Canoe: Hammer ship.
- Siege Canoe: Siege ship that throws boulders.
NOK UNIQUE BUILDINGS
- Corral: Trains goats, pigs, and cattle at the cost of gold.
- Storage Hut: Drop-off building that the player can configure on an individual basis to store either food, wood, or gold. Gives a small gathering boost to nearby Villagers gathering whatever resource it is configured to store.
- Encampment: Trains basic infantry (Gbeto, Poison Bowman, and Lance Rider).
- Aafin: Palatial structrure that acts as the Nok fortress, training elite units (Legionary, Agoje, and Marauder).
NOK MAJOR GODS
- Obatala, God of Creation. GP is Palm Grove (plants fruit-bearing palm trees that act as berry bushes on the four corners of each of your farms.)
- Shango, God of Thunder. GP is Thunderstone (drops a meteorite onto the ground that shoots lightning at nearby enemies, but is destructible.)
- Eshu, God of Trickery and Death. GP is Zombies (revives fallen military units.)
NOK MINOR GODS
Classical Age
- Ogun, God of War and Iron. GP is Mass Sacrifice (slaughters a whole troop of allied units to boost favor) and MU is Obeah (a giant humanoid unit that converts enemy units through abduction).
- Oko, God of Farming . GP is Bee Swarm (assails enemy units with stinging bees) and MU is Yumbo (a dwarfish warrior that can travel through forests and recharges through eating from berry bushes or farms).
- Oshun, Goddess of Love. GP is Twins (gives every allied unit in the affected area a “twin”, disregarding population cap) and MU is Kongamoto (a pterosaur-like flying unit that can carry enemy units away in its beak and then throw them back down).
Heroic Age
- Yemoja, Goddess of Water. GP is Maelstrom (creates an enormous whirlpool either in water or on land that can suck units in) and MU are Mami Wata (a mermaid-like aquatic being with conversion abilities) and Witch (hyena-riding sorceress who normally inflicts damage via fireballs, but has a small chance of turning targets into goats instead).
- Logunede, God of Hunting. GP is Stampede (summons a herd of panicking elephants which inflict trample damage upon anyone in their path) and MU is Ninka Nanka (amphibious giant dragon-like creature that eats soldiers whole).
- Arun, God of Disease. GP is Plague (summons a contagious plague which eats away at the hitpoints of infected units for the duration it lasts) and MU is Asanbosam (vampire-like creature that can climb trees and ambush people from them, and also regenerates hitpoints by draining those from its enemies).
Mythic Age
- Oya, Goddess of Storms. GP is Hurricane (storm that gradually blows away hitpoints of any buildings or ships within its radius, with a larger radius of effect than the Egyptian tornado) and MU is Hira (a gigantic buffalo that can gore, ram, and trample units).
- Aganju, God of Fire. GP is Volcano (causes a volcano to spurt molten lava and toxic gases from a spot in the earth) and MU is Rainbow Python (a giant rainbow-colored snake that can strangle even larger units to death within its coils).
- Osanyin, God of Herbs and Medicine. GP is Overgrowth (causes jungle plants to grow all over buildings, eating away at their hitpoints while preventing them from training units. However, it lasts a shorter time than either the Greek Pestilence or the Norse Undermine) and MU is Aziza (fairy-like flying unit that can boost allied units’ attack rate or reduce that of enemy units).
A little thing that could add more inmersivity to the scenarios are MINOR GOD STATUES (every one of them), in the same style like the ones you see at town centers and temples for the major gods, but this ones you can place them anywhere, so imagine entire cities built around the worship of a minor god only, like Athens, Sparta, Delphi, or a cult that only follows Sobek, Hel or Hekate, with statues that indicate that.
Also, I don’t remember if major gods statues are placeble anywhere without the need to attach them to a player. Like I am a Zeus worshipper, but I would like to have statues of Poseidon around the stables and docks. That kind of things.
In the same manner, I think that every mith unit should have a statue that represents them, like the ones you see at the Mount Olympus chapter of the titans campaign.
Well thats it. Greeting ![]()
Nice concept.
You should make your own thread for it.
Oh yes please!
I’d love to see that as a Scenario Editor object and even better also visually represented at the Temple too.
(I’m totally not bias and I totally don’t just say that the get a Skadi statue.)
You can set them to player 0 (Mother Nature) but then it’s just one for all.
I’d love to see that too. I’m all in for more decorative objects.
The Norse and Egyptian ones need a different style though.
Statues of human units would be nice too but even better would he Hero statues, especially for the Greeks.
Draugr - upgrade seems very reasonable and good but the unit overall feels a bit weak.
