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==Overview== |
==Overview== |
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* Civilian unit: |
* Civilian unit: [[Gatherer]], [[Dwarf]]. |
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** Dwarves gather gold 20% quicker, but food and wood 20% slower. Civilians can be converted into [[Berserk]]s for a cost. |
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** Laborers work slower, but the Pharaoh can empower buildings, improving construction speed, work rate, and resource collection. |
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* Resource drop-off |
* Resource drop-off site is [[Ox Cart]], a mobile unit. |
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* Civilians cannot construct [[Buildings|buildings]] other than [[House]]s, [[Farm]]s, and Ox Carts. |
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* Start with a Pharaoh, a Priest, and three Laborers. |
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* Infantry construct all other buildings. Only infantry can repair buildings. |
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* Start with 200 food, 100 wood, 50 gold. |
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* Favor is generated by human units and [[Heroes|heroes]] causing damage to units and buildings, and passively from [[Hersir]]s and [[Godi]]s. |
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*Farms are available since the Archaic Age. |
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* [[Transport Ship]]s cost 105 wood, have 150 hit points, a movement speed of 5.75, and 65% pierce armor. |
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* Buildings do not cost wood. |
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* Several buildings are cheaper, but have less hit points. |
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** Resource drop-off sites, Houses, Armories, and Markets are free. |
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* Start with a Berserk, an Ox Cart, and three Gatherers. |
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** Other buildings except Temples cost (more) gold instead. |
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* Start with 200 food, 150 wood, 100 gold. |
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** Town Centers and Village Centers cost 550 gold. |
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** Farms cost 70 gold. |
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* Can build Monuments to generate favor. |
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* Watch Tower upgrade free. |
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* Fishing Ships can construct Obelisks and Lighthouses. |
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* Warships cost -10%. |
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==Major Gods== |
==Major Gods== |
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===[[File: |
===[[File:odin_icon.webp|60px]] [[Odin]]=== |
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* |
* Hunters gather 10% faster. |
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* [[Great Hall]] units generate +25% favor in battle. |
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* [[Camel Rider]], [[Chariot Archer]], and [[War Elephant]] +15% hit points. |
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* Human units and heroes regenerate 0.5 hit points per second. |
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* [[Pharaoh]]-empowered [[Monument]]s empower nearby [[Buildings|buildings]] (70% efficiency of Pharaohs). |
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* 2 Raven scouts spawn once the first [[Temple]] is built, and respawn a short time after being killed. |
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* [[Priest]]s can empower (70% efficiency of Pharaohs). |
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===[[File: |
===[[File:thor_icon.webp|60px]] [[Thor]]=== |
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* Start with three Dwarves instead of three Gatherers. |
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* [[Town Center]]s and [[Citadel Center]]s support +5 population. |
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* Dwarves cost -10 gold, and gather food and wood nearly as fast as Gatherers. |
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* Upgrades cost -10%. |
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* Builds Dwarven Armory instead of Armory. Dwarven Armory can be built and research upgrades in any age, and can research three additional technologies. |
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* [[Obelisk]]s cost -5 gold, and are built 60% faster. |
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* Receive a free Dwarf for each Dwarven Armory upgrade researched. |
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* Monuments shield against enemy god powers (25 range; 40 when empowered). |
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* Empowered Monuments also heal nearby units and generate favor 100% faster. |
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===[[File:loki_icon.webp|60px]] [[Loki]]=== |
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* Damaging enemy units can spawn myth units. (Human soldiers contribute 10%; Hersirs 50% of damage dealt.) |
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* Human soldiers and heroes +25% counter damage. |
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* Buildings (constructed by military units) are constructed 10% faster. |
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* Ox Carts are 50% cheaper. |
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* Transforming Gatherers and Dwarves into Berserks is 50% cheaper. |
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===[[File: |
===[[File:nrs-god-freyr-icon.webp|60px]] [[Freyr]]=== |
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* Technologies cost -50% food, wood, and gold, but take 150% longer to research. |
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* Start the game with a [[Baboon of Set]]. |
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* Hill Fort and Hill Fort units +10% damage. |
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* Pharaohs can summon [[Animal of Set|Animals of Set]]. |
