Age Of Mythology - Reference Manual(pdf)

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1
Tactics...........................................................................2
Terrain ...................................................................................... 2
Reconnaissance......................................................................... 2
Defensive Tactics....................................................................... 2
Walls.................................................................................. 2
Garrisoned Units................................................................ 3
Garrisoned Relics ............................................................... 3
Ringing the Town Bell......................................................... 3
Offensive Tactics ....................................................................... 3
Moving Units...................................................................... 3
Grouping Units................................................................... 4
Attacking............................................................................ 4
Attacking Tips .................................................................... 4
Using the Market and Diplomacy...................................5
Trade Caravans.......................................................................... 5
Buy and Sell Resources.............................................................. 5
Tribute Other Players................................................................. 5
Diplomacy................................................................................. 5
Buildings .......................................................................6
Buildings in Common ................................................................ 6
Greek Buildings ......................................................................... 7
Egyptian Buildings..................................................................... 8
Norse Buildings ......................................................................... 9
Improvements.............................................................. 10
Mythological Improvements.........................................17
Egyptian...................................................................................17
Greek .......................................................................................23
Norse .......................................................................................29
Military Units .............................................................. 36
Infantry Units ...........................................................................36
Egyptian Infantry ..............................................................36
Greek Infantry...................................................................36
Norse Infantry...................................................................37
Archers.....................................................................................38
Egyptian Archers...............................................................38
Greek Archers ...................................................................39
Cavalry Units............................................................................40
Egyptian Cavalry...............................................................40
Greek Cavalry ...................................................................40
Norse Cavalry ...................................................................41
Siege Units ...............................................................................42
Egyptian Siege Units .........................................................42
Greek Siege Units ..............................................................42
Norse Siege Units..............................................................43
Naval Units ..............................................................................43
Egyptian Naval Units.........................................................43
Greek Naval Units .............................................................44
Norse Naval Units .............................................................44
Mythology ................................................................... 45
The Egyptian Gods...................................................................45
The Greek Gods........................................................................46
The Norse Gods .......................................................................47
Table of Contents
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2
Combat can take place on land or at sea. However, different tactics for
offensive and defensive situations arise when you consider the type of
opponent you face, as well as the terrain that surrounds the battle eld.
Terrain
In addition to providing resources for your civilization, the terrain also
determines the factors with which you will approach each game or
scenario. The terrain can give you tactical advantage, such as naturally
occurring choke points that your enemy must cross in order to reach your
town. Terrain types could include narrow openings in the forest or narrow
river crossings.
Water—Impassable by land units. Use a transport ship to cross these
bodies of water.
Forest—Impassable. Forests can be cut to allow passage by Villagers.
Cliffs—Impassable by land units. Units occupying the high ground receive
an attack bonus while units attacking from below suffer an attack penalty.
Reconnaissance
At the start of each game you should choose a unit to do some reconnais-
sance. Greeks should use the Kataskopos or Pegasus, Norse should use
Ulfsarks or the ravens of Odin, and Egyptians should use Priests to build
Obelisks or converted animals. This serves two purposes:  nding places
to set up defensive forti cations, and keeping an eye on your opponent’s
progress.
Enemy buildings and walls are revealed only by exploring their location.
Once you have explored an area, the buildings within will remain visible in
the state in which you  rst encountered them. For example, you will not see
any newly constructed buildings or improvements unless you return to scout
the area.
Defensive Tactics
Once you have a feel for the lay of the land, it’s time to plan some defensive
forti cations. Walls are among the fastest and most economical ways to
protect your town.
Walls
After exploring the area immediately surrounding your Town Center, you
can start building walls. First determine how much space your city might
need for future expansion. Also consider enclosing enough resources to
keep you going for some time.
To build a wall
Select a Villager (or group of Villagers) and then click Wall on the Com-
mand panel. Click a starting point of the wall on the map. Move the pointer
to the end of the wall segment and click. To ensure that walls ending in
forests and cliffs are sealed off, drag your pointer past the area you want
to enclose.
An outline of the wall appears, showing the position of the wall as you
move the pointer. This outline will guide wall placement.
Press and hold SHIFT while clicking the endpoint of the wall to
continue another wall segment from the endpoint. When the wall
has ended, right-click to stop building.
