AA                             MMMMM           MMMM
AAAA             OOOOOOO        MMMMMM         MMMMM
AAA AAA          OOOO   OOOO      MMMMMMM       MMMMMM
AAA  AAA        OOO        OOO     MMMM MMM      MMMMMM
AAA    AAA       OOO        OOO     MMM   MMM  MMM  MMMM
AAAAAAAAAAA       OOO        OOO     MMM   MMMMMM    MMMM
AAAA    AAAA       OOO        OOO     MMM    MMMM     MMMM
AAAA       AAAA       OOOO     OOOO     MMM     MMM     MMMM
AAAA         AAAA        OOOOOOOOO       MMM      M      MMMM



=====================
AGE OF MYTHOLOGY
FAQ
=====================


=============================================================================
| Age of Mythology FAQ Version final                                        |
| Last Modified   : April 2, 2003                                           |
| Created On      : January 5, 2003                                         |
| author          : James Macarthur    	       james.macarthur2@sympatico.ca|
=============================================================================


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++	News of the expansion has been made!!!  It is to be called	++
++	Remeber The Titans.  It will deal with a mytological civ	++
++	in itself by presenting the player with the Atlanteans.		++
++	12 new God Powers, new units and myth units as well as a 	++
++	new building set and new tiles.  Should be available Fall	++
++	2003!  Bring it on ES!!!					++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

========
CONTENTS
========

1.0 Introduction
	1.1 Revision History
	1.2 About Me
2.0 Game Overview
	2.1 Game requirements
3.0 Civilization Overview
	3.1 Greeks
	3.2 Egyptian
	3.3 Norse
4.0 Gods
	4.1 Greek Gods
	4.2 Egyptian Gods
	4.3 Norse Gods
5.0 Buildings
	5.1 Greek Builings
	5.2 Egyptian Buildings
	5.3 Norse Buildings
6.0 Units (including unit stats)
	6.1 Greek Units
	6.2 Egyptian Units
	6.3 Norse Units
	6.4 Unit Counters
7.0 Gameplay Tips
8.0 Resources
	8.1 Food
	8.2 Wood
	8.3 Gold
	8.4 Favor
	8.5 Population
9.0 Map Types and Game Styles
10.0 Technology
	10.1 Common Technology
	10.2 Greek Unique Technolgies
	10.3 Egyptian Unique Technology
	10.4 Norse Unique Technology
11.0 Relics
12.0 Frequently Asked Questions
13.0 Default Hot Keys
14.0 Web Links and Cheats
	14.1 Official Sites
	14.2 Community Sites
	14.3 Fan Sites
	14.4 Mythology Websites
	14.5 Suggested Downloads
	14.6 Cheats
	14.7 Abbreviations
15.0 Credits
16.0 Legal

================
1.0 INTRODUCTION
================
I compiled this reference for myself as a guide, then thought, “Why not share this with others”?
So here it is.  Most of the information in this FAQ I gleaned from many places including the game,
the FAQ that Jonathan Galloway wrote in his FAQ as well as newsgroups, forums and ESO chats.

I am always looking for new information and tactics/ hints as I write this, so if you see anything
that needs feedback (wrong information, right information, something I missed, etc., contact me at the
e-mail above.

The whole idea of this guide is to give players an all in one place to find information that may be
handy to them as they crush their enemies, or are in turn destroyed.

So without further ado, the guide…

(well OK, a little more ado…)

--------------------
1.1 Revision History
--------------------
08-January, 2003 – started typing the reams of info into this baby!
14-January, 2003 - completed enough to make it worth uploading.
18-January, 2003 - Added Hotkeys, added some new relics, started section on resources and added to FAQs.
28-January, 2003 - Started adding Unit stats, question about AI, some minor god info.
1- February, 2003 - More unit stats added.
7 - February, 2003 - Added unit gather rates.  Uploaded v1.2.
1 - April, 2003 - Happy April's Fool Day!  Decided I hadn't done enough lately, and got some more stuff added.
18 - April, 2003 - Finished off the last few tables I wanted.  Marked FAQ as final, although if I get new
	information that needs to be added, I will.  I have gone through the tables and adjusted the stats
	for the patches and play balance fixes that ES has made.  Hopefully I got them all.

If you can add any information or supply charts or tables to help out, e-mail me and I will add it, giving
full credit to you.

------------
1.2 About Me
------------
I have been playing computer games since the dawn of time.  Well Ok, I got my first ‘computer’ in 1981,
an Atari VCS, later the 2600 at the ripe old age of 11.  Since then I have played games on a C-64, TRS-80,
Amiga and PCs.  I love RTS games and first person shooters.  I also play RPGs when I have the time.  I have
designed 1 mission for 1 game, The Unholy for Freespace2.  I play games an average of 2 to 3 hours a day (I
know, no life…) and am always looking for the next great game.  I occasionally play online, but at the
time of this writing, I have only played 1 rated game of AoM, which I won using Loki.  My wife plays games
with me (she started with The Sims 2 years ago) and progressed to 'real' games last year with The Conquerors.
She also lets my 7 year old daughter play AoM with me.  Now if my 2 month old son could only sit at the other
computer and use the mouse!  (update: I created a mod for Morrowind called Daywalker.  It's based on the movie
Blade (II) and I may or may not upload it!)

=================
2.0 Game Overview
=================
Age of Mythology (AoM) is the latest game designed at Ensemble Studios, the creaters of Age Of Empires and Age
of Empires 2: The Age of Kings, as well as the expansion packs for these amazing games.  AoM is published through
Microsoft Game Studios.

There are 2 versions of the game.  The standard edition contains 2 CDs, a small manual and a fold out tech tree
detailing the civilizations and their god choices and technology trees.  The collecters edition is a limited
edition (each numbered) that has all of the stuff from the standard, and throws in A DVD, a CD with the music
from the game, a copy of Bulfinch's Mythology, a poster and a figurine.  Since I was dumb and only bought the
standard edition, I may have made some mistakes with the collectors edition.

AoM brings some new game play to the RTS (Real-time Strategy) gaming table.  It supports a full economic model,
unique civilizations, technology to research and standard units.  However, it also adds twists like god powers
(think a one time magic spell), and mythology (duhh!) in the way of powerful units like the troll, the Anubite,
and Medusa.  Although the game can be played and won without ever creating a mythological unit, they certainly
add a new dynamic to the battles that are fought.  Other cool inovations introduced in AoM includesettlements
(you can only build a new town center (TC) on a free settlement) and ESO, an online game matching service.  With
ESO you can connect to other players with a similair rating (skill level) and play out the battles of myth!  Also
included is a hero system through which some truely powerful humans are brought forth.  An interesting new twist
on food gathering in AoM is the concept of fattening, whereby the longer a herdable animal lives, the more food
it will provide when it is finally killed.

AoM also contains a great single player experience in the campaign.  There are 32 missions in the main campaign
and 3 or 4 training missions.  In the story of the main campaign, the player puts on the sandels of Arkantos, an
Atlantean hero whom uncovers a terrible plot to restore an ancient evil to the world.  Ok so it is a bit cliched,
but still a good story with lots of plot twists.  It does a good job of introducing the player to each of the
god choices and powers as well as the three civilizations.

---------------------
2.1 Game Requirements
---------------------
Age of Mythology requires at least the following to play:
	450 mhz Processor
	Mouse or pointing device
	56K modem (for online play only)
	Windows (98, Me, 2000, XP)
	128 Meg Memory
	CD-ROM (double speed or better)
	16MB 3D video card, 800x600 resolution
	1.5Gigbyte Hard Drive Space
Highly Recommended
	1Gigahertz or better CPU
	256 Meg RAM or better
	32-64MB 3D video card (or better)

To play online, an internet connection is required.  A 56K modem should be good for 1v1 games, while broadband
is recommended for larger or team games.
AoM also plays on a LAN using TCP/IP (or direct connection).

=========================
3.0 Civilization Overview
=========================
There are 3 distinct civilizations in AoM to choose from, with each offering the player the choice of 3 major gods
to choose from at the start of a game.  There are 4 ages in a standard game (less if you win or lose early!)
consisting of the Archaic age, the Classical age, the Heroic Age and finally the Mythic Age.  Each time the player
begins research for the next age, they will be offered a choice of two minor gods to worship and gain benefits from.
Choose carefully though as once the research is completed, you will not be able to rescind the choice made.  This
means that for a full game, the player will end up with the major god choosen at the start, as well as three minor
gods, each more powerful than the last.

The civilizations which can be choosen are the Greeks, the Egyptians and my personal favorite, the Norse.  Each
gains favor (a resource needed to build all mythological units and research) in a different way.  Each also plays
differently.

==========
3.1 Greeks
==========
The Greeks are possibly the easiest civilization to play in AoM because they play almost exactly like any
civilization from earlier Age of games.  Greeks gain favor by worshipping at the temple they build in the Archaic
age.  It is important to note that favor is gained by the Greeks in a diminshing returns system.  Greek heroes are
all named units from stories everyone knows.  They are very powerful units and as a result are capped at a limit of
4 heroes.  They are researched at the toen center and each major god grants unique heroes at each age advance.  The
only exception to this rule is Poseidon, who grants an extra hero who is researched at the dock.  This unique hero is
The Argo and is a naval only unit.  All other Greek heroes are land only.  Greeks start each game with a scout unit
called a Kataskopos.  He can not be replaced if killed, although he is fairly swift so should be able to scout large
amounts of the map before he is killed.  Once a temple is built, the Greek player can also build Pegasus as much as
they like.  Pegasus is an aerial unit and as such can only be killed by ranged units or buildings.  Each Greek major
god also grants a unique unit in the Mythic age, built at the fortress.

The following chart shows a suggested god path to follow to gain the maximum benefit for each 'Focus' in your game.

