I know, that’s why I just think it would be nice and I don’t demand it.
What I think would be really cool would be unique Titans (literally the major Gods themselves for the Atlanteans) and having statues of the minor gods you choose at the Temple.
I know, that’s why I just think it would be nice and I don’t demand it.
What I think would be really cool would be unique Titans (literally the major Gods themselves for the Atlanteans) and having statues of the minor gods you choose at the Temple.
Yes it would be better to have unique titans as they would actually be usable and hard to kill
I think these gods, including both major gods and minor gods, could be made into blessings in Gauntlet mode. Choosing a blessing would summon an avatar onto the battlefield that looks exactly like the corresponding god and possesses part of that god’s power. However, the cost would be that it replaces the god power associated with that god’s age.
I would like be able to see the Stats from recent matches, those that appear at the end of each game:
I mean, it makes NO SENSE that the “Historial” only shows that I won X matches and lost Y matches. That’s USELESS if I can’t see more complex stats.
They could also add replays or the option to record matches so we can watch them again and learn from our mistakes or how the enemy played. That works in AoE4, and has been since AoE3, so I don’t understand why it’s not in Age of Mythology.
I think I’ve suggested animals to add to the wild animal roster before, but I want to propose a “nature pack” that adds a range of new species. Some of my suggestions:
The current in=game representation of Fuxi is boring. It doesn’t bring his mythology to life. But I’ve expressed this disapproval on multiple occasions, so I’ll shut up about it (for now) ![]()
I would like to see the ability to toggle random civ for both players like in aoe2 where if both players press that button, then both players go random civ (if not then the civ you picked)
Also getting to pick/ban maps and voting on a map pool like in aoe2 would be cool too
It would make more sense to just have a Polynesian civ with no reference to Mu, considering it’s a modern invention that has no basis in their myths. As for Dravidians, I believe they’re mostly Hindu, so they wouldn’t be a seperate civ from Indians. You could probably do a Sinhalese pantheon, though. Their titan could be Maha Sona.
Yeah, they were just ideas anyway…
Maybe Maori would work best for a Polynesian civilization.
Wars of Liberty has the Maori as a playable civilization…you could remove their gunpowder units for mythological units instead and it might work…
Rangatira: The Māori leader. Trains allied mercenaries and supports ten population by himself. Embarks on Voyages to Age-up.
Tohunga: Priest that has all the standard priest abilities but is also able to defend himself in hand-to-hand combat with a mere.
Polynesian civilizations feature shared basic military units which can then be upgraded starting at Age III with different choices. For example, the Māori can choose between arming their Spearmen with Taiaha spears to make them faster and stronger against cavalry, or with Tewhatewha clubs that makes them slower but adds an area attack. After the initial specialization is chosen, more upgrade choices become available to further tune the unit, such as focusing on high hitpoints and lower damage or vice versa.
Tao Spearman: Warrior armed with a barbed spear. Moves and attacks faster than a standard Spearman. With a bonus against Ranged Infantry.
Tewhatewha Spearman: Warrior armed with a Tewhatewha. Moves slower but has a much stronger attack than a standard Spearman. With a bonus against infantry.
Polynesian civilizations feature shared basic military units which can then be upgraded starting at Age III with different choices. For example, the Māori can choose between arming their Fighters with Mere to make them swifter, or with the Hoeroa for area attacks. After the initial specialization is chosen, more upgrade choices become available to further tune the unit, such as focusing on high hitpoints and lower damage or vice versa.
Combat School specialists:
Taiaha: Martial arts specialists armed with a fighting staff. Heavy Hand Infantry effective against Hand Infantry, that deals bonus damage to Hand Cavalry and Light Infantry.
Huata: Warrior armed with a very long spear. Heavy Hand Infantry, very effective against Hand Cavalry and Light Infantry.
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Since they have no traditional Dock, Fishing upgrades can be found at their Market
Waka: War canoe. Trains faster than similar boats.
Waka Taua: A large, fast-moving quick-to-train native boat with a strong attack. Also trains infantry units. Replaces voyager.
Dugout Canoe: Fishing Boat equivalent.
Siege Warrior:
Whip Spearman: Artillery javeliner, throws flaming spears to damage multiple units. Deals bonus damage against infantry.
Adze Ram: Siege warriors carrying a battering ram, good against buildings.
