Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Age of Mythempires
   
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2.718 MB
20 Feb, 2020 @ 3:01pm
4 Nov, 2020 @ 2:02am
8 Change Notes ( view )

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Age of Mythempires

Description
This mod brings Age of Mythology and Age of Empires (II) closer together in all sorts of ways!

This mod brings alot of mechanics and stats to the Age of Mythology: Extended edition game.
essentially, its just a mash of mythology design and empires design together in a mod.

CHANGES:

All castle type buildings HP doubled, projectiles increased from 3 > 6, damage increased by 75%,
range changed from 4-20 to 1-22, building speed increased by roughly 30%.
Fortress/Palace/Castle cost increased from 300w 300g 10f to 500w 400g 25f. (20 favor for attys)
Hill fort cost increased from 250w 250g 5f to 400w 350g 12f.
Migdol Stronghold cost increased from 400g 10f to 600g 25f
Towers tracking reduced to 3, castles tracking remains 5.
Town centers HP reduced from 2800 to 2000, food cost removed, can build up to 8 from heroic+ age, free placement,
gives only 5 population instead of 15.
Town center maximum range reduced from 20 to 15, and can only shoot when something is garrisoned, projectiles increased from 2 > 5.
Atlantean can build up to 3 in classical, 8 in heroic+.
Houses build limit increased from 10 to 50, gives only 5 pop instead of 10, cost reduced from 50 to 30. (norse 40 to 24)
Manor build limit increased from 5 to 25, gives 10 pop instead of 20, cost reduced from 80w/25g to 45w/10g.
build speed of houses/manors reduced by 33%.
Towers automaticly have Watch Towers researched upon classical.
Farms available in archaic age.
Walls HP increased from 600 to 1200, hack armour increased from 50 to 65%. build time reduced by 33%.
cost changed from gold to wood.
(military)Barracks/longhouse/(war/military)academy available in archaic age, can train Militia unit 55f 25w).
Militia can be upgraded as an infantry unit. has small bonus vs buildings.
Crennelations moved to heroic age armory, no longer gives bonus damage vs cavalry, cost increased to 300w 175f,
Gives 10 tracking to all ranged units/buildings, train time increased from 20 to 60.
Boiling oil changed so that it removes the minimum range of castles/towers, however the attack remains the same 6 projectile
attack.
Most non-firing buildings HP increased by 50%, (100% for houses/small dropsites) and hack armor increased from 30 to 45%.
Engineers cost changed from 300f 500g to 500w 600g, damage buff increased from 25% to 40%, and for siege tower/ram 50% to 80%.
Draft horses cost increased from 300f 200g to 550f 350g, also gives 20% HP to siege units.
Projectile speed of catapults/petrobolos/mangonels reduced by 25%.

Added Mangonel unit to all civilizations, costing 200w 125g, trainable wherever Siege usually trains from,
moderate vs buildings, good vs units at a range. (its range is 8-22, shoots 3 projectiles with some splash damage)
Villagers garrisoning in buildings now give 5% attack instead of 3%, Atlantean gives 7.5% instead of 5%.
Villagers HP reduced from 65 to 35, dwarf from 75 to 40, atlantean villager from 160 to 90.
All ranged human units (non heroes) and bow+arrow using myth units tracking reduced from 5 to 3.
Priest tracking reduced from 6 to 3, pharaoh tracking increased from 5 to 6.
(special attacks remain unaffected)
Docks cannot attack or garrison boats.
Peltast cost changed from 60w 20g to 30f 50w.
Slinger cost changed from 60w 24g to 30f 45w.
bogsveigir attack reduced from 7 to 3.5, recieves 200% bonus vs archers, bonus vs myth units increased from 200 to 300%,
cost changed from 80w 40g to 40f 80w.
turma cost changed from 50w 45g to 45f 40w
mounted archer cost changed from 75w 55g to 55f 75w.
Poseidon spawns only 1 militia from a house.
Siege units have their crush armor massively reduced.

Maps no longer spawn with towers or settlements.
The random map pool now also contains: archipelago, acropolis, vinlandsaga, valley of kings, nomad, the unknown.

Updated for 2.8
11 Comments
neilios9999 21 Aug, 2021 @ 10:11am 
Can you make it compatible for all the campaigns ?
Hagrit  [author] 20 Jan, 2021 @ 7:45am 
try playing any game (aside from multiplayer unless you got someone else playing on the same mod) and see if the changes are in effect. if not then you might have another mod enabled which affects the same files, which means you need to disable that one.
3antozz 20 Jan, 2021 @ 6:50am 
Yes but where am i supposed to find it? to start it
Hagrit  [author] 18 Jan, 2021 @ 7:42am 
When you subscribed, after a restart or 2 it should be enabled for you to play with.
3antozz 17 Jan, 2021 @ 5:13pm 
ok i installed it, but how i try it out? where i find
Hagrit  [author] 30 Mar, 2020 @ 9:54am 
it works for ai, though AI's cant build town centers.
Atma 30 Mar, 2020 @ 6:29am 
Does this work in singleplayer / AI battles? Or is this just a multiplayer mod?
Louvier 23 Feb, 2020 @ 12:53pm 
Very good mod ! Thank you for yout great job
GMz. 21 Feb, 2020 @ 5:15am 
This is a sick mod
Hagrit  [author] 21 Feb, 2020 @ 2:34am 
proper title & descriptions with changelog come later, the main idea is to implement AoE 2 mechanics to AoM (free placement of tcs, 5 pop houses, a militia in archaic age and more)