Placing towers at intervals behind walls will provide additional protection
against attack. In addition to a ranged attack (Sentry Towers do not attack),
Watch Towers also provide a safe haven for your units to garrison when
your town is attacked.
Tactics
3
Garrisoned Units
Garrisoning units inside buildings keeps them safe from attack and gives the
building an attack bonus. However, if the building is destroyed, the units are
ejected from the structure.
Only Villagers, archers, and infantry can garrison in most buildings. Siege
and cavalry units can garrison inside the buildings they are created in, but
once they leave they cannot reenter the building.
To garrison units
Select the unit(s) to be garrisoned, click Garrison on the command panel.
Buildings  y a  ag when units are garrisoned inside.
Garrisoned Relics
While exploring the terrain you may encounter relics. Relics grant bonus to
the civilization that controls them. It may be an economic or military bonus.
For a description of the bonus, place your pointer over the relic to display a
tooltip. The tooltip describes the relic and the bonus it grants.
To control the relic and bene t from its civilization bonus, it must be garri-
soned in a temple. Only hero units can retrieve and garrison relics. Egyptian
civilizations must use the Pharaoh to retrieve relics.
To garrison relics
Select a hero and then right-click a relic. Once the relic has been collected,
right-click a temple to garrison the relic inside. Once the relic is garrisoned,
you start to receive its bonus.
Controlling all the relics on a map does not cause a victory condition in
Age of Mythology.
Ringing the Town Bell
If the worst has happened and the enemy has breached your walls and
assaulted your town, it’s time to ring the town bell. Ringing the town bell
causes all Villagers to stop what they’re doing and garrison inside the
nearest available building. Garrisoned Villagers attack the enemy while pro-
tected within the buildings. If there is not enough room for all the Villagers
to garrison, those that are left will continue what they were doing.
To ring the town bell
Select the Town Center and then click the Ring Town Bell icon on the
command panel.
After the invaders are repelled, click Return to Work to send the Villagers
back to the tasks they were doing when the alarm sounded.
Offensive Tactics
You’ve taken care of the homeland defense and now it’s time to in ict some
damage on the enemy.
Moving Units
Selecting two or more units to move or attack causes them to move auto-
matically into a logical formation with the strongest units out front and the
weakest units protected in the rear. For example, archers will march behind
infantry for the protection they offer.
Using Waypoints
Setting waypoints allows you to control the path that your troops take into
battle, thus avoiding strong defensive positions or surprising the enemy by
attacking their  anks. To order movement along waypoints, select the group
of soldiers you want to move, and then press and hold SHIFT while clicking
each point along the path you want them to travel. Your units start traveling
along the path immediately.
To assign more waypoints to a unit already traveling by waypoints,
select the unit, and then press and hold SHIFT while clicking additional
waypoints.
4
Transporting Across Water
If you need to cross a body of water to engage your enemies, you must load
your army onto transport ships. Transport ships are created at a Dock and
allow any unit to board them for transport across water.
Some Age of Mythology civilizations have airborne transport units.
Grouping Units
While your army travels, you can monitor its progress and attend to other
duties if the army is grouped under a banner.
A grouped army is easy to locate and control. With grouped units, you can
simultaneously command several different types of forces.
To group units
Select the units to group, and then right-click on an available banner to
group the units under.
To command those units again, simply click the banner. The main view
will center on the selected group. In addition to making your military more
ef cient, resource gathering groups can bene t from grouping as well.
Unit producing buildings can set a banner as a gather point to add their
newly created units to a group.
Attacking
Now that your army is ready to engage the enemy, it’s time to order the
attack. When you initiate an attack, your archers and siege units will start
attacking from range, while the swordsmen or cavalry will close on the
target. The combat stance of your units will determine how far they go in
the attack. There are two possible combat stances:
Aggressive Stance—Units with this stance will attack any enemy unit or
building on sight, and will pursue an enemy unit until they or the enemy
are destroyed.
Defensive Stance—Units with this stance will attack any enemy unit or
building on sight, but they will not pursue them if they  ee.
To view the combat stance of any unit, select the unit, and then click the
Stance icon on the command panel.
Most units are created with an aggressive combat stance.
To attack
Select a Villager or military unit(s) and then right-click an enemy unit
or building.
Attacking Tips
• Siege units are devastating against buildings, but vulnerable to attack.
• Myth units are powerful, but a hero can make short work of them.
