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Age of Mythology

Well, I think I'm more interested in a few pantheon-specific units, because it would make say, the Greek pantheon feel more unique than the Norse one. Sure, the gods and foci are different, but units are something that actually seems more tangible (not that anything about this is tangible, but still).
Not a ton, generic units would still be more prevalent, but still.
 
I can do that. The question then becomes, what units SHOULD be tied to pantheon? I can easily create seven projects, one per pantheon, and just have the units require that, and I'd need to stick them at a technology then. (Probably Shamanism for the first one, and maybe a later one as well.) But for this to work I need to find seven (or fourteen) units easily identifiable with these mythologies.
 
Well, lets see:
Greece: Erinyes (Furies) | Talos
Shinto: Qilin | Mizuchi
Aztec: Ahuizotl (monster, not the man) | Xelhua, (Teo)Cipactli
Hindu: Makara | Sarabha
Norse: Valkyries | Fenrir, Nidhogg(r) (sorry, not sure if the actual letters would dislplay)
Egyptian: Axex (if Griffin unused), Serpopard | Ammit, Apophis
Sumerian: Mushussu | Alu, Akhkazu

Ok, so, creatures on the left of the bar are generic, they were plural in myth, and would correspond to a level 1-2 myth unit. Ones on the right of the bar were one-of-a-kind, they'd be equivalent to level 4 myth units. IMO, each pantheon should have one of each.
BTW, I kind of stretched it with Shinto and Sumerian pantheons - Some of the Sumerian ones are actually Akkadian, some of the Shinto are more or less culturally east asian.
I can post a list of suggested abilities later.
 
Well, lets see:
Greece: Erinyes (Furies) | Talos
Shinto: Qilin | Mizuchi
Aztec: Ahuizotl (monster, not the man) | Xelhua, (Teo)Cipactli
Hindu: Makara | Sarabha
Norse: Valkyries | Fenrir, Nidhogg(r) (sorry, not sure if the actual letters would dislplay)
Egyptian: Axex (if Griffin unused), Serpopard | Ammit, Apophis
Sumerian: Mushussu | Alu, Akhkazu

It's a good list, but I should rephrase. What creatures, that aren't already represented among the creatures I'm already including in a generic form, should be available to followers of all four major gods within a pantheon?

For instance, the Nidhogg (or Niohoggr or however you want to pronounce it) is a dragon. It might not be the stereotypical fire-breathing type we've all come to know and love, but I'm not sure it's distinctive enough to justify a separate unit when Dragons will already exist (at Animals 4, which is only available to Ra and, later, Inari). Likewise, the Crafts 4 creature, which is only available to Hephaestus, Enki, and later Brahma, is the Colossus (obviously inspired by Talos). But even if it weren't, the problem is that the creature has to be available to followers of Zeus, Poseidon, Hades, and Heph equally, and Talos really doesn't fit that very well. Too distinctively linked to one god.

So the generic myth units would need to be something like the Minotaur, Centaur, or the Cyclops for the Greeks, all of which were just a bit too specific to put as normal myth units. The earlier one should really be comparable to a level 1-2 unit, while the later one should be a 3ish (to where you'd still prefer the level 4 unit from your Foci, given the choice), and I think two of those can be fit for that. (In AoM, the Pegasus was a unit all gods had access to, but I'm already using it for the Air focus, probably level 1.)
If I just use units from AoM, the Egyptian could be the Wadjet (snake spitting poison) or Petsuchos (crocodile with a laser beam) as the early unit and the giant Scarab as the later one, but you have to diverge quite a bit from actual mythology for those. Given how many other bits of this I'm cribbing from the video game instead of actual mythology, it's not really a problem.

But the Norse gave me a different idea, in light of your suggestion; nearly every mythical unit in Norse lore was on the bad guys' side (which really meant Loki), so they don't make as much sense for this.
But instead of an actual Myth unit, though, at least one of these pantheon-wide units could be myth-ish. As in, a mundane unit with a supernatural ability, something that makes sense as a universal unit. The Centaur would do well for the Greeks for this, but what gave me the idea was the Valkyrie (specifically AoM's take on them), a cavalry healer unit.

So for now let's assume a pattern.
> One weak mythological unit (comparable to a level 1) at Shamanism (start of the Classical). At that point, your Primary and Secondary Focus are just unlocking level 2, so a level 1 Myth unit would fit right in.
> A not-quite-mythical unit at Conversion (late Classical), comparable to a level 2.
> A heavy myth unit at Heresy (early Medieval), comparable to a level 3.

So the Greeks could go Minotaur, Centaur, and Cyclops, respectively. I'll look into the others later.

Some of the Sumerian ones are actually Akkadian, some of the Shinto are more or less culturally east asian.

Not a problem. I've already mixed the Akkadian with the Sumerians a bit in that I'm calling one of the major gods "Anu" instead of Ea. (With Enki and Enlil, I didn't want three E-names.) And the Shinto really aren't a problem, because I'm trying NOT to make these nation-specific, and the Shinto religion got mixed in enough with Buddhism at various points that I think I could justify multiple nations following it. (While this wasn't an explicit factor in my pantheon choices, it did turn out nicely for that, in that each pantheon is a good match for two or three of the vanilla civs.)
 
Well, I thought Nidhogg was a bit more distinct, but some of the others might be pushing it. The left-side Egyptian ones, definitely.
Part of my hesitation is in not knowing what myth units came up since the last update of the list on page one (IMO, the myth units should get their own list, just to see).

When I started, I was looking first at the Norse and Aztec myths, saw Nodhogg, and thought "I wan that thing in my army". From there, I tried to get at least one "normal" and one "unique" unit for each pantheon. Some of the "special" ones were minor deities in their own right, but I tried to stay away from that.
The only ones I'd worry about are:
Xelhua and Talos are both giants.
Mizuchi, Nidhogg, and the Mushussu are technically all dragons, but none of them is remotely close to the standard European one (Mizuchi's Japanese, Mushussu is.. something. Mesopotamia didn't have the same idea of a dragon. Nidhogg's basically an overgrown lizard.)
The axex is basically a griffin, so I'd only use it if a griffin isn't in the standard units.
Most of the others are pretty distinct (the ahuizotl, for instance, is a three-handed monkey that steals your fingernails and eyeballs. Doesn't get more out there than that.)
As for the Norse, isn't Loki a major in the pantheon, anyways?
 
