that 3:33:33 video drives me crazy. I´ve watched some similar video, fell asleep and then had crazy nightmares about some guy,who was constantly rambling about mythic creatures and those dreams were f´in real-like and not enjoyable at all :D Now from some unknown reason TH-cam seems to put that vid as a third/fourth video in line without considering, what the first video was, so every time I´m too tired and have a little nap, I wake up to the same video and get weird dreams now and then about medusas and hydras :D. It still somehow hyped me secretely up to try the game once again and finish it on Titan (went in contrary to your recommendation right to that difficulty without playing the game for....20 years+/-?) - and I believe that you´ll have to play differently in order to survive :) Have fun and good luck! and STOP waking me up an giving me nightmares, bro!!!
For what it's worth, I think the river freezing WAS in the original, but technology was limited to actually show it - the path was there, but there was some camera and lighting trickery at work to make the path more visibly obvious when you got there, attempting to make it seem like the river was actively being frozen there and then
In the OG it was a frozen river blocked by trees. They then had the forest fire god power clear the way. This can a very long mission if you try to clear the sides cause the End all wave doesn't spawn till the border is at X health so you can clear the map for all but the center lane. For what ever reason there are respawning myth units on it so you can use that space. I found that holding the left side with 10 to 20 heroes lets you grind down the right side to win.
@@ironwar1863 yeah think they changed it cause it's not uncommon or hard to get caught between an army of giants and a blazing forest firre that destroys or at least wounds your army the frozen river is definatly faster 2
I find it amusing you managed to get into extreme levels of detail of something that never existed in the og game, lol. That's quite a talent. Anyways, in the original the road was blocked by trees, and the gods saved us with the forest fire god power.
@@GiantGrantGames okay I am genuinely curious about this and so I will ask for my sanity: did they actually change this because of your insane ramblings in your retrospective or was it just a freak coincidence? also obviously praise to croc lord all hail the scaly boi
@@stickpge well, considering that video has almost 6 million views, and that it was probably the first result for "age of mythology" besides ost for a year, I'd say it's very likely it influenced their decisions there
@@stickpge I think it was at least partly coincidence. The DS AoM game, which came out after the pc game, introduced Sobek alongside Hathor. Sobek had the crocks, and Hathor the Roc. So this change was at least on someones mind 15 years ago. Mythologies still refers to it as the 'Petsuchos', there doesn't seem to be an upgraded unit. So they still got the name wrong back then. However that was a different studio, so who knows how much the team working on Retold knew about the DS spinoff and its changes, and how much was from Grants video. Unless they outright tell us xD
Fun fact for Mission 30 (All is not lost): You can delay building the town centers by 5 min, building up a few extra resources before the defense and 10 min timer kicks in... Important note: when the mission duration timer hits about 4:50-55 the 10 min timer automatically goes off. Just remember to start building the town centers just before then for maximum efficency
Adding onto this. You can actually take out both the Giants to the North, and Gargarensis to the East without building a town center. Building the town center is the trigger for the rest of the mission. So if you just go through the whole mission without making the town center, you can literally take everyone out. Some units still spawn, so when you do build the town center you will need to take them out, but you can actually destroy everything, every building, unit, wall, tower, and effectively just wait out the timer. I will say when I did it the first time, it took me several hours because you spawn with just Etri and Brokk for gold mining, I think three or four Villagers for Food and Wood, and one Caravan. It takes time, but it can be done.
@@evoxghiretti I don't think this is correct, because the level's trigger hits EITHER when the TC is built OR when the 5ish minute mark is reached. Are you talking about Retold, or the original?
As an extra fun fact, a Village center does not seem to count as a Town center for the purposes of starting the timer. So you can actually start by dropping a village center, then add the real tc's when the timer is about to start to end up on 3 tc villager production to really make it a cakewalk.
At 40:20 For Atlantean workers (military untis as well) turning them heroes does not increase their Pop cost in Retold (only in original). Checked it in game now just to be sure.
Big changes to economy mechanics in Retold: 1 Atlantean Citizen = ~2 villagers, instead of 2.5-3 in legacy AoM Citizen Heroes still only cost 2 population Trade caravans only get 10% bonus for trading with allied TC, instead of 50% in legacy AoM Oracles generate favor instead of Atlantean TCs Ra Pharaoh empowering a monument will then 60% empower other buildings a radius around it (can empower other monuments, but doesn't cause further chaining) These have big implications on how to set up your economy. Heroizing citizens can be a form of booming, and in late game you should probably heroize all of them. Gaia gets a discount for Heroizing Citizens, but Prometheus (who isn't available to Gaia) has a tech that increases gathering rate of Hero Citizens.
40:25 Hero Citizens do not need an extra population cost! They just cost food, wood and favor. It's great to upgrade them mid-game once you have enough worker population.
After the failure that WC3 reforged was, getting Age of Mythology Retold and Sins of a Solar Empire 2 within a month, with both of them being amazing entries to their series, feels like a breath of fresh air for the RTS genre and for remakes in general.
Calling retold an amazing remake is a stretch, it's not as bad as reforged, but that's an insanely low bar to set. The game has a pretty significant amount of glaring issues, including but not limited to bugs, same/worse pathing of original aom, same/worse ai of original aom, worse voice acting, bootup issues, lack of cinematics, insanely bad hot keys, and more. I got so hyped seeing all the positive reviews after how let down I was by WC3, but this honestly was almost as big of a letdown because of how much I ended up getting my hopes up from all of the hype.
@@135791max I disagree with you on most things you mention. Bugs always exist and they often get patched out, up to the devs to show us that they care for it. Most of them are minor anyway like the cursor sometimes getting stuck with the wrong icon. As someone that played a demo version a few months back, I can tell you that the game has improved massively in that time span, and I have faith it will get better. Pathing and AI are objectively better, voices (which I agree that most of the new ones are bad) can be fully modded out of the game with two clicks from within the game itself, I havent encountered any bootup issues, unless you are referring to the intro cinematic of the game everything else is there and better, hotkeys are deeply personal and you have very high customizability. So yeah, I think it's pretty solid all things considered. When you rate a game you examine if its core is servicable (e.g. Cyberpunk2077), because ultimately this is what determines the possibilities of it getting better. Bugs and bad systems can be fixed/reworked/removed. Bad graphics are staying, bad music is staying, bad creative direction is staying, bad main story is staying etc. AoM Retold has a very solid core and all of its problems can be fixed within a patch or two.
@alexandrospapadopoulos4297 Pathing and AI are at best marginally better with some significant glaring issues, which would be acceptable if this was a decade ago, but it's 2024. When the pathing is still so much worse than a game like SC2 for example which is almost FIFTEEN years older, that's not really a flex that the pathing is "sometimes" a little bit better than old aom. The bootup issues are common enough that I have seen multiple forum and discussion posts with the same issue. The hotkeys while rebindable are actually just an atrocious design decision, grid is usually nice but who in their right mind doesn't put attack on "a". The game isn't a shitshow, but that doesnt mean it's issues are something to be ignored especially on a full release. I know to not get my hopes up with a remaster after all the failed ones of the past, but literally just an overhaul of the pathing/ai and a few cool upgrades and I would have been happy. I genuinely don't mind the graphics, I got over the voice acting, I've always loved aoms core story despite the goofiness, but I am genuinely annoyed that it still feels like I'm playing a clunky game from the early 2000s, which I guess nostalgia, but the clunkiness of movement was always one of the frustrating parts of the game and is the reason I don't still play games like starcraft bw, even with the nostalgia attached.
@@135791maxdamn I disagree with you on most things but I'm writing to say I really agree with the pathing problems is a letdown because although it's better it's so often problematic with a big army especially in small spaces or near walls or with chunky units like hydra and damnnn for a new release like this it's really sad because army cap went up and I want to have fun with my huge army and not think "damn these morons keep spreading across 30 meters when the walls are only 10 meters thick, my example is when you're on "is1s hear my plea (mission 14 iirc) and you have an army consisting of atleast 6 war elephants and you're going to attack the stronghold in the middle, it's DAMN NEAR IMPOSSIBLE to get ur army in there omf like 2 of them go in and the other 6+ keep going alongside the outside of the walls and then get stuck on the outside of the walls as they hit the right angle .... its really made me frustrated as I'm trying to get all titan maps and this one is giving me trouble
The reason why the patron god in tug of war mission is "set" is the foreshadowing of the betrayal in next mission.The very city that helped the heroes in tug of war mission betrayed them.
Its funny that you play as Hades faction in dream mission where evil forces take Atlantis. Because while Seth and Loki support Kronos and his minions (Loki even personally, Seth just by blessing Kemsit and lending him various stuff), Hades absolutely isn't and its in fact Poseidon who is traitor. But i guess if enemy Greek faction would always be Poseidon it would be a spoiler lol
3:16 Yes! I loved the auto worker button at first until I realized that whenever you do it, it will yank all villagers off your temples. Really good thing that the first campaign uses Temples!
You can put them back and they will stay there but still annoying. Not to mention they won’t auto build farms so you’ll often run into instances where it grabs a villager off of gold or wood and then try’s to keep assigning them to Food but they won’t do anything but get constant notifications
@@Nirual86 I thought I might have seen it, but haven’t re-seen it yet Guess I’ll look again. Playing with the annoying Xbox cloud gaming so my layout is different. I had the original version on my dads computer but lost the disk one year
Hi Grant! I've been blind playing through the campaign on Titan and when I hit mission 30 I gave a few strats a try before looking at that section of this video, but ended up home-cooking a strat that worked out really well. I thought you and the community would enjoy it To start, I made a few pretty interesting observations: 1) The early waves don't field any siege weapons or counter-infantry, but often have myths and counter ranged/cavalry. Furthermore, those units are of all sorts of types, including Greek human units, so building counter cavalry/ranged isn't terribly useful outside counter-myth 2) As it turns out, healing spring's effects stack additively when you stand in multiple fields (and the AOE is actually smaller than the visual, whoops) 3) There's 4 relics hidden on the map that are easy to get, and an additional 2 hidden in the giant village. In total, they boost your wall and infantry defense, and make your throwing axeman a bit stronger 4) Thor came with Forsetti researched, which gives significant benefits to hack defense of Ulfsarks- sorry, Berserks 5) If you convert gatherers into Berserks they cost the same as if you built then direct from a longhouse or town center 6) The countdown timer for the level doesn't begin before 5:35, or after you build a town center. 7) Since you gain control of houses after building a town center, you can get 100 extra supply headroom if you build houses before finishing your town center So the strategy I came up with was as follows. First, get gatherers on wood and dwarf heroes onto gold, then use the starting group of berserks to build out 10 houses, with the goal of having 700 wood post-house building to get started on both town centers at around 3:25. The remaining berserks can scout the map. Meanwhile, send the remaining heroes NW to grab a relic and start attacking the town owned by the Giant faction. The micro there gets a bit dicey and you'll probs lose folks, but with some healing and kiting (and if necessary sacrifice Arkantos and Ajax since they rez back at the base after the invasion timer ends - go figure) you can destroy a temple and grab some relics. Second, a lot of things concurrently happen - Get the dwarven forge upgrades (first tier + Thor/Forsetti upgrade) and send the dwarves earned with Thor's perk into gold - Auto-produce gatherers from both town centers, and don't turn it off - Prioritize pure eco until about the 5 minute mark, then pull your berserks together to build multiple layers of walls, research Bragi, build a hill fort, and try to have Tyr researched before the timer ends (in my execution that didn't happen but I got him and Berserkergang within a minute or two after the timer ended). Meanwhile get infantry upgrades, especially Berserk-specific upgrades, and start building Godi as soon as Bragi finishes - Throw down 2-3 healing springs at the widest entrance Third, when the chaos starts turn any extra gatherers into berserks and send them to the front line. Unsurprisingly cheap fodder units that have good dps against anything, are fairly tanky, and give me favor when they die are incredibly good at letting me build more healing springs, use fiery weapons more, keep my gold topped off, and keep the valuable Godi alive as long as possible. At this point it just turns into a hurried, though not terrible mess of splitting your army appropriately to deal with threats, continuing to produce Godi and filling in with throwing axeman when the front line is beefy enough to keep them safe. Whenever that front line is starting to fall apart, turn more gatherers into Berserks and throw them into the front again. The thing that surprised me most was that I didn't build a single myth unit the whole game. I had tried trolls before because they have some AOE damage much like fire giants (yes they removed the regen and they make sense now!! Grant I laughed when you explained how awkward they are in the original), but found they kept getting sniped by godi and I didn't have the bandwidth to manage them that closely. I do wonder how this strat would have played with Baldr & Ragnorak considering there were times I had 80+ villagers and Fimbulwinter is useless, but I'll leave that for somebody else to test c: - I suspect it would have been problematic though because economically I was uncomfortably hanging on and didn't once max supply before Odysseus showed up. I've been really impressed by the changes made in Retold compared to the original AoM, and I'm really looking forward to new content, mod content, and the Atlantean campaign. I'm also looking forward to finally watching this vid when I've finished said campaign. Cheers Grant! I was glad to find your SC content and even more glad when I saw your feature film, err, video essay on the original AoM.