• Egyptian Priests can heal allied units.
Norse soldiers should attack often and early to generate favor.
Only ranged units can attack  ying units.
Unit types will have varying degrees of success in battle against other unit
types. For example, archers are strong against infantry but weak when  ght-
ing cavalry. The rollover help for a unit will suggest which unit types it is
best prepared to  ght.
5
Create trade caravans and trade resources at the Market to generate
additional resources. Use diplomacy as a weapon to achieve dominance.
Trade Caravans
A trade caravan is an economic unit. Send a trade caravan to any Town
Center to generate a payment of gold. The farther the journey distance,
the greater the gold payment. Trade must be between a Market and Town
Center. For example, you cannot have a trade route between two Markets.
Each civilization in Age of Mythology has a unique trade caravan.
To create a trade caravan, at the Market, click the Trade Caravan icon,
select the new trade caravan, and then right-click on any Town Center.
The trade caravan will now move between the Town Center and the
Market. Be aware that enemy forces and Town Centers will attack trade
caravans. Research coinage at the Market to increase the speed at which
the caravans travel.
Buy and Sell Resources
At the Market you can buy and sell food or wood. The exchange rate for
purchases changes as the Market becomes  ooded with any resource. For
example, selling 1,000 wood will reduce the price the Market will pay to buy
the wood.
Buying and selling resources can be vital to overcome a shortage of a
resource that may be needed to purchase military units or to begin the
advance to another age.
To trade resources, at the Market, click the desired buy/sell icon.
The exchange is credited immediately.
To stockpile resources, rapidly click a buy/sell icon multiple times.
Select the tax collector improvement at the Market to reduce the cost of
trading resources.
Tribute Other Players
Tribute can be paid to other players (computer and human) in the form
of resources (gold, food, and wood) being sent to them. Tribute may not
be paid to an enemy, but you can send tributes to neutral players. In an
allied game, resource trading between allies allows for faster buildups and
technology research.
Paying tribute costs resources for each transaction. However, in Age of
Mythology tribute does not require a Market and can be paid in any age.
To pay tribute to another player, on the in-game menu, click the Tribute
icon. Select another player, select which resource to send to that player,
and then click Send.
To reduce the cost of paying tribute, research ambassadors at the Market.
Diplomacy
Diplomacy determines how game units react to units from other players.
Players can set these options during the game to form or dissolve alliances.
However, in a locked game the diplomacy options are only selected at the
start of the game and cannot be changed. Diplomacy options are:
Ally—Your units defend the units and buildings of allied players as if they
were your own. You cannot attack allied units or buildings.
Neutral—Your units ignore the units and buildings of neutral players unless
you order them to attack. If your units are attacked by neutral units, your
units defend themselves.
Enemy—Your units attack the units and buildings of enemy players who
enter their line of sight. This is the default setting for diplomacy unless you
began the game as a member of a team.
To select a diplomacy option, on the in-game menu, click the Select Player
icon. Select another player, select your diplomatic stance toward that player,
and then click OK.
Other players’ diplomacy settings do not automatically match yours. If
you set another player to ally, that player will still attack if they have you
set to enemy.
Using the Market and Diplomacy
6
In Age of Mythology, buildings train units, serve as resource drop sites, and
are where improvements can be researched. Buildings are built by Villagers
or Norse infantry.
Buildings in Common
Armory
The Armory researches improvements in weapons and armor
for military units, including ships and buildings with attack
capabilities. Thor has a special armory.
Dock
The Dock builds  shing ships, transports, and war ships.
Improvements to ships can be researched at the Dock.
Farm
Farms provide unlimited food, but food is gathered more slowly
than  shing or hunting. Build Farms next to Town Centers or
Granaries for quick food gathering.
Gate
Build a Gate in a wall to allow allied units access through
the wall.
House
The House supports ten units of population. After ten Houses
have been built, population must be expanded by building
Town Centers.
Market
The Market creates trade caravans and allows resources to be
bought and sold. Trade caravans travel between Town Centers,
generating gold for a successful round-trip. Research improve-
ments at the Market to reduce the cost or increase the pro t of
Market activities.
Sentry Tower
The Sentry Tower extends line of sight. It can be improved to
re arrows at enemies in range.