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* Repairing buildings is free. |
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* Priests can convert wild animals, but converted animals lose 25% of their Food. |
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* Gatherers and Dwarves can also repair any building. They repair walls 50% faster than normal builders. |
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* +5% [[Spearman]], [[Axeman]], and [[Slinger]] speed. |
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* [[Barracks]], [[Siege Works]], and [[Migdol Stronghold]]s cost -25% gold. |
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* Monuments reduce the cost of units in nearby Barracks and Migdol Strongholds by 5%. |
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==Minor Gods== |
==Minor Gods== |
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! Name !! Major Gods !! Focus |
! Name !! Major Gods !! Focus |
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|- |
|- |
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| [[File: |
| [[File:freyja_icon.webp|40px]] [[Freyja]] || [[Odin]], [[Thor]] and [[Freyr]] || [[Cavalry]] |
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|- |
|- |
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| [[File: |
| [[File:forseti_icon.webp|40px]] [[Forseti]] || [[Loki]] and Thor || [[Berserk]]s and [[Hersir]]s |
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|- |
|- |
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| [[File: |
| [[File:heimdall_icon.webp|40px]] [[Heimdall]] || Loki and Odin || Towers and navy |
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|- |
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|[[File:nrs-mg-ullr-icon.webp|40px]] [[Ullr]] || Freyr || Defenses and [[Longhouse]] units |
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|} |
|} |
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! Name !! Major Gods !! Focus |
! Name !! Major Gods !! Focus |
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|- |
|- |
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| [[File: |
| [[File:skadi_icon.webp|40px]] [[Skadi]] || Odin and Thor || [[Throwing Axeman]] |
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|- |
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| [[File:bragi_icon.webp|40px]] [[Bragi]] || Loki, Thor, and Freyr || Berserks |
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|- |
|- |
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| [[File: |
| [[File:njord_icon.webp|40px]] [[Njord]] || Loki and Odin || [[Ship]]s and [[Hill Fort]]s |
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|- |
|- |
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| |
|[[File:nrs-mg-aegir-icon.webp|40px]] [[Aegir]] || Freyr || [[Myth Unit]]s and [[Siege Weapons]] |
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|} |
|} |
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! Name !! Major Gods !! Focus |
! Name !! Major Gods !! Focus |
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|- |
|- |
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| [[File: |
| [[File:baldr_icon.webp|40px]] [[Baldr]] || Odin and Thor || Siege and [[Cavalry]] |
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|- |
|- |
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| [[File: |
| [[File:tyr_icon.webp|40px]] [[Tyr]] || Odin, Thor, and Loki || [[Infantry]] |
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|- |
|- |
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| [[File: |
| [[File:hel_icon.webp|40px]] [[Hel]] || Loki and Freyr || Myth units |
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|- |
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|[[File:nrs-mg-vidar-icon.webp|40px]] [[Vidar]] || Freyr || Human soldiers and [[Heroes|heroes]] |
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|} |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:villager.webp|40px]] [[Gatherer]] || Gathers all resources (except favor) but cannot construct buildings (other than Farms) |
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|- |
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| [[File:villager-dwarf.webp|40px]] [[Dwarf]] || Works like a Gatherer but is faster at mining gold and slower at gathering other resources |
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|- |
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| [[File:ox-cart.webp|40px]] [[Ox Cart]] || Mobile drop site |
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|} |
|} |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[Town Center]] |
|+ [[Town Center]] and Longhouse |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:berserk.webp|40px]] [[Berserk]] || Infantry which is good against cavalry. Can be trained from the Town Center, upgraded from Gatherers as well as Dwarves, Archaic Age onwards. Can also be trained at the Longhouse, Classical Age onwards |
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|- |
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| [[File:egp-r-mercenary-cavalry.webp|40px]] [[Mercenary Cavalry]] || Expensive Heroic Age cavalry which are strong but last a short time |
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|} |
|} |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[ |
|+ [[Longhouse]] |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:throwing-axeman.webp|40px]] [[Throwing Axeman]] || Classical Age infantry good only against other infantry |
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|- |
|- |
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| [[File: |
| [[File:hirdman.webp|40px]] [[Hirdman]] || Classical Age infantry good only against cavalry |
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|- |
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| [[File:egp-r-slinger.webp|40px]] [[Slinger]] || Classical Age archer, good only against archers |
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|} |
|} |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[ |
|+ [[Great Hall]] |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:raiding-cavalry.webp|40px]] [[Raiding Cavalry]] || Classical Age cavalry good only against archers |
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|- |
|- |
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| [[File: |
| [[File:jarl-cavalry.webp|40px]] [[Jarl]] || Heroic Age cavalry good against human soldiers |