FOCUS			Archaic Age	Classical Age	Heroic Age	Mythic Age
----------------------------------------------------------------------------------
Economy			Poseidon	Hermes		Aphrodite	Hephaestus
Infatry			Zeus		Athena		Dionysus	Hephaestus
Archers			Hades		Ares		Apollo		Artemis
Cavalry			Poseidon	Hermes		Dionysus	Hephaestus
Mythological Units	Zeus		Athena		Apollo/Dionysus Hera
Naval Units		Poseidon	Hermes		Dionysus	Artemis
Defense			Hades		Athena		Apollo		Hephaestus

=============
3.2 Egyptians
=============
Egyptians are slightly more difficult to play, mainly because one of their best units (the Pharaoh) is a unit unlike
any unit in any other game.  He is given the ability to 'empower' buildings.  This simply means he is able to speed
up whatever is occuring at that building.  If it is researching, it happens faster.  Units are built faster and
all gathering done at that particulair drop site is enhanced.  With one exception, only the Pharoah can empower.  The
Pharoah is an Egyptian hero who is also very effective in combat.  Egyptians can also build further hero units (the
preist) at their temples.  Preists can not empower buildings (with the exception of those who worship Ra), but can
be very effective in combat versus myth units.  Preists also heal nearby allied troops and a considered a ranged unit
for purposes of combat.  Egyptian favor is gained through a series of five monuments, built by the laborers.  Monuments
start small, but gain considerable size and power as they are built.  By the time the fifth monument is built, favor
is generally rolling in quite quickly.  Egyptian players are granted automatic tower upgrades when they reach the
Classical age, making them a good choice for a defensive player.  Egyptians are also not as reliant upon wood as the
Greeks and Norse.  Egyptian buildings are quite often free, taking only time to build.  Egyptians are the slowest
builders in the game, but can be sped up with the use of the Pharoah unit.

The following chart shows a suggested god path to follow to gain the maximum benefit for each 'Focus' in your game.

FOCUS			Archaic Age	Classical Age	Heroic Age	Mythic Age
----------------------------------------------------------------------------------
Economy			Ra		Bast		Hathor		Osiris
Infantry		Ra, Set		Ptah		****		Horus
Archers			Set		Ptah		Sekhmet		Thoth
Migdol Stronghold Units	Ra, Set		Anubis, Ptah	Sekhmet		Osiris, Thoth
Defense			Isis		Bast		Hathor		Osiris
Pharaoh & Preist	Isis, Set	Anubis		Nephthys	Osiris, Thoth
Mythological Units	Ra, Isis	Bast		****		Osiris
Naval Units		Ra, Isis	Bast		Nephthys, Sekhmet Osiris, Thoth

**** - since no specific bonuses are given, choose whichever god suits you best.

=========
3.3 Norse
=========
The Norse are the vikings of old.  They are perhaps the most difficult to get used to because of the way they build
and gain favor.  Whereas the Greeks and Egyptians use their laborers to build all their buildings, the Norse use
their infantry.  This makes it very easy to forward build or rip down an enemy Town Center and replace it with your
own very quickly.  Norse soldiers revel in combat, and this is reflected in the way the Norse gain favor.  For each
violent act, favor somes in.  Even hunting and herding animals gains a small amount of favor.  The Norse hero unit is
the Hersir, who also creates a small amount of favor just for existing.  Each Hersir is given a name when created,
by using a random name generator.   There exists a great sense of humor in many of the Hersir names.  Norse players can
also create dwarves at their town centers.  Dwarves are excellent at mining gold, but not so good at food or wood.
Norse are somewhat handicapped in that they do not possess ranged units capable of pierce damage.  Their is only one
exception to this, the ballista, built in the mythic age at the Hill Fort.

The following chart shows a suggested god path to follow to gain the maximum benefit for each 'Focus' in your game.

FOCUS			Archaic Age	Classical Age	Heroic Age	Mythic Age
----------------------------------------------------------------------------------
Economy			Thor		Forseti, Freyja	Skadi		Tyr
Ulfsarks		Thor		Forseti		Bragi		Tyr
Throwing Axemen		Thor		Forseti, Freyja	Skadi		Baldr, Tyr
Cavalry			Odin		Freyja		Njord		Baldr
Hersir, myth units	Loki		Forseti		Bragi		Hel
Naval Units		Odin		Heimdall	Njord		Baldr, Tyr
Defense			Odin		Heimdall	Njord, Skadi	Baldr, Tyr

========
4.0 Gods
========

==============
4.1 Greek Gods
==============

==========
Major Gods
==========

----
Zeus
----
Zeus was born to Kronos and Rhea, both titans.  Because his father was told he would be overthrown by a	child of his,
he swallowed each of his children at birth.  Eventually Rhea grew tired of this, and substittued a large stone in
place of Zeus.  When he grew, he came to rescue his siblings, and overthrow his father.  The titans were then
banished to Tartarus.  Zeus was given the reign of the immortals at Olympus and took the mantel of thunder among
others.  He is often pictured holding a Bolt of Lightning, forged by his son Hepasteus.  He is married to Hera.

CIVILIZATION BONUSES:
The Zeus player starts with favor (25), gains favor faster than other Greek cultures, and has a favor cap of 200,
instead of the 100 imposed on every other major god.
Hoplites move faster.  Hoplites (infantry) move faster (approx. 10%) than other infantry.
Infantry cause extra damage to buildings.  Double damage to buildings hit by infantry weapons.
The Myrmidon is a unique unit to Zeus built in the mythic age fortress.  The Myrmidon is an infantry
unit with bonus damage versus Egyptian and Norse units.

GOD POWER:
Bolt.  Bolt is capable of killing any one unit that the player has line of sight on.

UNIQUE TECNOLOGY:
Olympic Parentage.  Zeus supplies your hero units with extra hit points

MINOR GOD CHOICES:
Classical Age	Athena, Hermes
Heroic Age	Apollo, Dionysus
Mythic Age	Hephaestus, Hera

TIPS FOR PLAYING:
The best use of the Bolt power is to hold off and see if a Norse Loki player goes Hel in the Mythic or a Ra player
worships Osiris.  Each of these two gods grant a GP that creates a very powerful unit hard to kill by other means.
Bolt will do the job easily.  Another decent use of this power is to kill an enemy hero unit in a large battle to
turn the tide quickly, or to destroy an enemy scout early, so they are crippled in knowledge.
Because Zeus gains favor faster, the player can save population slots by not creating as many worshippers.  This
can then be used for extra gatherers or troops.
Hoplites move faster and since they are infantry, they counter cavalary.  They are excellent at getting into
formations of enemy cav units and tearing them apart.  They are also good at raiding economic drop sites due
to their extra speed and bonus damage to buildings.
Zeus' infantry cause doble damage to all buildings, which makes them excellent at seige without the need for large
amounts of siege weaponry.  Because of the damage bonus from infantry, and the fact that the Myrmydon does bonus
damage to Norse and Egyptian units, they make an excellent army with little support needed.

--------
Poseidon
--------
Poseidon is one of Zeus' older brothers, swallowed at birth by Kronos.  Being immortal, he was undigested.
Poseidon is usually closely associated with the sea, but he was also the Lord of Horses.  He and Athene were
competing for the favor of the city of Athens.  Poseidon gave the city the horse as his attempt, but lost to
Athene who gave the olive tree.

CIVILIZATION BONUSES:
When a dock is built, a free Hippocampus is spawned.  If killed, it respawns at the dock.  The hippocampus is
a free naval scout unit with no attack.
Militia appear at destroyed buildings.  The militia do not count against your population, nor do they cost you
anything (except the destroyed building!).  They are relatively weak, but can help if the enemy forces were
weakened during their assault.  The larger a building destroyed, the more militia that appear.
The market is cheaper to use.  All transactions are 10% less then other civs.  I am not sure if this also
applies to buying caravans or researching the market techs.
Cavalry is cheaper.  All cavalry units are 10% cheaper.
Stables are cheaper.  Stables cost 50% less than other Greek stables.
Poseidon allows an extra hero unit in the Argo.  This allows him to field five hero units at a time.  The Argo
is built at the dock.
Gastraphetes, a powerful archer unit, unique to Hades.

GOD POWER:
Lure.  Lure causes animals to slowly come towards the stone that is the symbol of the power.  It lures a set
amount of food before fading away.  There is a small problem though, in that not only does it lure herdables
and huntables, it also lures predators that will attack and eat your gatherers.

UNIQUE TECHNOLOGY:
Lord of Horses.  Your cavalry units will gain a much larger line of sight, making them ideal for scouting or
raiding the enemies economic bases.

MINOR GOD PATHS:
Classical Age	Ares, Hermes
Heroic Age	Aphrodite, Dionysus
Mythic Age	Artemis, Hephaestus

TIPS FOR PLAYING:
Because of the bonuses gained by worshipping Poseidon, his cavalry are very strong and make a good back bone
to your army.  It is best to follow the god path through Hermes and Dionysus to get all the benefits.
The cheaper market use allows you to build more donkey caravans for the same money as another player.  This
can allow you to gain more gold quicker in the late game when gold mines can become scarce or dangerous.
The hippocampus allows youto keep an eye on your enemies fishing operations for a quick raid, as well as
allow you to see what naval forces are being built.
Since Lure can bring dangerous animals to your gatherers, cast it close to your first TC so that it can fire
arrows at wolves and the like.  Cast it early as well so that the animals aren't cleared from the map before
you can benefit from its power.

-----
Hades
-----
Hades is brother to Zeus and Poseidon.  He was the God of the Dead and ruler of the Underworld.  Since all
precious minerals and metals came from the realm of Hades, he is also considered lord of Wealth.  This is
reflected in his Vault of Erebus improvement.  Shades were the denezins of the Underworld and as such Hades
commands them in battle.  Hades gains excellent archers.

CIVILIZATION BONUSES:
Shades.  20% of all unit loses (only human units!) will return to fight again as Shades.  They appear at your
temple and are not as strong as during life, but they are free.  They don't count against your population.
Stronger buildings.  Hades buildings have more hit points (25% higher) and are therefore harder to destroy.
Stronger archer and building attack.  Buildings gain about 20% extra pierce attack and archers gain about 10%.

GOD POWER:
Sentinel.  Invoking Sentinel creates up to 4 (depends on building placement) 'living' statues that defend one
toen center.  It can be cast on an allies TC as well.  Any improvement that makes a building stronger affects
Sentinels.

UNIQUE TECHNOLOGY:
Vault of Erebus.  Researching the Vault of Erebus gives the benefit of a trickle of gold constantly.  It's not
a huge amount at a time (about .3 gold per second or 1 gold every 3 seconds), but it is free gold once it is
researched.

MINOR GOD PATHS:
Classical Age	Ares, Athena
Heroic Age	Aphrodite, Apollo
Mythic Age	Artemis, Hephaestus

TIPS FOR PLAYING:
Once engaged in battle, periodically check your temple for any Shades that can be sent back into battle.
Hades is best played as a defensive civilization due to his many building improvements.  Go into battle
only when you have created a large army capable of defeating the enemy easily.
Because Hades gains so many archer bonuses, consider using them as the backbone to your army.  Follow Ares
and Apollo to gain more benefits.
Keep the Sentinel GP until you or your ally start expanding.  Drop it on a TC you consider important to
your war effort.  If you try to place it, and you are shown one or more red statues, consider deleting the
building(s) that are in the way, then casting the GP. That way, all 4 will appear.  Remember to upgrade them
by researching any improvements to buildings (sight line, attack, etc.).
Although the Vault of Erebus won't make you rich, it will give you access to slightly more gold than a player
with the same amount of gold miners and improvements.  This will allow you to build more Toxotes and other
archer units.

