Soon after the Magisterians fled, the Zhongtien came as well. After pressure from the ALAN (American League of Allied Nations), the Chinese government surrendered its right to be a separate nation. But there were many Chinese who would not stand for this disgrace upon their honor, and they started a colony on Neptune, which they called Zhongtien (or 'Kingdom of China'). This started the Zhongtien war, the bloodiest civil war in Chinese history. The Chinese who sided with ALAN managed to defeat the rebels, and the Zhongtien, crippled and humiliated fled the solar system to find somewhere else to settle. They eventually came upon the Mizar and Alcor system, where they settled the planets Mizar IV and Alcor I which they renamed Zhongtien and Kou'ping respectively. Observing the bloody Zhongtien war, and not wishing to repeat the experience with their own independent nation, the Federational Alliance of Qur'anic Nations or Faqeen decided it would be wise to flee as well. The Faqeen were not on the best terms with The Magisterians and the Zhongtien, so they settled Alcor XI, distant from any other colonies. Eventually, a leader rose amoung the Faqeen who was known as 'The Voice'. He or she (there is no historical record of the Voice's gender.) managed to convert all of the Faqeen people back into polytheism. Meanwhile back on Earth, the ALAN and the European Hegemony were cracking down on the remaining neopagans (the ALAN and the European Hegemony were very antipolytheistic). The European neopagans decided they were no longer safe on Earth. Raven Brooke, an influencal neopagan leader, was good friends with one of the Magisterians, and she proposed that the neopagans found their own colony in the Mizar and Alcor system. A colony was founded on Mizar VIII, which was named Reichesir ("Army of the Gods"). While Reichesir, Zhongtien, Faqeen, and Magisteria were settling the Mizar and Alcor system, a force of a completely different kind decided it wanted to take it for themselves. The Xxjinl, an alien species from the nearby Winnecke star cluster decided to take the Mizar and Alcor system for themselves. So began the Colonial War, which is when this game takes place. Belshamin. Lord of the Heavenly light. His improvements help your economy. Iblis. God of all that is evil. His improvements aid your myth units. Kamkam. The Bull God of Space. His improvements aid your Air Units. Bisu. The trickster god. Also the patron of the Worker Class. His improvements help your Workers. Ashtart. The passionate goddess of love and war. Her improvements help your Copters. Sulayman. The Wiseman God of Enlightenemnt. His improvements help your economy. Mitanni. God of the Sun and Blood. His improvements help your infantry. Al-Shaitaan. The Godly King of the demons. His improvements help your myth units. Fryggajon. Patron Goddess of the Witch Clan. Her improvements help your economy. Baldalok. Chaotic god of the giants. His improvements help your infantry. Veig. God of interraction between the neopagans and the outsiders. Taradin. Son of Dagdann and King of Thunder. His improvements help your infantry. Rosiarta. Queen of the Moss People. Her improvements help your Mines. Llanski. The King of Space and God of Spacefarers. His improvements help your air units. Darianu. Wife of Dagdann. Her improvements help your Workers. Tyradda. God of bravery in battle. His improvements affect your soldiers. King Lludanigt. Lord of The God's armies. His improvements help your Walkerss. ~Native Alien Idea by Lord Iarune~ The Zysoshk are a race of reptile creatures, resembling velociraptor/lizard type creatures. They are bipedal and have a man-like build, except with scales and lizard features. They are sort-of primitive but have contructed gigantic, marvelous Aztec-esque temples in various places on Aszjos. They have some types of odd alien-technology though and have obtained access to human firearms from colonizers. Units- Zysoshk Marauder: A Zyshoshk warrior with warpaint on his body and wielding 2 odd swords made of some native metal with two sharp blades next to each other (Looks kind of like Halo 2 energy sword, except not energy, looks more primitive) Zysoshk Jungle Hunter: Another Zyshoshk warrior wearing warpaint. This unit is wielding a long blowgun with a wooden tube but a metal part where you insert the dart and blow into. Ontop of the metal part, closer to where the tube begins, is a small, odd container emerging up filled with darts stacked ontop of each other. Below this container is a square trapdoor-type device. The Zysoshk pulls a primitive lever to open this device, in which the dart falls through into the tube and is ready to shoot, and the lever automatically snaps back after being closed. This way all they