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|- |
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| [[File:egp-r-war-elephant.webp|40px]] [[War Elephant]] || Heroic Age cavalry, good against infantry |
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|} |
|} |
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===Siege Weapons=== |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[ |
|+ [[Hill Fort]] |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:huskarl.webp|40px]] [[Huskarl]] || Heroic Age infantry good against archers |
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|- |
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| [[File:epg-s-catapult.webp|40px]] [[Catapult]] || Mythic Age ranged siege weapon strong against buildings and ships |
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|} |
|} |
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=== |
===Siege Weapons=== |
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{| class="wikitable" |
{| class="wikitable" |
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|+ Hill Fort |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:portable-ram.webp|40px]] [[Portable Ram]] || Heroic Age siege unit good against buildings |
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|- |
|- |
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| [[File: |
| [[File:ballista.webp|40px]] [[Ballista]] || Mythic Age siege unit good against units and ships |
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|} |
|} |
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===[[ |
===[[Heroes]]=== |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[Temple]] and Great Hall |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File:hersir.webp|40px]] [[Hersir]] || Infantry Hero unit which can be trained from the Temple, Archaic Age onwards, as well as from the Longhouse, Classical Age onwards. Passively generates favor, collects [[Relic]]s |
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| [[File:egp-n-kebenit.webp|40px]] [[Kebenit]] || Stronger than only Atlantean archer ships, overtaken by others |
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|- |
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| [[File:egp-n-ramming-galley.webp|40px]] [[Ramming Galley]] || Same as Greek and Norse close-combat ships |
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|- |
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| [[File:egp-n-war-barge.webp|40px]] [[War Barge]] || More hit points but slower than other siege ships |
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|} |
|} |
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===[[Myth Unit]]s=== |
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{| class="wikitable" |
{| class="wikitable" |
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|+ |
|+ Great Hall |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:godi-hero.webp|40px]] [[Godi]] || Heroic Age ranged hero |
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|- |
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| [[File:egp-m-war-turtle.webp|40px]] [[War Turtle]] || A slow and strong melee unit which bucks to flip over enemy ships around it |
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|} |
|} |
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===[[Ship]]s=== |
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{| class="wikitable" |
{| class="wikitable" |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:nrs-n-longboat.webp|40px]] [[Longboat]] || Greater attack than other archer ships and has transport capacity of 5, but is slower |
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|} |
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==[[Buildings]]== |
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===Economic=== |
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{| class="wikitable" |
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|- |
|- |
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| [[File:nrs-n-dreki.webp|40px]] [[Dreki]] || Same as Greek and Egyptian close-combat ships |
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! Name !! Description |
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|- |
|- |
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| [[File:nrs-n-dragon-ship.webp|40px]] [[Dragon Ship]] || Same as Greek siege ships |
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| [[File:egp-bld-monument-to-villagers.webp|40px]] [[Monument]] || Buildings available since the [[Archaic Age]] which generate favor. Comprises of five distinct buildings each with a build limit of 1, each is unlocked when its precursor is first constructed |
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|} |
|} |
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=== |
===[[Myth Unit]]s=== |
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{| class="wikitable" |
{| class="wikitable" |
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|+ [[Dock]] |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:kraken.webp|40px]] [[Kraken]] || A melee unit which can use its tentacles to drown and destroy enemy ships |
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|- |
|- |
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| [[File: |
| [[File:jormun-elver.webp|40px]] [[Jormun Elver]] || A ranged unit which can thrash its tail to flip over enemy ships in front of it |
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|} |
|} |
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===Defensive=== |
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{| class="wikitable" |
{| class="wikitable" |
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|- |
|- |
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! Name !! Description |
! Name !! Description |
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|- |
|- |
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| [[File: |
| [[File:titan.webp|40px]] [[Titan]] || The Norse Titan unit is a gargantuan hammer-wielding Frost Giant loosely resembling Ymir, the ancestor of the Norse Giants |
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|- |
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| [[File:egp-t-ballista-tower.webp|40px]] [[Ballista Tower]] || Mythic Age building which provides a gigantic Line of Sight |
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|} |
|} |