Part of my hesitation is in not knowing what myth units came up since the last update of the list on page one (IMO, the myth units should get their own list, just to see).

They will get their own list. I just haven't done so yet because it's still in flux; I keep going back and forth on abilities, levels, and so on.

When I started, I was looking first at the Norse and Aztec myths, saw Nodhogg, and thought "I wan that thing in my army".

That's fine, but I'm not sure it should be a one-of-a-kind unit. The level 4s are capped at 1 per player, and it's very unlikely that more than one player will have one (since no Focus has more than 5 out of 28 major gods with it, and few have more than 3), so they're supposed to be unique creatures.
So the question is whether the power myth unit for each pantheon should also be 1-per-player. Since 4 out of 28 major gods share a pantheon, then it'd be a bit more likely to overlap, but there's one big difference: level 4s can only ever be built in your capital (since non-capital cities can't get above level 3), but these Myth units will be available to every city unless I specifically say otherwise.

Actually, that's not a bad idea; make the powerful unit capital-only by requiring the Palace, and limit it to one per player, like the level 4s, but make it fall between the 3s and 4s in strength. Basically, I want the player to prefer Focus-specific 3s and 4s if he has them; these pantheon-linked units should be a fallback. Otherwise, what's the point of taking a Myth-heavy Focus?

Xelhua and Talos are both giants.

True, but one's a giant bronze machine, and the other's a giant who was good at construction. That one's not really a problem. I was planning to give the Colossus unit Damage Reduction (take 1 less damage from each combat), Trample (all enemies adjacent to the target take 1 damage), Loner, a strength boost, and a bonus in Open terrain.

Xelhua wouldn't get most of those, although I'm not sure what he WOULD get. But the being a giant thing is definitely a plus, as it's not hard to find a Giant-like unit model. (Heck, I can just scale up a normal human and call it done.) The fact that Xelhua was explicitly linked to Tlaloc and Quetzalcoatl is a small problem, but it's not THAT strong of a link.
The question, though, is whether Xelhua is more appropriate as a mythological monster or as a myth-killing Hero unit that Aztec followers can gain.

Mizuchi, Nidhogg, and the Mushussu are technically all dragons, but none of them is remotely close to the standard European one (Mizuchi's Japanese, Mushussu is.. something. Mesopotamia didn't have the same idea of a dragon. Nidhogg's basically an overgrown lizard.)

Well, Nidhogg flies, so you're halfway to the stereotypical dragon already, albeit without the fire-breathing bit being mentioned.

Mushussu is a bit better; it might technocally be a dragon, but it's probably closer to a griffon or chimaera (bird talons on the back legs, feline paws on the front ones, no wings, and a serpent head with horns?), so it'd clearly have a different set of bonuses. The problem there would be finding a good 3D model, but given the relative lack of powerful mythological creatures in the Sumerian mythology, I'd be inclined to go with it even if I had to just take a standard dragon and paint it orange or something.

Mizuchi is a tough one. More of a "river god" than a dragon, he might overlap a bit too much with Ryujin (minor god of Water), and I'm just not sure what sort of abilities you could give one of these. But that probably works in his favor, as I could just use an altered Dragon model and give it a completely different set of abilities.

From a balance point of view, I'm okay with the high-end generic myth units all being dragons or dragon-like creatures, because everybody loves dragons. The biggest problem I have with my current Focus design is that many of the level 4 units will just never be seen in a game; if you've got 8 players, and only 2 out of 28 gods can reach Animals 4, then there's almost a 50% chance that no one will take either of those two gods in a single game. I can increase those odds a bit by awarding Myth units from Events, but I wouldn't want to do that with Level 4s unless there was a HUGE downside. So having each pantheon's generic unit be something like that is fine, especially if it's statistically distinct (but weaker) than the standard Dragon.

For reference, the Dragon's abilities are currently:
Flight
Fire IV (the one that gives +1 damage in all combats)
Damage Reduction
Loner
Acts as a Great General (really should be more of a negative aura for enemies, but I haven't coded that up yet)

The axex is basically a griffin, so I'd only use it if a griffin isn't in the standard units.

Actually, what I'd prefer to do in that case is move the Sphinx to being the Egyptian trademark unit, and put the Griffon at Animals 4 instead. Since Ra and Inari are the only ones who can reach Animals 4, and Ra gets there first, it's about the same functionally. But I think more people can instantly associate the Sphinx with the Egyptian gods than they would a griffon, so it makes more sense for Isis, Osiris, and Set to have access to a Sphinx.

Most of the others are pretty distinct (the ahuizotl, for instance, is a three-handed monkey that steals your fingernails and eyeballs. Doesn't get more out there than that.)

Definitely good as a concept. Of course, the question then becomes finding a good 3D model of those. That's one of the reasons I was using things like Dragons and such; it's a lot more likely I'll be able to find something workable. But a monkey shouldn't be TOO hard to find; AoM did have golden monkeys created through an artifact, so if I can figure out how to convert AoM units directly then I'd be fine. And if not, a monkey shouldn't be THAT hard to find.

As for the Norse, isn't Loki a major in the pantheon, anyways?

Yes, and that's the problem. If most of the Norse monsters are clearly identified with his side of the final battle, then it doesn't make as much sense for those creatures to be summonable by priests of Odin, Thor, or Frigg instead of being explicitly linked to his particular Foci. Granted, Hel was on his side as well, and I'm not putting limits on who can take her, but still.

I'm willing to ignore this a bit, especially since AoM was pretty loose with their interpretations of some units, but it'd be best if the units weren't explicitly tied to one of the majors (like Talos to Heph).
 
That's fine, but I'm not sure it should be a one-of-a-kind unit. The level 4s are capped at 1 per player, and it's very unlikely that more than one player will have one (since no Focus has more than 5 out of 28 major gods with it, and few have more than 3), so they're supposed to be unique creatures.
So the question is whether the power myth unit for each pantheon should also be 1-per-player. Since 4 out of 28 major gods share a pantheon, then it'd be a bit more likely to overlap, but there's one big difference: level 4s can only ever be built in your capital (since non-capital cities can't get above level 3), but these Myth units will be available to every city unless I specifically say otherwise.