==========
Minor Gods
==========

-------------
Classical Age
-------------

Ares
----
Greek God of battle and slaughter.  He benefits human soldiers attacks.

God Power:
Pestilence.  When cast on an enemy town, prevents the enemy from creating new military units.  Any building
under a greenish 'fog' or cloud is affected.  It may or may not stop an enemy from building ANY units, depending
on where the troop buildings have been located.

Myth Unit:
Cyclops.  Giants with 1 central eye.  Recharging special attack flings enemy units away.  This gives you more time
to deal with them and causes large amounts of damage.  They are slow moving and should be supported with human
soldiers to deal with enemy heroes.

Unique Tech:
WILL OF KRONOS.  Cyclops are upgraded to Elder Cyclops which train faster and cause more damage.
PHOBOS' SPEAR OF PANIC.  Attack damage of Hoplites improved.
DEIMOS' SWORD OF DREAD.  Hypaspists gain improve attack damage.  Since you can't train Hypaspists until the
Heroic age, save your resources and do not research this until you have built some of these units.
ENYO'S BOW OF HORROR. Toxotes gain increased attack damage.

Athena
------
Goddess of Wisdom and Warfare.  Infantry defence benefits from her improvements.

God Power.
Restoration.  A short lasting (4-5 seconds) power that heals your units and  buildings.  It also can affect
allies in it's area.  Monitor your units or buildings carefully so that you can cast this when needed most.  It
is best used when you need to boost your army to puch the enemy out of your town (you are winning the battle)
and enter their base or to extend the life of your units in the enemy town to finish off things like TCs and
fortress type buildings.

Myth Unit:
Minotaur.  This half man, half bull creature gets a recharging gore attack that will instantly kill human units.

Unique Tech:
LABYRINTH OF MINOS.  Upgrades Minotaurs to Bull Minotaurs which are cheaper and are stronger (more hit points).
SARISSA. Hoplite hack armor increased making them more resistant to infantry and cavalry.
AEGIS SHIELD.   All infantry pierce armor increased, improving resistance to archers.

Hermes
------
The God of Messengers whom improves your cavalry.

God Power.
Ceasefire.  All combat all across the map stops for the length of the power.  Doves circle all the TCs on the
map to show the peace that has erupted.  It can gain the player time to reinforce their army or stop an enemy
from finishing off a building, giving you time to repair it.  A side effect of this power is that any building
that can attack aside from a TC stops at it's current building level until the power is over.  It is humorous
to watch Norse infantry pounding the nails into a Hill Fort in your town to no effect!

Myth Unit:
Centaur.  A Horses body supporting a human torso.  A very strong archer unit whos special attack is a super
accurate shot that always hits its target.  This unit is quick and makes a great raider for hit and run
tactics on enemy gathering points.

Unique Tech:
SYLVAN LORE.  Centaurs become Centaur Polemarchs, with improved speed and hit points.  An awesome raiding unit.
SPIRITED CHARGE.  Speed and attack damage of Greek Cavalry improved.
WINGED MESSENGER.  Food cost of Pegasus unit reduced to 0 (costing only 2 favor now)!  Additionally, they train
faster and have a longer line of sight.

----------
Heroic Age
----------

Apollo
------
The God of the Sun and Music.  Archers benefit from Apollos improvements.

God Power:
Underworld Passage.  Two lines of sight must exist.  One where you would like the entrance (your base) and the
other at the exit (generally the enemies base, best if just outside of it). This allows you to move all you troops
into the one end, and they appear at the other end.  This can create a very quick end to the game.  To end this
GP, one end or the other must be destroyed.

Myth Unit:
Manticore.  The body of a lion, human face and scorpions tail create a fearsome foe.  Manticore shoot multiple
poisonous barbs from its tail.  Very effective versus human units and gets a bonus versus myth units.

Unique Tech:
ORACLE.  All units and buildings gain a larger line of sight.  Your scouts become much better and your units and
buildings will see the enemy sooner so you can change their battle lines of prep them for battle.
TEMPLE OF HEALING.   The Greek temple becomes a healing point that can also heal your allied units.  Stationary
units heal faster than moving units or those involved in combat.  The temple can only heal one unit at a time
unlike the Norse Healing Spring.
SUN RAY.  Improves the attack damage of a large number of units. Toxotes, Peltasts, Gastrophetes, Manticores and
Cantaurs all gain from this technology.

Aphrodite
---------
Goddess of Love & Beauty.  Her improvements benefit villagers.

God POwer:
Curse.  Enemy units will be turned to pigs (which can further be turned into food for your forces!).  It affects
a small area, and will not affect all units in the area.

Myth Unit:
Nemean Lion.  The lion slain by Heracles has the ability to roar causing damage to all enemy units in the
immediate area.

Unique Tech:
ROAR OF ORTHUS.  Armor of your Nemean Lions is improved (all armor types).
GOLDEN APPLES.  Villagers generate favor faster.  This may allow you to remove one worshipper and place them on a
resource you need (food or gold for example).
DIVINE BLOOD.  Villagers gain speed while moving (gather faster), build faster and carry more resources.  This allows
you to get an economic boost when needed to create larger armies.

Dionysus
--------
God of Wine and Celebration.  Cavalry and Navy benefit most from his improvements.

God Power:
Bronze.  For a short time, all your units within the area of effect are turned to bronze.  This allows them to
continue moving and fighting while gaining all kinds of armor boosts.  It will affect allied units if they are in
the area of effect when triggered.  Units become almost impervious to attacks while Bronze is on.

Myth Unit:
Hydra.  This beast starts with 1 head, but gains more (up to 5 I believe) with success in battle.  Each head
improves the overall attack of the beast.  Also with more heads, it can attack adjacent units.
Scylla.  A naval version of the Hydra.  It also gains additional headsd through battle.

Unique Tech:
BACCHANALIA.  All units (yes all) gain extra hit points with this tech.  When your population is maxed out this tech
could provide the small boost you need to defeat the last enemy units on the map.
THRACIAN HORSES.  All cavalry benefit from this.  Hit points increase.
ANASTROPHE.  Pentekonter get extra attack damage, speed and also train faster.

----------
Mythic Age
----------

Artemis
-------
Goddess of Hunt and of Nature.  Her improvements benefit your archers and naval units.

God Power:
Earthquake.  When triggered, Earthquake will rumble through an enemy town and destroy many buildings and heavily
damage many others.  It also affects enemy units, although it mostly knocks them to the ground with only a little
damage.

Myth Unit:
Chimera.  One of the offspring of Echinda and Typhon, it was a beast with a goats body, lions head and snakes
tail.  It can breathe fire and affects multiple enemy units at once.

Unique Tech:
FLAMES OF TYPHON.  Chimera are upgraded to Tyrants with improved attack (both normal and the special flame attack)
as well as more hit points.
SHAFTS OF PLAGUE.  Toxotes, Peltasts and Gastrophetes gain increased attack damage.
TRIEARCH.  Triremes get more hit points making them more resistant to enemy siege ships.

Hephaestus
----------
God of the Forge and Labor.  Human soldiers and weapons benefit from his improvements.

God Power:
Plenty.  When cast a large vault appears (make sure to protect it) and provides a constant flow of food, wood
and gold.  If an enemy gets more troops near it then you, it goes to his control and he gains the resources.  The
resources come in at roughly the rate of 2 gatherers.  I will have to double check this rate though...

Myth Unit:
Colossus.  Perhaps the strongest (in terms of hit points) unit in the game, the Colossus is a construct resembling
the Colossus of Rhoads.  It is very strong against buildings and can lat for a long while against units.  It's
special 'attack' allows it to eat trees and gold mines to regain lost hit points.

Unique Tech:
HAND OF TALOS.  Colossi are upgraded to Silver Colossi giving them more hit points.
SHOULDER OF TALOS.  Silver Colossi are once again recast into Gold Colossi giving them more hit points again.
FORGE OF OLYMPUS.  All armory upgrades cheaper.  Try holding off researching armory techs until you have gained
the benefit of this tech to save resources.  Make up for the slightly weaker units by building more of them.
WEAPON OF THE TITANS.  All unique Fortress units as well as the Myrmidon, Hetairoi and Gastraphetes gain
increased attack damage.

Hera
----
Wife of Zeus, Goddess of the Home.  She benefits buildings and myth units.

God Power:
Lightning Storm.  Similair to Zeus' Bolt, but lasts longer, and affects an area as opposed to one unit.  Lightning
strikes will hit randomly in the area it was cast, hitting many enemy units and causing them large amounts of
damage or death.  It can be escaped from as the power doesn't move.  It also can cause light damage to
buildings.

Myth Unit:
Medusa.  One of the Gorgon sisters with live snakes for hair, tusks, golden hands and bronze wings.  Her gaze will
turn enemy units to stone (recharging). She also carries a bow and arrows and is a decent ranged attacker.  This
unit is perhaps the strongest of all units in the game when supported properly.
Carcinos.  A large crab summoned by Hera to kill Heracles while he was battling the Hydra.  He defeated both, but
for it's efforts, Hera placed it in the stars.  It is a naval unit decent against enemy ships.  When killed the
Carcinos releases large amounts of boiling blood that can damage enemy units.

Unique Tech:
FACE OF THE GORGON.  Medusas upgraded to Matriarchs with increased hit points.
ATHENIAN WALL.  Buildings gain more hit points and can be very useful in late game when expanding.
MONSTROUS RAGE.  All your myth units gain increased attack damage for any attack type (hack, pierce and crush).

=================
4.2 Egyptian Gods
=================

==========
Major Gods
==========

--
Ra
--
Ra was the most important of the ancient Egyptian Gods.  He is considered the God of the Sun, and is often
portrayed with the Sun.  He has the head of a falcon and the body of a man.

CIVILIZATION BONUSES:
Preists can empower.  All Egyptian Pharaohs can empower (make a building do something faster), but priests
can't.  Ra's can.  This allows him to build a very strong economy very quickly.
Pharaoh empowers faster.  Ra's Pharaoh empowers buildings with more speed, allowing another boost to the
economic boom possible under Ra.
Monuments are stronger.  The monuments all Egyptian civilizations must build to gain favor are stronger under
Ra, with 20% more hit points.  They are also cheaper, costing 25% less to build.
Chariot Archers & Camelry are faster and stronger.  They are built in the Migdol Stronghold and can move
faster (10%) and have a lot more hit points (20%).  This makes them very strong in the late game.