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==Resource Gathering== |
==Resource Gathering== |
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Unlike the other civilizations, the Norse have two villager units: [[Gatherer]]s and [[Dwarf|Dwarves]]. Gatherers gather resources at the same rate as [[Greeks|Greek]] [[Villager]]s and are very similar to them in most respects. Dwarves, meanwhile, cost gold to train instead of food, mine gold 20% faster than Gatherers and gather food and wood 20% slower. However, [[Thor]]'s Dwarves gather food and wood only slightly slower than Gatherers. Neither Gatherers nor Dwarves can build any [[Buildings|buildings]] except [[Farm]]s; the other buildings are built by Norse [[Infantry|infantry]]. |
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[[Laborer]]s, the Egyptian workers, are slower at gathering resources than other civilizations' workers. This can be offset by having the [[Pharaoh]] (or with [[Ra]], [[Priest]]s) empower the relevant drop-off building. In contrast to the other civilizations, the Egyptians have separate drop-off buildings for food, wood, and gold; they are all built slowly although they are free. |
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While other civilizations build resource-specific drop-off buildings, the Norse have the [[Ox Cart]], a unit and mobile resource drop-off site. Ox Carts can simply follow gatherers and Dwarves wherever they go, saving building time. All resource-related technologies are researched at Ox Carts. Norse players start the game with one Ox Cart and can train additional ones at the [[Town Center]]. |
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==Egyptian Heroes== |
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Unlike the [[Norse]] and [[Greeks]], the Egyptian hero is not simply a regular unit with an attack bonus against [[Myth Unit|myth units]]. Instead the Egyptians have the Pharaoh, a hero that heals and is devastating against myth units, and Priests, which are essentially lesser versions of the Pharaoh. The Egyptian player starts with a Pharaoh and a Priest. Priests are fairly expensive and rather weak against human soldiers. |
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==Norse Heroes== |
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===[[File:egp-h-pharaoh.webp|60px]] Pharaoh=== |
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Similarly to the [[Egyptians]], the Norse have a specific hero class: [[Hersir]]s, which can be trained in any number. They are powerful against [[Myth Unit|myth units]] but only modestly effective against human soldiers. By worshiping the minor god [[Baldr]], the Norse can use the [[Ragnarok]] god power to instantly turn all their Gatherers and Dwarves into [[Hero of Ragnarok|Heroes of Ragnarok]], which are essentially stronger versions of the Hersir. |
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The Pharaoh is a fairly tough warrior, but is still no match for grouped human units. However, he is a powerful support unit due to his strong attacks against enemy myth units and ability to heal. The Pharaoh can also empower buildings, making them train and research faster, as well as increasing the amount of resources placed in them. Set's Pharaoh can also summon animals. |
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In the campaign, the Norse have five unique heroes: The hermit Skult, the Valkyrie Reginleif, the two dwarven heroes Eitri and Brokk and, in The Titans, the Frost Giant King Folstag. |
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If killed, the Pharaoh regenerates at the player's starting Town Center after one and a half minutes, so he is never out of action for long. |
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==Favor== |
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===[[File:egp-h-son-of-osiris.webp|60px]] Son of Osiris=== |
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The Norse gain favor while engaging in combat. The generation system in Retold is very different from the original game. Instead of favor bounties depending on each individual target, the favor generation rate depends on the attacker and the amount of damage they have dealt, as well as multipliers of the combat favor rate for certain targets. |
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Using the Son of Osiris god power, the Pharaoh can be turned into a falcon-headed demigod. He still has all of the Pharaoh's abilities, but is vastly more powerful in combat. The Son of Osiris has increased armor, many more hit points and a powerful, chain-lighting attack that can hit up to four targets at once. However, he cannot be healed, and if killed, a normal Pharaoh will appear in his place. |
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Like in the original, the trainable Norse heroes, i.e. Hersir and Godi, also trickle 0.01 favor per second simply by existing. The myth technology [[Hammer of Thunder]] granted by [[Thor]] doubles the Hersir's passive generation to 0.02 favor per second. |
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In Retold, it is now possible to have multiple Sons of Osiris, albeit at an incredibly high Favor cost for each successive reuse of the god power. |
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Attacks from different unit types generate favor at different rates: |
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===[[File:egp-h-priest.webp|60px]] Priest=== |
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Like the Pharaoh, the Priest has a ranged attack with a large attack bonus against mythological units, but is very weak against regular units. He can also heal units. The Priest has the additional ability to summon [[Obelisk]]s, which are cheap and quickly placed structures that provide a large line of sight. Priests can be trained at the Town Center (once a Temple has been built) or at the [[Temple]]. All three major gods have a bonus to their priests - Ra's can empower buildings like the Pharaoh, Isis' place obelisks faster and at lower cost, and Set's can convert wild animals to serve the player. |
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*Human soldiers, [[Heroes]], [[Gatherer]]s, and [[Dwarf|Dwarves]]: 1 per 80 damage dealt. |
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==Favor== |
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* [[Ship]]s: 1 per 160 damage dealt. |
