Age of Mythology: Retold

Age of Mythology: Retold

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A kobold Sep 27, 2024 @ 5:49am
Community concepting: CELTS
Ok this topic is simple I come up with and build on the concept in the title see if we can come up with our own pantheon for the game.


The theme is celts, think druids, fey, and werewolves.


Specilty, navy and Calvary

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a list of their gods https://en.wikipedia.org/wiki/List_of_Celtic_deities
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Basic favor gain.

Celts gain favor via their temple unit the druid. The druid generates favor based on wild animals and/or trees near them. Trees near them can not be logged by the player, and animals generate a small amount of passive food.

Druids have two uses out side of that. One is they can pick up relics, and two they can cause wild animals nearby to "reproduce" spawning a new one in the group every minute (ability.). works with herd animals but requires a min of two animals in the area.

Attack wise the druids are a melee attacker that uses a staff and a weak one at that.


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myth unit examples.


Winter/ Summer fay
always given an option one or the other.

Summer fay are more beautiful creatures and are a support unit for your army able to heal nearby allies. Winter fay are attacking tricksters who can "Steal names" converting none hero units like AoE2 monks. Both lack a direct attack.


Werewolf
trained in either the druids grove or the barracks. werewolves can swap between standard swordsman and a large wolf. Swapping to wolf costs a small amount of favor while swapping back is free. In wolf form they have have increased speed and attack rate. in both modes they are slightly tanky standard infantry.

Kelpie
Amphibious scout unit, they get at age 2 from the docks. regenerates HP slowly in water.

Dullahan
headless knight with headless horse. once its diety is picked any of their Calvary has a chance to get back up as this on death. Can be trained directly.
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Showing 1-15 of 95 comments
A kobold Sep 27, 2024 @ 5:56am 
I should have typed one some how I typed I.... AAA.
Last edited by A kobold; Sep 27, 2024 @ 5:56am
David McMurdo Sep 27, 2024 @ 5:59am 
There's so much to draw upon from the real world Celts it'd be a shame if it wasn't used.
A kobold Sep 27, 2024 @ 6:00am 
Yeah them, japan, and india are three places that have so much tehy would make prefect pantheons. the problem is other then the Chinese we may only be getting one other so who knows.
David McMurdo Sep 27, 2024 @ 6:24am 
Woad would have to feature as a research somewhere too. There's just so much material.
A kobold Sep 27, 2024 @ 6:32am 
Got an idea for their units.

Elite Cavalry
Celt Cavalry only has two options archer and swords man. but both of these like they Greek hydra get stronger the more damage they do having 5 levels outside of the age up ones.

Recruit
basic level, standard calvary

[Celtic name]
1.5x more HP, faster attack

[Celtic name]
2x more HP, faster attack, bonus armor.

Master

2.5x mroe HP, faster attack, bonus armor, charge ability

Hero
hero promotion.

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this means celts main hero unit would be their cavalry which they gain after battles. meaning keeping your Cavalry alive after battles is key. and knowing where to deploy them.

Note their druids would be their relic grabbers.

EDIT: minor gods would allow for more diverse cavalry through upgrades for example one might augment the charge ability while another gives it two ranks earlier. Another might allow your archers to have crossbows and an armor pierce while its rival allows for your melee cavalry to gain poisoned weapons or something.
Last edited by A kobold; Sep 27, 2024 @ 6:34am
Keïnos Sep 27, 2024 @ 6:41am 
Ah ♥♥♥♥, here we go again. I can hear Jonoliveira writing on his keyboard from here...

Seriously. Yes, Celts have a serious base for a civ with a complete pantheon and myth units and I'll be glad to have it someday. Though I don't think we'll see it soon. After China, the next extension will probably something more popular and known for the public.
A kobold Sep 27, 2024 @ 9:35am 
Celts are perfect for this game hands down.
A kobold Sep 27, 2024 @ 9:43am 
So, been informed Celts had superior metal working for the era. Should I swap the idea to infantry and navy focused instead of Cavalry and Navy focused?
jonoliveira12 Sep 27, 2024 @ 9:50am 
2
My original Celts proposal:

The Celts.
I would theme Celt God Powers around nerfing the enemy, rather than buffing your own troops, or dealing damage directly, as this is a niche that no actual civ in this game has yet filled, so it would be very unique.
They would still have some buff God powers, but I would give them GPs more like Wail of the Banshee (bellow) and Glamour (reverse Eclypse). or Gate to Tyr-na-nog (which would force target enemy army to go back to their oldest Town Center. buying the player time), in order to achieve this theme of temporarily hamstringing the foe, in order to gain a similar advantage that other GPs provide, but by providing the reverse effect.