Pā: Supports population, receives shipments, trains Villagers, military units, and the Rangatira. Garrisons units. Can be upgraded to have many economic and military functions. (It would be like the Chinese village in AoE 3 that has upgrades to increase the population for 200 wood each)…
One area that could still be improved in AOMR is the visual presentation of building construction and building production. The remaster has upgraded many parts of the game visually, but the construction process still feels quite simple and close to the original game. The temporary construction framework often looks very thin, with wooden boards and supports appearing almost like flat panels rather than solid materials, which makes the process look a bit outdated when viewed up close. I understand that an RTS cannot make every building construction sequence extremely detailed, but it would still be great to see this system brought closer to the standard of Age of Empires IV, with more convincing construction frames, a few clearer progress stages, and some subtle worker-related visual effects such as dust, hammering, small debris, or material movement. It would also be nice if buildings had more small dynamic animations while producing units or upgrades, so they feel less static and more alive during gameplay. These changes would not need to be overly complex, but even modest improvements would make the building system feel more polished and more consistent with the modernized visuals of the rest of AOMR. If this kind of visual upgrade requires a lot of work, it could even be released as an optional cosmetic DLC, similar in spirit to the Blood and Bones style of content and included as part of a future season pass.
Adding some lesser known pantheons like
A large campaign like the original ‘Fall of The Trident’ with a good storyline. The concept of ‘Tale of The Dragon’ was good but poorly executed, the effects of the ‘The Titans’ campaign affecting the yin and yang, maybe try reviving it with more levels and adding some depth to it rather than being a generic good vs evil, maybe even tying it up with the current chinese campaign
A prequel campaign to ‘Fall of The Trident’ with Arkantos and Theris,
Maybe some short campaigns following the other heroes in ‘Fall of The Trident’
A co-op campaign mode, this has a lot of potential
Also maybe in future pantheons adding a new hero system would be nice, except the Greeks and Atlantians, all the other civs hero system is basically the same, train heroes from temple, barracks, or other building
Muy poco probable. Segun dicen los Incas van a venir.
Otros más conocidos son Los Hindus, Los Celtas y Los Mesopotamicos
I still like the idea of having an (optional) AoM counterpart to AoE3’s native settlements. There are so many cultures that will most likely never be full-fledged civs in AoMR. This way some elements of them would still be incorporated, as long as they are or were polytheistic.
While i doubt this would get implemented. it would be fun to “syncretize” with a settlement and gain access to their gods!
Yes, the thing is, settlements take up that space on the map, but it would be cool to see seafaring villages, pirates, and other minor mythological elements on the map that would help you in the fight… Imagine having a map based on the Iliad (like the I Hope This Works mission) and another on the Odyssey (like the Old Friends mission), and having to fight pirates… There are several FotT maps that would be great in multiplayer…
Revelation (One player has to break down the gates of Tartarus while another has to prevent it.)
Tug of War (Two players fight over a part of Osiris’s body; the first one to bring it back to their city wins.)
Good Advice (map 2) (One player must defend the wonder in Atlantis while another is a pirate and has to destroy it.)
The Jackal’s Stronghold (One player has many farms in a village while the other has a fortified island.)
A Long Way From Home (There is no wood on this map, and it can only be obtained from the tamarisk tree in the middle.)
Watch That First Step (One player has a fortified base in the north but with only 3 gold mines, while the other player starts out as a nomad but has plenty of gold mines)
Where They Belong (One player has to revive Osiris while the other besieges him (the blue bases to the south would be red here))
There are several FotT maps that would be great in multiplayer…
Coop or even ally and villaing mods for campaign levels are very interesting, but you for sure would need to adjust them or the villain would just win very easily if they didnt behave like the AI and just pushed.
Revelation (One player has to break down the gates of Tartarus while another has to prevent it.)
Both would need to have waves of units, red cant start with the full count. The only reason this is doable in the campaign is because the AI doesnt gather all their units and just blitz you
Tug of War (Two players fight over a part of Osiris’s body; the first one to bring it back to their city wins.)
This sounds interesting since you can adjust both starting bases to be equal in power. Would have to make the Osiris cart not work with underworld / shifting sands / sky passages, etc or its a very default win for some civs.
Good Advice (map 2) (One player must defend the wonder in Atlantis while another is a pirate and has to destroy it.)
You are never ever beating an opponent in wonder age if you start on equal odds, let alone behind, would need quite the starting advantage in either units and / or vills.
The others are the same dynamic, one set up is much better than the other, it just works due to the way AI behaves, which players wouldnt handicap themselves that way. Would def be very interesting how a fair version of this dynamic would look so its viable for both sides.