Actually, that's not a bad idea; make the powerful unit capital-only by requiring the Palace, and limit it to one per player, like the level 4s, but make it fall between the 3s and 4s in strength. Basically, I want the player to prefer Focus-specific 3s and 4s if he has them; these pantheon-linked units should be a fallback. Otherwise, what's the point of taking a Myth-heavy Focus?
I was thinking one "generic" unit, and one that was the one-of-a-kind bit, though, it does make sense to have it weaker than a level four unit.



True, but one's a giant bronze machine, and the other's a giant who was good at construction. That one's not really a problem. I was planning to give the Colossus unit Damage Reduction (take 1 less damage from each combat), Trample (all enemies adjacent to the target take 1 damage), Loner, a strength boost, and a bonus in Open terrain.

Xelhua wouldn't get most of those, although I'm not sure what he WOULD get. But the being a giant thing is definitely a plus, as it's not hard to find a Giant-like unit model. (Heck, I can just scale up a normal human and call it done.) The fact that Xelhua was explicitly linked to Tlaloc and Quetzalcoatl is a small problem, but it's not THAT strong of a link.
The question, though, is whether Xelhua is more appropriate as a mythological monster or as a myth-killing Hero unit that Aztec followers can gain.
Well, I can only find one good human hero, and Cipactli could make another good myth-4 unit, but it would be kind of strange to have a giant as a hero. Plus, (correct me if I'm wrong), but you couldn't make his graphics unique then, could you?

Well, Nidhogg flies, so you're halfway to the stereotypical dragon already, albeit without the fire-breathing bit being mentioned.
Didn't realize he could fly.
Mushussu is a bit better; it might technocally be a dragon, but it's probably closer to a griffon or chimaera (bird talons on the back legs, feline paws on the front ones, no wings, and a serpent head with horns?), so it'd clearly have a different set of bonuses. The problem there would be finding a good 3D model, but given the relative lack of powerful mythological creatures in the Sumerian mythology, I'd be inclined to go with it even if I had to just take a standard dragon and paint it orange or something.

Mizuchi is a tough one. More of a "river god" than a dragon, he might overlap a bit too much with Ryujin (minor god of Water), and I'm just not sure what sort of abilities you could give one of these. But that probably works in his favor, as I could just use an altered Dragon model and give it a completely different set of abilities.

From a balance point of view, I'm okay with the high-end generic myth units all being dragons or dragon-like creatures, because everybody loves dragons. The biggest problem I have with my current Focus design is that many of the level 4 units will just never be seen in a game; if you've got 8 players, and only 2 out of 28 gods can reach Animals 4, then there's almost a 50% chance that no one will take either of those two gods in a single game. I can increase those odds a bit by awarding Myth units from Events, but I wouldn't want to do that with Level 4s unless there was a HUGE downside. So having each pantheon's generic unit be something like that is fine, especially if it's statistically distinct (but weaker) than the standard Dragon.
That could be where the Pantheon units come in- at a certain point, you'd be guaranteed to have one powerful Myth unit, and adopting certain gods as majors would give you more.

For reference, the Dragon's abilities are currently:
Flight
Fire IV (the one that gives +1 damage in all combats)
Damage Reduction
Loner
Acts as a Great General (really should be more of a negative aura for enemies, but I haven't coded that up yet)

Actually, what I'd prefer to do in that case is move the Sphinx to being the Egyptian trademark unit, and put the Griffon at Animals 4 instead. Since Ra and Inari are the only ones who can reach Animals 4, and Ra gets there first, it's about the same functionally. But I think more people can instantly associate the Sphinx with the Egyptian gods than they would a griffon, so it makes more sense for Isis, Osiris, and Set to have access to a Sphinx.
That would probably be better, a lot of the Egyptian creatures were similar to Greek ones.
Definitely good as a concept. Of course, the question then becomes finding a good 3D model of those. That's one of the reasons I was using things like Dragons and such; it's a lot more likely I'll be able to find something workable. But a monkey shouldn't be TOO hard to find; AoM did have golden monkeys created through an artifact, so if I can figure out how to convert AoM units directly then I'd be fine. And if not, a monkey shouldn't be THAT hard to find.
Well, it's a little stranger looking than a monkey, but, that would work. Plus, they don't need graphics for early versions, so that'd buy time to come up with solutions. If I had to guess, this might be harder than Ascension for graphics... (though, I seem to recall a Dragon unit floating around somewhere on the forums).
Yes, and that's the problem. If most of the Norse monsters are clearly identified with his side of the final battle, then it doesn't make as much sense for those creatures to be summonable by priests of Odin, Thor, or Frigg instead of being explicitly linked to his particular Foci. Granted, Hel was on his side as well, and I'm not putting limits on who can take her, but still.

I'm willing to ignore this a bit, especially since AoM was pretty loose with their interpretations of some units, but it'd be best if the units weren't explicitly tied to one of the majors (like Talos to Heph).
I think part of that might be the pantheon, one of the myths I suggested for the Hindu one is tied to a god over there, too (not sure if its one that is used, but still). Greek ones, in particular, might e a pain.
The benefit to that is that people are more likely to recognize them. Don't know if that has any impact to you, though.
 
I was thinking one "generic" unit, and one that was the one-of-a-kind bit, though, it does make sense to have it weaker than a level four unit.

Yeah, the balance on this is going to be tough. My first thought is that they can't be as strong as a Focus-specific unit, or else there's no point in taking those Foci, clearly. And that's easy enough to manage with the major gods that have these foci. But what about minor gods? As in, you take Zeus as your major god, and when the time comes to pick a minor god, you consider Artemis (who has the Animals focus). Because she's a minor god, you'll never get her temples to level 4; you're barely even going to get them to level 3 in your capital, and level 2 in your other cities. So if the Greeks have access to a generic mass-production unit that's better than the Animals 2 options, why would you take her as a minor god at all?
Actually, to get around that, I'm going to reduce the number of Myth units from Animals to 2 per tier and add some small other bonuses (+food for cows, deer, sheep, fish; +production for Horses, produces one unit of Horses). That should free up a few units for pantheon-specific use.