Major Gods:

-Toutatis, god of the Tribes, focused on Human units, has Druids of the Carnyx, which can empower friendly Human units attack speed, or production buildings to produce faster.
Unique upgrade: Drowning Sacrifices - your Human units generate some Favour, every time they die.
God Power: Finger Rings - for a short period, all Human units become very good at damaging Myth units, time is increased in later Ages.

-Cernunnos, god of the Wild, focused on Economy and Cuns (War Dogs), has Druid of the Scythe, which can gather Berries and Farm at greater efficiency.
Unique upgrade: Wolfhounds - increases Cun attack and training speed, Hunters gather slightly faster.
God Power: Horned Snakes - summons 2 guardian Horned Snakes near a Town Center, they circle around it and attack units that come too close, but cannot otherwise be moved from their ward, and cost no population.

-The Morrigan, goddess of Phantoms, focused on Myth units and Favour gathering, has Druid of the Fey, which can use a weaker form of Glamour, that weakens the attack of target Myth units, and gathers Favour at Druid Circles more efficiently.
Unique upgrade: Shapeshifter - Druids gain the ability to become Crows, and to turn back into Druids, useful for Scouting, but no Glamour attacks in Crow Shape.
God Power: Wail of the Banshee - enemy units in a small circle area are temporarily slowed down to a crawl, for fear of impending doom, the area grows larger if used in later Ages.

Minor Gods:

-Taranis, god of Thunder, his iprovements benefit your Chieftains.
-Epona, goddess of Horses, her improvements benefit Cavalry and Farmers.
-Belisama, goddess of Power, her improvements benefit your Upgrades.

-Nabia, goddess of Waterways, her improvements benefit your Ships.
-Endovelicus, god of the Beneath, his improvements benefit your Myth units.
-Ogmios, god of Eloquence, his improvements benefit your Economy.

-Belenus, god of Healing, his improvements benefit your Infantry and Archers.
-Ataegina, goddess of the Underworld, her improvements benefit your Druids.
-Ucuetis, god of Blacksmiths, his improvements benefit your Human units.

Humans units:
-Druid - Priest unit that does not counter Myth units directly, but instead heals, gathers Favour at Druidic Circles, and has specific abilities related to the chosen Major God.
-Chieftain - Chariot Hero melee unit trained at the Town Center and the Oppida, you may only have one per Age, except for Toutatis, which can have 2 in Archaic, throws javelins at flying Myth units.
-Cun - War Dog unit that is good against Cavalry, trained at the Clan Hall.
-Fianna - fast Swordsman unit that is good against Archers, trained at the Clan Hall
-Gaesatae - slow but resilient Javalineer that is strong against Infantry, trained at the Clan Hall.
-Teceitos - strong Axeman unit that deals area damage and is strong against Buildings, trained at the Clan Hall.
-Nobleman - Heavy Cavalry unit that is trong against Infantry, trained at the Oppida.
-Longbowman - long ranged Archer that is better against Buildings than units, trained at the Oppida.
-Curragh - Arrowship, trained at the Wharf.
-Ferry - Transport Ship, trained at the Wharf.
-Ramship - Hammer Ship, Trained at the Wharf.
-Siege Curragh - Siege Ship that fares many incendiary arrows, progressively dealing more damage, rather than a big attack, trained at the Wharf.

Celtic Major God choices:
Toutatis
Classical: Taranis or Epona
Heroic: Nabia or Endovelicus
Mythic: Belenos or Ucuetis
Bonuses:
-Can train 2 Chieftains in Archaic Age
-Can train Druids of the Carnyx
-Human units have 5% more attack damage
-Guard Towers and Oppida have +2 more Range

Cernunnos
Classical: Taranis or Belisama
Heroic: Nabia or Ogmios
Mythic: Ucuetis ot Ataegina
Bonuses:
-Can train Druids of the Scythe
-Cuns have 5% more Hack and Pierce Armour, and 10% more HP
-Buildings are much cheaper to repair
-Fianna, Gestatae and Longbowmen units 20% cheaper

The Morrigan
Classical: Epona or Belisama
Heroic: Endovelicus or Ogmios
Mythic: Belenos or Ataegina
Bonuses:
-Can train Druids of the Fey
-Myth upgrades are 15% cheaper in all non-Favour costs
-Temples work 5%/10%/15%/20% faster per Age.
-Myth units special attacks recharge faster