Improved towers or other forti cations might be placed at vital points
such as river crossings or mountain passes where enemies would be
forced to pass. The garrison of the guard tower was expected to  ght
and defend the forti cation until help could arrive, as well as warn
commanders of encroachments. Because such a forti cation was usu-
ally placed at a vital position, an enemy could not afford to pass it
by, leaving their retreat path blocked.
Town Center
The Town Center trains Villagers and hero units, stores
resources, and acts as the hub of a city. Town centers can only
be built on settlements. Additional Town Centers can be built
starting in the Heroic Age. If a player claims all the settlements
on a map, this is a win under standard victory conditions.
The rise of agriculture provided a food surplus that had to be col-
lected and stored to be available in winter months and other periods
when food was scarce. The need to collect, store, and protect food
surpluses gave rise to the  rst towns as administrative centers. Towns
quickly became engaged in many additional activities, including the
gathering and storage of other resources, centers of manufacturing,
population concentration points, and centers of trade.
Buildings
7
Temple
The Temple trains myth units and researches mythological
improvements from the gods. Favor is one of the resources
required to train myth units. Each civilization earns favor in
a unique manner.
Walls
Build Walls to protect a town, close off choke points, defend
resources, or protect camps. Walls can be improved to stone
walls, forti ed walls, or citadel walls (Egyptian only) to
increase their strength.
Humans have been fortifying their towns for defense since the  rst
towns were built over 10,000 years ago. Walls were built to keep
out human enemies and protect food supplies needed to support the
town during winter. Wall materials depended on what was available,
including logs in northern forests or mud bricks in the Middle East.
The preferred wall material, when available, was stone. It would not
burn like wood and was much more dif cult to break than bricks.
A further improvement in walls was to build citadels at intervals
along the wall, not just at corners. Citadels were points of extra
strength, protecting both staircases down into the town and concen-
trations of defenders. Climbing attackers could be placed under
re from multiple citadels, as well as the wall face. If attackers got
onto the wall, they could not get into the town without taking a
citadel  rst.
Wonder
The expensive Wonder proclaims the glory and superiority of
a civilization. In some Age of Mythology games, a completed
Wonder starts a countdown clock that will lead to an automatic
win if you can defend it until the timer expires.
Greek Buildings
Archery Range
The Archery Range trains archer and counter-archer
units. Improvements to archers may be researched at the
Archery Range.
Fortress
The Fortress provides a range of powerful military units
and siege weapons. Improvements to Fortress units may be
researched here. The Fortress also  res arrows at enemies,
making it a defensive structure as well.
Granary
The Granary is a drop site for any type of food. Build Farms
next to the Granary for ef cient food gathering. Herd cattle and
goats to the Granary for slaughter. Research improvements at
the Granary for food gathering operations.
Military Academy
The Military Academy trains infantry units. Improvements to
infantry units may be researched at the Military Academy.
The Greek freemen served in their military as an adjunct to their
normal lives as farmers, traders, craftsmen, and sailors. Able-bodied
men were taught weapon skills and battle movement regularly so as
to be ready when needed. This training was part of the advanced
education system of the Greeks, where non-slaves were taught a
variety of skills at military academies.
8
Storehouse
The Storehouse is a Greek drop site for wood and gold. Build a
Storehouse close to gold mines and forests for ef cient resource
gathering. Improvements to mining and wood collection are
researched at the Storehouse.
Stable
The Stable trains cavalry and counter-cavalry units. Improve-
ments to cavalry may be researched at the Stable.
Egyptian Buildings
Barracks
Infantry and archer units are trained at Egyptian Barracks.
Improvements to infantry and archers can be researched at
the Barracks.
All world civilizations thus far have had the need to train soldiers—
at least for defense, if not aggression against neighbors. For many,
this training took place at a barracks, which served as both living
quarters and a training ground. New recruits were assigned to the
barracks, and after a training period they were ready for service. At
the barracks they learned the mechanics of their weapons, the drill
of battle eld movements, and the discipline required to obey orders
in combat.
Granary
The Granary is a drop site for any type of food. Build Farms
next to the Granary for ef cient food gathering. Herd cattle and
goats to the Granary for slaughter. Research improvements at
the Granary for food gathering operations.
Lighthouse
A Lighthouse provides signi cant line of sight but has no
attack. Place Lighthouses in key areas to maximize terrain that
will be revealed.