Basically, though, the early common myth units should be between a 1 and 2, so that taking someone like Artemis is still desirable as her 2s will still be an upgrade. The late myth unit can be a 3, stronger than the units you'd get from taking Artemis, but you'd need to have it follow a 1-per-player limit like the 4s have. If you didn't, then there'd be little reason to upgrade her shrines.

Well, I can only find one good human hero, and Cipactli could make another good myth-4 unit, but it would be kind of strange to have a giant as a hero. Plus, (correct me if I'm wrong), but you couldn't make his graphics unique then, could you?

Sure you could. Heroes will be like UUs: same unit class as an existing unit, but a distinct Units block, which allows for unique graphics. Since you don't BUILD heroes (they're awarded through various other methods, like events or Favor), there's no conflict. So Achilles would be a Swordsman UU, with a slightly higher strength and some extra promotions thrown on; your cities would still make Swordsmen the old-fashioned way, but if you had Achilles, he'd benefit from any Wonders or Focus promotions that boost Swordsmen, just like he was a civ-specific UU.

As to the discongruity of having a giant as a hero, it's not really a problem. While certain pantheons (Greeks, Hindu, Shinto, etc.) will probably be all-Human with their heroes, some of the others weren't so anti-monster. The Hindu lore, for instance, had one good-aligned Rakshasa as a "hero" at one point. And since I'm trying to add 8 heroes per Pantheon, I'm going to run out if I'm too picky.
Greek Heroes, at the moment: the Argos (i.e., Jason), Achilles, Odysseus, Perseus, Theseus, Bellerophon, Ajax, Hercules. My idea is that one of these maps to each axis, and one to each diagonal, sort of like how the Foci work. That way, I can make some of these a little more exclusive; a Poseidon follower might never see the events that award Odysseus or the Argos, while Zeus might never see Hercules.

Didn't realize he could fly.

Depends on which source you're drawing from. To quote from one translation of the Voluspa,
" There comes the shadowy
dragon flying,
glittering serpent, up
from Dark of the Moon Hills."
Yes, I admit, I got that off Wikipedia; I'm at work at the moment. More specifically, though, the Nidhogg appeared twice in the Age of Mythology game (once in the original, once in the expansion), and there he was a flying dragon with antlers. He's even hovering there in the backdrop when you're at the main menu of the original AoM. So if I'm going to be able to steal unit models from that game, that's what he'd be.

That could be where the Pantheon units come in- at a certain point, you'd be guaranteed to have one powerful Myth unit, and adopting certain gods as majors would give you more.

That's the part I keep going back and forth on. If all the L4s are one-per-player, then it might be okay to have the pantheon-specific high unit be an L4 as well, because a player with those foci could then have TWO unstoppable killing machines, or even three if they took the right combination of foci. But that might just be too much raw power for everyone, since it'd completely overshadow your mundane units, which is why I was aiming for L3 as the baseline; it'll already be expected that L3s would be major parts of many armies, so adding one more isn't a big deal.

That would probably be better, a lot of the Egyptian creatures were similar to Greek ones.

There's a surprising amount of similarity between a LOT of mythologies, but my rule of thumb on this is that if all else fails, use a D&D creature for the Foci unlocks. I mean, some of the creatures in various mythologies are really off the wall, but most mythologies have analogues of the dragon, vampire, ghost, really nasty versions of common predators (lions, tigers, bears), or winged versions of land animals (snakes, horses, etc.), so putting those in the myth-heavy Foci works well. There are also a couple quirky creatures that overlap quite a few as well, like the Hydra, Griffon, and so on, so I wanted those in the Animals Focus as well.

though, I seem to recall a Dragon unit floating around somewhere on the forums.

There are several. Finding a dragon model really isn't a problem, and most of the D&D-ish mythological creatures were done for various Civ4 mods at one point or another. It's the less common stuff that might be a problem.

The benefit to that is that people are more likely to recognize them. Don't know if that has any impact to you, though.

Not as much as you might think. I'm sure there will be quite a few cases where people playing the mod encounter a creature they'd never heard of before, but as long as its abilities are things they can understand it shouldn't be too bad.

Take the Rakshasa, for example. At the moment it's a Darkness 3 creature, but I could easily make that be one of the Hindu-specific units. Currently, it has three abilities:
> The promotion-stealing ability of the Doppelganger unit from the SMAC mod
> Venom (mentioned earlier, and used by quite a few other units)
> The existing "+25% vs Wounded" promotion
So even if you've never heard of them (or if you HAVE heard of them but think they're tiger men with backwards hands after playing too much D&D), as long as you can understand what those three abilities do, it shouldn't matter. Since Hindu lore was pretty inconsistent on their abilities and appearances in the first place, it's not a problem.

I'm trying to limit the pool of new promotions to 12-15 if possible. So there shouldn't be THAT much of a learning curve; once you learn what Venom, Disease, Stun, etc. do, it shouldn't be too hard to adjust to new units.
 
Ok, so, a few things:
I mean I think theres a dragon unit for Civ V. I think it was made as an example, back when the unit creation tools actually worked (or even back when they were beta).

I actually think more unique units are more interesting - part of why I keep bringing up the ahuizotl is that nothing else is like it, and it's way out there. Everyone's heard of some of the generic European stuff, and that's often got some favorites, but I'd like to see the weird stuff, from unrepresented mythologies, end up as the generic units.

As for the Pantheon L4's, perhaps give them a bigger penalty vs. heroes? I know that uses up another promotion, but it would make the Foci L4s- which don't have to worry about extra penalties- more desirable.
 
I mean I think theres a dragon unit for Civ V. I think it was made as an example, back when the unit creation tools actually worked (or even back when they were beta).

Yep. It was used as an example in one of the tutorial threads, but I think it was a Civ4 conversion. Anyway, yes, dragon models are plentiful.

I actually think more unique units are more interesting - part of why I keep bringing up the ahuizotl is that nothing else is like it, and it's way out there.