The mission 12 text has a slight error It reads: "(...) Spread [the Monuments] out because they also prevent enemies from using god powers nearby" This only applies to Isis' monuments. In this mission, you play as Ra, and his bonus is that when a pharaoh empowers a monument it will also empower all other buildings in range (with 60% efficiency). Your starting monument is in range of most of your important buildings, so empowering it can be quite effective.
And with the empowering everything around it thing, you actually want all your monuments near one another so you can empower one...to empower them all. At least for Ra, the other two do want you to spread it around.
@@Juria1987 I'm pretty sure that the secondary monuments don't empower more buildings in their range, only the one the pharaoh empowers. But the monuments themselves are still empowered with 60% efficiency. I believe that the secondary empowered building by the monument count as if a priest of Ra was empowering them: 60% efficience, no bonus on monuments.
Also note that the monument to the gods has double the favor production. So it's worth planning it's location to have maximum impact so you can empower it directly. Also, interesting fact: The son of Osiris vacates the pharaoh slot. Which means you get a new pharaoh. It can also empower things. The Ra gameplan is "value engine".
My tip to everyone is that, if you are playing a mission in the greek section of the campaign, you can just mass hydra and win on titan difficulty every time without fail.
I'm going to see if i can destroy Troy on the Trojan Horse construction mission by not building the horse and instead just assaulting the gate with a ton of Hydras, siege weapons, and archers. I remember trying this a long time ago but failed due to the combination of lack of Greek unit healing mechanics and Troy having like 800+ supply of units that just swarmed my attacking army to death. It was fun using the counter-cavalry rider unit to just flank and kill all of their scout waves for 40+ minutes while i built up my doomed push.
I'm gonna replay the entire campaign before watching to the end, but I'll leave a comment for the algorithm :) I played the original AoM a lot growing up and many hours of Extended Edition, but I am still having a lot of trouble on some of the Egyptian Missions on Hard, particularly (18) A Long Way From Home. I also managed to lose multiple times in the first 2 sections of (16) Good Advice which feels very weird. First Arkantos just dies to all the cyclops before the Zeus statues can damage them enough, and secondly the Avengers shred all of my catapults before I even had time to react to their appearance. What makes it worse is that there are no checkpoints, and since I wasn't expecting losing to a story based no-build-section, I didn't make a save file either. The difficulty is clearly greater than in the original, but the spikes seem to be very random. Some missions are extremely unforgiving and long while some later ones are a total cakewalk. I hope they do some tweaking to the difficulty to make it more linear.
a long way from home has been noted on the steam discussion boards that it is probably overtuned a bit. You are not the only one who noted the difficulty spikes compared to the OG game.
Good Advice part 1 should be impossible to lose. Part 2 kinda cheats by spawning a bunch of avengers on top of you, but once you know it does that you can cheat right back by sending a single catapult to break the wall.
i still think the best way to theoretically fix "Betrayal at Sikyos" is if you played it as a Greek base instead of a Egyptian one, since Greeks are the one faction that can't have mass hero units, so an endless tide of myth units may be more interesting to deal with, also it could be used as another chance to play as Hades who has good defense focused options if I remember correctly.
I completely did all the campaigns and I am today years old that I found out about the 'Village Center' And one more tip. If you go to kemsyt's stronghold mission first build to the limit of houses BEFORE letting Amandra capturing all the other houses of the nile villagers. This will blow up your pop limit. This works for other missions where you can cap houses aswell like the 31st mission.
for war of titans, you can also use the tree growing god power to block one of the gaia trees, which will make it impossible for kronos to destroy it. i do it for the top right gaia tree. it is already mostly surrounded with trees just 1/4 direction remaining clear. fill it up with trees and just afk until gaia spawns
on atlantean 9: Rampage its actually easier and faster to instantly freeze the enemy army at the start, lure th titan to an area with folstag alone backed with healing spring and use ur starting units to clear the enemy army. as long as the heroes are the distracting the titan backed up by healing spring the first town will not fall and you can just take your time
You can also pull a funny in mission 15 and use siege ships to destroy the buildings around the initial Osiris piece location, plop over Arkantos and the gang in a transport ship to grab it, then get a Roc and just fly to the finish line. Or, just skip the boat altogether if you can age up fast enough and beeline with the Roc.
I dunno if this is still the case, but I think it is so I’ll say it anyways. Caravans whe reading with a town center that isn’t yours get a flat increase to the amount they give. I think it’s at least an additional 50% gold on top of whatever else you’d get.
@@dojelnotmyrealname4018 I looked it up the 50 is correct, provided you put a % after it. Sending caravans to an ally gives you 50% more gold than sending them to your own TC would give.
pretty good but a little incomplete incomplete tip, if you want to properly minmax caravans there are more things to consider. the amount of gold of gold is equal to square of distance between market and town centrer but in straight line. so shorter but strait path can be better than a longer but very convoluted path, and obviously the previously mentioned 50 % bonus from ally is huge, as you just get extra gold with no extra distance to travel.
@@dojelnotmyrealname4018 you still have to account for distance the way caravans work is that the longer their trade route is, the more gold they make, making a very short trade route is not cost effective in the slightest
Honestly my biggest tip on this one is USE YOUR HEROES. They can't be killed and regenerate HP at a decent rate. If they're at full health you're not using them correctly.
On rampage if you rush the titan with all your forces at the start you can freeze him and kill off the troops. This wont let them build a base do it again when he spawns myth units with the additional giants you get then fulstag can stun him until the dragon comes
Enemy Cavalry in general seems to be very, very rare in the Egypt campaign - a symptom of all their Cavalry being high-tier units from the Migdol Stronghold, rather than there being any available in the Classical Age.
I remember, as a kid playing this game for hours on end, just spawning certain troops just because they looked cool, not caring about what each of them were useful against.
@@Blazieth Not rare at all, actually. Most of the missions in the egyptian campaign go beyond the classical age very quickly, and on higher difficulties the enemy mostly uses myth and migdol units - which are all cavalry. The first 2 missions of the egyptian campaign are an exception, not the norm.
Elephants. Almost every single mission in the Egyptian campaign the enemy will use them and they are classified as cavalry. So you should build spearmen until you can get the better units since those elephants will steamroll everything else you send at them that isn't a hero. I know because during some of the times missions where I have to go across the map they send elephants and destroy the force I build up. Spearmen are ridiculously useful against them but they NEED support otherwise they'll die before they can even get to the elephants. They die pretty easily.
@@Centinym it's actually even worse than Blizzard somehow, they literally just reskinned the Zerg, Terran and Protoss and called it a day, not even Blizzard has done something like that
The new Wonder definitely feels like Supcom Forged Alliance's game enders. Really expensive, really long build, but if you finish one and your enemy doesn't then unless they're literally in your base wrecking it you're going to win. ;)
That’s how they were originally. And not necessarily true. Every player gets alerted when you place the blueprint. So everyone can plan an assault on you when you just used up a large sum of resources and haven’t even built the building yet
@@Synthonym I used make a huge maze on that one north map with the mountain range separating each player, so when I built it. I could watch the armies start walking through the maze and get hit by towers and forts. Even place random myth unit. Literally recreating the labyrinth except the pathing always knows the shortest path
The biggest thing to consider when picking a myth unit is what resource they cost, especially the age 2 and 3 units. Whatever resource you're gonna have in excess is generally best because myth units only cost 1 basic resource and faith e.g. food and faith, wood and faith. Wood or food are especially good because then they're not competing for the gold cost of all military units but at the same time most gold costing myth units are particularly powerful so its a land of contrasts.
Honestly found making sure you have a crush damage myth unit better. It’s very easy to accidentally nit have any myth unit that can’t deal with buildings well, greatly drawling out assaults with them. Example, don’t grab centaurs, manticore and Medusa as all you have are pierce damage which is weakest to buildings. Either have cyclops, hydra, or colossus in one of those respective slots.
@@DylVan-k8y Just build siege units? The only time I'd say what damage type a myth unit has matters more than what they cost to make is when you're doing an age 2 all-in (like in the first couple missions), or less likely, you're drowning in so many resources that unit costs don't matter. There's no point prioritizing damage type if you can't even afford to make it.
@@QuestionableObject no, just make sure 1 of your 3 choices has crush damage to help with siege, myth units usually survive better in combat than actual siege units due to poor pathing from the ai. So having a unit that can make it to the buildings after the initial assault and still tank are useful. So many times siege towers die before they make it in to the important buildings because they get blocked by all the units, but myth units will still attack enemy units. Catapults are useful but then you risk damaging your own units if you get caught before the gate and they slow your entire army down to a crawl
A few missions are just made harder because they change the major god or the resource cost of the myth units, the start of mission 18 lets you train Sphinxes that now cost gold...in a map that lacks it.
One advice for mission 30 "All is not lost" is to wait 5 minutes before you build anything (including the town center) as the timer will then not start until after 5 minutes. You can use the time to gather resources and send your heroes around the map gathering relics.
A note on something that came up on the stream for mission 30. You noticed that you continue to harvest resources during the cutscene just before you are attacked, and we weren't sure if that was giving us extra time to harvest before the attack or not. On one of my attempts the ui bugged out and the minimap remained during the cutscene. It showed that the attack waves leave at the start of the cutscene. So watching it for the resources was no different to skipping it. Also the ballista that Ajax uses in the cutscene was shooting at a raven or something. It did just kinda break down on that attempt.
31:32 this mission is hard when you make proper walls - trick is to make "zig-zag" semi-open walls so the enemy melee units walk through slowly without destroying them and without breaching wide
here is my tip for mission 9 of the atlantean campaign if you wanna cheese it, totally works on titan too: First you want to use frost on the town center the enemy is building and then you RUSH THE TITAN By which I mean rush in with your heroes and frost giants and whatever forces you can muster, freeze the titan with folstag and kill the units that acompany him while he is frozen, you might need to distract him with folstag for a bit but he is tanky. The titan player starts with no base, so once you kill the infantry units with him and very easily beatable by kiting him aroun and damaging him during freeze. The only time you theoratically under threat is when the second group of infantry spawns , but again should be no problem as you can kill them with the free giants alone.