Celt Tech Tree:
Archaic
-Towncenter - trains Villagers and Chieftains
-Roundhouse - provides 12 pop, maximum of 8 can be built
-Temple - trains Druids and Myth units, contains Myth upgrades
-Mill - drop off for Food, has Food Economic upgrades
-Druidic Circle - drop off for Gold and Wood, 5 Druids can congregate in the Circle to generate Favour, has Wood and Gold Economic upgrades
-Wharf - trains Ships, contains Ship upgrades
-Sentry Tower - contains Tower upgrades, only upgrades to guard Tower
-Wall - can upgrade into Stone Walls and Rampart Walls.

Classical
-Kiln - Blacksmith building, contains Blacksmith upgrades
-Clan Hall - trains basic Human troops

Heroic
-Market - contains Market upgrades, trains Wagon Caravan
-Oppida - Fort structure, trains Chieftains and advanced Human units, contains Siege upgrades (Fire Arrows - increases damage bonus vs buildings for Longbowman and Siege Curragh; and Volley Fire - increases the attack sped of Longbowmen and Siege Curragh)

Celtic Minor Gods suggestions, expanded:

Classical Age:
Taranis
GP: Roiling Skies - Taranis conjures a storm that dispells other players God Powers, other GPs cannot be used during the short time of the effect.
Upgrades:
-Votive Wheels: increases Chieftains movement speed.
-Taranekum: Your Chieftains are of Taranis' bloodline, increases Chieftains attack damage.
Myth unit: Buggane - a mighty ogre with a special attack taht stuns nearby units for a short time.

Epona
GP: Curse of the Stalker - Epona curses up to three enemy units for a long duration, increasing damage inflicted on them, and spawning Nuckelavee from the corpses should they die.
Upgrades:
-Hobby Bloodlines: increases the hitpoints Chieftains and Noblemen (as per the AoE2 upgrade: Bloodlines).
-Silver Bridles: Epona's Horses improve the gather rate of Farmers, and make Farms build much faster.
Myth unit: Nuckelavee - amphibious Cavalry Myth unit that has both human and horse attributes, and curses enemy units as a special attack (single target only), reducing their Hack armour.

Belisama
GP: Glamour - all enemy myth units in the map have their attack damage greatly reduced for a time (basically the opposite of Eclypse).
Upgrades:
-Warrior Creed: Belisama lowers the costs of all your Human unit line upgrades.
-Pale Glory: all Temple upgrades no longer cost Favour.
Myth unit: Coblinau - gnome-like creature that can haunt a Mine to stop the enemy from gathering, and magically heal buildings

Heroic Age:
Nabia
GP: Still Waters - Nabia paralizes enemy Ships or Villagers in place, in a chosen area, for a short time.
Upgrades:
-Bracari Sailors - Nabia provides all your ships with increased movement speed and attack damage, by crewing them with her favoured sailors.
-Allure - increases Kelpie conversion range
Myth units:
-Kelpie - an amphibious, shapeshifting white horse that can convert enemy units to your side.
-Iannic-ann-od - a brutal melee undead Naval creature that represents souls lost at the sea, can leap at sea targets as a special attack.

Endovelicus
GP: Entomb - Endovelicus kills every Hero unit in an area, to make way for dark forces.
Upgrades:
-Rock Sanctuary - Edovelicus reduces the Favour cost of building Oppida.
-Cthonian Heritage - increases Myth attack damage.
Myth unit: Púca - a dark fairie creature that paralizes and slowly destroys buildingd, disabling both production and arrow attacks, in melee.

Ogmios
GP: Chains of Speech - Ogmios slows down all enemy gather rates around the map, for a short time.
Upgrades:
-Leash of Desire: Ogmios makes all your Economic upgrades research instantly, and replaces half their respective costs with Favour.
-Psychopomp: Druidic Circles increase the gather rates of all neaby Villagers.
Myth unit: Cu-sith - a large, dark green furred hound, that specializes in hunting other Myth units, special attack is 3 loud barks that reset the energy bars of nearby Myth units, preemptively depleting their special attacks.