As a pantheon-specific creature, sure. As a Focus-affiliated creature, no. The issue, as always, is content balance; if the first pantheon-specific Myth unit unlocks at the same time as a Swordsman, then why would you bother making swords? Why would you care about the presence of Iron? So whatever the lower Pantheon-specific unit is, it has to be WEAK, and that rules out a lot of the more exotic abilities. The higher unit(s), no problem.

Take the Minotaur. Obviously tied to the Greek mythology, even though pretty much every pantheon had "body of a man, head of an X" creatures. Heck, the Egyptians practically trademarked the concept. But still, identifiably Greek. And yet, what exactly does a Minotaur DO? Okay, it's strong, and is probably carrying a big axe or something... and that's about it. So if you want something equivalent to a Swordsman, it'd work just fine. It could still require Iron, for exactly the same reasons (needing actual weapons to be a threat), so it wouldn't even have a significant advantage over its mundane counterparts; it might be slightly stronger, but this'd be counteracted by its greatly increased vulnerability to Heroes and its inability to later upgrade to longswords.

The same goes for quite a few others. Take Pegasus; yes, he can fly. But at his core, he's a horse with wings; even if you assume that the unit corresponds to men riding on pegasi, it's still not going to be more powerful than a mundane unit. (More mobile, sure. But weaker.) So it fits just fine as the Air 1 unit.

As for the Pantheon L4's, perhaps give them a bigger penalty vs. heroes? I know that uses up another promotion, but it would make the Foci L4s- which don't have to worry about extra penalties- more desirable.

That'd be hard to do. Promotions can either be against a Domain, a Combat Class, or a specific unit type. Domain is obviously out of the question. Combat Class is "Myth", so the only way to get the variation you describe would be to create a second combat class for them ("Semi-Myth"?). This'd at least let me do this without adding a new promotion (since the current Anti-Myth would just have two effects instead of one), but it has other problems. Specific unit types would be FAR too much work.

There are a few other ways I can handle this without needing an extra promotion:
1> Pantheon units are more expensive to build, and/or have extra maintenance costs (like my Titan units do in SMAC), while Focus myth units are cheaper to build. I generally don't like this sort of balance, because the AI doesn't work this way; it'll build units until it runs out of cash and/or resources and then stop. But you can tweak Flavor values to make them less desirable.

2> Add a new strategic resource to be used only for Myth units. That's how AoM managed them; the myth units there would drain your Favor, which was pretty much ONLY used for Myth units. Again, the AI wouldn't be too good at this one; it'd create whatever unit unlocked first until it ran out of the resource, at which point it'd stop. I'd been considering this one for a while, but it just didn't look feasible. The biggest issue would be how to generate the new resource; it'd pretty much HAVE to be building-generated, and that's a pretty big advantage to the human player.

3> Hard limits. X per player, no more. And I don't just mean the 1-per-player of a national wonder, you can do 10 per player (like the Orbital Defense Pods) just as easily. I don't like this sort of thing either, but it's at least possible. So maybe you can only have 5 of the low pantheon unit, 3 of a middle one, and 1 of the top one; if your empire is too large for these 9 units to form your entire army, then you need to create some regular units.

4> Make them weaker, with lower Flavor values than the Focus-specific units. Four abilities instead of five for the top unit, that sort of thing. But instead of raw power, they get some other benefit that makes them equally as desirable (meaning the AI would have no problems).
Maybe, unlike normal Myth units, they DO get XP from a Barracks. A Hydra can't be taught to fight better, but a Minotaur or Centaur can.
Maybe, unlike normal Myth units, they DO generate points towards getting a Great General. (Normal myth units don't.)
Maybe normal Myth units only gain half the normal XP from a combat, but these ones gain the full amount.
Maybe, unlike normal Myth units, they CAN be purchased with gold. (Currently all myth units have this disabled.) This makes a big difference in terms of defending from an unexpected attack, but beyond that it's not a huge gain.
Maybe, unlike normal Myth units, they're not actually Myth units. As in, not a part of that new combat class; a Centauri might just be categorized as Mounted, meaning it'd benefit from all promotions that a mounted unit can use. (Including the promotions given by Foci like Fire or War, but NOT the ones in Darkness.)
Or maybe it's something else. For instance, take Justice, which is going to mostly be a Hero-oriented focus. The level 2 building is going to give all Heroes in your empire +1 XP per turn. (And yes, it stacks.) It sounds like a lot, but realize that you'll have very few Heroes, probably only one or two, and you're not going to have a lot of cities. Now, what if this ability also added to this other category of Myth unit (albeit at a lower level, or maybe capped like Barbarian XP to 30)?

Lots of options, and I'm still trying to decide.
 
How’s this for a start?

New unit type: Pantheon (Not really necessary)

Three new unit classes (as simple as tier 1, 2, 3)

Tier 1 (13) Capped at 10 per empire. No other real change.
Tier 2 (18) Capped at 3 per empire. Higher maintenance cost.
Tier 3 (22) Capped at 1 per empire. Higher maintenance cost, happiness penalty.

Greeks:
Tier 1: Stymphalian birds, ranged helicopter-style unit, 13 strength, no movement cost for pillaging tiles
Tier 2: Erinyes (Furies), strength 15, range 7, air unit.
Tier 3: Charybdis, naval unit, 28 strength, shallow water only, 4 movement. Not a lot going on here, just a really strong naval unit.
Shinto
Tier 1: Oni, strength 12, rough terrain bonus.
Tier 2: Qilin, strength 14, all-terrain and medic promotions
Tier 3: Mizuchi, strength 24, bonus near water.
Aztec
Tier 1: Ahuizotl, strength 13, bonus when adjacent to water tiles.
Tier 2: Cipactli or Teocipactli, strength 18, can defend while embarked, can be used as settler (borrowing off of the myth for that one)
Tier 2: Xelhua, strength 24, also has the ability to make any GP tile improvement (will sacrifice Xelhua to do so) (giant worker graphic)
Hindu
Tier 1: Nivatakavacha, naval unit, 4 movement, 14 strength (makes up for the weaknesses of naval units in general)
Tier 2: Makara, strength 16, 3 movement, all terrain promotion from the Ascension mod
Tier 3: Sarabha, strength 24, scout terrain promotion, anti-unit bonus
Norse
Tier 1: Valkyries, strength 12, medic
Tier 2: Huginn and Munnin (not sure how you want to dice that up), strength 14, range 12, air units
Tier 3: Fenrir, strength 26, invisibility, 4 movement
Egyptian
Tier 1: Sphinx (I think you already have this one figured out)
Tier 2: Ammit (don’t ask why there can be 3), strength 17, anti-unit bonus
Tier 3: Apophis, movement 4, strength 22, invisibility
Sumerian
Tier 1: Mushussu, 12 strength, but I don’t know for ability. Kind of lost here, just seems like something should be given.
Tier 2: Alu, 16 strength, invisibility, 3 movement
Tier 3: Akhkhazu, 22 strength, invisibility, disease, 4 movement