GOD POWER:
Rain.  Rain causes all farms near any TC (including your allies and enemies) to produce food at a faster rate.
Rain has the side benefit of causing a global ban on all other God Powers while in effect.  Rain affects all
civilizations on the map, but is strongest for the caster.  Since Egyptians are the only civilization that
can build farms in the first age, this can be a very strong god power.  If enough fars are built before the
enemy builds theirs, the caster will reap a large amount of food.

UNIQUE TECHNOLOGY:
Skin of the Rhino.  Laborers are given better hack and pierce armor, making them harder to kill.  This allows
better hunting (elephants and rhinos will fight back!) or survive an earlier rush a little easier.

MINOR GOD PATHS:
Classical Age	Bast, Ptah
Heroic Age	Hathor, Sekhmet
Mythic Age	Horus, Osiris

TIPS FOR PLAYING:
Ra has a very strong economic base.  With his Rain power, it is easy to create fairly large amounts of
food quickly.
Ra has the ability to empower faster with his Pharaoh and with his priests.  This allows him an excellent
ability to gain large amounts of resources to mount a strong attack, heavy on Migdol units and myth units.
Follow the god path through Osiris to gain a second Pharaoh and perhaps one of the strongest ranged units in
the game in the Son of Osiris.
If you are planning a Migdol heavy army, follow Sekhmet (Bone Bow) to gain extra bonuses for your Chariot
Archers, and Osiris to gain the Son of Osiris and the speed and attack of Camelry (Desert Wind).
Because the priests of Ra can empower, scout with your Pharaoh.  He can pick up relics, he has a longer line
of sight and is harder to kill.
When playing a team game, try to coordinate casting Rain with your allies so that the maximum benefit is
gained.  Also keep in mind that no other GPs can be cast while Rain is active.  Use it to boost food
production while attacking.  That way you have food after the attack and your enemies can't cast a GP to
counter your attack.
Learn Skin of the Rhino early so that your villagers can hunt larger animals for lots of food.  It also makes
them more survivable in a rush.
If you follow Hathor, cast Locust Swarm on an enemy before casting Rain.  That way they can't benefit from the
faster food production of rain.

----
Isis
----
Isis was the wife of Osiris and mother of Horus.  She was considered a protective Goddess and as a result
has many defensive abilities in AoM.

CIVILIZATION BONUSES:
Monuments block god powers.  Each Monument built by Isis creates a 'shield' to other god powers.
Cheaper technology improvements.  Isis saves 10% off the cost of all techonological improvements.  This applies
to food, wood and gold costs.  This save a large amount of resources for military units or more improvements.
Priests build obelisks faster.  Obelisks are the chief way Egyptians keep LOS into enemy activities.  By
building them faster (60% faster) and cheaper (60% less resources), Isis can keep an eye out on enemies easily
and cheaply.
Town Centers add to Population Cap.  Each TC gives the player +3 population.  This allows more villagers in
the early game to gather, and more military units in the late game.

GOD POWER:
Prosperity.  Isis speeds up your laborers so that they gather gold at double their rate.  This is stackable
with all gold mining technologies.

UNIQUE TECHNOLOGY:
Flood of the Nile.  When researched at a granary, Isis creates a trickle of free food.  This may allow you
to move a gatherer to wood or gold to improve your gather rates.

MINOR GOD PATHS:
Classical Age	Anubis, Bast
Heroic Age	Hathor, Nephthys
Mythic Age	Osiris, Thoth

TIPS FOR PLAYING:
Build your monuments all across your town to provide a shield against enemy god powers.  Consider building
one or more in your expansion towns or allies towns to provide protection for them.
Because Isis gets cheaper obelisks, and they build faster, build many around the map so that you will
always know what your enemy is doing.
The higher population cap of your TCs allow more gatherers in the early game to build a stronger economy.
Since each TC gets the +3 pop bonus, use the extra room later in the game to create more military.
Before invoking Prosperity, send as many gatherers to mine gold to maximize the power.  Also consider
researching most if not all of the mining technologies before casting.
Consider Hathor (Sun Dried Bricks) to reduce the cost of buildings.  This goes well with Isis' improvements.
Also think about following Thoth in the late game.  Not only does he supply Meteor, he also has the Book
of Thoth to allow faster resource gathering.

---
Set
---
Set was the God of Evil an Chaos.  He was the one who tricked Osiris and killed him, scattering the
parts so that he couldn't rise again.  He was also considered the God of the Desert and Foreign Lands.  He
has an affinty with animals and gains power over them.

CIVILIZATION BONUSES:
Animals at age advancement.  Set starts with a Hyena which can be used to scout or attack enemy villagers in
the early game.  At each age advance, he gains a further batch of animals spawned at the temple.
Convert wild animals.  Set's priests can convert wild animals (select the priest, then right click on the
animal).  This power can create an army of animals to attack and raid enemy villagers or resources points.
Pharaohs summon wild animals.  Costing a little favor, Set's Pharaoh can summon wild animals which can be
used as food or as an army.  As you advance through the ages, you will be given more animal choices.
Slingers & Chariot Archers train faster.  Ranged units of Set train 20% faster.
Slingers have more hit points (+10%) and more hack armor, making them better in battle.

GOD POWER:
Vision.  Vision allows the player to temporarily see any part of the map (that was targetted).  This can be
used to quickly scout large areas or target a further God Power in the area as it counts as LOS.

UNIQUE TECHNOLOGY:
Ferel.  Causes your converted animals to do more damage in battle.  It also restores the food lost to
animals that were converted (they lose some food value when converted), so it has an economic value as
well as a military.

MINOR GOD PATHS:
Classical Age	Anubis, Ptah
Heroic Age	Nephthys, Sekhmet
Mythic Age	Horus, Thoth

TIPS FOR PLAYING:
Use the priest units to convert animals and the Pharaoh to summon animals.  These can be used by you
as food if required or as an early army.  They also absorb arrows your main army might otherwise take.
Because Set gains some bonuses to ranged units and Migdol units, consider following Ptah, Sekhmet and
Thoth to further these.
Use your converted animals as scouts.  They are cheap and usually fast.
Use your priests to convert animals near your enemies base.  Either take them back to your town as
food, or use them to harass the enemy gatherers.  Use the ability of your Pharaoh (summon wild animals)
in the same way.
Slingers are stronger and train faster under Set, so they are a good unit to build.  Also consider
Chariot Archers as they train quickly as well.
Consider using Vision in combination with an offensive type God Power such as Meteor or Tornado.
When summoning or converting animals, select the Pharaoh or priest then use the command bar to get the
animal you want.

==========
Minor Gods
==========

-------------
Classical Age
-------------

Anubis
------
Anubis was the Egyptian God of the Dead and Judgement.  His improvements benefit Spearmen and myth units.

God Power:
Plague of Sepents.  A bunch of serpents will appear at the targetted area to defend the area from enemy
attack.  They can't be controlled and they will not leave the area they were summoned in.  They remain
until killed.  They are fairly easily killed by laborer type units, and will not attack buildings.  If cast
on water, sea serpents appear, attacking only warships, leaving fishing ships alone.

Myth Unit:
Anubite.  Fast moving infantry with a leap attack.  When they are near the enemy, they leap the last distance
covering it faster than any other unit could.  This attack does some damage.  They are basically the same as
the dog faced warriors in the movie 'The Mummy Returns.'

Unique Tech:
FEET OF THE JACKAL.  Anubite hit points improved as well as attack damage and leaping distance.  Good idea to
research if you plan to make an early army of Anubites to raid the enemy.
SERPENT SPEAR.  Egyptian Spearmen gain more attack damage, making them more deadly to enemy cavalry.
NECROPOLIS.  Increases the favor gain rate of your civilization.  Best if used while you have all 5 monuments
constructed.

Bast
----
Bast is the Goddess of Fertility.  This cat faced Goddess benefit farmers and wood gatherers.

God Power:
Eclipse.  When triggered, the whole map darkens as the sun is hidden by the moon and allows your myth units
a speed bonus as well as attack bonuses.  If affects only your myth units and prevents other god powers from
being used while in effect.  Save it until you have a large myth army for best results.

Myth Unit:
Sphinx.  A human faced cat like the famous one on the Giza Plateau.  This is a fast moving unit that turns
into a dust devil (small tornado) when attacking.  It can be upgraded twice, in order.

Unique Tech:
CRIOSPHINX.  The first of 2 improvements for the Sphinx, it turns your Sphinx' into Criosphinx', with more
hit points and attack damage.
HIERACOSPHINX.  Can't be researched until Criosphinx is completed.  Your Criosphinx will become Hieracosphinx,
with more attack damage and more speed.
SACRED CATS.  Farms produce food faster (while being worked by a farmer) by ridding the farm of vermin.  It is
best to use this only when you have many farms and should be stacked with Ra's Rain GP for best results.
ADZE OF WEPAWET.  Laborers can knock trees over faster and gather the wood quicker.  Since Egyptians are not
as dependent upon wood in the early game, save this one and research it when you need extra wood for towers or
units.

Ptah
----
God of Creation.  One of the few Egyptian gods to appear human, his benefit is farms, axemen, slingers and
spearmen.

God Power:
Shifting Sands.  Used to shift your (or enemy) units around the map.  Both the beginning and the end point
must be under line of sight.  It can be used to bypass enemy defences and put your army in the enemy base
or to move the enemy army to another point.  A nasty trick is to put them in an area surrounded by your
towers.

Myth Unit:
Wadjet.  This unit is named for the Serpent Goddess who appears on the crown of a Pharaoh.  It is a venom
spitting ranged unit effective against human units and buildings.

Unique Tech:
SHADUF.  An invention of Ptah's, it cuts the cost and build-time of farms.
SCALLOPED AXE.  Axemen gain an attack bonus with this tech.  Best used if your enemy goes heavily into
infantry as your axemen are their counter.
ELECTRUM BULLETS.  Attack damage of slingers improved.  This is excellent to use if the enemy goes heavily
ranged army.  Combine it with Sekhmet's Slings of the sun and/or Set's stronger slingers.
LEATHER FRAME.  Pierce armor of Spearmen increased making them stand up to ranged attacks better.

----------
Heroic Age
----------

Hathor
------
Hathor, the bovine faced diety, is Goddess of the Sky.  She benefits Mercenaries and buildings.

God POwer:
Locust Swarm.  When invoked, large amounts of locusts swarm across enemy farms or fishing ships,
destroying them.  This can set back an enemy dependent upon these forms of food.  This can be devastating
if followed by a rapid attack.

Myth Unit:
Petsuchos.  A bejeweled crocodile that fires a beam of focused sunlight at range.  It is very effective
against human units and can tear buildings apart fairly quickly.  It is not very good at close range.
Roc.  A huge eagle like bird that carries a gilded cage in its beak.  It can be hit only with ranged
weapons.  The Roc is used to carry units around the battlefield (in the cage) and can not attack on its
own.