do is load the container every once in a while. The blowgun also has a primitive scope on the top. (Note: The dart tips are covered with a fatal alien poison that kills pretty quick.) Techs- Lost Temples: Your workers build faster Dominant Species: Zysoshk Marauders' attack and hitpoints raised Chieftain Warriors: Both Zysoshk units have speed, attack, and hitpoints raised greatly Wild, bestial creatures, the Laoshiin are primitive semi-sentients who inhabit the Zhongtien world of Kou'ping. They are small hunched beings with feline characteristics. Laoshiin are usually bright yellow or orange in color. Laoshiin society is tribal, with shamans lording over the underling Laoshiin. Units-Laoshiin Firethrower: The Laoshiin have figured out how to harness Xiannin, a mineral found on Kou'ping that explodes when exposed to nitrogren. The Laoshiin build devices which mixes Xiannin and nitrogen creating an explosive weapon. Laoshiin Shaman: The leaders of Laoshiin society, shamans tend to stand more erect than regular Laoshiin. They die their fur red as a symbol of their status and wield large firethrowers that throw a special type of Xiannin which throws bluish flame. Shamans can also heal allies. Techs- Xiannin: Infantry have higher attack. Slave Workers: All buildings are built faster. Silicon based lifeforms, the Grndundlin appear to be made of stone and therefore camoflauge very well on the barren surface of Alcor I, also known as Kou'ping. Grndundlin society is not very advanced, but their Silicon bases means that they have developed computer technology very rapidly considering they are primitive society. Units- Grndundlin Crysputer: A gigantic crystal which acts as a sentry device, and a research building. Technologies which add mining can be researched at Crysputers, and they can also fire laser beams focused from Alcor's energy. Crysputers can crawl along the ground slowly, but have higher hipoints when they are still. Grndundlin Crusher: A living siege weapon the Crusher appears to be a giant figure made complete of stone. Crystal spikes come out of its back, and it has crystal eyes set in its face. The crystals change size and color depending on the power of the Crusher, the darker the crystals the more powerful the Crusher. Crushers are good against buildings and against other siege weapons. Techs- Grndundlin Knowledge: Crystal mining techs are researched faster.a Alcor Bounty: Metal and Crystal are mined faster. Crystal Microchips: All techs are researched faster. [This message has been edited by skystrider (edited 04-28-2006 @ 08:52 PM).]
The sequel to the sequel of Age of Mythology. Sort of similar but mostly different. Read on to find out how!
Age of Mythology 3 is set about 200 years in the future. Several cultures have fled the ecological and economic cess pool that is Earth, and settled a new star system, the Mizar and Alcor system (Mizar and Alcor are a binary star system within the constellation of Ursa Major). They have also reverted back to their old polytheistic ways.
There are five resources in Age of Mythology 3: Metal, Favor, Oxygen, Energy and Crystal. Metal and Crystal are mined by Workers from deposits around the map. Favor is gotten by praying at Temples. Energy is gathered by Power plants. You can also convert any resources you have into extra Energy. Oxygen is produced by Atmosfilters. There are no dropsites (all resources you gather go into your stockpile instantly.
There are four Ages in Age of Mythology 3: The Settlement Age, The Colonial Age, The Photon Age and The Antimatter Age. Ages are researched at the Town Center, just like in Age of Mythology 1. Other techs are researched at Armories (military techs), Libraries (economic techs), Temples (mythic techs) and Town Centers (general techs).
There are some units which all of the AoM3 races get.
The equivalent of the villager in Age of Mythology.
Age: Settlement
Trained at:
Good Against: Nothing
Weak Against: Everything
A non-attacking unit. Can heal allied units.
Age: Colonial
Trained at: Barracks
Good Against: Nothing
Weak Against: Everything
A soldier wielding a laser rifle.
Age: Colonial
Trained at: Barracks
Good Against: Workers
Weak Against: Most things
A soldier which carts around an automatic laser cannon.
Age: Photon
Trained at: Barracks
Good Against: Infantry, Buildings
Weak Against: Mechs
A soldier which specializes in fighting mechs.
Age: Photon.
Trained at: Barracks.
Good Against: Mechs
Weak Against: Everything else
The best infantry unit in the game.
Age: Antimatter
Trained at: Barracks
Good Against: Everything
Weak Against: Nothing
A mech which doubles as a transport.
Age: Colonial
Trained at: Factory
Good Against: Infantry
Weak Against: Bigger mechs
A hovering tank which can shoot lasers.