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The Egyptians honor their gods by building [[Monument]]s. Once it is built, a Monument provides a continuous stream of favor for as long as it stands. Egyptians can build five Monuments. They cost increasing amounts of food and gold and must be built in this order. |
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* Odin's [[Great Hall]] units ([[Hersir]], [[Jarl]]s, [[Godi]], [[Raiding Cavalry]]): 1 per 64 damage dealt. |
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* Norse [[Myth Unit|myth units]] that are trained from [[Temple]]s and [[Dock]]s, as well as the [[Nidhogg]]: 1 per 160 damage dealt. |
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Buildings, unmentioned units ([[Walking Woods]], [[Fimbulwinter Wolf|Fimbulwinter Wolves]]), and damage dealt by god powers do not generate any favor. |
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{| class="wikitable" |
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|- |
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Certain target types also have their own multipliers when damaged: |
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! Name !! Build Cost !! Build Time !! Hit Points !! Favor per minute |
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|- |
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* Huntables - animals that contain food (does not include Serpents, even though villagers use bows against them): 2× |
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| [[File:egp-bld-monument-to-villagers.webp|40px]] [[Monument to Villagers]] || 50 || 26.67s || 450 || 6.6 |
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* Herdable animals: 10× |
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|- |
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* Chickens ("NonConvertableHerdable"): 10× |
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| [[File:egp-bld-monument-to-soldiers.webp|40px]] [[Monument to Soldiers]] || 100 || 40s || 450 || 6.6 |
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* Buildings that shoot ([[Sentry Tower]]s do not count until upgraded): 0.5× |
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|- |
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* Wall pieces and Gates: 0× |
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| [[File:egp-bld-monument-to-priests.webp|40px]] [[Monument to Priests]] || 150 || 53.33s || 450 || 6.6 |
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* Other buildings: 0.1× |
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|- |
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Additionally, once 100 total favor from combat has been gathered, the rate of gain begins to slow down. This reduction increases linearly between 100 and 300 total favor gathered, reducing the rate to 0.5x upon gathering 300 favor from combat. This reduction happens regardless of whether the gained favor was spent or left in the stockpile. This reduction applies only to favor gain from combat. |
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| [[File:egp-bld-monument-to-pharaohs.webp|40px]] [[Monument to Pharaohs]] || 200 || 66.67s || 450 || 6.6 |
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|- |
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==Military== |
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| [[File:egp-bld-monument-to-gods.webp|40px]] [[Monument to Gods]] || 700 || 80s || 800 || 13.2 |
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The Norse military is dominated by [[Infantry|infantry]]. These units can also build buildings, allowing Norse players to use part of their attacking force to build a forward base near their opponent's town, quickly create more units nearby then attack. While many of the infantry of the other civilizations target cavalry, certain Norse infantry units counter other types of units. The [[Throwing Axeman]] is a short-ranged infantry unit that deals bonus damage to other infantry units and the [[Huskarl]] gains a bonus against archers. |
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|} |
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Originally, the Norse had no ranged soldiers (the anti-infantry role was taken by Throwing Axemen and [[Ballista|Ballistae]]), so there was no need to train anti-archer units when fighting them. As the Norse have no ranged heroes, they were particularly vulnerable to flying myth units. |
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The Egyptians must invest resources and villager time (and Laborers are notoriously slow at building) to generate favor. Once they have done so, however, they are guaranteed a steady stream of favor, unless their town is ransacked. |
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The Norse also don't have a dedicated ranged anti-building siege unit such as the [[Greeks|Greek]] [[Petrobolos]] and the [[Egyptians|Egyptian]] [[Catapult]]. Instead, they have the [[Portable Ram]], a cheap melee siege unit that can be vulnerable to infantry and cavalry as it lumbers up to the buildings it attacks, and the Ballista, a ranged unit that does respectable damage to buildings but is much better against infantry and archers. To compensate for this, many Norse myth units also deal crush damage, particularly the [[Mountain Giant]]. |
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Monuments can also be empowered by the Pharaoh (and Priests under Ra) to further boost favor generation. |
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==Starting Conditions== |
==Starting Conditions== |
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Each |
Each of Age of Mythology's civilizations has different starting conditions in a standard game. The Norse start out with a [[Town Center]], a [[Berserk]], an [[Ox Cart]], and two [[Gatherer]]s ([[Odin]] and [[Loki]]) or two [[Dwarf|Dwarves]] ([[Thor]]). |
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==Other Attributes== |
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The Greeks are very versatile and play similarly to civilizations from Age of Empires II, so they are the easiest to start out with. Their military for example is created the same way. Greeks also possess the strongest heroes in the game but they cannot be mass-produced, with a maximum of four (five with Poseidon, who allows building a hero ship, [[The Argo]]). |