In mission 28 you can actually complete it with just your starting heroes. Micro them so Reginleif can keep healing and keep the frontline together so they can revive eachother if one falls. You just need to kill the fire giants, not any other enemies near the ram
Mission 17 has a group of 3 relics on the right side of the map, 1 of which gives naval myth units +100% damage, effectively completely trivializing the mission even on titan difficulty, especially combined with the myth unit lifesteal upgrade.
In "Making Amends". If you use Gaia's Forest a little bit further down the corridor to your right, instead of at the wall, you gain 2 gold mines and the AI gets stuck on the blocked path and doesn't attack at all.
I don't know if it's still possible in retold but in the old game you could actually use your starting heroes to destroy the enemy at the start it was basically the easiest mission in the campaign
Glad to heat someone else call out most of the ai attacks as obnoxious! I hated how they would just constantly raid me wherever my army wasn't no matter what, it was largely just tedious at stopping me from engaging with the rest of the mission until I could just overwhelm everything. Also that atlantean valley has a land path to the final one as well :D Edit: also, idk if it was patched, or different, but in the atlantean campaign the hero villagers do not take up more pop space, thye are 2 out the gate
Pretty sure that enemy counterattack waves are meant to teach players that walls, towers, fortresses (and their other faction equivalents), and garrison defenders are all pretty important to have and you shouldn't dedicate all of your resources into an attacking army that causes you to auto-lose to any counterattack. A decent defense setup at any of the many convenient chokepoints provided negates pretty much all enemy attacks.
@@joshuakim5240 Potentially, mostly just taught me to not attack until I did not mind my base being wiped. I found that fortresses and towers would just... die to literally any attack wave. 3 fortresses and 6 towers would lose to a normal wave, or at least get so hurt that it may as well be a loss. May have been me not making that many walls though, but a lot of maps did not have great chokes unless you pushed out far
@@TOOTHBRUSHDUCK Forts and towers need walls or supplemental defenders to work: they're like a Planetary Fortress in Starcraft 2 where the structure seems like a super fort until any wave exceeding 30 supply runs in and just dunks on it if there isn't a wall system or supporting defenders with it.
I have a tip for everyone here. Make sure to check which hotkey your "find all of selected units" is and either use that or remap it to an easier hotkey for you. It's a very handy hotkey that can save you a good amount of time finding units etc. Same could be said for select all army or idle villagers! Awesome video like always Grant, hope to see more AoM:R content!
Good to see more age of mythology love, I am most of the way through titan difficulty run of the game and I am pretty happy with retold. Keep up the good work giant grant grant games!
going to go into this blind and relive my childhood memories first before watching any content related to the game. Thank you for the reminder, had no idea this was released.
34:00 You can cheese mission 32 by kiting the statue with arrow men after defeating the ground army. You can also just right click attack him with catapults. For whatever reason his reset tether is just under the catapult range so he always walks up, then walks back. This saves having to create the wonder, however its not much faster since you have to kill everyone.
That mission is insane. Took me 5 hours to beat, 1hour 20some minutes ingame. Didnt help that reloading a save would at times make the attack waves come from different places or two would come at the same time when they hadnt prior
Eat the elephants, take the second TC, auto-queue priests, fight the first wave of raids, kill the mummy temple with just heroes so no one gets minioned, wall EVERY pass and move your pharaoh and a shit ton of workers onto the gold on the right, kill the southern mummy temple with Chiron and some priests and sphinxes when you can, work toward Mythic (either god for Heroic, I went with Sekhmet for early catapults and scarabs to use my food bank) and use Son of Osiris with a flood of camel riders and mummies to push in towards the tree. Every Egyptian mission I had trouble with was solved by eventually going Priest + Camel + Catapult + myth unit I can afford. Camels beat every other Migdol Stronghold unit and the infantry for Egyptians is just kinda generally weak so the priests and myth units actually roll over them. Catapults eat Siege Towers for breakfast and let you actually make progress with pushing a base with taking down barracks and fortresses from a safe distance.
"Watch the little video that explains the faction..." the video: "The Pharaoh is a hero, it do hero things. The Pharaoh can empower, empowering empowers things. The they get Empowered! Oh and Monuments i guess."
Hey, thanks for the great Tips. Very nice work. But the following strats worked for me even better (on hard diff.): Mission 11: Just grab all of the Villagers and let them dig from the beginning. Switch your army between the gates. Use teleport power for the last wave. ~10 Minute Mission 14: Just lead your army and Amanda the left way until you reach a wall. let your army attack the wall and pull/tank the enemys. Amanda can jump over the wall. Take the transport boat and grab the fleet in the north. Save and try to bring Amanda to the island. ~5 Minutes Mission 15: Just land your fleet on the very north direclty to the cart. Grab the cart and leave the area in the very southwest point (you have to destroy one wall). Sneak to the exit point. ~10 Minutes Maybe you can reply? :-)
If you set a rally point on one of the immortal heroes, then all produced troops will be automatically added to the team that this hero is in. This is extremely convenient and removes the load on the micro, especially when repelling attacks on the base. Also, practice has shown that in the initial stages of many missions (if you play like me - without haste, with the goal of building and improving everything, and then slowly clearing the map) it is much more profitable to place your army away from the base in order to intercept attacking waves along the way. The enemy AI always gives priority to killing your peasants, and siege units will always try to break your buildings, so, if possible, it is better to fight away from the base so as not to waste resources and time on repairing it.
I do have one small regret about the main campaign's last two missions, namely, that there are not Atlantean Chronos-worshipping AIs among the enemies. COuld make for a good tie-in with next campaign, foreshadow the Atlanteans as a faction. Make them Titans loyalists that stayed put after Atlantis was handed over to Poseidon, brekaing out to bring back the 'rightful gods' when Gargarensis came here. Pretty sure it would have made some good entertainment to have this happen.
Last time I played this was in 2004. I remember it being awesome, and I always loved mythology. I just finished the first campaign, first play through on titan. 2 missions were insanely difficult for me. The tree cutting Egypt mission, retaking the dwarven forges mission. I love how the AI would always change attack direction from save to save. Before I figured out you could wall off paths on the tree cutting mission I genuinely spent over 7 hours trying different tactics. Very satisfying. I assumed the “smart AI” would just knock the walls down and continue on their chosen path. The dwarven forge mission.. I just let it go for too long. I was being relentlessly hammered by full tech Norse. I didn’t want to watch any guides or tips before I finished the campaign. 10/10
The tree cutting mission was nerfed yesterday a bit, to make attacks less relentless. As for the dwarven forge... I finished it today. What Hel (literally. Hel cuts myth unit build time by 95% so the AI just spammed giants continuously as I cut them down.)
A protip on missions where you play as Ra (12, 17, 18). Your priests can empower buildings. Including obelisks. An empowered obelisk has a ludicrous vision range, especially with the two vision upgrades. Empowering buildings also has a self-evident benefit. Also, taking a pharaoh and a couple of villagers, breaking your cheapest monument, and putting it somewhere where you proxy and empowering it is a great way to proxy at a ridiculous rate.
There are quite a few missions where that is virtually impossible. For example the beginning of Just Enough Rope, Ajax is completely surrounded and you have to rescue him, he has control of his troops until you rescue them which then makes them yours. As such you have no control over them until after the rescue, and it isn’t really possible to save them without at least one of them dying. You can’t even use restoration on them. A second mission where it is nearly impossible is strangers. The units in peril here are the Charon’s ferries that you get halfway through the level. Even if you get past the initial Krackens without losing a ship, a bunch of Leviathans spawn later to kill the whole fleet after you have landed. It is going to take some serious speedrunning to end the level before they die, especially when you can’t even use the shades in this level either because they die whenever they do their attack. Thirdly, Tug of War has your heroes literally start the mission dead so…
@@magicyber909 This might be because of a patch, but you now 100% can use resto on them, and IMO it's absolutely worth it because the difference in your starting forces is actually pretty huge.
Atlantean 8: Cerberus -easy breathe : 1) we need not to allow build base . come closer south the 1st village. just w8 when tital leave first village. use frezze. come close and shoot down everyone. 2) tank titan with Giant King. On low Hp just go to nearest heal well , by swithing him with another melee hero. Spam range units with bonuses
Mission 4: No need for transport ship, can use triremes. Medusae? Not quite jellyfishes. Fix this name, please. The Gorgons in Greek mythology, are three monstrous sisters, Stheno, Euryale, and Medusa, said to be the daughters of Phorcys and Ceto.
@@stylesrj That is because Medusae are what they are called in the actual game. Calling them Gorgons is a joke referring to SC2. Renaming the units officially to Gorgons wouldn't really make much anyways, since Stheno and Euryale are quite different than Medusa herself.
A big tip for A fine plan: so I don't know if this was the developer's intension but: if you rush all 3 gold camps and then have your troops run back and wait back at camp: your resources should actually be enough to instantly upgrade to the next age AND you can then use the (squeaky teen voice) Re-ainforcements! To stomp the camp on the left... from there you will want to make Hydras as the AI has a habit of just using the same two directions to try to charge you: and I like to take my time and watch cute lizards nom everything on the map. For villagers I actually recommend you take all your villagers and move them down and to the left as there is a clearing where nothing happens besides the occasional scout passes through: use that to gather your wood and food- make use of the market and if you're clever you'll then move those villagers into the settlement on your left for easy 2nd village clapback, add another temple to watch Troy ragequit as you stomp through the level on Titan difficulty with the pinks being like: yo, have you seen my ships this game? I'm dominating the sea- OH NO HYDRAS SAVE ME TROY!
48:02 i also have a tip that was very useful for me, idk if its a common strategy but i did this on my 2nd attempt. On the titans mission 9 rampage, you can also just rush the first enemy settlement from the left side of the map as soon as the mission starts, the titan should not aggro bevause the village will be destroyed if not, wait a little till he moves on. Use skadi's power to freeze the units building the barracks and use your forces to kill non-frozen enemies aswell as the building they were working on, spliting your soldiers into 3 to kill the frozen ones after the effect is over, after that the titan will be alone until a few more mobs apppear out of a destroyed building in the 2nd village, after that you could wait till you get the first batch of free ice giant to kill them using folstag to freeze the titan first allowing you to dispatch them rather easily with the help of your ally defenses, then its just doing your own thing, ocasionally sending folstag till you get enough man power to take it down or wait for nidhogg if you want to use the dragon At the beggining i left 1 berserker to build a town center but in retrospect it wouldve been better to build it on the very first destroyed TC, wouldve been faster i think
With all of the defence missions I actually took a note out of your book when it comes to how you set up defense on Haven's Fall. Instead of trying to defend all the choke points I just built up a sim-city maze of defensive structures around my TC
On mission 17, build houses up to the cap, THEN go explore. If you go explore first, you'll wind up with 10 houses. If you build them all first, then go exploring, you can have 18. That difference in supply when you've maxed out makes the end fight so much easier.
Mission 30, for those who do titan, i recommend to not build a town center right away but gather a bit of resources with initial vills, the 10 min timer only starts at minute 6 , so if you only drop town center on 5th minute mark, you get more progress during those 10 minutes.