Unique Tech:
CROCODOPOLIS.   Petsuchos get longer range.  This keeps them a little further away from the enemy, but
they still need to be supported.
MEDJAY.  Mercenaries live longer (both mercenaries and Merc cavalry).  This improves them a little so that
you could use them as base defence while your army wipes out an enemy town.
SUN DRIED MUD BRICK.  Building hit points improved.  Also lowers cost of construction.    Makes things like
Migdol Strongholds more potent and can make towers very tough to destroy.

Nephthys
--------
Goddess of the Night and of the Dead.  She benefits Pharaohs and Priests.

God Power:
Ancestors.  When invoked, a small army of the dead is summoned to fight for you.  These units CAN be
controlled, but last only a short time.  It can be invoked on water, where it will summon ghost ships.

Myth Unit:
Leviathan.  Literally 'twisted animal' in Hebrew, this gigantic fish is a naval transport.  Units can
climb into it's mouth (really!) and be transported across water.  It can attack although it is a weak
attack considering the size of the beast.
Scorpion Man.  Another unit resembling the Scorpion King himself in 'The Mummy Returns.'  This unit
wields a sword for melee as well as a poison attack in its recharging tail attack.  The tail attack affects
multiple units at once and the poison lasts for a short time after the attack, causing additional damage.

Unique Tech:
SPIRIT OF MA'AT.  Preists are cheaper to build and can heal faster.  An excellent tech to have as preists
are the only way of healing for an Egyptian player.  This allows them to heal more units faster.
FUNERAL RITES.  Pharaoh and Preists gain extra damage versus myth units.  This allows the pharaoh (who gets
better at each age advance) to become a force multiplier.
CITY OF THE DEAD.  Pharaohs gain more hit points and will rise from the dead faster.  This is a tech that
becomes mandatory if you plan on moving your Pharaoh from empowering to offense.

Sekhmet
-------
Another feline faced diety.  Goddess of the desert and of Warfare.  Her improvements benefit Slingers,
Chariot Archers, Catapults, Siege Towers and War Barges.

God POwer:
Citadel.  Transforms 1 (yours or an allied) Town Center to a defensive structure with more hit points
and a stronger attack.  Consider holding onto this one until you or an ally have expanded and need some
extra defense at your new town.

Myth Unit:
Scarab.  The Egyptians considered the Scarab Beetle sacred.  Here it is a living siege weapon.  It's giant
mandibles have incredible damage versus buildings and towers.  It can also attack (weakly) enemy units and
should be supported with troops.  If killed, its acidic blood spills on the ground damaging enemy units.

Unique Tech:
BONE BOW.  Chariot Archers get a longer range making them a little more deadly as infantry would have to close
on them to attack.
SLINGS OF THE SUN.  Slingers are granted a burning sling which gives them extra damage to infantry units.
STONES OF RED LINEN.  Catapults and War Barges are given an increased attack versus buildings.  Both of these
units already get a bonus against buildings, this goes even further.
RAMS OF THE WEST WIND.  Siege towers get increased attack and hit points.  Depending upon your strategy, it is
likely you will need to only research Rams of the West Wind OR Stones of Red Linen.

----------
Mythic Age
----------

Horus
-----
The Falcon headed diety often portrayed in Egyptian myth benefits Axemen and Spearmen.

God POwer:
Tornado.  A large funnel shaped cloud appears at the trigger point and randomly moves slowly around the
area.  If it hits any buildings, it can cause large amounts of damage, potentially destroying them.  It
also affests units, sucking them into the cloud and dropping them when the power is finished.  It can affect
allied units and buildings, but the damage is reduced over what enemy units and buildings get.

Myth Unit:
Avenger.  A fast moving, falcon headed melee unit that can attack multiple units at once using it's recharging
whirlwind attack.  It is best faced from range and with heroes if possible.

Unique Techs:
AXE OF VENGENCE.  Axemen gain increased damage against buildings and walls.  Best when combined with Ptah's
Scalloped Axe.
GREATEST OF FIFTY.  Pierce armor of Spearmen increased granting them better resistance to archer attacks.  Also
adds bonus attack damage versus enemy archers.
SPEAR ON THE HORIZON.  Spearmen hit points and attack are increased.

Osiris
------
God of Judgement (yes another!).  His improvements benefit Camelry, Pharaohs and archer ships.

God Power:
Son Of Osiris.  When cast upon your Pharaoh, he becomes the living embodiment of the God Osiris.  He gains a
better empowerment rate as wells as an all new attack - chain lightning.  It will strike 4 units at a time,
causing a little less damage on each in line.  To replace the Pharaoh used as a SoO, research New Kingdom.  If
killed, the SoO, is replaced with the original Pharaoh again.

Myth Unit:
Mummy.  A very powerful myth unit who can convert enemy units into minions fighting for the mummy.  They can be
controlled like any other unit, although they will perish after a short time on their own.  They can turn a
battle when used correctly.  They do require some micromanaging to get the best effect.

Unique Tech:
ATEF CROWN.  Mummies gain more hit points and minions will last longer before dying.  This tech is best used
with a gang of mummies (turning enemy units) supported by a decent army.
DESERT WIND.  Camelry become faster and get more attack damage.  Best used with Migdol benefits such as Ra's
increased Camelry hit points.
NEW KINGDOM.  A second Pharaoh is created for the rest of the game.  He is exactly the same as the original,
except for name.  He can empower and gains the benefits of all age advances and respawns on death.
FUNERAL BARGE.  Kebenit warships gain bonus damage versus other archer ships.

Thoth
-----
The God of Wisdom has the head of bird (a crane?) and his improvements benefit laborers and Migdol
Stronghold units.

God Power:
Meteor.  When targetted, a stream of large space rocks crash into the area causing damage to any units or
buildings that are hit.  They come in on a random pattern, so they may or may not obliterate the enemy town
or army.

Myth Unit:
Phoenix.   A slow moving air unit excellent against enemy buildings.  It can only be hit by enemy ranged
fire.  If killed over passable terrain, an egg is created at the site.  This egg costs as much to hatch as
a brand new phoenix, but is already closer to the action, making it worth clicking on, as well as keeping
a temple free to build something else.  This unit is also good against human soldiers.
Sea Turtle.  Turtles were typically viewed and associated with evil and night.  The Sea Turtle flings
enemy ships out of the water and bashed about.

Unique Techs:
BOOK OF THOTH.  Researching this tech allows your laborers to gather food, wood and gold faster.  This allows
you to create a huge late game economy to fund expensive myth and Migdol units.
TUSKS OF APEDEMAK.  War Elephants gain more hit points and attack damage.  Great when combined with Valley of
Kings and/or Set's Migdol bonuses.  UPgraded war elephants can turn a town into rubble fairly quickly.
VALLEY OF THE KINGS.  Camelry, Chariot Archers and War Elephants train much faster, appearing almost as fast
as Mercenaries.  Allows you to quickly field huge powerful armies (if you have the resources).

==============
4.3 Norse Gods
==============

==========
Major Gods
==========

----
Odin
----
Odin is the father of Thor and God of Warfare and Poetry (boy, do they go togethor!).  He is also the God
of Wisdom and Death.  He hung himself upon the World Tree, Yggrdasil to learn about death and sacrificed
one of his eyes to get a sip from the waters of wisdom.  He was the first of the Norse gods and not usually
worshipped by the common man, instead by the warriors.  He is not a warrior himself, but was able to
rally his faithful into a frenzy.

CIVILIZATION BONUSES:
Human Unit regeneration.  All of Odins human units (except gatherers) will slowly regenerate after taking
damage.  Idle units will gain faster then ones involved in combat or movement.  This is the most powerful
healing in the game.
Raven Scouts.  Two respawning raven scouts appear at your temple upon reaching the Classical age (2).  These
birds are powerful scouts, with a decent LOS and only ranged attacks can hurt them.  They are respawned at the
temple in a short amount of time if killed.
Hill Fort Units get more hitpoints.  Odin grants 20% more hitpoints for units built at the Hill Fort.  These
units include the Jarl (it is possible to create Jarls with 378 Hitpoints) and Huskarls, as well as the
portable ram and the ballista (the only pierce damage unit available to the Norse, other than the Troll).
Hunting bonus.  Odin gives his followers the ability to hunt faster (10%) than other civilizations, favor
and food will come in slightly faster.

GOD POWER:
Great Hunt.  Because Odin is also the hunts master, his God Power that reflects this.  When cast upon a group
of animals (herdables as well as huntables), more animals appear in the herd.  As much as half again the
original number can appear.

UNIQUE TECHNOLOGY:
Lone Wanderer.  Ulfsarks become faster when Lone Wandered has been researched.  This allows them to enter
cavalry formations faster and tear them up (Ulfsark is counter-cavalry).  Because you also start with Ulfsarks,
they become your scout unit and this makes them scout the map for food, gold, relics and the enemy faster.

MINOR GOD PATHS:
Classical Age	Freyja, Heimdall
Heroic Age	Njord, Skadi
Mythic Age	Baldr, Tyr

TIPS FOR PLAYING:
When a battle is done, pull your human units back for a quick rest to improve their regeneration rate.  In the
long run you can save a pile of resources if you get your units healed instead of replacing them.
Consider Freyja for the second age.  Even though her myth unit (Valkyries) heal, her bonus technolgy (Thundering
Hooves, researched at the Longhouse) makes your cavalry stronger and faster.  This allows better Jarls, which
are very difficult to counter, even with counter cavalry units.  Besides, a few Valkyries in your army helps
heal troops even faster.
Use your ravens to scout when you get them.  Two scouts can cover a lot of ground quickly and when the map is
scouted, consider parking them near an enemy to keep an eye on them.  Make sure they stay out of range of TCs,
towers and the like though so they don't get killed.
Becasue Hill Fort units get 20% more hitpoints, consider them as the backbone to your forces.  No one alse can
create Jarls with 378 hitpoints, so they are an excellent unit as a main force.  Huskarls are counter archer,
but can also rip buildings down quickly.
Use hunting as your primary source of food.  You will gain food faster and each animal killed gains a little
favor.  Also use your scouts to kill animals near your enemies base.  You will deprive them of food, and gain
some favor.
Invoke Great Hunt on the largest herd of animals you can find.  I have not been able to get extra elephants, but
zebras and giraffes quite often double.  Another great trick is to save your sheep, goats and pigs and place them
in the center of the herd you are going to cast on.  They will also give bonus animals.  If possible, do not
kill the herdables until they have 'fattened' (stopped going up inthe food counter).
When using Great Hunt, cast it on the largest amount of animals possible.  Make sure to research Hunting Dogs
at an Ox Cart so that this bonus is stacked with Odin's natural hunting bonus, making food flow in very
quickly.
Consider using Great Hunt on a Set allies animal army.  This will allow them to send a larger raiding force into
an enemies town and cause more trouble.
Learn Lone Wanderer soon after starting so that your Ulfsarks can scout better and rip cavalry apart with the
increased speed.