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==Trivia== |
==Trivia== |
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* The names of the three Norse warships all refer to the exact same ship. Longboat is another name for Longship, which is the English name for the typical Norse exploration and warship, while the Norse name for such a ship is Drakkar. Dragon Ship is the literal English translation of the word Drakkar. Thus, all three Norse ship names refer to a typical-length Longship. |
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* The Egyptians of Age of Mythology draw notable influence from Hellenistic Egypt (when the Ptolemaic dynasty ruled), evident from the presence of [[Catapult]]s, the [[Lighthouse]], and [[War Elephant]]s. |
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** A more suitable name for the current Drakkar would have been Snekke, which was used for smaller longships. A more suitable name for the current Dragon Ship would have been Skeid (skeið), which referred to a large or splendid oceangoing warship. Skeid is currently used as a prefix for upgraded Dragon Ships. |
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* Some of their myth units refer to other Afro-Asiatic peoples; the Roc (drawn from Arabian mythology), and [[Leviathan]] (drawn from Hebrew mythology, in turn of Phoenician/Canaanite influence). |
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* While primarily influenced from the namesake Norsemen, there are also references to other Germanic peoples too: |
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** Also, thanks to their Barracks units (who represent generic Bronze Age troops, armed with epsilon axes, spears and slings), and the [[Chariot Archer]] and [[Camel Rider]] units, they can be used to represent some of the above-mentioned peoples. |
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** The Throwing Axeman's history files refer to the Franks, Germanic peoples who would go on to conquer the bulk of Roman Gaul and eventually become Kingdom of France as their culture adopted more Roman customs. |
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* The Egyptian Titan is described as Ra in the URL of images featuring it, hosted on the official website. Formerly, it was described as Horus in articles for The Titans. |
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** The Jarl's history files refer to the Saxons, a tribe from northern Germania who were influenced by Norse culture since their tribe lived near the Jutland Peninsula (in modern-day Denmark) prior to migrating to and conquering Roman Britannia along with the Angles, their Low German cousins, and the Jutes, who were the Norsemen living in the Jutland peninsula. Huskarls (or "Housecarls" after the Battle of Hastings in 1066) were also present as a warrior class in Anglo-Saxon England, serving as the elite guards for the Jarls. |
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** Hill Forts, which resemble motte-and-bailey castles, were introduced into most of Northern Europe by the Normans, who were Danish and Norwegian Vikings who settled in France and adopted French culture and customs in exchange for land, wealth, and an end to raids against the Kingdom of France. |
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** The shields of several upgrade unit lines are kite shields, which spread in Europe around 1000 AD and were popularised by the Normans during their conquest of England and Sicily. |
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** The name of the Thurisaz Rune technology also derives from Proto-Germanic, rather than Old Norse. |
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* Some of the AI players' names are related to Norse colonies: Faeros, Greenland, Helluland, Markland, and Novgorod. The first four are/were in North America, and the fifth is a major city in modern-day Russia; it was also one of the two major Viking settlements settled near the Volga River in Eurasia, the other being Kiev, which is the capital of modern-day Ukraine. |
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==Gallery== |
==Gallery== |
Revision as of 02:55, 28 October 2024
"Norse have no dedicated scouts, so must use a Berserk or other infantry. Norse infantry also construct buildings; their Villagers, called Gatherers, only collect resources. The Norse can also train Dwarves, which are specialized miners. Norse can have as many heroes as they can afford. They gain favor by fighting enemy soldiers and slaying animals."
In-game description
The Norse are a civilization in Age of Mythology. They are based on the old Norse religion and mythology.
Overview
- Civilian unit: Gatherer, Dwarf.
- Dwarves gather gold 20% quicker, but food and wood 20% slower. Civilians can be converted into Berserks for a cost.
- Resource drop-off site is Ox Cart, a mobile unit.
- Civilians cannot construct buildings other than Houses, Farms, and Ox Carts.
- Infantry construct all other buildings. Only infantry can repair buildings.
- Favor is generated by human units and heroes causing damage to units and buildings, and passively from Hersirs and Godis.
- Transport Ships cost 105 wood, have 150 hit points, a movement speed of 5.75, and 65% pierce armor.
- Several buildings are cheaper, but have less hit points.
- Start with a Berserk, an Ox Cart, and three Gatherers.
- Start with 200 food, 150 wood, 100 gold.
Major Gods
Odin
- Hunters gather 10% faster.
- Great Hall units generate +25% favor in battle.
- Human units and heroes regenerate 0.5 hit points per second.
- 2 Raven scouts spawn once the first Temple is built, and respawn a short time after being killed.
Thor
- Start with three Dwarves instead of three Gatherers.
- Dwarves cost -10 gold, and gather food and wood nearly as fast as Gatherers.
- Builds Dwarven Armory instead of Armory. Dwarven Armory can be built and research upgrades in any age, and can research three additional technologies.
- Receive a free Dwarf for each Dwarven Armory upgrade researched.
Loki
- Damaging enemy units can spawn myth units. (Human soldiers contribute 10%; Hersirs 50% of damage dealt.)
- Human soldiers and heroes +25% counter damage.
- Buildings (constructed by military units) are constructed 10% faster.
- Ox Carts are 50% cheaper.
- Transforming Gatherers and Dwarves into Berserks is 50% cheaper.
Freyr
- Technologies cost -50% food, wood, and gold, but take 150% longer to research.