For mission 26, what I did on Titan after losing once or twice because of those Giant naval raids was I just built 2 extra Krakens and about 4 longboats and sailed down the river. If you kill the dock they don't rebuild it, and then you can fish and farm in peace. Also only activating one ally quest at a time prevents them from sending double cavalry raids that are insane to deal with. Went left side first and it was a breeze after the dock was taken out
First thing I did was to check the Mod Section after i played the first campaign mission. There was mods to replace the new voice acting in the campaign. As a german, yeah that was necessary. New Wonder System is just the best change they could make. Such a blast from the past man. I remember waiting like 7 weeks for both the game and the expansion later to arrive from an ebay seller, since you couldnt get this game nowhere, and my only exposure to it was a like 10 seconds add that ran on TV on 2 am
Fun fact that few people notice: In the loading screen of the original Age Of Mythology, the map of Atlantis being shown there is actually just the island of Mindanao, the biggest island comprising almost the entirety of Southern Philippines. I don't know why the devs decided to use it as the basis for the island of Atlantis. I already noticed it as a kid when I first played the game in 2005.
mission 15; better tip Before getting to the Town center kill all enemies beside the lighthouse and damage it until it has 10 hp, leave 1 unit there and then go to the town center, also you can use your transport ships to distract enemy ships and clear a path for your turtles to destroy the harbors, then boom you only have to defend yourselv from the norwest. and have enought time to peacefully build your army
One more hyper trick for Mission 12: At the end of the no build beginning are a couple animals of Set that your combat units have to kill. Harvest them with your ten villagers before going to the Town Center. You will instantly be able to tech up after dumping off all that food. A couple other tricks: Mission 10 is only Myth units and you have three OP heroes, you can just Attack Move those three to the objectives and win. No need to sacrifice those poor shades or your soldiers. Mission 11 has one addendum: Don't build all of the infantry, only build and upgrade Slingers. The attack waves are mostly Slinger (which are good against themselves), Scarabs (lol, op heroes) and Siege that Amanra and Ajax (almost) oneshot. The heroes are also much more tanky than the regular Infantry so they are a better frontline than spears or axes.
My tip after beating it on titan difficulty is every mission is either a rush and wipe everything with spawn units or just hold stuff off while you boom an economy and just auto queue reinforcements wherever objective is. Folstag mission is easy if you attack early and don’t let them build a base(have to manually not target the titan) Egypt was the only campaign that was kinda rough. Also never thought about cheesing ways close with dwarf gold but Gia forest saved me some time for sure😂
None of the atty heroes cost more pop anymore, including citizens. Atty four you can move through ALL the valleys without needing Vortex actually... Vortex is still great because there's lots of forts and walls that it's nice to be able to skip but you can just walk if you want. It also means you aren't constrained to exactly one valley of resources, which is nice.
Atlantean 9 (48:04): In Moderate Difficulty what I did was immediately cast frost on enemy army than send all my units except my Ulfsarks/Berserks to attack the army once frost ends. I wiped out the attacking forces with my units, surrounded the Titan with my heroes, and placed my Healing Fountain where all four were hit to keep them topped off. The Titan won't be able to move because he always target the nearest enemy. At some point, he spawned more units, so I needed to build up enough of a force to counter them, but my heroes were able to tank it for a bit as long as I micro-managed them. When I got enough Favor, I placed down more Fountains-three were enough to ensure no one died. I then built more towers in case he started to spawn more and once I reached Heroic age I placed a Great hall nearby to spam out Godi to kill the Titan.
For All is not lost: If you can set up your macro you can grab Bragi and Tyr for the Ulfsark/Berserker upgrades and you can just keep pumping them out. Tyr's upgrade allows them to regenerate hitpoints as they dish out damage.
Mission 30 : don't hurry to build a TC, it will start the countdown to Gargarensis's attack. Gather the most resources possible and scout the map before the 6th min, when the countdown will start anyway.
I did a silly little thing on All is not Lost where I completely walled off the western choke point with Dwarven gold mines that I didn't end up mining, the enemy was completely cut off that that was one less place to worry about. Quite funny. For Rampage, I placed a healing spring and sent all my heroes to the Titan, who didn't do enough damage to bring them down in time. That second one was on moderate difficulty though.
I Had to restart Mission 18 round about 7 Times. Tried different Things. Petsobek plus Kamel with 2 son of Osiris did it in the end. But man the way there was hard. I cant wait to try it on Titan
On mission 17, as soon as you get a peasant, lay the foundation for all the houses you can build, then approach Amanra to the other houses to maximize population. I played on Titan, and for some reason, the AI didn`t attack until I was on it`s island. I never "scouted" the towers to protect the harbor and that may be a trigger for the atacks.
quick tip for "All is Not Lost" is that the timer doesn't start until you build your settlement OR if the mission timer reads about 5:50, so instead of building a settlement right away build a forge and have your gatherers get some early food and Etri and Brokk gather gold, and you can get some forge upgrades to get additional dwarves for more gold. If you have your berserks start building a settlement at about 5:00 on the timer you should finish it at about the same time you would have the timer force start anyways, giving you a nice little head start in building your defenses up as well as giving yourself more time to scoop up the relics scattered about.
This game is sooooo good!! 11/10 amazing job!! My only minor conplain(not even that bad) is that i liked the old voice overs better but it is probably nostalgia tbh
Tip for mission 16: playing on titan. Keep your catapults far away the first time you try to breach the rock blocking the way. They won't help much during the fight but will get destroyed in seconds. Took me more than 15 REAL TIME minutes to clear the way with Arkantos, Castor and my my few surviving chariots.
For mission 15 on Hard. I just went to the next age , got me a roc and took all the army i had to the orisis piece with a navy ship. When i Captured it, I loaded it to the roc and went directly to the checkpoint. and won the mission. I didnt even land the roc for it to complete. didnt attack the pirates or any other enemy for that matter lol
Atlantean 9: What I found worked for me perfectly is freezing the titan, tending to my workers for that duration then kiting the titan with Folstag and the frost giants so that he literally cannot destroy any of the other towns because he focuses Folstag. Then if you freeze the titan again, send Folstag quickly to a healing spring, rinse and repeat. It's unbelievably easy to kite the titan.
I'm playing on Hard difficulty. For the lost relic at 11:37 I just used the small army + heroes the mission starts with. Then I sent all villagers to the excavation to make it go faster. Then all I did was manage the troops by diving them when there were enemies coming from two directions and then joining them when it was a stronger force. Also I used the priests to heal them in between.
Honesty i couldn't be happier with this game, finally a great RTS that i can enjoy, runs smooth, no bugs, long single player, rebalanced from the ground. Its a 10/10 for me
11:39, in Mission 11 i immediately took all the villagers, put them on the Relic and used the starting ressources to make units. It was a very quick and easy level and i played it on Hard difficulty.
At 26:55 my bet/guess is that since water is generally impassible to ground units they added the freeze to better indicate to players that you can cross. Some playtesters probably went "well fuck, now what" and died or stalled out seconds from victory trying to hold out for something they expected to happen that didn't.
For mission 7,More Bandits, there is a plenty vault to the south before you take on the stronghold where Chiron is. You can give yourself a solid boost to your army before taking the base down.
If you are playing in Titan difficulty (like me), there are some more tips (don't judge me, I only played until mission 14 for now), in Mission 1, Omens the pirates won't start attacking until u kill the first kraken, u can make towers and some troops before it all starst and after that is a breeze, mission 5 u need to really go for the caravan, start the early gold rush and go Temple, myth units are really good here to counter the ever powerfull attacks, in mission 8 you don't really need to connect the 2, the best u can do is a big army in the two sides and rush in full with one, after u destroy their units, just continue to advance and destroy their walls, connect the 2 army and march on, here the catapults are key, remember to make myth units, u will need them. Mission 12 was a nightmare for me xD in hard difficulty they have a massive ammount that is staggering, and even if u try to wipe them out, they won't stop producing D: so instead, go for the Rock, put the sword inside and go around (if u take were green is, you can go to the temples and the Rock won't die), this workaround makes it simple and the guardian will just kill them all
For "Welcome Back", I actually found another silly strategy. There's a little peninsula in the southern parts of the map that is completely isolated from the rest of the map,and there's enough space to build a few Plenty Vaults, so you can slowly trickle in infinite amounts of money. I personally also built a temple there to also have Favor income. Then once I felt I had enough stuff, I just proceeded to land forces on the mainland and blast through everything. Sure you don't need to take that long, but it's a fun chill experience.
For anyone having trouble with Mission 9 - Rampage for the Atlantean campaign; I have some sauce. So, the enemy army that spawns at the start... kind of sucks. It's mostly huskarls which are fodder for your starting frost giants and heroes. If you send everything at the norse enemy while they're building their base and the titan is away, you can smash them without much effort. You'll need to micro Falstag over to the titan repeatedly to freeze him, but otherwise it completely removes the threat from the mission. After that, keep freezing the titan with Falstag, and plant your healing spring nearby. While Falstag's ability is recharging, send Ajax and the other heroes in to buy time. When falstag's breath comes off cooldown, move him forward to freeze the titan and move your heroes to the fountain to heal. Repeat this while building a massive army of Godi and Hersir at your main. Research your attack upgrades, and with the stun lock / taunt you can whittle the titan down with your hero infantry. I cleared the mission with about 10 minutes left before Nidhogg showed up.
For Atlantean missions Cerberus/Rampage (fighting Egyptian/Norse Titans) the enemy bases are similar to the one in the final mission. So it is actually quite easier to just kill them instead of trying to defend. Cerberus especially since you have Seths Vision and then can cast ancients/serpents to snipe its Temple so no myth units attack you.
*and after 1.5 years of the **3:33:33** hour video, we meet again gentlemen*
🥳 LET'S DO IT
Great to see everyone again
that 3:33:33 video drives me crazy. I´ve watched some similar video, fell asleep and then had crazy nightmares about some guy,who was constantly rambling about mythic creatures and those dreams were f´in real-like and not enjoyable at all :D Now from some unknown reason TH-cam seems to put that vid as a third/fourth video in line without considering, what the first video was, so every time I´m too tired and have a little nap, I wake up to the same video and get weird dreams now and then about medusas and hydras :D. It still somehow hyped me secretely up to try the game once again and finish it on Titan (went in contrary to your recommendation right to that difficulty without playing the game for....20 years+/-?) - and I believe that you´ll have to play differently in order to survive :) Have fun and good luck! and STOP waking me up an giving me nightmares, bro!!!
Glad to see everyone again, lads.
It's been too long
I would be down with another 3 hour video i love long videos.
For what it's worth, I think the river freezing WAS in the original, but technology was limited to actually show it - the path was there, but there was some camera and lighting trickery at work to make the path more visibly obvious when you got there, attempting to make it seem like the river was actively being frozen there and then
In the OG it was a frozen river blocked by trees. They then had the forest fire god power clear the way. This can a very long mission if you try to clear the sides cause the End all wave doesn't spawn till the border is at X health so you can clear the map for all but the center lane. For what ever reason there are respawning myth units on it so you can use that space.
I found that holding the left side with 10 to 20 heroes lets you grind down the right side to win.
@@ironwar1863 yeah think they changed it cause it's not uncommon or hard to get caught between an army of giants and a blazing forest firre that destroys or at least wounds your army the frozen river is definatly faster 2
Of which mission are you talking guys?
@@jurgenbleicher1406 the first Norse mission with Skult, where you have to break through the rock wall as the Giants chase you down
I find it amusing you managed to get into extreme levels of detail of something that never existed in the og game, lol. That's quite a talent. Anyways, in the original the road was blocked by trees, and the gods saved us with the forest fire god power.
Aaand Petsobek is redeemed for Sobek.
Hell yes.
Praise Sobek!
It's still called petsuchos. Only gets upgraded to petsobek once you research the Crocodilopolis.