----
Thor
----
Thor was God of Thunder and the son of Odin.

CIVILIZATION BONUSES:
Thor's Armory.  All other civs can not build an armory until the 2nd age.  Thor can build it in the first.
This gives him a slight advantage for his troops in survivability.  He can also research a full age ahead
of his rivals.  His armory allows cheaper research for all technologies as well.  Third, his armory is also
cheaper than that of other gods.
Dwarves.  Thor starts with dwarves instead of human gatherers.  Thor's dwarves are also cheaper (60 gold
instead of 70).  It is possible to create only dwarven gatherers, saving food for units involved in a rush!
Thor's dwarves also gain a boost in gathering rates for food and wood.

GOD POWER:
Dwarven Gold Mine.  When cast, a gold mine is created.  It can be placed anywhere a building can be built.
The later in the game it is cast, the more gold it will provide.  If cast in age 1, you can mine 250 gold.
1000 gold in the classical age, 3000 in the Heroic and finally 6000 if cast in the Mythic Age.

UNIQUE TECHNOLOGY:
Pig Sticker.  When researched, Thor's dwarves and gatherers gain an improved hunting rate, putting them
almost at par with Odin!  The technology not only allows hunted animals to be gathered faster, it allows
gatherers to kill animals faster.  This in turn can increase the amount of favor gained through hunting.

MINOR GOD PATHS:
Classical Age	Forseti, Heimdall
Heroic Age	Bragi, Skadi
Mythic Age	Baldr, Tyr

TIPS FOR PLAYING:
It is possible to do an all dwarf build.  This saves food for age advancement and military units.  Because
Thor's dwarves gather food and wood as well as they do gold, this is a viable strategy.  This becomes even
better when Pig Sticker has been researched.
Research Pig Sticker as soon as you can (before hunting is best).  This allows you to gather food from hunted
animals almost as quickly as Odin (who gets a hunting bonus)!  Quicker age advancement again!
The special armory should be built as soon as possible to gain the largest benefit.  By builing early and
researching the armor and weapons within, your troops will survive longer.  It is possible to gain a full
age or even two on your enemies survivability in this way.
Hold off on casting Dwarven Gold Mine as long as possible.  The more advanced the age, the more gold you
will receive.  Try casting it near a protected area (near your TC or Hill fort(s)).  Another good tactic is
to cast it when you need gold quickly and your dwarves are done with a mine.  Cast it beside them and they
don't have to walk across the map to start again.  Remember that anyone can mine from it.  Another good use
is if your ally is under siege, cast it in their town so they can gain the gold and remove the siege.


----
Loki
----
Loki is blood-brother to Odin and the God of Trickery.

CIVILIZATION BONUSES:
Hersir are faster and can summon myth units during combat.  Not only do Loki's Hersir move faster (10%), they
have a unique ability to summon myth units in the midst of comabat.  When a Hersir is created, a random myth
unit is selected for them.  When the Hersir creates enough favor through combat to create that unit, the unit
appears alongside them and starts to fight for Loki's forces.
Mythological Units cost less favor.  Loki requires 10% less favor for any myth unit he builds.  Between this
bonus and the summoning bonus, it is possible to create large armies of myth units.
Longhouse units train faster.  Any longhouse units built under Loki train 10% faster, allowing you to field
many Throwing Axemen quickly.
Ox carts are cheaper and faster (but weaker).  Loki builds Ox carts for 50% less, and they move faster, getting
to new locations quickly, but they are also weaker (80 less HPs).  They need more protection in forward areas.

GOD POWER:
Spy.  Loki grants the use of Spy, which can be cast on any unit in the game.  It is permanent (until the unit is
killed) and grants slightly better LOS to you then the unit normally has.  To show you and your allies (but not
enemies) which unit the power was used on, a white Rune symbol appears over the head of the unit.  This power is
perhaps the best of the powers in the game when used right, but is also one of the most difficult to use and get
the most benefir from.

UNIQUE TECHNOLOGY:
Eyes in the Forest.  All infantry units (built and unbuilt) benefit from this improvement.  It always a longer
LOS to help you spot trouble faster than the enemy.  It is very useful when scouting and also in battle.  If you
can see the enemy force first, you can adjust your tactics or army accordingly.

MINOR GOD PATHS:
Classical Age	Forseti, Heimdall
Heroic Age	Bragi, Njord
Mythic Age	Hel, Tyr

TIPS FOR PLAYING:
Build lots of Hersirs.  Because they move faster they survive better in battle.  They also gain favor at twice
the rate of other Norse units (but not other Hersirs) so favor can pile up quickly.  To improve them further,
follow Forseti in the classical age to gain the Hall of Thanes improvement which makes them faster and gives
more hitpoints.  More Hersirs also create more myth units.
Consider Forseti for the classical age also for the Healing Spring.  It can provide the needed healing to keep
the Hersirs alive to gain the favor they need to summon powerful myth units.
Loki's myth units cost less favor, so build lots.  10% less favor means 1 more myth unit for every 10 you build.
Build lots of longhouses.  A 10% reduction in training time allows lots of Throwing Axemen and Hersirs.  Also
from here are built the Raiding cavalry and more Ulfsarks.  Large armies can be assembled quickly from the
longhouse.  Use it to your advantage.
Because your ox carts are cheaper, build more and have less gatherers using each.  This allows less congestion
so your resources should accumulate faster.
The Spy God Power may be the most useful power in the game.  When cast correctly, you will be able to see
whatever the enemy sees (slightly more actually due to the higher LOS).  This allows him to scout for you.  It
can be cast on any unit in the game, but due to some bugs, it is best to avoid certain units.  Don't cast it
on an Ulfsark (if he builds anything the power disappears), or a priest as an obelisk summoning will delete
the power.
Consider casting the spy power on an enemy villager so that you can see where he is gathering.  You can then
send your army to that point to kill whatever is there.  Make sure though to leave the enspied unit alive so
you can do it again.
Ox carts are a good choice to cast Spy on.  Again make sure when you raid, you leave the cart alive so that
you can see when it has to be done again.  It is important to make sure that you don't make it too obvious
whcih unit you cast spy on though or the enemy will just delete him, send him into your town to die or park
it in a corner where it isn't doing anything useful for either of you.
Consider putting the spy power on an Egyptian Pharaoh so you can see what buildings he may be empowering.

==========
Minor Gods
==========

-------------
Classical Age
-------------

Freyja
------
was the goddess of beauty.  Her improvements improve your cavalry (and help create very powerful jarls if
following Odin).

God Power:
Forest Fire.  A LOS is required to cast this one.  It quickly torces large amounts of forest, preventing your
enemy from gathering wood there.  If an enemy building is close to the forest, there exists a strong
possibility that they will catch fire and become heavily damaged or destroyed.  It also can damage enemy units.

Myth Unit:
Valkyrie.  A warrior maiden that prowled the battlefields to gather the spirits of the dead and take them to
Valhalla, where they would remain until Ragnarock to fight on the side of the gods.  Good versus myth units, but
her best ability is that of healing your (and allied) units.

Unique Techs:
AURORA BOREALIS.  Increase the valkyries healing rate as well as their hitpoints.  Not a good value
unless you are fielding large amounts of Valkyries as it costs almost as much as another Val.  It also causes
nicer colors to stream off your Vals as they ride.
THUNDERING HOOVES.  Increases cavalry (Valkyries, Raiding Cavalry, Jarls) hitpoints and speed.  With
Odins Hill Fort bonus, it is possible to research this and Baldrs Ring Giver and gain Jarls with 378 hit points,
making them a very strong unit (with bonus versus myth units).


Heimdall
--------
the God of Vigilance.  His improvements directly benefit your buildings defensively.

God Power:
Undermine. This God Power will reduce enemy walls and towers to dust.  It can also damage town centers and
fortress buildings.  The only towers and walls that will remain in the area of effect are those that have
been fully upgraded.

Myth Unit:
Einherjar.  The returned spirits of warriors taken to Valhalla by the Valkyries.  Their special attack is a blast
on a magical horn that acts like a mini-flaming weapons, in that it boosts all friendly attacks for a short
time.  They are good at taking buildings apart but really tear them apart when upgraded with the Kettle

Unique Tech:
ELHRIMNIR KETTLE.  Improves the Einherjar by granting increased attack damage and hit points.  The
upgraded Einherjar is a classical age siege weapon, and when deployed in small numbers (3-4) can rip TCs apart,
as well as increase the abilities of your human troops.
SAFEGUARD.  When researched, makes your walls and towers cheaper and stronger.  As Norse walls and
towers are generally weaker than those of Egyptian or Greek players, researching safeguard can help even them out.
ARCTIC GALE (dock).  Norse longboats become faster and gain more hit points.  Because longboats gain favor in
combat, this can help them last longer, gaining more favor.

Forseti
-------
God of Justice.  Generally his improvements benefit your ulfsarks and Hersir (good choice when following Loki).

God Power:
Healing Spring.  Creates a fountain at the casting location that is permanent and can not be destroyed.  It
will autoatically heal any friendly units in the area.  It effects many units at a time.  It is a double edged
sword though in that if cast too far forward, it can be easily taken over by the enemy (they need more units in
the vicinity than you), but if cast in your base where is is protected, it is too far away to be of use.  It should
be guarded with towers and/or hill forts when possible.

Myth Unit:
Troll.  Dumb, slow, man eating critters that were killed by daylight (turned to stone).  They are one of the few
Norse units that can cause pierce damage so can be useful catching an enemy off guard as usually people do not
research pierce armors when playing against the Norse.  They heal slightly each time they damage an enemy unit.

Unique Tech:
HAMARTROLL.  Makes your trolls stronger with more hit points, longer range and more attack damage.  They
also gain a second head (doesn't seem to do anything though).
HALL OF THANES.  Hersir speed and hit points increased.  This improves them greatly and makes a Hersir rush a
viable strategy when playing as Loki.
MITHRIL BREASTPLATE.  Ulfsarks become more resistant to hack attack (infantry), making them better against enemy
infantry and counter-infantry.

----------
Heroic Age
----------

Skadi
-----
Goddess of Winter and the Hunt.  Throwing Axemen improved through her benfits.