Lumber Camp
The Lumber Camp is an Egyptian drop site for wood. Build it
next to a forest for ef cient logging. Research improvements to
logging at the Lumber Camp.
Migdol Stronghold
The Migdol Stronghold trains Chariots, Camelry, and War
Elephants. It also  res arrows at enemy units, and can be used
to garrison units. Improvements to the Migdol Stronghold units
can be researched here.
Mining Camp
The Mining Camp is an Egyptian drop site for gold. Build
it next to a gold mine for ef cient gold gathering. Research
improvements to mining at the Mining Camp.
Early miners learned that metal came from ore and ore often resided
in narrow seams or reefs within the earth. To follow narrow seams
of ore into mountains or underground required shaft mining. Rather
than excavate a huge and largely worthless pit, the miner followed
the seam with a narrow shaft, usually supported with timber to
prevent cave-ins. Ancient shaft mines in Europe reached impressive
depths. Perfectly preserved Celtic miners have been found in deep salt
mines where they lost their lives thousands of years ago.
Monument
Monuments generate favor. Additional Monuments will
increase the rate at which favor is generated.Up to  ve
Monuments may be built.
Obelisk
The Obelisk is summoned by the Priests of Egypt and reveals
a small area of the map. It is very useful in maintaining cheap
line of sight over the map.
Siege Works
Build powerful siege weapons at the Siege Works and research
improvements to siege weapons.
9
Norse Buildings
Hill Fort
Norse Hill Forts train elite units and  re arrows. Research
improvements to Hill Fort units.
Longhouse
The Norse Longhouse trains infantry and cavalry units.
Improvements to these units may be researched here.
Ox Cart
The Ox Cart is a mobile drop site that can collect food, wood,
and gold. The Ox Cart’s mobility allows the Norse to gather
resources swiftly and ef ciently. However, the slow-moving
Ox Carts count against population cap and are very vulnerable
to attack.
The Norse Ox Cart in Age of Mythology is representative of the
Norse hunting and gathering lifestyle that dominated their culture
until agriculture and animal husbandry became predominant. The
ancient Norse ranged far from their home bases for food and raw
materials because their lands were not bountiful and their climate
was harsh. Later, when they turned to raiding to increase their
wealth, they tended to hit quickly, gather what was available, and
move on.
10
Throughout the ages you can improve your units by researching improve-
ments. Improvements can affect unit hitpoints, armor, creation speed, or
resource gathering speed. Buildings can also bene t from improvements.
Ambassadors
Researched at Market
Improvement Reduces the tribute penalty at the Market
Since the rise of the  rst great civilizations, ambassadors have been
useful as communicators between rulers. Because communication
was usually limited by the speed of a horse or ship, it was useful
to have representatives present who could convey the policies of
neighboring countries. An important function of ambassadors was to
negotiate agreements regarding trade, peace, border disputes, loans,
and tribute.
Architects
Researched at Town Center
Requires Masons
Improvement Increases hitpoints of all buildings
Ballista Tower
Researched at Guard Tower
Requires Guard Tower
Improvement Increases tower hitpoints and attack
An improvement in larger towers and forti cations was the addi-
tion of heavier weapons, such as ballistae. These heavier weapons
made it possible to engage enemies at greater range and in ict more
damage against siege engines and troop concentrations.
Boiling Oil
Researched at Sentry Tower
Improvement Allows Towers, Migdol Strongholds, Hill Forts,
and Fortresses to attack units attacking their base
Enemies gathered at the base of a defensive wall could normally
be attacked only if defenders leaned out from the wall or otherwise
exposed themselves to arrow  re from below. One improvement for
wall defenses was to provide boiling oil or other substances that
could be poured on attackers below. Oil was particularly devastat-
ing if it could be set on  re  rst. This had the double effect of driving
attackers away and burning their siege equipment.
Bow Saw
Researched at Storehouse, Ox Cart, Lumber Camp
Requires Hand Axe
Improvement Villagers gather wood faster and carry more
Following the discovery of bronze and iron metalworking, the inven-
tion of the saw was a further technology breakthrough. Saws greatly
reduced waste when felling trees and preparing wood for building,
and simultaneously increased worker productivity in gathering.
Improvements
摘要:

1Tactics...........................................................................2Terrain......................................................................................2Reconnaissance.........................................................................2DefensiveTactics.....................

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