Rockgiant - (now the only giant who doesnt “talk” thats why i call him golem) - i think his upgrade is a bit unnecessary. i mean it always cool to have an upgrade and especially cool when its so visual like his one BUT
i really think the building eating should be baseline and the taunt (which is btw too “flickering”) should be the upgrade when his shield gets his visible rune. would make more sense. (also even i like his mumbling i think he should talk aswell) i also think his “stretching” animation should be replaced with him shaking dust of. cause the stretching stretches the polygons too much and would fit a mountain giant muscles more.
Fafnir - every animation here is great. the idle animation has a great sound too and is very impressive. but i think he should be as loud and roaring like in his idle. (or similar to nidhogg?) he sounds too calm. + and more importantly: for that he expesnive and gives a solid amount of money he should be even stronger in my honest opinion. maybe a bit tankier and a bigger bonus vs human units.
Upgrades needs testing, tho i think Vidars upgrade for Hersirs is unnecessary,looks a bit goofy and especially doesn’t count for godis.
There are now plenty uprades which specifically buff hersirs but are there upgrades which specifically buff godis?
Design wise i think the new godi unit looks awesome and i really wish huskarls would look that imposing (and should look like it cause they are now the only fort military unit beside siege.)
I think Ullr upgrade for earlier surge feels unnecessary.
Please improve matchmaking if possible of course. Some guys like me can’t get matches really like at all. Would be very nice
As a modder I hope we get to see terrain layering implemented like AoE2:DE has. This feature enables many thousands of unique terrain appearances without requiring more textures to be added.
Some examples of terrain layering and a demo of how it works:
Its kind of an oddly specific request, and its a longshot since it involves redesigning one of the campaign scenarios, but in “Betrayal at Sikyos” you should play as Hades Greeks instead of Egyptians.
The mission as it is now can be trivialized to a degree by spamming out a bunch of priests, and I think the best way to rebalance that would be to play that mission as the group that CAN’T get an army of hero units, plus Hades does have a defensive focus which works well for a mission where you need to hold out till the timer is done. It would also make it so you get a mission playing as Greek vs a titan, then Egypt vs a titan, then Norse vs a titan, before going back to the Atlanteans, instead of how it currently is playing Egypt, Egypt, and Norse for those missions. the city being destroyed by Prometheus is already Hades if i remember correctly.
If it needs to be Egyptian because you need Rocs at the end, there could be a teeny tiny Egyptian base, or at least an Egyptian temple, that you also protect that sends them to you when the time comes, kinda like how the Norse and Egyptian allies send myth units to you in the final mission of the original Fall of the Trident Campaign, though how feasible this actually is I have no idea.
I just always found it kind of odd that the only time in the campaigns where you play as Hades is the latter half of “Good Advice” where your the bad guys, if only because literally the cutscene before that part says Gargarensis is working for Poseidon, so it feels like you SHOULD be playing Poseidon there, but your playing Hades.
I know changing not simply your major god in a mission, but which group your actually playing as is a notable departure from the original, AND it would likely take some work to implement, so definitely not expecting something like this to happen, but i wanted to put the idea out there, even if it just amounts to someone else seeing this and making a mod.
These already exist in the editor as terrain MIX, but AOMR only has a few Greek mixes, unlike AOE3DE which has a ton of mixes.
But really, you can already do this by just using a small brush size

Yes, we have to see how they rework the Chinese… I think they will be like those in Total War: Three Kingdoms (or a mix between the Qin and the Han, with a lot of fury they will be like the Tang)…
Yes, since the Hausa are very modern, the Nok will be fine…
Quick start with treaty, classified in teams with treaty
I’d like the train-time of villagers to be increased.
In aoe4 they take 20 seconds, in aoe3 even 25 seconds.
14 seconds feels a little too hasty, 25+ would be really nice.
It’s 15s now.
Making it significantly longer would completely change the game and destroy any balance and force them to redo every single campaign mission and so on.
That will never happen.
I think they should simply make a gamemode without Settlements where everyone starts with a Village Centre which trains Villagers 25% slower, which happens to be 20 seconds like AoE4.
That’s still ultra-low, 40% less than in aoe3de and makes gameplay very spammy and speedy.
Therefor they got a balancing team.
Don’t worry, they know their job and how to do it.
Changing it would fundamentally change the balance of the game and it would take many months to balance everything out.
The game is releasing in a few hours!
You think they would completely utterly change the core of the game a few months after release?
They would have to cancel the release last minute. Never going to happen.
And that doesn’t even address the fact that most people like the game the way it is.
You would alienate all old fans.
Best you can hope for is an official slow mode or at least a mod.
The easiest short them solution would be to make a map without Settlements, that would slow down the game a lot without requiring new code.
It would not be balanced though.
Please give us control over whether or not custom scenarios allow the players to change gods and colors. AoE2 has this.
Skirmish VS AI Matchmaking please! Age 4 has it, CoH 3 has it too.