God Power:
Frost.  An enemy army can be frosted for a short time.  This boosts the enemy units armor to 99% for all 3 types,
making them very hard to kill, but it gives you time to reinforce, build more buildings or even retreat if needed.

Myth Unit:
Frost Giant.  Also called Thurses or Rime Giants in Norse mythology.  Recharging special attack will freeze enemy
units for a short time (similiar to Frost GP).  Best used with micromanaging in order to freeze the unit causing
the greatest threat.

Unique tech:
RIME.  Frost Giants gain more hit points and more attack damage.
WINTER HARVEST.  Norse farmers move faster, creating the ability to get food into your economy faster.  Best used
only when the hunting near your base is done and you have multiple farms.
HUNTRESS'S AXE.  Throwing Axemen are a strong classical age unit.  Huntress's Axe makes them stronger by increasing
their attack damage.  Combine with improvements at the armory and longhouse.

Njord
-----
Njord is the god of the Sea and of Storms.  His improvements most benefit your ships and hill fort units.  Follow
this path to gain the stronger jarls of Odin.

God Power:
Walking Woods.  Animates a group of up to six trees.  They are stronger against buildings than units, although they
seem to prefer attacking units and gatherers over buildings.  The player has no direct control over them, but they
do last until killed.

Myth Unit:
Kraken.  A giant squid created at the dock.  They are perhaps the most powerful of the naval myth units.  Their
special attack instantly kills 1 enemy ship (or land unit if close to shore).  While waiting for the attack to
recharge, the Kraken flails at enemy units and causes large amounts of damage.  It is countered by ramming ships.
Mountain Giant.  Also known as Jotun, they are strong and incredibily stupid.  Very high hit points make them hard
to kill, and high damage rates make them excellent at killing buildings and all human units.  Very slow and needs
to be supported with human units.  Bash attack is used only against buildings.  Has a special attack versus enemy
dwarves that has to be seen to be appreciated.  Can throw enemy units.

Unique Tech:
WRATH OF THE DEEP.  Improves Krakens to Trench Krakens, improving their hit points.
LONG SERPENT.  Upgrades the Norse longboat.  Attack damage improved as well as ability to stand up to counter
unit (siege ships).
RING-GIVER.  Imprves jarls by granting them the Lore of the Rings.   Hit points increased greatly.  Combine with
Freyja's Thundering Hooves, and Odin's Hill Fort bonus.

Bragi
-----
The God of Poetry and Skalds (Norse version of bards or minstrels).  Ulfsark improvements are his forte.

God Power:
Flaming Weapons.  All the players human soldiers will burst into flame causing bonus damage to any enemies hit
during the time the God Power is in effect.  It affects all the players units on the map with the exception of
his/her myth units.  It will not affect your allies or enemies.

Myth Unit:
Battle Boar.  In Norse mythology, 2 boars (Gullinbursti & Sildrugtanni) pulled the chariot of Freyr (Freyja's
brother).  They were built dwarven heroes Brokk & Eitri.  They are fast moving, powerful units with a recharging
buck attack that will fling multiple enemy units away from battle causing large amounts of damage.

Unique Tech:
CALL OF VALHALLA.  Ulfsarks gain improved hit points.  To gain maximum benefit, combine with Swine Array (Bragi)
and Mithril Breastplate (Forseti).
SWINE ARRAY.  Ulfsarks gain an extra bonus to cavalry.  Since they are alreay the Norse counter cavalry unit, they
can be quite deadly to cavalry when this is researched.
THURISAZ RUNE.  Mythological units are 'branded' with this  rune once researched.  It increases their speed.

----------
Mythic Age
----------
Baldr
-----
The God of beauty.  Siege weapons and cavalry gain from his improvements.

God POwer:
Ragnarok.  Perhaps the most misunderstood of all God Powers.  In mythology, Ragnarok was the beginning of
the end of the current world, signalled by Baldr's death.  The Giants would rise up and fight the Gods with
all dying under the largest fire giants (Surtr) breath of fire.  When triggered, all your gatherers will
become 'Heroes of Ragnarok.'  This will kill your economy as it stans and all gatherers which took 1 population
slot before will now take 3, potentially putting you over the cap.  However, if planned for this can become
the most powerful of all the God POwers.  A sudden influx of 50 or more heroes bearing down on an enemy base
can quickly end the game in your favor.  It is important to plan for this power though.  Make sure you have
some resources when cast so that you can replace the gatherers lost to the power.  Also think about grouping
your gatherers using the control group function so that you can call them to an area before casting.  This
allows you to surprise the enemy as much as possible.

Myth Unit:
Fire Giant.  Also known as Muspilli.  True engines of destruction.  Although they do not have as many hit
points as mountain giants, they have the potential to quickly turn a game in your favor.  Their fireball attack
causes a lot of damage, and their recharging fireball fling does extra damage.  3 fire giants can quickly
reduce an enemy town to rubble if supported by human troops (to kill enemy heroes).

Unique Tech:
ARCTIC GALE.  Norse Dragon boats become faster and more resistant to their counter (hammer ships).
SONS OF SLEIPNIR.  Raiding cavalry get further bonus damage against archers and Throwing axemen, making an
excellent raiding unit a great support unit as well.
DWARVEN AUGER.  Training speed and movement speed are both increased for portable rams.  Attack damage is also
increased.   These upgraded rams are deadly to any enemy town.

Tyr
---
The God of Warfare.  Infantry improvements are his specialty.

God Power.
Fimbulwinter.  When cast, the skies darken and the storms start.  Snow falls everywhere and 4 random enemy town
centers are attacked by wolves.  Although weak individually, when they come in groups as they do here, they can
casue large amounts of damage.  They will weaken enemy town centers, tear down temples and stop the enemy economy
for the time the power is in effect.  When followed with an attack somewhere (either in the enemy town or his
forces) many times the enemy can't take the time to micro his villagers into the TC, allowing the wolves to kill
some.

Myth Unit:
Fenris Wolf Brood.  Not very strong by themselves, when set into a pack they start gaining bonuses.  Each
additional wolf in a pack gives a 20% bonus to attack damage and speed of all wolves.  A group of 5 or 6 Fenris
Wolf Broods can create havoc within an enemy base.
Jormund Brood.  A naval myth unit, arguabally not as strong as the earlier Kraken.  They spit vast amounts of
steam at enemy units near them and create large amounts of damage

Unique Tech:
BERSERKERGANG.  Ulfsarks gain improved attack damage and hit points.
BRAVERY.  Huskarls gain improved damage versus buildings (100% bonus) as well as improved hit points (20%).

Hel
---
Goddess of the Underworld.  Her visage is scarred with the duality of being alive and dead.  Her improvements
benefit myth units.

God POwer.
Nidhogg.  Calls forth the Norse dragon Nidhogg.  A slow moving, fire breathing behemoth.  Nidhogg can only be
hit by ranged weapons.  Her large amount of hit points keep her going for awhile, but enemy preists or
pharoahs can kill her quickly.  Her attack does splash damage to nearby enemy units or buildings.  Nidhogg can
not be healed in any way, so guard her closely and keep her supported with friendly troops.

Myth Unit:
Hel can build any of the giants at any time.  See above for Fire Giant (Baldr), Mountain Giant (Njord) and the
Frost Giant (Skadi).

Unique Tech:
RAMPAGE.  All myth units are created 95% faster, making it possible with a hersir heavy player to create large
amounts of myth units quickly.
GRANITE BLOOD.  Frost, Fire and Mountain Giants all gain bonus hit points.

=============
5.0 Buildings
=============

There are some buildings that are common to each civilization within the game, albeit perhaps with name changes
and/or cost differences.   There are also buildings that are civ specific.  Examples of the common variety
include, but aren't limited to Town Centers, Barracks, resource drop points and temples.  Civ specific buildings
include the fortress for each civ (Fortress, Migdol Stronghold and Hill Fort) where the strongest units are
typically created.

Building	Civilization	Notes
-------------------------------------------------------------------------------------------------------------
Town Center	all
-------------------------------------------
Drop Point	all		Each civ does this differently.  Egyptians get theirs for free and
				need to build seperate ones for food, wood and gold (as do the Greeks).
				Norse Ox Carts serve the same purpose and can be moved as needed.
-------------------------------------------
House		all		Each house supports 10 population. Only 10 can be built at a time.
-------------------------------------------
Dock		all		Naval myth units and techs are completed here.  All basic techs are
				the same for all 3 civs.
-------------------------------------------
Wooden Wall	all		It's a wall!  Click on a section when built to upgrade to stone (in
				Classical Age) and place gates (15gold).
-------------------------------------------
Farm		all		All civs can build a farm, but only the Egyptians can do it from
				the start of the game.  Norse & Greek must wait until Classical.
				This is the slowest way to gain food until all farming techs have
				beed researched.
-------------------------------------------
Temple		all		Needed to advance to the Classical Age.  Myth units and some myth techs
				are researched here.
-------------------------------------------
Obelisk		Egyptian	Used to scout.  A preist 'summons' one into being.  They allow the Egyptians
				to keep an eye on the map for the enemies movements.
-------------------------------------------
Monument	Egyptian	Egyptian civs build up to 5 of these (they must be built in order) in
				order to gain favor.
-------------------------------------------
Longhouse	Norse		The basic Norse troop production building.  Throwing Axemen, Hersir, Raiding
				Cavalry and Ulfsarks are built here.
-------------------------------------------
Sentry Tower	all		Norse and Greek build Sentry Towers until they have been upgraded to Watch
				Towers.  Egyptians get the watch tower upgrade for free, and as a result
				start with Watch Towers, which can fire arrows.  They are used for watching
				enemy movements and defence once upgraded.  Towers can garrison units.
-------------------------------------------
Armory		all		This building is the required building to advance to the Heroic Age.  Here
				research is done to improve troop armor and attack damage.  Followers of
				Thor can build this in the Archaic Age and get a bonus round of upgrades,
				while everyone else must wait until the Classical to build this.
-------------------------------------------
Barracks	Egyptian	The Egyptian version of the Longhouse, basic troops are created here including
				Spearmen, Axemen and SLingers, as well as their upgrades.
-------------------------------------------
Military 	Greek		1 of the Greek versions of the Barracks or Longhouse. Infantry and their
Academy				upgrades are created here.
-------------------------------------------
Archery Range 	Greek		The second of the the Greek troop production buildings where Archers and
				their upgrades are built.
-------------------------------------------
Stables		Greek		The third and final Greek troop building.  This is where cavalry and their
				upgrades are done.
-------------------------------------------
Market		all		The building required to advance to the final age, the Mythic.  Resources
				can be traded here for others you may need more.  Also created here are
				trade caravans which prodruce gold when sent to any Town Center.
-------------------------------------------
Hill Fort	Norse		The unique Norse troop production building.  The most powerful of the Norse
				units are built and upgraded here.  Units include the Huskarl, Jarl, Portable
				Ram and in the Mythic Age, the Ballista.  They can shoot arrows and garrison
				units inside for defence.
-------------------------------------------
Migdol 		Egyptian	The Egyptian unique troop building.  Like the Norse Hill Fort, they can
Stronghold			garrison troops and fire arrows for defence.  Units created here are the
				Chariot Archers, Camelry, and War Elephants.
-------------------------------------------
Siege Works	Egyptian	A building unique to the Egyptians as Norse and Greek Siege units are built at
				their 'fortress.'  Egyptians build their siege weapons here, which include the
				Siege Tower and in the Mythic Age, the catapult.
-------------------------------------------
Fortress	Greek		You guessed it.  The Greek unique troop building where unique troops of each
				major god are built as well as the Greek siege engines, the Petrobolos and in
				the Mythic Age the Helepolis.  They can garrison troops and fire arrows.
-------------------------------------------
Lighthouse	Egyptian	Built in the Mythic Age, these buildings have massive line of sight and do
				not need to be built near water.
-------------------------------------------
Wonder		all		Each of the 9 major gods have their own structure (see below) and these
				buildings are very expensive.  They take a long time to build and as a result
				have massive hit points.  A game can be won by building one and defending it
				for the time required (varies with map size and number of enemies).
-------------------------------------------