Mythic Age:
Belenus
GP: Gate to Tyr-na-Nog - Belenus instantly teleports a target enemy force, back to their oldest Town Center.
Upgrades:
-Henbane - increases the hitpoints of Fianna, Gaesatae and Teceitos units, and allows them to regenerate slowly.
-Sure Sight - increases the Range of Longbowmen and Siege Curraghs.
Myth unit: Leanan Sídhe - a beautiful fairie woman that can heal up to 3 targets at once.

Ataegina
GP: Dark Vengeance - Ataegina strikes the whole world, and damages every Myth unit to 50% of it's total hitpoints.
Upgrades:
-Rebirth - increases the favour generation and healing rate of Druids, allows them to ressurrect once if killed.
-Night Haunters - increases hitpoints and attack of Revenants.
Myth units:
-Revenant - undead warriors that attack faster the more they are damaged, and specialize in killing Hero units.
-Ellén Trechend a three-headed Vulture that breaths fire, good against Human units.

Ucuetis
GP: Iron Foundations - Ucuetis fully repairs all buildings in a small target area, and greatly increases their Crush Armour for a short time.
Upgrades:
-Leaf Blades: Ucuetis increases the attack speed of Fianna units, by introducing the distinctive sword design.
-Suit of Mail: Ucuetis clads your Chieftains, Teceitos, Noblemen and Longbowmen, in his suit of iron chains, strongly increases their Hack Armour.
-Thureos Shield: Ucuetis gifts the thureos to Fianna and Gaesatae, strongly increases their Pierce Armour.
Myth unit: Fomoire - monstruous ironclad humanoids, dressed in armour head to toe, that wield giant swords and can walk on water.

Titan:
Balor - the big daemon we all know.
Stavrozium Sep 27, 2024 @ 9:55am 
Originally posted by A kobold:
So, been informed Celts had superior metal working for the era. Should I swap the idea to infantry and navy focused instead of Cavalry and Navy focused?

The Celts mostly used infantry and cavalry;
and there were 2 types of each:
light infantry/cavalry (that basically fought naked)
and heavy infantry/cavalry, that had chainmail armor.

(the Celts are conventionally credited with inventing mail armour,
as well as longbows, and many other things, like f.e. bagpipes and fiddles)

So while they did use boats, (like as good as all cultures)
i would put their focus on infantry and cavalry.
(naval focus is more fitting for the Norse, and perhaps the Japanese)
Last edited by Stavrozium; Sep 27, 2024 @ 9:58am
A kobold Sep 27, 2024 @ 9:57am 
Oh god I am imagining one of there none myth buff units. A bagpipe player who follows your units. buffs celts and their allies in a specific range, gains access to different buff songs with different minor gods.

Default one buffs move speed.
jonoliveira12 Sep 27, 2024 @ 9:58am 
Originally posted by A kobold:
So, been informed Celts had superior metal working for the era. Should I swap the idea to infantry and navy focused instead of Cavalry and Navy focused?
Celts should unironically be a Heavy Cavalry + Longbow centered civ. But with the way MGs work in this game, it would be normal to have MGs that focus on Infantry, or on Navy, or even on Oppidae building.
jonoliveira12 Sep 27, 2024 @ 9:59am 
Originally posted by A kobold:
Oh god I am imagining one of there none myth buff units. A bagpipe player who follows your units. buffs celts and their allies in a specific range, gains access to different buff songs with different minor gods.

Default one buffs move speed.
Bagpipes are a bit too modern. Ancient Celts were more of the Carnyx.
A kobold Sep 27, 2024 @ 10:02am 
Originally posted by jonoliveira12:
Originally posted by A kobold:
Oh god I am imagining one of there none myth buff units. A bagpipe player who follows your units. buffs celts and their allies in a specific range, gains access to different buff songs with different minor gods.

Default one buffs move speed.
Bagpipes are a bit too modern. Ancient Celts were more of the Carnyx.


oooh thanks yeah That looks like a good one for it.
Keïnos Sep 27, 2024 @ 10:03am 
Originally posted by jonoliveira12:
Originally posted by A kobold:
So, been informed Celts had superior metal working for the era. Should I swap the idea to infantry and navy focused instead of Cavalry and Navy focused?
Celts should unironically be a Heavy Cavalry + Longbow centered civ. But with the way MGs work in this game, it would be normal to have MGs that focus on Infantry, or on Navy, or even on Oppidae building.

Plural of Oppidum is Oppida. The metal working can be shown with economic bonus for gold or cheaper tech from armours and weapons, maybe a way to gain favour idk, there's something to think about.
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Date Posted: Sep 27, 2024 @ 5:49am
Posts: 95