Here are Ra’s bonuses:
Not an impressive bonus, just that you get 25% more resources instead of 20%, meaning you will have 125 Food instead of 120. This bonus will be useful in long games, when you are facing someone who likes booming because you will get a lot of those +5% and make a large difference.
+30% Build Speed
+100% Building Attack (Doubles amount of arrows fired)
+25% Research/Unit Train Speed
+15% Resources
If you ask me, this is one of the best bonuses in Age of Mythology. It gives Ra the speed he needs in resource gathering and building creation. This is the reason I selected him as my main God. The resource bonus is awesome because during the game, if you need your Pharaoh in combat to fight Myth Units, unlike Isis and Set, you can send him there with no worry that your economy will suffer too much. It is true that their empowerment is worse but the most important fact is that you actually get that bonus instead of nothing. Isis and Set get only one Pharaoh, meaning that they will always keep him at their base, empowering Gold Mines or Town Centre. It’s true that they have Nephthys Priests but they aren’t good in combat against something else than Myth Units. That 15% bonus means you will get 15 more Food for each 100 Food you collect, or each time a Laborer drops 15 Food at your Granary in Archaic Age you get 17.25 instead. If you have 10 villagers on hunting it gives you a 25 Food bonus. I mentioned Food so often because at the start of the game I put my Priest and two villagers to build a Granary and hunt right after, while I look to see if there is any cool relic around and send my Pharaoh to get it. Sometimes it’s important to get relics like Tusk of the Iron Boar because if my opponent will get it first his cavalry will have 10% more hit points, when mine could have it. The Priest empowerment allows me to send the Pharaoh and get them.
The reduction of building time is also awesome because, as everybody knows, Egyptian Laborers work very slowly and it takes 30 seconds for 3 villagers to build a single tower, while if you have a Priest to empower it, they will build it in 20 seconds ( meaning more than a villager ). The importance of this bonus grows as you have more villagers building something. Another important thing about the bonus is that you can empower a Titan Gate with it. While Isis and Set cannot empower it at all, you can send a Priest and release that giant bird 30% earlier. The difference from Isis becomes larger when you thing that she will have to send Son of Osiris in battle, and after all she won’t have the chance to empower it at all. I can’t say the same thing about a Wonder, as her Pharaoh can empower it.
The research time and unit train time is not important because I’ll never waste two population slots on a Priest that will just make some soldiers train faster. But I can find it useful sometimes, when I empower a Migdol Stronghold that it’s situated near the frontier of my main base. In that case it becomes useful because it will give me two bonuses at one time: My units will train faster / the technologies will research faster and my building will fire 50% faster. Otherwise I don’t bother using this bonus.
You can also empower Monuments to gain more favor. It’s very useful if you have all the Monuments and you want to make a lot of Myth Units, or you need it to research something. I put a Priest on each one and I gain almost 2 Favor each second. That means Favor is no longer a problem. However, that means you will waste 10 population slots and 500 Gold on them, considering you empower all five of them. Unless you have enough free population slots, you should empower only 3 of them ( the ones to Villagers, to Gods and to Pharaoh because those have the best Favor generation rate ). If you empower all of them you will get the Favor needed to train a Mummy in just 15 seconds.
All these bonuses cost just 100 Gold and 2 population slots each, and make one of the largest differences between Isis and Ra.
It’s an awesome bonus. It gives the Camels 27.5 more hit points and the Chariot Archer 19.5 more hit points. That means your soldiers will survive to attacks longer and they will do more damage before being killed. Chariot archers can now survive to infantry that already got to them because not only that they won’t die so easily, but they will also fire for about two or three more times, considering it’s 1 versus 1 battle. The bonus it’s even better for Camels because they now resist for a longer time against a Crenellation Tower fire. It’s almost like having 2 more Camels or Chariots for each 10 you produce. I use this bonus for raiding my opponent’s base heavily and kill some villagers and them run back to get healed. I eventually go back to attack his base if he doesn’t attack me back right after I left the battle. It will save you a lot of resources during the game because you don’t have to make more of them as you still have some Camels to attack the enemy. With this bonus for their hit points you opponent won’t do a lot to your army because Camels beat Cavalry like Jarls or Hippikons and Archers and Chariot Archers take care of Spearmen and Katalpetes. Even Prodomos won’t such a big problem because of Camel’s bonus against them, but still watch out for them because they can cause much damage to you. The biggest problem should be Katalpetes because they have a very good speed and your Chariots will have problems in shooting them properly, especially if they have the Weightless Mace technology researched. Another problem is Huskarls because Camels are pretty much useless against them and Chariots are even more useless. In that case I retire a few meters back and shoot them and repeat until they are gone.
The speed bonus is one of my favorite because it makes Camels perfect raiders with original 6.60 speed, not to mention you will research Desert Wind later that will make them ever faster ( 7.80 ).
With their speed they can do many things in short time. You can rapidly find and raid his Gold mines and kill many Gold villagers, if not all of them; you can go to his base where the economy is situated and kill some Farmers. But one of the best uses of their speed is raiding his Titan Gate heavily with Camels; you can get to his base in no time, kill the builders and then try to break the gate. Of course you will need several of these attacks to destroy it completely and some support because your opponent will obviously try to protect it with any price. You can make some Elephants and send them a few moments after you sent the Camels to attack and right after he killed all those, you come with them because his forces will be weakened and the Elephants will have their path clear.
If you also find one of the Cavalry Relics (Tusk of the Iron Boar and Mithril Horseshoes) you will have a major battle advantage because either their speed or hit points will dominate your opponent. Not to mention if you get them both…well that happens… once in a blue moon.
It’s a decent bonus. It basically allows me to build my first monument in Archaic Age with minimal economic effort, preparing me for Bast’s techs that cost Favor. They also last longer against enemy God Power and attacks, but to be honest, Monuments aren’t the priority in conquering an opponent base.
Now I’m going to explain the God Path of Ra, in a scenario where I want to boom and start Farming in Archaic Age. I’ll start obviously with Classical Age:
Ptah:
I think Ra has one of the best god paths in the game after making this. Tl;dr version: discuss how awesome Ra is here ;o
[This message has been edited by Endless Rain (edited 03-03-2008 @ 08:02 AM).]