@@GiantGrantGames okay I am genuinely curious about this and so I will ask for my sanity: did they actually change this because of your insane ramblings in your retrospective or was it just a freak coincidence? also obviously praise to croc lord all hail the scaly boi
@@stickpge well, considering that video has almost 6 million views, and that it was probably the first result for "age of mythology" besides ost for a year, I'd say it's very likely it influenced their decisions there
@@stickpge I think it was at least partly coincidence. The DS AoM game, which came out after the pc game, introduced Sobek alongside Hathor. Sobek had the crocks, and Hathor the Roc. So this change was at least on someones mind 15 years ago. Mythologies still refers to it as the 'Petsuchos', there doesn't seem to be an upgraded unit. So they still got the name wrong back then.
However that was a different studio, so who knows how much the team working on Retold knew about the DS spinoff and its changes, and how much was from Grants video. Unless they outright tell us xD
Fun fact for Mission 30 (All is not lost):
You can delay building the town centers by 5 min, building up a few extra resources before the defense and 10 min timer kicks in...
Important note: when the mission duration timer hits about 4:50-55 the 10 min timer automatically goes off. Just remember to start building the town centers just before then for maximum efficency
Adding onto this. You can actually take out both the Giants to the North, and Gargarensis to the East without building a town center. Building the town center is the trigger for the rest of the mission. So if you just go through the whole mission without making the town center, you can literally take everyone out. Some units still spawn, so when you do build the town center you will need to take them out, but you can actually destroy everything, every building, unit, wall, tower, and effectively just wait out the timer. I will say when I did it the first time, it took me several hours because you spawn with just Etri and Brokk for gold mining, I think three or four Villagers for Food and Wood, and one Caravan. It takes time, but it can be done.
@@evoxghiretti I don't think this is correct, because the level's trigger hits EITHER when the TC is built OR when the 5ish minute mark is reached. Are you talking about Retold, or the original?
As an extra fun fact, a Village center does not seem to count as a Town center for the purposes of starting the timer. So you can actually start by dropping a village center, then add the real tc's when the timer is about to start to end up on 3 tc villager production to really make it a cakewalk.
@@dillonlayton1399 I was actually talking the original. I haven't gotten there yet on Retold that's my bad.
@@pauln4001whats a village Center
At 40:20 For Atlantean workers (military untis as well) turning them heroes does not increase their Pop cost in Retold (only in original). Checked it in game now just to be sure.
I thought I'd heard this somewhere
ohh thats good to know!
Big changes to economy mechanics in Retold:
1 Atlantean Citizen = ~2 villagers, instead of 2.5-3 in legacy AoM
Citizen Heroes still only cost 2 population
Trade caravans only get 10% bonus for trading with allied TC, instead of 50% in legacy AoM
Oracles generate favor instead of Atlantean TCs
Ra Pharaoh empowering a monument will then 60% empower other buildings a radius around it (can empower other monuments, but doesn't cause further chaining)
These have big implications on how to set up your economy. Heroizing citizens can be a form of booming, and in late game you should probably heroize all of them. Gaia gets a discount for Heroizing Citizens, but Prometheus (who isn't available to Gaia) has a tech that increases gathering rate of Hero Citizens.
40:25 Hero Citizens do not need an extra population cost! They just cost food, wood and favor. It's great to upgrade them mid-game once you have enough worker population.
Precisely. But I do think some tooltips etc incorrectly state they still take extra population which would explain it.
They did in the original version which might be why it says that.
After the failure that WC3 reforged was, getting Age of Mythology Retold and Sins of a Solar Empire 2 within a month, with both of them being amazing entries to their series, feels like a breath of fresh air for the RTS genre and for remakes in general.
Hey, don't forget about Age of Empires II and III's remakes
Calling retold an amazing remake is a stretch, it's not as bad as reforged, but that's an insanely low bar to set. The game has a pretty significant amount of glaring issues, including but not limited to bugs, same/worse pathing of original aom, same/worse ai of original aom, worse voice acting, bootup issues, lack of cinematics, insanely bad hot keys, and more. I got so hyped seeing all the positive reviews after how let down I was by WC3, but this honestly was almost as big of a letdown because of how much I ended up getting my hopes up from all of the hype.
@@135791max I disagree with you on most things you mention. Bugs always exist and they often get patched out, up to the devs to show us that they care for it. Most of them are minor anyway like the cursor sometimes getting stuck with the wrong icon. As someone that played a demo version a few months back, I can tell you that the game has improved massively in that time span, and I have faith it will get better. Pathing and AI are objectively better, voices (which I agree that most of the new ones are bad) can be fully modded out of the game with two clicks from within the game itself, I havent encountered any bootup issues, unless you are referring to the intro cinematic of the game everything else is there and better, hotkeys are deeply personal and you have very high customizability. So yeah, I think it's pretty solid all things considered.
When you rate a game you examine if its core is servicable (e.g. Cyberpunk2077), because ultimately this is what determines the possibilities of it getting better. Bugs and bad systems can be fixed/reworked/removed. Bad graphics are staying, bad music is staying, bad creative direction is staying, bad main story is staying etc. AoM Retold has a very solid core and all of its problems can be fixed within a patch or two.
@alexandrospapadopoulos4297 Pathing and AI are at best marginally better with some significant glaring issues, which would be acceptable if this was a decade ago, but it's 2024. When the pathing is still so much worse than a game like SC2 for example which is almost FIFTEEN years older, that's not really a flex that the pathing is "sometimes" a little bit better than old aom. The bootup issues are common enough that I have seen multiple forum and discussion posts with the same issue. The hotkeys while rebindable are actually just an atrocious design decision, grid is usually nice but who in their right mind doesn't put attack on "a". The game isn't a shitshow, but that doesnt mean it's issues are something to be ignored especially on a full release. I know to not get my hopes up with a remaster after all the failed ones of the past, but literally just an overhaul of the pathing/ai and a few cool upgrades and I would have been happy. I genuinely don't mind the graphics, I got over the voice acting, I've always loved aoms core story despite the goofiness, but I am genuinely annoyed that it still feels like I'm playing a clunky game from the early 2000s, which I guess nostalgia, but the clunkiness of movement was always one of the frustrating parts of the game and is the reason I don't still play games like starcraft bw, even with the nostalgia attached.
@@135791maxdamn I disagree with you on most things but I'm writing to say I really agree with the pathing problems is a letdown because although it's better it's so often problematic with a big army especially in small spaces or near walls or with chunky units like hydra and damnnn for a new release like this it's really sad because army cap went up and I want to have fun with my huge army and not think "damn these morons keep spreading across 30 meters when the walls are only 10 meters thick, my example is when you're on "is1s hear my plea (mission 14 iirc) and you have an army consisting of atleast 6 war elephants and you're going to attack the stronghold in the middle, it's DAMN NEAR IMPOSSIBLE to get ur army in there omf like 2 of them go in and the other 6+ keep going alongside the outside of the walls and then get stuck on the outside of the walls as they hit the right angle ....
its really made me frustrated as I'm trying to get all titan maps and this one is giving me trouble
The reason why the patron god in tug of war mission is "set" is the foreshadowing of the betrayal in next mission.The very city that helped the heroes in tug of war mission betrayed them.
Its funny that you play as Hades faction in dream mission where evil forces take Atlantis. Because while Seth and Loki support Kronos and his minions (Loki even personally, Seth just by blessing Kemsit and lending him various stuff), Hades absolutely isn't and its in fact Poseidon who is traitor. But i guess if enemy Greek faction would always be Poseidon it would be a spoiler lol
@@AtticusKarpenter Even though that exact mission is literally when you learn that poseidon is the villain.
3:16
Yes! I loved the auto worker button at first until I realized that whenever you do it, it will yank all villagers off your temples. Really good thing that the first campaign uses Temples!
its also pretty bad with Norse because it doesn't use dwarves properly. And I think you'll still have to micro the ox carts here and there anyway
You can put them back and they will stay there but still annoying. Not to mention they won’t auto build farms so you’ll often run into instances where it grabs a villager off of gold or wood and then try’s to keep assigning them to Food but they won’t do anything but get constant notifications
@@DylVan-k8y there is actually a setting to allow them to build farms somewhere but yeah
@@Nirual86 I thought I might have seen it, but haven’t re-seen it yet Guess I’ll look again. Playing with the annoying Xbox cloud gaming so my layout is different. I had the original version on my dads computer but lost the disk one year
Hi Grant! I've been blind playing through the campaign on Titan and when I hit mission 30 I gave a few strats a try before looking at that section of this video, but ended up home-cooking a strat that worked out really well. I thought you and the community would enjoy it
To start, I made a few pretty interesting observations:
1) The early waves don't field any siege weapons or counter-infantry, but often have myths and counter ranged/cavalry. Furthermore, those units are of all sorts of types, including Greek human units, so building counter cavalry/ranged isn't terribly useful outside counter-myth
2) As it turns out, healing spring's effects stack additively when you stand in multiple fields (and the AOE is actually smaller than the visual, whoops)
3) There's 4 relics hidden on the map that are easy to get, and an additional 2 hidden in the giant village. In total, they boost your wall and infantry defense, and make your throwing axeman a bit stronger
4) Thor came with Forsetti researched, which gives significant benefits to hack defense of Ulfsarks- sorry, Berserks
5) If you convert gatherers into Berserks they cost the same as if you built then direct from a longhouse or town center
6) The countdown timer for the level doesn't begin before 5:35, or after you build a town center.
7) Since you gain control of houses after building a town center, you can get 100 extra supply headroom if you build houses before finishing your town center
So the strategy I came up with was as follows.
First, get gatherers on wood and dwarf heroes onto gold, then use the starting group of berserks to build out 10 houses, with the goal of having 700 wood post-house building to get started on both town centers at around 3:25. The remaining berserks can scout the map. Meanwhile, send the remaining heroes NW to grab a relic and start attacking the town owned by the Giant faction. The micro there gets a bit dicey and you'll probs lose folks, but with some healing and kiting (and if necessary sacrifice Arkantos and Ajax since they rez back at the base after the invasion timer ends - go figure) you can destroy a temple and grab some relics.
Second, a lot of things concurrently happen
- Get the dwarven forge upgrades (first tier + Thor/Forsetti upgrade) and send the dwarves earned with Thor's perk into gold
- Auto-produce gatherers from both town centers, and don't turn it off
- Prioritize pure eco until about the 5 minute mark, then pull your berserks together to build multiple layers of walls, research Bragi, build a hill fort, and try to have Tyr researched before the timer ends (in my execution that didn't happen but I got him and Berserkergang within a minute or two after the timer ended). Meanwhile get infantry upgrades, especially Berserk-specific upgrades, and start building Godi as soon as Bragi finishes
- Throw down 2-3 healing springs at the widest entrance
Third, when the chaos starts turn any extra gatherers into berserks and send them to the front line. Unsurprisingly cheap fodder units that have good dps against anything, are fairly tanky, and give me favor when they die are incredibly good at letting me build more healing springs, use fiery weapons more, keep my gold topped off, and keep the valuable Godi alive as long as possible. At this point it just turns into a hurried, though not terrible mess of splitting your army appropriately to deal with threats, continuing to produce Godi and filling in with throwing axeman when the front line is beefy enough to keep them safe. Whenever that front line is starting to fall apart, turn more gatherers into Berserks and throw them into the front again.
The thing that surprised me most was that I didn't build a single myth unit the whole game. I had tried trolls before because they have some AOE damage much like fire giants (yes they removed the regen and they make sense now!! Grant I laughed when you explained how awkward they are in the original), but found they kept getting sniped by godi and I didn't have the bandwidth to manage them that closely. I do wonder how this strat would have played with Baldr & Ragnorak considering there were times I had 80+ villagers and Fimbulwinter is useless, but I'll leave that for somebody else to test c: - I suspect it would have been problematic though because economically I was uncomfortably hanging on and didn't once max supply before Odysseus showed up.