Age: Photon
Trained at: Factory
Good Against: Mechs, Buildings
Weak Against: Infantry
A tank which rolls on the ground and can run units over.
Age: Photon
Trained at: Factory
Good Against: Infantry
Weak Against: Flying Units
A tank which walks on legs.
Age: Photon
Trained at: Factory
Good Against: Flying units
Weak Against: Mechs
An eight legged walker which moves quickly over the terrain.
Age: Antimatter
Trained at: Factory
Good Against: Infantry, Mechs
Weak Against: Flying Units
Used for getting units around the map.
Age: Colonial
Trained at: Port
Good Against: Nothing
Weak Against: Everything
The basic military air unit. Flies fast but has a low attack.
Age: Colonial
Trained at: Port
Good Against: Infantry
Weak Against: Flying Units
Slower air unit, but has a higher attack.
Age: Photon
Trained at: Port
Good Against: Buildings
Weak Against: Fighters
Faster air unit, with lower attack.
Age: Photon
Trained at: Port
Good Against: Infantry
Weak Against: Fighters
Fastest air unit in the game.
Age: Antimatter
Trained at: Port
Good Against: Ground units
Weak Against: Nothing
A faster stronger version of the Copter.
Age: Antimatter
Trained at: Port
Good Against: Air Units
Weak Against: Nothing
In the year 2156, the ruling council of ALAN lifted the ban on cloning and genetic manipulation. However, there were many strict laws monitering the science of genetic manipulation. In the Mizar and Alcor system, there was no one to regulate the cloning of the native lifeforms. This led to the creation of many monsters who resembled the monsters of ancient legend. Thus, the myth units were born.
They are five civilizations in Age of Mythology 3: Magisteria, Faqeen, Reichesir, Xxjinl and Zhongtien.
The Faqeen are the Federational Alliance of Qua'ranic Nations.
Muhallah. God of Creation. His improvements help your infantry.
Power-Jannah-Turns your Town Center a mighty fortress.
Bonuses-Riflemen are better against buildings and mechs.
Mechs are better against other mechs.
Can train a unique mech unit in the Antimatter Age, the Ma'Sha.
Tech-Fruit out of Sand-Summons magical berry bushes which produce food quickly.
Power-Flesh from Dirt-Summons a few free Workers to aid your cause.
Bonuses-Your Workers heal damage done to them quickly.
Free Laser Turrets start appearing near your buildings in the Photon Age.
Your Workers can train Sandbirds, which act as free scout units.
Tech-Belili-Your Workers are blessed with the light of Belshamin, increasing their build rate.
Power-Smoke Screen-Summons huge cloud of smoke which shields your armies from view.
Bonuses-Myth units special attacks recharge faster
Your Commandos can travel over any terrain except Space.
Your Walkers and Spider Walkers are much faster.
Tech-Vice out of Smoke-Your myth units are cheaper, and cost less Favor.
Al'lat. Princess of heaven. Her improvements are focused on your medics.
Power-Healing Light-Heavenly light rains down on your allies, healing them.
Myth Unit-Houris-Beautiful damsels of paradise. Can temporarily charm enemies.
Mythic Techs-Banu, the Sister-Your medics heal faster.
Queen of Thaqif-Medics are faster and don't take damage as easily.
Gazelle Eyes-Upgrades your Houri to Hawira, which have have higher attack.
Power-Dust Devil-Creates a storm of dust which throws enemy units great distances, but does very little damage
Myth Unit-Qaleesh-An alien avian being native to Alcor XI. Throws stones at enemies.
Mythic Techs-Ekhulkhul-Your Transport Jets have higher hitpoints.
Two Moons of Alcor XI-Your Fighters have higher attack.
Azmahtamati-All Air Units are faster.
Power-Snakekiller-Destroys any enemy myth units in your city.
Myth Unit-Sphinx-A leonine demon which can rip enemy units to pieces.
Mythic Techs-Queen Beset-Your Workers are protected from harm by having their armor increased.
Besa-Sacred cats appear at your Compounds, attacking any enemies that attack them.
Al-Nar. The prince of Hell and son of Iblis. His improvements help your mechs.
Power-Ion Walls-Ion Walls swirl up around your buildings, protecting them from harm.
Myth Unit-Ghul-A demon which devours the flesh of the dead. Gains hitpoints from eating dead enemies.