Unless otherwise noted, all movement points are 2.

I didn’t remove biases for the Norse, but I did try to balance them. Stymphalian birds might be a bit biased, too.

Some abilities repeat, but usually not within a pantheon (exception being the Sumerian tier 2 & 3 units). The abilities might not be well-balanced, though. I tried to give stronger units fewer abilities, weaker ones more, but not all abilities are equal. Plus, not sure when these’ll come in, or how they compare to Myth Units.

Greek and Sumerian pantheons turned out a bit specialized.
 
The AI has no real understanding of how to deal with a lot of the bits you described: happiness penalties, bonuses when near water, and so on. If I have to implement it through Lua, then that's a real drawback.
Now, on to specifics. Don't take these as absolute refusals, but quite a few of the things you described either can't easily be done or have big problems.

> Naval units are a HUGE problem, because what happens if your empire has no coastal cities? I'm already running into that with the Water focus; if your capital isn't on the coast, then having the powerful level 4 won't help since you'll never be able to build it. Okay, on nearly all maps you'll have at least one coastal city by the time you get to the last tier of myth units, but if it's not the capital then there are problems.

> The "shallow water only" thing isn't notable, because all of this happens pre-Astronomy. NO naval units can cross oceans. This is why I asked earlier about whether I should change the underlying dynamics to things like this; without Astronomy you won't be in contact with most of the world, depending on map type.
For this reason, I'm also leery of giving units the All-Terrain effect, because I'm not sure what happens with it pre-Astronomy, but that'd be easy enough to fix if it lets you cross oceans. Side note: units with that promotion are technically naval units, meaning they can only be built in coastal cities; see previous point for why that's bad.

> Air units: these are a real problem. There are no counters to air units in the early eras, so balance becomes a major headache when you can't shoot down the unit bombarding you. In my current plan, the only actual Air unit I was going to add would be the Lightning Bolt (Air 4) for Zeus; every other "Flying" unit is a Helicopter-style setup (hovering + all terrain 1 MP). If their bombardment rating is low enough then I suppose it'd be okay, since they'd often die in the attack, but that has other problems.

> The "bonus near water" won't be easy to implement. Well, it WOULD be easy to implement through Lua, but the AI wouldn't understand it. Now, I could mimic this somewhat with the existing XML, like giving a combat boost for Flood Plains or Oases (they ARE features, like Forests or Jungles), but I don't think there's a way to do this for coasts. I'll look into it.

> Having Xelhua it make a GP improvement is fine in theory (although I'd limit it to a new one, like the Monolith, that boosts a little of everything), but what's to stop you from just repeating the process over and over to make tons of them? It sort of defeats the whole point of having these be one per empire. There'd have to be some sort of check, where you can only ever make one of those improvement, and I'm not sure I CAN do that.
Also, one of the core concepts of this mod is that when the Enlightenment starts, all of your myth units start to despawn, refunding you gold and research for each (while your religious buildings refund culture and Golden Age points). So whatever improvement Xelhua makes will have to ALSO be destroyed at that time, because otherwise Aztec followers will have a HUGE advantage. I can do that, but it's one more thing to clean up and it's a bit tougher because it'd require me to scan the entire map for them and check the owner of each one I find.

> I honestly don't know what it'd do to add the ability to settle cities to a combat unit. Well, I DO know, because I have the Colony Pod, but I mean to a resourceless unit. It might decide to start the game with you getting these instead of the normal Settlers if you start in a later era, and that'd be bad. Since the unit would have a Project prerequisite (one per pantheon, assigned automatically) it can easily be disabled in later eras, I suppose; that's one MORE cleanup job.

> Land-based units can't have invisibility, unless I add some new way for units to DETECT invisibility, and that'd be a lot of work to implement and balance (besides eating up two more promotion slots). So I'd prefer not to do this one if I can avoid it; the Norse #3 could just be the Nidhogg like we talked about before. Especially since I'm currently using AoM's Fenris Wolves as an Animals 1 unit, a wolfpack that has the Teamwork and bonus-vs-Wounded abilities; this can be changed, of course, but it's a useful niche unit, sort of like the Laser Infantry (cheap to build, good in packs).

> Apophis was technically a god, despite being a demon. I left out him and Ma'at from the pantheon for balance reasons, since I only wanted 13 gods, but I think he's not really appropriate for a myth unit. I was thinking of putting the Sphinx as the Egyptian 3, actually, with the level 1 being a Wadjet or Petsuchos. Not because the Egyptian sphinxes were all-powerful or anything, but because they're different enough to justify giving a mix of abilities that none of the other top-tier Myth units have. Okay, and they're pretty big and/or powerful; at worst, I'd put them as the 2.

I tried to give stronger units fewer abilities, weaker ones more, but not all abilities are equal. Plus, not sure when these’ll come in, or how they compare to Myth Units.

I'll be tweaking the number of abilities each unit has as I go, but for now my guideline is still what I posted before: weak myth units have 1-2 abilities, generally adding one "mundane" promotion to that, moderate units would have ~3 abilities, and the big stuff would be 4-5, generally with one of them being basically unique.

The #1s would basically be the start of the Classical, contemporary with the Swordsmen (STR 11), with Catapults and Archers providing support and Spearmen getting a bit obsolete. That's the tier where your Primary and Secondary foci unlock level 2.