I've been really impressed by the changes made in Retold compared to the original AoM, and I'm really looking forward to new content, mod content, and the Atlantean campaign. I'm also looking forward to finally watching this vid when I've finished said campaign. Cheers Grant! I was glad to find your SC content and even more glad when I saw your feature film, err, video essay on the original AoM.
The mission 12 text has a slight error
It reads: "(...) Spread [the Monuments] out because they also prevent enemies from using god powers nearby"
This only applies to Isis' monuments. In this mission, you play as Ra, and his bonus is that when a pharaoh empowers a monument it will also empower all other buildings in range (with 60% efficiency). Your starting monument is in range of most of your important buildings, so empowering it can be quite effective.
In the second mission of the Atlantean campaign it's mentioned that hero citizens cost more population, which in is no longer the case Retold.
And with the empowering everything around it thing, you actually want all your monuments near one another so you can empower one...to empower them all. At least for Ra, the other two do want you to spread it around.
@@Juria1987 I'm pretty sure that the secondary monuments don't empower more buildings in their range, only the one the pharaoh empowers. But the monuments themselves are still empowered with 60% efficiency.
I believe that the secondary empowered building by the monument count as if a priest of Ra was empowering them: 60% efficience, no bonus on monuments.
Also note that the monument to the gods has double the favor production. So it's worth planning it's location to have maximum impact so you can empower it directly.
Also, interesting fact: The son of Osiris vacates the pharaoh slot. Which means you get a new pharaoh. It can also empower things.
The Ra gameplan is "value engine".
@@Juria1987 Or you could just use priests to empower the rest.
43:20 you dont need to vortex, it's some additional base clearing, but valleys are connected in left corner.
My tip to everyone is that, if you are playing a mission in the greek section of the campaign, you can just mass hydra and win on titan difficulty every time without fail.
That's what i did lol
I'm going to see if i can destroy Troy on the Trojan Horse construction mission by not building the horse and instead just assaulting the gate with a ton of Hydras, siege weapons, and archers. I remember trying this a long time ago but failed due to the combination of lack of Greek unit healing mechanics and Troy having like 800+ supply of units that just swarmed my attacking army to death. It was fun using the counter-cavalry rider unit to just flank and kill all of their scout waves for 40+ minutes while i built up my doomed push.
@@joshuakim5240 XD
This is why the fact you can upgrade hydra's with healing is great
Hidra healing upgrade and apolo temples can heal@@joshuakim5240
This is somewhat less true now, as they were just nerfed in the latest patch. Still good tho.
I'm gonna replay the entire campaign before watching to the end, but I'll leave a comment for the algorithm :)
I played the original AoM a lot growing up and many hours of Extended Edition, but I am still having a lot of trouble on some of the Egyptian Missions on Hard, particularly (18) A Long Way From Home. I also managed to lose multiple times in the first 2 sections of (16) Good Advice which feels very weird. First Arkantos just dies to all the cyclops before the Zeus statues can damage them enough, and secondly the Avengers shred all of my catapults before I even had time to react to their appearance. What makes it worse is that there are no checkpoints, and since I wasn't expecting losing to a story based no-build-section, I didn't make a save file either.
The difficulty is clearly greater than in the original, but the spikes seem to be very random. Some missions are extremely unforgiving and long while some later ones are a total cakewalk. I hope they do some tweaking to the difficulty to make it more linear.
a long way from home has been noted on the steam discussion boards that it is probably overtuned a bit. You are not the only one who noted the difficulty spikes compared to the OG game.
Good Advice part 1 should be impossible to lose. Part 2 kinda cheats by spawning a bunch of avengers on top of you, but once you know it does that you can cheat right back by sending a single catapult to break the wall.
@@Darthkeyblader13 Aaand that mission was just nerfed. xD
my quick tip is the relics are really easy to see on the mini map
i still think the best way to theoretically fix "Betrayal at Sikyos" is if you played it as a Greek base instead of a Egyptian one, since Greeks are the one faction that can't have mass hero units, so an endless tide of myth units may be more interesting to deal with, also it could be used as another chance to play as Hades who has good defense focused options if I remember correctly.
I completely did all the campaigns and I am today years old that I found out about the 'Village Center'
And one more tip. If you go to kemsyt's stronghold mission first build to the limit of houses BEFORE letting Amandra capturing all the other houses of the nile villagers. This will blow up your pop limit. This works for other missions where you can cap houses aswell like the 31st mission.
for war of titans, you can also use the tree growing god power to block one of the gaia trees, which will make it impossible for kronos to destroy it. i do it for the top right gaia tree. it is already mostly surrounded with trees just 1/4 direction remaining clear. fill it up with trees and just afk until gaia spawns
Wow!! i was waiting for your Retold video after your 3,5 hour AOM vid!!! So good it just popped up :)
on atlantean 9: Rampage its actually easier and faster to instantly freeze the enemy army at the start, lure th titan to an area with folstag alone backed with healing spring and use ur starting units to clear the enemy army.
as long as the heroes are the distracting the titan backed up by healing spring the first town will not fall and you can just take your time
and then proceed to kill the Titan with Godis. Did it with 8min left until the Nidhög arrives
You can also pull a funny in mission 15 and use siege ships to destroy the buildings around the initial Osiris piece location, plop over Arkantos and the gang in a transport ship to grab it, then get a Roc and just fly to the finish line. Or, just skip the boat altogether if you can age up fast enough and beeline with the Roc.
I dunno if this is still the case, but I think it is so I’ll say it anyways. Caravans whe reading with a town center that isn’t yours get a flat increase to the amount they give. I think it’s at least an additional 50% gold on top of whatever else you’d get.
That doesn't feel right, otherwise you'd build a market right next ot them and get infinite gold.
@@dojelnotmyrealname4018 I looked it up the 50 is correct, provided you put a % after it. Sending caravans to an ally gives you 50% more gold than sending them to your own TC would give.
@@timbo3286 I will edit my comment to reflect this
pretty good but a little incomplete incomplete tip, if you want to properly minmax caravans there are more things to consider.
the amount of gold of gold is equal to square of distance between market and town centrer but in straight line. so shorter but strait path can be better than a longer but very convoluted path,
and obviously the previously mentioned 50 % bonus from ally is huge, as you just get extra gold with no extra distance to travel.
@@dojelnotmyrealname4018 you still have to account for distance
the way caravans work is that the longer their trade route is, the more gold they make, making a very short trade route is not cost effective in the slightest
Honestly my biggest tip on this one is USE YOUR HEROES. They can't be killed and regenerate HP at a decent rate. If they're at full health you're not using them correctly.
"They can't be killed"
Chiron: ...
@@garrus01 offscreen doesn´t count :D
Thanks Grant for giving the love to the main channel. We appreciate it ❤
On rampage if you rush the titan with all your forces at the start you can freeze him and kill off the troops. This wont let them build a base do it again when he spawns myth units with the additional giants you get then fulstag can stun him until the dragon comes
Note on Mission 11: Don't build spearmen. Your enemy doesn't send cavalry. At all.
Enemy Cavalry in general seems to be very, very rare in the Egypt campaign - a symptom of all their Cavalry being high-tier units from the Migdol Stronghold, rather than there being any available in the Classical Age.
I remember, as a kid playing this game for hours on end, just spawning certain troops just because they looked cool, not caring about what each of them were useful against.
@@Blazieth Not rare at all, actually. Most of the missions in the egyptian campaign go beyond the classical age very quickly, and on higher difficulties the enemy mostly uses myth and migdol units - which are all cavalry. The first 2 missions of the egyptian campaign are an exception, not the norm.
You’ll need them to counter elephants, although I personally just use camel riders for speed
Elephants. Almost every single mission in the Egyptian campaign the enemy will use them and they are classified as cavalry. So you should build spearmen until you can get the better units since those elephants will steamroll everything else you send at them that isn't a hero. I know because during some of the times missions where I have to go across the map they send elephants and destroy the force I build up. Spearmen are ridiculously useful against them but they NEED support otherwise they'll die before they can even get to the elephants. They die pretty easily.
AoM Retold showing Stormgate how it's done.
One is a new game while the other is a remake of a beloved game. But at the same time, StormGate is dog shit. It’s so souless.
@@commanderwookiecopc806 Trying to stick it to Blizzard... by repeating all the design mistakes of Blizzard
@@Centinym makes one wonder how that worked out for that Overwatch clone Sony was doing... Concord, was it? I wonder when it's coming out...
@@Centinym it's actually even worse than Blizzard somehow, they literally just reskinned the Zerg, Terran and Protoss and called it a day, not even Blizzard has done something like that
@@commanderwookiecopc806Never thought it looked great, but damn, that bad huh?
The new Wonder definitely feels like Supcom Forged Alliance's game enders. Really expensive, really long build, but if you finish one and your enemy doesn't then unless they're literally in your base wrecking it you're going to win. ;)
That’s how they were originally. And not necessarily true. Every player gets alerted when you place the blueprint. So everyone can plan an assault on you when you just used up a large sum of resources and haven’t even built the building yet
@@DylVan-k8y What a lovely way of getting your enemies to be exactly where you want them
@@Synthonym I used make a huge maze on that one north map with the mountain range separating each player, so when I built it. I could watch the armies start walking through the maze and get hit by towers and forts. Even place random myth unit. Literally recreating the labyrinth except the pathing always knows the shortest path
The biggest thing to consider when picking a myth unit is what resource they cost, especially the age 2 and 3 units.
Whatever resource you're gonna have in excess is generally best because myth units only cost 1 basic resource and faith
e.g. food and faith, wood and faith. Wood or food are especially good because then they're not competing for the gold cost of all military units but at the same time most gold costing myth units are particularly powerful so its a land of contrasts.
Honestly found making sure you have a crush damage myth unit better. It’s very easy to accidentally nit have any myth unit that can’t deal with buildings well, greatly drawling out assaults with them. Example, don’t grab centaurs, manticore and Medusa as all you have are pierce damage which is weakest to buildings. Either have cyclops, hydra, or colossus in one of those respective slots.
@@DylVan-k8y Just build siege units?
The only time I'd say what damage type a myth unit has matters more than what they cost to make is when you're doing an age 2 all-in (like in the first couple missions), or less likely, you're drowning in so many resources that unit costs don't matter. There's no point prioritizing damage type if you can't even afford to make it.
@@QuestionableObject no, just make sure 1 of your 3 choices has crush damage to help with siege, myth units usually survive better in combat than actual siege units due to poor pathing from the ai. So having a unit that can make it to the buildings after the initial assault and still tank are useful. So many times siege towers die before they make it in to the important buildings because they get blocked by all the units, but myth units will still attack enemy units. Catapults are useful but then you risk damaging your own units if you get caught before the gate and they slow your entire army down to a crawl
A few missions are just made harder because they change the major god or the resource cost of the myth units, the start of mission 18 lets you train Sphinxes that now cost gold...in a map that lacks it.
One advice for mission 30 "All is not lost" is to wait 5 minutes before you build anything (including the town center) as the timer will then not start until after 5 minutes. You can use the time to gather resources and send your heroes around the map gathering relics.
A note on something that came up on the stream for mission 30. You noticed that you continue to harvest resources during the cutscene just before you are attacked, and we weren't sure if that was giving us extra time to harvest before the attack or not. On one of my attempts the ui bugged out and the minimap remained during the cutscene. It showed that the attack waves leave at the start of the cutscene. So watching it for the resources was no different to skipping it.
Also the ballista that Ajax uses in the cutscene was shooting at a raven or something. It did just kinda break down on that attempt.