Mythic Techs-Beta Persei-Your Ghuls draw strength from their homeland, upgrading them to Alaghuls.
Nasr Idol-The Vulture idol increases the speed of your Armored Cars.
Yaghuth Idol-The Mountain idol increases the hitpoints of your Hovertanks.
Ya'Uq Idol-The Thunder idol increases the attack of your Juggernauts.
Power-Crystal Cage-A cage of crystal surrounds enemy units, which stops them from moving.
Myth Unit-Anqa-The middle-eastern version of a phoenix. Can burn enemies to a crisp.
Mythic Techs-Seed of Eshmun-Your Copters have higher attack.
Atar‘atah-Ashtart blesses your Copters with her secret name, increasing their armor and hitpoints.
Crystal Windplates-Copters are less vulnerable to attacks from other Air Units.
Power-Mines of Sulayman-Summons huge mines of Metal and Crystal around your Town Centers.
Myth Unit-Roc-Elephant birds of the genus Aepyornis. Can devour enemy workers whole.
Mythic Techs-Land of Sheba-Crystal is gathered faster.
Temple Mount-Favor is gathered faster.
Palace of Ophel-Energy is gathered faster.
Windswept-Oxygen is gathered faster.
Seal of Solomon-Metal is gathered faster.
Israfil. God of Fire and Victory. His improvements help your air units.
Power-Solar Storm-Solar winds ravage the map, sending enemy units flying.
Myth Unit-Gomhorran-A demonic force which can burn enemies with the fire of the sun.
Mythic Techs- Yaum al-Qiyâmah-All of your units train faster.
Basirah-Your Air units have higher attack and greater range.
May the Lord Spare-Your Air units heal damage done to them.
Power-Meteorites-Rains meteorites all over the map, damaging allies and enemies alike. Does not do as much damage as meteors but has a greater range
Myth Unit-Afrit-A demon made totally from fire which can burn enemies to a crisp.
Myth Unit-Maryut-A demon made totally from water which can drown enemies good.
Mythic Techs-Shaquinn Bloodlines-Your Commandos have higher hitpoints.
Sacrificial Blood-All of your infantry have higher hitpoints.
Mitanni's Altar-Your Anti-Mech Rifles are even better against mechs.
Dark Gems of Alcor-Your infantry are better against myth units.
Power-Great Flood-Cast on an enemy Town Center, swamping the Town Center and any buildings near it.
Myth Unit-Djinn-An interstellar being composed of gas and dust from a nebula.
Mythic Techs-Alladin's Lamp-Increases the attack and speed of your Djinn.
Smokeless Flame-All your myth units have higher attack and armor.
Qareen-Your myth units use their special attacks more often.
Jahannam-Dead myth units have a 50% chance of coming back to life.
The Reichesir ("Army of the Gods") are neo-Pagan pilgrims from Earth.
Dagdann. God of the Homeland. Lord of Mizar VIII. His improvements help your Workers.
Power-Fair Folk-Transforms a group of your Workers into Fair Folk, which can turn invisible.
Bonuses-Workers build Power Plants and Atmosfilters 50% faster.
All resources gather faster.
Free Ravens spawn forth from your Town Center.
Tech-Golden Eyes-Increases the LoS of your Workers.
Power-Glamor-Gives an army of your units the appearance of the equivalent units of your enemies.
Bonuses-Has a unique unit, the Witch, which is powerful against myth units.
Can build special buildings called Menhrirs, which protect allies near them.
Town Centers and Factories have greater range.
Tech-Witch Fire-Your units are all better against myth units.
Power-Maul-Cast to cut an enemy army, doing damage to them.
Bonuses-Infantry can be garrisoned in any building, giving the building a ranged attack.
Machine Gunners are 50% cheaper.
Commandos can be available an age earlier.
Tech-Giant Bones-Your infantry have higher attack.
Eponja. Goddess of mechanics. Her improvements help your mechs.
Power-Homeland-Summons all of your infantry units to the nearest Town Center.
Myth Unit-Selkie-A spacefaring scout unit which looks like a seal.
Mythic Techs-Eponja's Bloodline-Your mechs cost less metal.
Rivers of Roane-Decreases the training times of your mechs.
Sacred Medallion-Your mechs move faster by 15%.
Power-Parlay-Forces an alliance on whoever you cast it on.