The 2s would be at the start of the Medieval. Your capital will already be at a 3 in both your Primary and Secondary, and minor foci will be at a 2 in all cities; I'd probably put it at the Heresy tech, which bumps your capital's minors up by 1 as well, so 3s in the capital and 2s everywhere else. (Or if you take monotheism first, add 1 to the Primaries, which gets your capital up to a 4, although the growth isn't immediate.)
In terms of mundane units, that's the dead spot between Swordsmen/Archers/Catapults and Longswords/Crossbows/Trebuchets.

The 3s would be in the late Medieval, probably at Iconoclasm. At that point, your capital will have 4s in both primary and secondary, meaning you'll have the level 4 myth units if your foci include them, but your minor foci will have just downgraded from 2(3 in capital) to 1(2), so it's sort of the beginning of the end; Apostasy, the tech that lets you start the Enlightenment, is basically parallel to this point.
In terms of mundane units, you're at longswords and crossbows.
 
Ok, so, thoughts:

Naval units could be balanced by flavors, perhaps, and I wouldn't restrict the Pantheon units through favor and cities, just tech (buildable everywhere it'd function).

The all-terrain as naval throws a wrench in, though, perhaps switch those over to embarked with defense. Although, if all cities are allowed, that's less of an issue. And I was thinking they could cross oceans, since Poly can do it, it didn't seem like a nightmare scenario.

I think low-strength and distance between empires might make fighter-style air units ok, but perhaps the range should be toned down a bit.

For the "bonus by water", I'd say change it to marsh, oasis, and floodplains (rivers, if possible?).

For Egypt, I'd move Ammit up, and put the Sphinx at level 2.

Regarding Xelhua, could it be only one unit of that class ever (or, at least, ever per player?)
That would remove the balance issues, and make the Myth units from foci more desirable, too.

I'm not sure what to suggest to replace invisibility... Why doesn't that work, anyways? Seems like it wouldn't be a problem, because of the adjacent-unit thing.

Last, for Nidhogg, I'd go for a very high-strength unit, with bonuses against ranged units.
 
Naval units could be balanced by flavors, perhaps, and I wouldn't restrict the Pantheon units through favor and cities, just tech (buildable everywhere it'd function).

The thing to remember is that we're still talking about the Ancient, Classical, and Medieval Eras. It's not uncommon that NONE of your cities are coastal at that point. Now, I'm definitiely shifting the balance of this a bit, so I'd expect you to have a bit larger of an empire by the end of the mythological stuff than you would normally at that point in the tech tree, but it might still be an issue, especially for folks who like Pangaeas, non-round maps like Highlands/Great Plains/Lakes, scenario maps, or even a straight Continents with an unlucky draw.

Not a complete idea killer, just something to watch out for.

And I was thinking they could cross oceans, since Poly can do it, it didn't seem like a nightmare scenario.

There's one balance point you're not accounting for, which isn't surprising since I haven't brought it up much. In a normal game, it takes you ~200 turns (on standard speeds and sizes) to reach Astronomy; ~50 turns for the Ancient, ~50 for the Classical, and ~100 for the Medieval. With the changes I'm making, though it's going to be more like 350. (100, 100, 150 or something similar; I'm just shooting for somewhere between 300 and 400 at the moment.)

So if the Polynesians have the ability to cross oceans pre-Astronomy (which I didn't know since I don't have the DLCs), the problem is that it gives you almost twice as long of a period where you have that advantage. I'm not sure that makes a huge difference, but it's something I'd want to watch out for.

I think low-strength and distance between empires might make fighter-style air units ok, but perhaps the range should be toned down a bit.

It's less about the range, and more about just a simple lack of counters. No anti-air units, no area interceptors, and so on. For the Lightning Bolt it wasn't a problem, because it's not SUPPOSED to ever be killable, but for these others I'd worry about the inherent balance.

For the "bonus by water", I'd say change it to marsh, oasis, and floodplains (rivers, if possible?).

Marsh, Oasis, and Floodplain are doable. Lakes, rivers, and coasts are not, from what I can tell. There are a couple things they can get instead (like the Amphibious ability, which also includes the ability to attack across rivers), but most of the stubs involving rivers are in the Buildings tables, not anything usable by units.

For Egypt, I'd move Ammit up, and put the Sphinx at level 2.

Easily workable. I'm still getting some of the normal myth units sorted out, so I haven't even tried putting these other ones in yet. It's just a question of whether we can get abilities that work for the units.

Regarding Xelhua, could it be only one unit of that class ever (or, at least, ever per player?)

No way to do that. There MIGHT be a way to prevent building a second one through Lua, but I'm not sure how well that interacts with the AI.

The simpler solution, that I thought of today, is to not have Xelhua create the improvement himself. Instead, at the Enlightenment, a despawning Xelhua could cause an improvement to be created through the Lua trigger. There are some issues with this (What if he's in a city? What if he's on the ocean? What if he's in enemy territory?), but there are workable solutions to that.

The bigger issue is just balance; I really don't want any effects to be persistent beyond the end of the mythological age. Once it's over, it's over. Having any Myth units create an improvement that would last beyond the mythological age violates that, so if he DOES make an improvement, it'd have to be something unique that I could destroy at the Enlightenment.

For instance, what if, instead of a GP-level improvement, Xelhua could just make a simple, new improvement without sacrificing? For instance, a non-hill improvement that adds +1 Production and +1 Culture. (Or just +1 Culture at first, upgrading with +1 Production at a later tech.) I could add a few of these, with various units that can build each one, and then at the Enlightenment they'd all get zapped. Very easy to do.

And it's not unprecedented. I'm adding two units to the Plants domain; the Plants 3 unit will be the Dryad, which'll gain the Plant Forest and Plant Jungle option, while the Plants 4 unit will be (name to be decided later) able to do certain terraforming actions (probably just non-floodplain desert into tundra or something weak like that, just enough to boost its food by 1). Yes, these violate the end-of-Age rule I just mentioned, in a way, but a big part of WHY forests and jungles are so useful in later eras involves how resources get distributed. (Tundra cities, even with Forests, still kinda suck. But Tundra is where a lot of the Oil and Aluminum gets placed, so you won't really WANT to settle those areas until later anyway. Similar logic for deserts, barring the flood plains.)