31:32 this mission is hard when you make proper walls - trick is to make "zig-zag" semi-open walls so the enemy melee units walk through slowly without destroying them and without breaching wide
here is my tip for mission 9 of the atlantean campaign if you wanna cheese it, totally works on titan too:
First you want to use frost on the town center the enemy is building and then you
RUSH THE TITAN
By which I mean rush in with your heroes and frost giants and whatever forces you can muster, freeze the titan with folstag and kill the units that acompany him while he is frozen, you might need to distract him with folstag for a bit but he is tanky. The titan player starts with no base, so once you kill the infantry units with him and very easily beatable by kiting him aroun and damaging him during freeze. The only time you theoratically under threat is when the second group of infantry spawns , but again should be no problem as you can kill them with the free giants alone.
In mission 28 you can actually complete it with just your starting heroes. Micro them so Reginleif can keep healing and keep the frontline together so they can revive eachother if one falls. You just need to kill the fire giants, not any other enemies near the ram
Really nice seeing you covering Age of Mythology as wekk in this channel! :D
Mission 17 has a group of 3 relics on the right side of the map, 1 of which gives naval myth units +100% damage, effectively completely trivializing the mission even on titan difficulty, especially combined with the myth unit lifesteal upgrade.
Mission 29 you can block of enemy reinforcements using the gold mine god power in the gap straight where eitri spawns
In "Making Amends". If you use Gaia's Forest a little bit further down the corridor to your right, instead of at the wall, you gain 2 gold mines and the AI gets stuck on the blocked path and doesn't attack at all.
I don't know if it's still possible in retold but in the old game you could actually use your starting heroes to destroy the enemy at the start it was basically the easiest mission in the campaign
@@finneich5105no it's not just did it
It was a lot of fun seeing you stream this on TH-cam!
Who would win:
literal creator deities embodying metaphysical concepts
Ten jolly round bow boiz making it rain sharp sticks
Glad to heat someone else call out most of the ai attacks as obnoxious! I hated how they would just constantly raid me wherever my army wasn't no matter what, it was largely just tedious at stopping me from engaging with the rest of the mission until I could just overwhelm everything. Also that atlantean valley has a land path to the final one as well :D
Edit: also, idk if it was patched, or different, but in the atlantean campaign the hero villagers do not take up more pop space, thye are 2 out the gate
Pretty sure that enemy counterattack waves are meant to teach players that walls, towers, fortresses (and their other faction equivalents), and garrison defenders are all pretty important to have and you shouldn't dedicate all of your resources into an attacking army that causes you to auto-lose to any counterattack. A decent defense setup at any of the many convenient chokepoints provided negates pretty much all enemy attacks.
@@joshuakim5240 Potentially, mostly just taught me to not attack until I did not mind my base being wiped. I found that fortresses and towers would just... die to literally any attack wave. 3 fortresses and 6 towers would lose to a normal wave, or at least get so hurt that it may as well be a loss. May have been me not making that many walls though, but a lot of maps did not have great chokes unless you pushed out far
@@TOOTHBRUSHDUCK
Forts and towers need walls or supplemental defenders to work: they're like a Planetary Fortress in Starcraft 2 where the structure seems like a super fort until any wave exceeding 30 supply runs in and just dunks on it if there isn't a wall system or supporting defenders with it.
I have a tip for everyone here. Make sure to check which hotkey your "find all of selected units" is and either use that or remap it to an easier hotkey for you. It's a very handy hotkey that can save you a good amount of time finding units etc. Same could be said for select all army or idle villagers!
Awesome video like always Grant, hope to see more AoM:R content!
Good to see more age of mythology love, I am most of the way through titan difficulty run of the game and I am pretty happy with retold. Keep up the good work giant grant grant games!
going to go into this blind and relive my childhood memories first before watching any content related to the game. Thank you for the reminder, had no idea this was released.
34:00 You can cheese mission 32 by kiting the statue with arrow men after defeating the ground army. You can also just right click attack him with catapults. For whatever reason his reset tether is just under the catapult range so he always walks up, then walks back. This saves having to create the wonder, however its not much faster since you have to kill everyone.
What's stronger, Greek cavalry or Greek infantry?
Titan is so brutal... But the mission 18... Is a nightmare
i dont know how you are supposed to tank it with out spamming elephants and tanking up until you have enough son of osiris to hold the hill.
@@AcidOverseer i beat this mission spam spearman, chariot and priest
That mission is insane. Took me 5 hours to beat, 1hour 20some minutes ingame. Didnt help that reloading a save would at times make the attack waves come from different places or two would come at the same time when they hadnt prior
Eat the elephants, take the second TC, auto-queue priests, fight the first wave of raids, kill the mummy temple with just heroes so no one gets minioned, wall EVERY pass and move your pharaoh and a shit ton of workers onto the gold on the right, kill the southern mummy temple with Chiron and some priests and sphinxes when you can, work toward Mythic (either god for Heroic, I went with Sekhmet for early catapults and scarabs to use my food bank) and use Son of Osiris with a flood of camel riders and mummies to push in towards the tree.
Every Egyptian mission I had trouble with was solved by eventually going Priest + Camel + Catapult + myth unit I can afford. Camels beat every other Migdol Stronghold unit and the infantry for Egyptians is just kinda generally weak so the priests and myth units actually roll over them. Catapults eat Siege Towers for breakfast and let you actually make progress with pushing a base with taking down barracks and fortresses from a safe distance.
@@AcidOverseer i used a Roc/scout for a tornado to damage their production
"Watch the little video that explains the faction..." the video: "The Pharaoh is a hero, it do hero things. The Pharaoh can empower, empowering empowers things. The they get Empowered! Oh and Monuments i guess."
Thanks for the video. I played AOM to death 20 years ago. The tips saved some time when playing through Retold.
Hey, thanks for the great Tips. Very nice work. But the following strats worked for me even better (on hard diff.):
Mission 11: Just grab all of the Villagers and let them dig from the beginning. Switch your army between the gates. Use teleport power for the last wave. ~10 Minute
Mission 14: Just lead your army and Amanda the left way until you reach a wall. let your army attack the wall and pull/tank the enemys. Amanda can jump over the wall. Take the transport boat and grab the fleet in the north. Save and try to bring Amanda to the island. ~5 Minutes
Mission 15: Just land your fleet on the very north direclty to the cart. Grab the cart and leave the area in the very southwest point (you have to destroy one wall). Sneak to the exit point. ~10 Minutes
Maybe you can reply? :-)
When retold came out I instantly remembered your video. Great work as always.
If you set a rally point on one of the immortal heroes, then all produced troops will be automatically added to the team that this hero is in. This is extremely convenient and removes the load on the micro, especially when repelling attacks on the base.
Also, practice has shown that in the initial stages of many missions (if you play like me - without haste, with the goal of building and improving everything, and then slowly clearing the map) it is much more profitable to place your army away from the base in order to intercept attacking waves along the way. The enemy AI always gives priority to killing your peasants, and siege units will always try to break your buildings, so, if possible, it is better to fight away from the base so as not to waste resources and time on repairing it.
I do have one small regret about the main campaign's last two missions, namely, that there are not Atlantean Chronos-worshipping AIs among the enemies. COuld make for a good tie-in with next campaign, foreshadow the Atlanteans as a faction. Make them Titans loyalists that stayed put after Atlantis was handed over to Poseidon, brekaing out to bring back the 'rightful gods' when Gargarensis came here. Pretty sure it would have made some good entertainment to have this happen.
I'm already through the campaign, but your video is super funny :D
Last time I played this was in 2004. I remember it being awesome, and I always loved mythology. I just finished the first campaign, first play through on titan. 2 missions were insanely difficult for me. The tree cutting Egypt mission, retaking the dwarven forges mission. I love how the AI would always change attack direction from save to save.
Before I figured out you could wall off paths on the tree cutting mission I genuinely spent over 7 hours trying different tactics. Very satisfying. I assumed the “smart AI” would just knock the walls down and continue on their chosen path. The dwarven forge mission.. I just let it go for too long. I was being relentlessly hammered by full tech Norse. I didn’t want to watch any guides or tips before I finished the campaign. 10/10
The tree cutting mission was nerfed yesterday a bit, to make attacks less relentless. As for the dwarven forge... I finished it today. What Hel (literally. Hel cuts myth unit build time by 95% so the AI just spammed giants continuously as I cut them down.)
A protip on missions where you play as Ra (12, 17, 18). Your priests can empower buildings. Including obelisks. An empowered obelisk has a ludicrous vision range, especially with the two vision upgrades. Empowering buildings also has a self-evident benefit.
Also, taking a pharaoh and a couple of villagers, breaking your cheapest monument, and putting it somewhere where you proxy and empowering it is a great way to proxy at a ridiculous rate.
...But can you beat it without losing a unit?
There are quite a few missions where that is virtually impossible. For example the beginning of Just Enough Rope, Ajax is completely surrounded and you have to rescue him, he has control of his troops until you rescue them which then makes them yours. As such you have no control over them until after the rescue, and it isn’t really possible to save them without at least one of them dying. You can’t even use restoration on them.
A second mission where it is nearly impossible is strangers. The units in peril here are the Charon’s ferries that you get halfway through the level. Even if you get past the initial Krackens without losing a ship, a bunch of Leviathans spawn later to kill the whole fleet after you have landed. It is going to take some serious speedrunning to end the level before they die, especially when you can’t even use the shades in this level either because they die whenever they do their attack.
Thirdly, Tug of War has your heroes literally start the mission dead so…
Yes you can
@@magicyber909 This might be because of a patch, but you now 100% can use resto on them, and IMO it's absolutely worth it because the difference in your starting forces is actually pretty huge.
Atlantean 8: Cerberus -easy breathe :
1) we need not to allow build base . come closer south the 1st village. just w8 when tital leave first village. use frezze. come close and shoot down everyone.
2) tank titan with Giant King. On low Hp just go to nearest heal well , by swithing him with another melee hero. Spam range units with bonuses
Mission 4: No need for transport ship, can use triremes.
Medusae? Not quite jellyfishes. Fix this name, please.
The Gorgons in Greek mythology, are three monstrous sisters, Stheno, Euryale, and Medusa, said to be the daughters of Phorcys and Ceto.
What's funny is that during the livestream, he kept calling them Gorgons but here he's going with Medusae?
@@stylesrj That is because Medusae are what they are called in the actual game. Calling them Gorgons is a joke referring to SC2. Renaming the units officially to Gorgons wouldn't really make much anyways, since Stheno and Euryale are quite different than Medusa herself.
A big tip for A fine plan: so I don't know if this was the developer's intension but: if you rush all 3 gold camps and then have your troops run back and wait back at camp: your resources should actually be enough to instantly upgrade to the next age AND you can then use the (squeaky teen voice) Re-ainforcements! To stomp the camp on the left... from there you will want to make Hydras as the AI has a habit of just using the same two directions to try to charge you: and I like to take my time and watch cute lizards nom everything on the map.
For villagers I actually recommend you take all your villagers and move them down and to the left as there is a clearing where nothing happens besides the occasional scout passes through: use that to gather your wood and food- make use of the market and if you're clever you'll then move those villagers into the settlement on your left for easy 2nd village clapback, add another temple to watch Troy ragequit as you stomp through the level on Titan difficulty with the pinks being like: yo, have you seen my ships this game? I'm dominating the sea- OH NO HYDRAS SAVE ME TROY!
48:02 i also have a tip that was very useful for me, idk if its a common strategy but i did this on my 2nd attempt.
On the titans mission 9 rampage, you can also just rush the first enemy settlement from the left side of the map as soon as the mission starts, the titan should not aggro bevause the village will be destroyed if not, wait a little till he moves on.