- Hill Fort and Hill Fort units +10% damage.
- Repairing buildings is free.
- Gatherers and Dwarves can also repair any building. They repair walls 50% faster than normal builders.
Minor Gods
File:Infobox-age2.png Classical Age
Name | Major Gods | Focus |
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Odin, Thor and Freyr | Cavalry |
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Loki and Thor | Berserks and Hersirs |
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Loki and Odin | Towers and navy |
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Freyr | Defenses and Longhouse units |
File:Infobox-age3.png Heroic Age
Name | Major Gods | Focus |
---|---|---|
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Odin and Thor | Throwing Axeman |
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Loki, Thor, and Freyr | Berserks |
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Loki and Odin | Ships and Hill Forts |
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Freyr | Myth Units and Siege Weapons |
File:Infobox-age4.png Mythic Age
Name | Major Gods | Focus |
---|---|---|
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Odin and Thor | Siege and Cavalry |
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Odin, Thor, and Loki | Infantry |
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Loki and Freyr | Myth units |
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Freyr | Human soldiers and heroes |
Units
Civilians
Name | Description |
---|---|
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Gathers all resources (except favor) but cannot construct buildings (other than Farms) |
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Works like a Gatherer but is faster at mining gold and slower at gathering other resources |
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Mobile drop site |
Human Soldiers
Name | Description |
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Infantry which is good against cavalry. Can be trained from the Town Center, upgraded from Gatherers as well as Dwarves, Archaic Age onwards. Can also be trained at the Longhouse, Classical Age onwards |
Name | Description |
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Classical Age infantry good only against other infantry |
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Classical Age infantry good only against cavalry |
Name | Description |
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Classical Age cavalry good only against archers |
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Heroic Age cavalry good against human soldiers |
Name | Description |
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Heroic Age infantry good against archers |
Siege Weapons
Name | Description |
---|---|
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Heroic Age siege unit good against buildings |
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Mythic Age siege unit good against units and ships |
Heroes
Name | Description |
---|---|
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Infantry Hero unit which can be trained from the Temple, Archaic Age onwards, as well as from the Longhouse, Classical Age onwards. Passively generates favor, collects Relics |
Name | Description |
---|---|
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Heroic Age ranged hero |
Ships
Name | Description |
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Greater attack than other archer ships and has transport capacity of 5, but is slower |
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Same as Greek and Egyptian close-combat ships |
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Same as Greek siege ships |
Myth Units
Name | Description |
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A melee unit which can use its tentacles to drown and destroy enemy ships |
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A ranged unit which can thrash its tail to flip over enemy ships in front of it |
Name | Description |
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The Norse Titan unit is a gargantuan hammer-wielding Frost Giant loosely resembling Ymir, the ancestor of the Norse Giants |
Resource Gathering
Unlike the other civilizations, the Norse have two villager units: Gatherers and Dwarves. Gatherers gather resources at the same rate as Greek Villagers and are very similar to them in most respects. Dwarves, meanwhile, cost gold to train instead of food, mine gold 20% faster than Gatherers and gather food and wood 20% slower. However, Thor's Dwarves gather food and wood only slightly slower than Gatherers. Neither Gatherers nor Dwarves can build any buildings except Farms; the other buildings are built by Norse infantry.
While other civilizations build resource-specific drop-off buildings, the Norse have the Ox Cart, a unit and mobile resource drop-off site. Ox Carts can simply follow gatherers and Dwarves wherever they go, saving building time. All resource-related technologies are researched at Ox Carts. Norse players start the game with one Ox Cart and can train additional ones at the Town Center.
Norse Heroes
Similarly to the Egyptians, the Norse have a specific hero class: Hersirs, which can be trained in any number. They are powerful against myth units but only modestly effective against human soldiers. By worshiping the minor god Baldr, the Norse can use the Ragnarok god power to instantly turn all their Gatherers and Dwarves into Heroes of Ragnarok, which are essentially stronger versions of the Hersir.
In the campaign, the Norse have five unique heroes: The hermit Skult, the Valkyrie Reginleif, the two dwarven heroes Eitri and Brokk and, in The Titans, the Frost Giant King Folstag.
Favor
The Norse gain favor while engaging in combat. The generation system in Retold is very different from the original game. Instead of favor bounties depending on each individual target, the favor generation rate depends on the attacker and the amount of damage they have dealt, as well as multipliers of the combat favor rate for certain targets.
Like in the original, the trainable Norse heroes, i.e. Hersir and Godi, also trickle 0.01 favor per second simply by existing. The myth technology Hammer of Thunder granted by Thor doubles the Hersir's passive generation to 0.02 favor per second.