I'm not sure what to suggest to replace invisibility... Why doesn't that work, anyways? Seems like it wouldn't be a problem, because of the adjacent-unit thing.

Other than the adjacency, the only way to see an invisible unit is to have a "see invisible" ability sharing the same Invisibility tag. I'd been tempted to give Mind Worms an invisibility, so that you'd only see them when you were right next to them (which is basically how they were in SMAC, since Fungus had some interesting reductions to visibility), and I still might if I can't figure out how to enable the Hidden Nationality code. But when I tried to actually use this, it ended up being very lopsided; the AI was just horrible at dealing with invisible attackers, while a human player would handle it much better. (Also, a human player can move, see the massive invisible unit, and reload the game to the previous turn to shift the units needed to kill it into place.)

It's just a balance headache. If I were to give a top-tier unit like Fenrir any kind of invisibility, I'd REALLY reduce his strength to compensate. It's a huge defensive bonus to be invisible, since against the AI it often completely rules out any kind of ranged attacks.

Last, for Nidhogg, I'd go for a very high-strength unit, with bonuses against ranged units.

Check to see if any of the unit-based promotions I've added through Foci would seem appropriate for him. For instance, besides flying and cover, he could have the Death I ability (heal when you attack someone), the Justice ability (anyone who attacks you takes damage), or something else along those lines.
 
Question, will there only be the aforementioned pantheons to choose as civs? Either way there will be pros and cons:
- All civ have pantheons and myth units
- Limited variety

- Some civs have advantages
- Regular variety


Also, what of a pantheon that isn't mythological, but scientific, and the Myth units are advanced (By comparison) weaponry?
 
Question, will there only be the aforementioned pantheons to choose as civs?

Let's be clear. There is no relationship between pantheons and civs. Just because we call them "Greek" or "Egyptian" in no way means that only the Greek and Egyptian civs can take them. This is not a one-pantheon-per-civ fixed thing; each pantheon is tyed to a specific "style", so some might fit better with some civs than others, but they all have their own strengths and weaknesses and don't necessarily share those with the civ that was historically linked to them.

I might, MIGHT, make the AI predisposed towards taking appropriate pantheons if the right one is available, to where the Romans and Greeks would prefer to take the Olympian gods, the Arabs, Ottomans, and Persians would take the Sumerian set, and so on. But even if I do this, it wouldn't be an absolute thing, and most likely wouldn't include any DLC civs except the Mongols.

There will be seven pantheons in the mod, with 28 major god choices for civs to pick from. Given that the game limits you to 22 major civs, and the player gets to pick first, it's not really a problem to use whatever one you want. So if you want to limit yourself to always using the pantheon historically linked with your choice of civ, feel free, but that won't be coded into the mod.

Also, what of a pantheon that isn't mythological, but scientific, and the Myth units are advanced (By comparison) weaponry?

Never, ever, ever going to happen. If you want to play a science fiction mod, well, I just made one a while back; you might have heard of it at some point.
 
So, how will a Pantheon be adopted, or has this been answered already?

I've mentioned it briefly, but not in the initial "official" posts. What'll happen is, on the first turn, a popup will appear that looks a lot like the tech selection bar on the left-hand side. Except instead of picking a tech, it'll show seven Pantheon boxes, each with four symbols in it for the major deities in that pantheon. Mousing over the Pantheon's box will give its general biases (Favor production, custom Myth units, lists of minor gods), and mousing over each major god shows its two Foci and what they do. You click on the deity you want, then the AIs make their choices, and the game starts. You need to do this BEFORE founding your capital, or else it won't work right, but I'm working on ways around that.

At least, that's the idea. It doesn't quite work right at the moment, so until I get it fixed I'm just randomly assigning each player a god for testing purposes. I'd hoped to have the UI fixed over the weekend, but I ended up having to spend most of the weekend at work (big conference this week, so I'll be very busy until Wednesday). So the Mythology mod got pushed back a little bit.
 
I read all the "initial" posts and either me or the posts are missing something. How and when do you choose minor gods? Can the minor god be worshiped by multiple civs? Do all cities get all the god's buildings when enough favor points are accumulated? Are religious buildings automatically build or do you need to build them with hammers? How are heroes unlocked? What myth units can be bought with what favor?
And apart from all these it seems mean to me that the ability to train myth units of a tier is lost when advancing to the next, especially in foci that are not animals
 
I read all the "initial" posts and either me or the posts are missing something.

A lot of the initial posts are still incomplete. It's a work in progress.

How and when do you choose minor gods?

WHEN: When you accumulate enough total empire-wide Favor to cross a threshold, you gain the option.
HOW: In the Mandala screen, it'll show you which gods are available at the moment, and you click one.

Can the minor god be worshiped by multiple civs?

Every god can be worshipped by multiple civs. If I pick Zeus as my central god, then someone who picks Poseidon as theirs can also take Zeus as a minor god, and both of us can take Hermes or Apollo. However, it's likely that Zeus and Poseidon will have different sets of minor gods in practice, because of how the Mandala is laid out.

Do all cities get all the god's buildings when enough favor points are accumulated?

Each city has its own pool of Favor. You get a god's building in a city if/when that city has 100 Favor in that particular Focus; the focus generated in other cities has no effect on this.

Are religious buildings automatically build or do you need to build them with hammers?

All automatically. Building Monuments, Temples, etc. will make the process go faster as they generate Favor for their city, but you do not build these with hammers.

How are heroes unlocked? What myth units can be bought with what favor?

Both of these are still being decided. At the moment, Heroes spawn automatically or are awarded through Events, and it's looking like I'll remove the ability to buy Myth units with Favor.

And apart from all these it seems mean to me that the ability to train myth units of a tier is lost when advancing to the next, especially in foci that are not animals

There's no choice. The Unit_BuildingClassRequireds table just works that way. I'm rearranging the table a bit, to where there won't be nearly as many Foci with a myth unit at a lower level and not one above it, to reduce the issue, but it's still going to happen occasionally.
 
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