Use skadi's power to freeze the units building the barracks and use your forces to kill non-frozen enemies aswell as the building they were working on, spliting your soldiers into 3 to kill the frozen ones after the effect is over, after that the titan will be alone until a few more mobs apppear out of a destroyed building in the 2nd village, after that you could wait till you get the first batch of free ice giant to kill them using folstag to freeze the titan first allowing you to dispatch them rather easily with the help of your ally defenses, then its just doing your own thing, ocasionally sending folstag till you get enough man power to take it down or wait for nidhogg if you want to use the dragon
At the beggining i left 1 berserker to build a town center but in retrospect it wouldve been better to build it on the very first destroyed TC, wouldve been faster i think
With all of the defence missions I actually took a note out of your book when it comes to how you set up defense on Haven's Fall. Instead of trying to defend all the choke points I just built up a sim-city maze of defensive structures around my TC
On mission 17, build houses up to the cap, THEN go explore. If you go explore first, you'll wind up with 10 houses. If you build them all first, then go exploring, you can have 18. That difference in supply when you've maxed out makes the end fight so much easier.
Mission 30, for those who do titan, i recommend to not build a town center right away but gather a bit of resources with initial vills, the 10 min timer only starts at minute 6 , so if you only drop town center on 5th minute mark, you get more progress during those 10 minutes.
I have been waiting for your video about this game.
For mission 26, what I did on Titan after losing once or twice because of those Giant naval raids was I just built 2 extra Krakens and about 4 longboats and sailed down the river. If you kill the dock they don't rebuild it, and then you can fish and farm in peace. Also only activating one ally quest at a time prevents them from sending double cavalry raids that are insane to deal with. Went left side first and it was a breeze after the dock was taken out
First thing I did was to check the Mod Section after i played the first campaign mission. There was mods to replace the new voice acting in the campaign. As a german, yeah that was necessary. New Wonder System is just the best change they could make. Such a blast from the past man. I remember waiting like 7 weeks for both the game and the expansion later to arrive from an ebay seller, since you couldnt get this game nowhere, and my only exposure to it was a like 10 seconds add that ran on TV on 2 am
Fun fact that few people notice: In the loading screen of the original Age Of Mythology, the map of Atlantis being shown there is actually just the island of Mindanao, the biggest island comprising almost the entirety of Southern Philippines. I don't know why the devs decided to use it as the basis for the island of Atlantis. I already noticed it as a kid when I first played the game in 2005.
mission 15; better tip Before getting to the Town center kill all enemies beside the lighthouse and damage it until it has 10 hp, leave 1 unit there and then go to the town center, also you can use your transport ships to distract enemy ships and clear a path for your turtles to destroy the harbors, then boom you only have to defend yourselv from the norwest. and have enought time to peacefully build your army
One more hyper trick for Mission 12: At the end of the no build beginning are a couple animals of Set that your combat units have to kill. Harvest them with your ten villagers before going to the Town Center. You will instantly be able to tech up after dumping off all that food.
A couple other tricks: Mission 10 is only Myth units and you have three OP heroes, you can just Attack Move those three to the objectives and win. No need to sacrifice those poor shades or your soldiers. Mission 11 has one addendum: Don't build all of the infantry, only build and upgrade Slingers. The attack waves are mostly Slinger (which are good against themselves), Scarabs (lol, op heroes) and Siege that Amanra and Ajax (almost) oneshot. The heroes are also much more tanky than the regular Infantry so they are a better frontline than spears or axes.
My tip after beating it on titan difficulty is every mission is either a rush and wipe everything with spawn units or just hold stuff off while you boom an economy and just auto queue reinforcements wherever objective is. Folstag mission is easy if you attack early and don’t let them build a base(have to manually not target the titan) Egypt was the only campaign that was kinda rough. Also never thought about cheesing ways close with dwarf gold but Gia forest saved me some time for sure😂
None of the atty heroes cost more pop anymore, including citizens.
Atty four you can move through ALL the valleys without needing Vortex actually... Vortex is still great because there's lots of forts and walls that it's nice to be able to skip but you can just walk if you want.
It also means you aren't constrained to exactly one valley of resources, which is nice.
My favourite RTS channel - Giant Rant Games
Atlantean 9 (48:04): In Moderate Difficulty what I did was immediately cast frost on enemy army than send all my units except my Ulfsarks/Berserks to attack the army once frost ends. I wiped out the attacking forces with my units, surrounded the Titan with my heroes, and placed my Healing Fountain where all four were hit to keep them topped off. The Titan won't be able to move because he always target the nearest enemy. At some point, he spawned more units, so I needed to build up enough of a force to counter them, but my heroes were able to tank it for a bit as long as I micro-managed them. When I got enough Favor, I placed down more Fountains-three were enough to ensure no one died. I then built more towers in case he started to spawn more and once I reached Heroic age I placed a Great hall nearby to spam out Godi to kill the Titan.
For All is not lost: If you can set up your macro you can grab Bragi and Tyr for the Ulfsark/Berserker upgrades and you can just keep pumping them out. Tyr's upgrade allows them to regenerate hitpoints as they dish out damage.
Nobody expects the Petsobek inquisition! xD
Why I didn't watch this before it would save me hours haha, thank you!
Mission 30 : don't hurry to build a TC, it will start the countdown to Gargarensis's attack. Gather the most resources possible and scout the map before the 6th min, when the countdown will start anyway.
I did a silly little thing on All is not Lost where I completely walled off the western choke point with Dwarven gold mines that I didn't end up mining, the enemy was completely cut off that that was one less place to worry about. Quite funny.
For Rampage, I placed a healing spring and sent all my heroes to the Titan, who didn't do enough damage to bring them down in time. That second one was on moderate difficulty though.
I Had to restart Mission 18 round about 7 Times. Tried different Things. Petsobek plus Kamel with 2 son of Osiris did it in the end. But man the way there was hard. I cant wait to try it on Titan
On mission 17, as soon as you get a peasant, lay the foundation for all the houses you can build, then approach Amanra to the other houses to maximize population. I played on Titan, and for some reason, the AI didn`t attack until I was on it`s island. I never "scouted" the towers to protect the harbor and that may be a trigger for the atacks.
The grid hotkey sounds like the best improvement they could have done, now I want to play it
quick tip for "All is Not Lost" is that the timer doesn't start until you build your settlement OR if the mission timer reads about 5:50, so instead of building a settlement right away build a forge and have your gatherers get some early food and Etri and Brokk gather gold, and you can get some forge upgrades to get additional dwarves for more gold. If you have your berserks start building a settlement at about 5:00 on the timer you should finish it at about the same time you would have the timer force start anyways, giving you a nice little head start in building your defenses up as well as giving yourself more time to scoop up the relics scattered about.
This game is sooooo good!! 11/10 amazing job!! My only minor conplain(not even that bad) is that i liked the old voice overs better but it is probably nostalgia tbh
Tip for mission 16: playing on titan. Keep your catapults far away the first time you try to breach the rock blocking the way.
They won't help much during the fight but will get destroyed in seconds.
Took me more than 15 REAL TIME minutes to clear the way with Arkantos, Castor and my my few surviving chariots.
For mission 15 on Hard. I just went to the next age , got me a roc and took all the army i had to the orisis piece with a navy ship. When i Captured it, I loaded it to the roc and went directly to the checkpoint. and won the mission. I didnt even land the roc for it to complete. didnt attack the pirates or any other enemy for that matter lol
You couldn’t load the pieces on rocs in the original version so this was probably an oversight that may be patched
Atlantean 9: What I found worked for me perfectly is freezing the titan, tending to my workers for that duration then kiting the titan with Folstag and the frost giants so that he literally cannot destroy any of the other towns because he focuses Folstag. Then if you freeze the titan again, send Folstag quickly to a healing spring, rinse and repeat. It's unbelievably easy to kite the titan.
I'm playing on Hard difficulty. For the lost relic at 11:37 I just used the small army + heroes the mission starts with. Then I sent all villagers to the excavation to make it go faster. Then all I did was manage the troops by diving them when there were enemies coming from two directions and then joining them when it was a stronger force. Also I used the priests to heal them in between.
Honesty i couldn't be happier with this game, finally a great RTS that i can enjoy, runs smooth, no bugs, long single player, rebalanced from the ground. Its a 10/10 for me
11:39, in Mission 11 i immediately took all the villagers, put them on the Relic and used the starting ressources to make units. It was a very quick and easy level and i played it on Hard difficulty.
I was hoping for a bit more of a review first, but looking forward to this when I get around to the game
well done, I did a few other funny gamebreaking strats for some missions, nice to see how others are doing it on titan diff
At 26:55 my bet/guess is that since water is generally impassible to ground units they added the freeze to better indicate to players that you can cross. Some playtesters probably went "well fuck, now what" and died or stalled out seconds from victory trying to hold out for something they expected to happen that didn't.
For mission 7,More Bandits, there is a plenty vault to the south before you take on the stronghold where Chiron is. You can give yourself a solid boost to your army before taking the base down.
If you are playing in Titan difficulty (like me), there are some more tips (don't judge me, I only played until mission 14 for now), in Mission 1, Omens the pirates won't start attacking until u kill the first kraken, u can make towers and some troops before it all starst and after that is a breeze, mission 5 u need to really go for the caravan, start the early gold rush and go Temple, myth units are really good here to counter the ever powerfull attacks, in mission 8 you don't really need to connect the 2, the best u can do is a big army in the two sides and rush in full with one, after u destroy their units, just continue to advance and destroy their walls, connect the 2 army and march on, here the catapults are key, remember to make myth units, u will need them. Mission 12 was a nightmare for me xD in hard difficulty they have a massive ammount that is staggering, and even if u try to wipe them out, they won't stop producing D: so instead, go for the Rock, put the sword inside and go around (if u take were green is, you can go to the temples and the Rock won't die), this workaround makes it simple and the guardian will just kill them all
For "Welcome Back", I actually found another silly strategy. There's a little peninsula in the southern parts of the map that is completely isolated from the rest of the map,and there's enough space to build a few Plenty Vaults, so you can slowly trickle in infinite amounts of money. I personally also built a temple there to also have Favor income. Then once I felt I had enough stuff, I just proceeded to land forces on the mainland and blast through everything. Sure you don't need to take that long, but it's a fun chill experience.
For anyone having trouble with Mission 9 - Rampage for the Atlantean campaign; I have some sauce. So, the enemy army that spawns at the start... kind of sucks. It's mostly huskarls which are fodder for your starting frost giants and heroes. If you send everything at the norse enemy while they're building their base and the titan is away, you can smash them without much effort. You'll need to micro Falstag over to the titan repeatedly to freeze him, but otherwise it completely removes the threat from the mission. After that, keep freezing the titan with Falstag, and plant your healing spring nearby. While Falstag's ability is recharging, send Ajax and the other heroes in to buy time. When falstag's breath comes off cooldown, move him forward to freeze the titan and move your heroes to the fountain to heal. Repeat this while building a massive army of Godi and Hersir at your main. Research your attack upgrades, and with the stun lock / taunt you can whittle the titan down with your hero infantry. I cleared the mission with about 10 minutes left before Nidhogg showed up.
For Atlantean missions Cerberus/Rampage (fighting Egyptian/Norse Titans) the enemy bases are similar to the one in the final mission. So it is actually quite easier to just kill them instead of trying to defend. Cerberus especially since you have Seths Vision and then can cast ancients/serpents to snipe its Temple so no myth units attack you.
on Odin's tower, you don't actually need to warp. is also connected on the left side of the map. nice video btw!
lets go, petsuchos has finally been called petsobek. that 30 min rant that grant did was worth it
another tip for that mission with Prometheus and the town centers; you can also use hit Prometheus with all four Gaia forests to freeze him in place