Attacks from different unit types generate favor at different rates:
- Human soldiers, Heroes, Gatherers, and Dwarves: 1 per 80 damage dealt.
- Ships: 1 per 160 damage dealt.
- Odin's Great Hall units (Hersir, Jarls, Godi, Raiding Cavalry): 1 per 64 damage dealt.
- Norse myth units that are trained from Temples and Docks, as well as the Nidhogg: 1 per 160 damage dealt.
Buildings, unmentioned units (Walking Woods, Fimbulwinter Wolves), and damage dealt by god powers do not generate any favor.
Certain target types also have their own multipliers when damaged:
- Huntables - animals that contain food (does not include Serpents, even though villagers use bows against them): 2×
- Herdable animals: 10×
- Chickens ("NonConvertableHerdable"): 10×
- Buildings that shoot (Sentry Towers do not count until upgraded): 0.5×
- Wall pieces and Gates: 0×
- Other buildings: 0.1×
Additionally, once 100 total favor from combat has been gathered, the rate of gain begins to slow down. This reduction increases linearly between 100 and 300 total favor gathered, reducing the rate to 0.5x upon gathering 300 favor from combat. This reduction happens regardless of whether the gained favor was spent or left in the stockpile. This reduction applies only to favor gain from combat.
Military
The Norse military is dominated by infantry. These units can also build buildings, allowing Norse players to use part of their attacking force to build a forward base near their opponent's town, quickly create more units nearby then attack. While many of the infantry of the other civilizations target cavalry, certain Norse infantry units counter other types of units. The Throwing Axeman is a short-ranged infantry unit that deals bonus damage to other infantry units and the Huskarl gains a bonus against archers.
Originally, the Norse had no ranged soldiers (the anti-infantry role was taken by Throwing Axemen and Ballistae), so there was no need to train anti-archer units when fighting them. As the Norse have no ranged heroes, they were particularly vulnerable to flying myth units.
The Norse also don't have a dedicated ranged anti-building siege unit such as the Greek Petrobolos and the Egyptian Catapult. Instead, they have the Portable Ram, a cheap melee siege unit that can be vulnerable to infantry and cavalry as it lumbers up to the buildings it attacks, and the Ballista, a ranged unit that does respectable damage to buildings but is much better against infantry and archers. To compensate for this, many Norse myth units also deal crush damage, particularly the Mountain Giant.
Starting Conditions
Each of Age of Mythology's civilizations has different starting conditions in a standard game. The Norse start out with a Town Center, a Berserk, an Ox Cart, and two Gatherers (Odin and Loki) or two Dwarves (Thor).
Trivia
- The names of the three Norse warships all refer to the exact same ship. Longboat is another name for Longship, which is the English name for the typical Norse exploration and warship, while the Norse name for such a ship is Drakkar. Dragon Ship is the literal English translation of the word Drakkar. Thus, all three Norse ship names refer to a typical-length Longship.
- A more suitable name for the current Drakkar would have been Snekke, which was used for smaller longships. A more suitable name for the current Dragon Ship would have been Skeid (skeið), which referred to a large or splendid oceangoing warship. Skeid is currently used as a prefix for upgraded Dragon Ships.
- While primarily influenced from the namesake Norsemen, there are also references to other Germanic peoples too:
- The Throwing Axeman's history files refer to the Franks, Germanic peoples who would go on to conquer the bulk of Roman Gaul and eventually become Kingdom of France as their culture adopted more Roman customs.
- The Jarl's history files refer to the Saxons, a tribe from northern Germania who were influenced by Norse culture since their tribe lived near the Jutland Peninsula (in modern-day Denmark) prior to migrating to and conquering Roman Britannia along with the Angles, their Low German cousins, and the Jutes, who were the Norsemen living in the Jutland peninsula. Huskarls (or "Housecarls" after the Battle of Hastings in 1066) were also present as a warrior class in Anglo-Saxon England, serving as the elite guards for the Jarls.
- Hill Forts, which resemble motte-and-bailey castles, were introduced into most of Northern Europe by the Normans, who were Danish and Norwegian Vikings who settled in France and adopted French culture and customs in exchange for land, wealth, and an end to raids against the Kingdom of France.
- The shields of several upgrade unit lines are kite shields, which spread in Europe around 1000 AD and were popularised by the Normans during their conquest of England and Sicily.
- The name of the Thurisaz Rune technology also derives from Proto-Germanic, rather than Old Norse.
- Some of the AI players' names are related to Norse colonies: Faeros, Greenland, Helluland, Markland, and Novgorod. The first four are/were in North America, and the fifth is a major city in modern-day Russia; it was also one of the two major Viking settlements settled near the Volga River in Eurasia, the other being Kiev, which is the capital of modern-day Ukraine.