Myth Unit-Black Dog-A combat worthy genetic modification of dogs.
Mythic Techs-GenCorp Labs-Increases the attack of your Black Dogs.
Speaker of the Tribe-Anyone who allies with you gets an income of metal.
Power-Thunder-Smashes an enemy army with a blast of thunder.
Myth Unit-Spraettn-A mystical sprite which can blast enemies with streams of sparkles.
Mythic Techs-Guns of the Thunder-Improves the attack of your infantry units.
As the Sky Fell-Your infantry gain strength against .87u
Power-Doubling-Clones a group of allied units.
Myth Unit-Mossman-A magical being made from space dust.
Mythic Techs-Rose Touch-Mines regenerate hitpoints.
Blessed Garland-Mines cost less to build.
Love Thine Lady-Your Riflemen are stronger against mechs.
Rhia. The Hacker Goddess. Her improvements help your Hackers.
Power-Hack-Temporarily grabs control of all the mechs and air units on the map.
Myth Unit-Hacker-A technician who can take control of your enemies mechs for a short time.
Mythic Techs-House of Virus-Your Hackers have higher hitpoints.
Spyware-Increases the LoS and speed of your Hackers.
Adware-Your Hackers can take control of your enemies faster.
God Power-Den-Summons a Den which spawns forth genetic atrocities.
Myth Unit-Novurse-A giant found in the depths of space.
Mythic Techs-Ginnungagap-Your Air units and Ports have higher attack.
Steelwood-Your Air units have higher armor.
God Power-Call to Arms-Transforms all of your Workers into Riflemen.
Myth Unit-Kraken-A giant squid which can roam the depths of space. Can crush enemy ships in its tentacles.
Mythic Techs-Terror of the Stars-Upgrades Krakens to Neutrino Krakens, which have a ranged attack.
Helannon. Queen of the Underworld and lady of the dead. Her improvements help your infantry.
Power-Bane-All enemy units near your buildings slowly start to die.
Myth Unit-Nebula Giant-A demon composed of gas from the heart of a nebula.
Mythic Techs-Gaze of Hel-Helannon increases the attack of your Nebula Giants.
Celestial Spear-Riflemen have higher attack and greater range.
Power-Firewall-Surrounds all of your buildings and mechs with walls of moveable flame, which prevents access by enemies.
Myth Unit-Fennalotr-A giant cat demon which can scratch enemies to pieces.
Mythic Techs-Gleipneir Chain-Your Infantry are stronger against myth units.
Mithril Vests-Your infantry are granted higher pierce armor.
Battle Fury-Your Commandos have higher attack.
Rifle of Tyradda-Your Riflemen are granted higher attack and armor.
Power-Dragrokr-The Eve of the Dragons. Summons an army of dragons which fly around killing everyone.
Myth Unit-Dragon-A beast genetically engineered from lizards native to Mizar VIII.
Mythic Techs-Council of the Gods-Increases the training speed of your walkers and spider walkers.
Realm of the Gods-Increases the Range of all your military buildings.
Great Siege-Your Walkers are faster and better against buildings.
~Alien Natives~
Found in: Aszjos
Available in Age 2
Available in Age 2
Available in Age 2
Available in Age 3
Available in Age 3 (After Dominant Species tech is researched)
Found in: Kou'ping
Available in Age 3
Available in Age 3
Available in Age 2
Available in Age 2
Found in: Kou'ping
Available in Age 2
Available in Age 3
Available in Age 2
Available in Age 2
Available in Age 3
*Aszjos- A planet similar to Earth in a way, with breathable air. The majority of this planet is gigantic jungles, with many lakes, rivers, swamps, and seas. There are some oceans along the planet. Many foreign creatures roaming the planet and there's plenty of alien flora. Some gigantic trees span 1 mile high!
Natives Available: Zysoshk
*Kou'ping- The first planet in the Alcor system, Kou'ping has been partially settled by the Zhongtien, but much of it remains unexplored. Its proximity to the sun prevents the growth of much life, but metal and crystal are plentiful. The landscape is barren except for the occasional outcropping of geologic features.
Natives: Grndundlin, Laoshiin
AoM Civ Plans by Me- from Ainu to Zulu
Ainu Zulu Lore Æsir Java Etruscans Slavs Norse Persians
Welsh Hittites Iroquois Koreans Minoans Mongols Spanish
Download the Slavs. Do it now!