Wonders
-------
Each Major God grants the ability to build a Wonder when the Mythic Age has been reached.  The Wonder
is very expensive to build (1000 each food, wood and gold, 50 favor) and takes a very long time to build,
even with many workers toiling away.  When a Wonder's foundation is laid down, everyone in the game is
told that a Wonder has been started and a large star is overlayed on the mini-map at the location.  You
will need to either defend the Wonder (if it's yours) or destroy it.  Once it has been completed, a timer
starts to count down (it depends on map size and number of players).  If it reaches zero, the player who
built the Wonder gets a win.

God		Wonder
--------------------------------
Zeus		Statue of Olympia (located at Olympia, Greece)
Hades		The Mausoleaum at Halicarnassus (located at Bodrum, Turkey)
Poseidon	The Theatre of Dionysus (located at Athens, Greece or Delphi, Greece)

Ra		Pyramid of Kheops (Giza Plateau, Cairo, Egypt)
Isis		The Sphinx (Giza Plateau, Cairo, Egypt)
Set		Abu Simbel (Aswan, Egypt)

Odin		Hall of Valhalla, one of Odin's halls (located in Asgard)
Thor		Yggrdasil, the world tree (the tree Odin hung himself from),
Loki		Naglfari, the Ship of Fingernails, (Neiflheim)

I found these explanations at http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,9762,0,all
and hope that no one minds my using them here.  As there are so many people involved with these
explanations, I copied the whole link. Since Hel had the best explanation of the Wonders, I am in the process
of contacting him for permission to use his research. As of Feb 3, I have not heard from him, however I used
Google and searched for ancient wonders and found some of the Wonders explained there.

=========
6.0 Units
=========

I took these numbers from directly within the game where possible.  Some numbers I have found at AoM Heaven
(see links section) where it is my understanding they were retrieved from within the game as well using a
program called AoMed.  This can be found at http://mods.dgdn.net/forum/viewtopic.php?t=38
They are subject to errors as each patch has changed some units to balance the sides.  I will try to correct
any that I find, or are pointed out to me.

NOTE:
There are 3 forms of damage in the game.  They are Hack (swords, etc.), Pierce (arrows) and Crush (most siege
weapons).  Where needed I have shortehed them to Hack, Prc and CRSH.  Hit points is a measure of how survivable
a unit is (how much damage it can take).  Some units get bonuses against certain units.  Under attack damage, I
have indicated which of the attack types that unit does.  Also shown as a percentage is the amount of damage
absorbed by each units armor.  Researching at the armory improves armor and attack strength.  Researching the
more advanced forms of your troops gives more hit points as well as attack.  Range is a measure of how far a unit
can fire and line of sight is how far they can see.  Bonuses are multipliers (ie, 7 to myth units indicates that
this unit causes 7 times normal damage to myth units, minus the armor).  It should also be noted that units
considered Heroes (Hersir, Preists, Pharaohs and Greek hero units) are immune to myth unit special attacks.

---------------
6.1 Greek Units
---------------
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Hoplite		60 food,	115	8 hack	-		35%	15%	99%	-	16	4.2
		35 gold
	SPECIAL: Cavalry Counter
--------------------------------------------------------------------------------------------------------------
Hypaspist	60 food,	85	5 hack	4.25 to inf.,	35%	10%	99%	-	16	4.3
		25 gold				Hersir & Heroes of Ragnarok
	SPECIAL: Counters infantry
--------------------------------------------------------------------------------------------------------------
Toxote		55 wood,	60	6.5 prc	.9 Raiding cav.	15%	15%	99%	15	19	4
		35 gold
	SPECIAL: infantry counter
--------------------------------------------------------------------------------------------------------------
Peltast		60 wood, 	70	3 prc	4 to archers, 	15%	20%	99%	16	20	4
		20 gold				3 to throwing axemen,
						1.25 to Hypaspists & Axemen
	SPECIAL: counter to archers
---------------------------------------------------------------------------------------------------------------
Hippikon	40 food,	150	9 hack	1.25 to archers	10%	25%	99%	-	8	5.5
		80 gold
	SPECIAL: counters archers
---------------------------------------------------------------------------------------------------------------
Prodromos	70 food, 	120	6 hack	3 to cavalry	20%	10%	99%	-	16	6
		40 gold
	SPECIAL: cavalry counter
---------------------------------------------------------------------------------------------------------------
Myrmidon	70 food, 	110	10 hack	1.5 to Egypt &	45%	20%	99%	-	16	4
		50 gold				Norse units, 1 to Axemen, Throwing Axemen
	SPECIAL: Zeus only, counters Egyptian and Norse units
---------------------------------------------------------------------------------------------------------------
Hetairoi	60 food, 	110	8 hack	3.5 to build-	10%	40%	99%	-	16	4.8
		100 gold			ings
	SPECIAL: Poseidon only, building killer
---------------------------------------------------------------------------------------------------------------
Gastrophetes	120 wood, 	60	8 prc, 	- 		15%	15%	99%	24	16	4.8
		80 gold			6 crush
	SPECIAL: Hades only, bonus versus buildings
---------------------------------------------------------------------------------------------------------------
Petrobolos	150 wood, 	110	5 prc,	2.5 to ships	30%	90%	80%	28 max,	40	2.4
		200 gold		11 pierce					10 min
	SPECIAL: effective versus buildings & ships
---------------------------------------------------------------------------------------------------------------
Helepolis	300 wood,	650	5 prc,	-		5%	96%	50%	10	18	2.9
		200 gold		17 crush
	SPECIAL: counters buildings, can transport units
---------------------------------------------------------------------------------------------------------------
Trireme		100 wood,	290	6 prc	3 to transport 	30%	20%	10%	12	24	6
		50 gold				ships
	SPECIAL: Counters hammer ships
---------------------------------------------------------------------------------------------------------------
Pentekonter	100 wood,	240	20 hack	-		30%	20%	75%	2	16	7
		50 gold
	SPECIAL: counters siege ships
---------------------------------------------------------------------------------------------------------------
Juggernaut	100 wood,	480	6 crush	.5 to buildings	10%	50%	10%	18	24	4.8
		100 gold
	SPECIAL: counters archer ships
---------------------------------------------------------------------------------------------------------------
Jason 		100 gold,	250	9 hack	7 to myth units	25%	35%	99%	-	16	4.3
(hero)		50 gold
	SPECIAL: Counters myth units, Zeus only
---------------------------------------------------------------------------------------------------------------
Odysseus	200 wood,	320	8 prc	7 to myth units	20%	30%	99%	18	20	4
(hero)		2 favor
	SPECIAL: myth unit counter, Zeus only
---------------------------------------------------------------------------------------------------------------
Heracles	350 food,	400	10 hack	7 to myth units	25%	40%	99%	-	16	4.3
(hero)		4 favor
	SPECIAL: counter myth units, Zeus only
---------------------------------------------------------------------------------------------------------------
Bellerophon	400 gold,	400	20 hck,	5 to myth units	20%	40%	99%	14 max,	16	6
(hero)		6 favor									4 min jump range
	SPECIAL: jump attack does 100 bonus hack damage, 7 bonus damage to myth units, Zeus only
---------------------------------------------------------------------------------------------------------------
Theseus		100 food,	240	9 hck	7 to myth units	25%	40%	99%	-	16	4.3
(hero)		50 gold
	SPECIAL: counters myth units, Poseidon only
---------------------------------------------------------------------------------------------------------------
Hippolyta	200 wood,	240	9 prc	7 to myth units	20%	30%	99%	18	20	4.3
(hero)		2 favor
	SPECIAL: myth unit counter, Poseidon only
---------------------------------------------------------------------------------------------------------------
Atalanta	350 wood,	350	8 hck	7 to myth units	35%	40%	99%	-	16	6
(hero)		4 favor
	SPECIAL: myth unit counter, Poseidon only
---------------------------------------------------------------------------------------------------------------
Polyphemus	400 gold,	540	15 hck,	5 to myth units,40%	40%	99%	-	20	2.9
(hero)		6 favor			5 crush,	7 to myth units with gore attack
					60 hack (for gore)
	SPECIAL: myth unit counter, gore attack (bonus damage), Poseidon only
---------------------------------------------------------------------------------------------------------------
Argo		250 wood,	480	8 prc	5 to buildings	40%	25%	20%	16	24	4.8
(naval hero)	8 favor				and myth units, 3 to transport
	SPECIAL: counters myth units, bonus damage vs buildings, Poseidon only, built at dock
---------------------------------------------------------------------------------------------------------------
Ajax		100 food,	240	9 hck	7 to myth units	30%	35%	99%	-	16	4.3
(hero)		50 gold
	SPECIAL: counters myth units, Hades only
---------------------------------------------------------------------------------------------------------------
Chiron		200 wood, 	300	7 prc	7 to myth units	20%	20%	99%	14	20	5.3
(hero)		2 favor
	SPECIAL: counters myth units, Hades only
---------------------------------------------------------------------------------------------------------------
Achilles	350 food,	340	9 hck	7 to myth units	40%	45%	99%	-	16	5.5
(hero)		4 favor
	SPECIAL: counters myth units, Hades only
----------------------------------------------------------------------------------------------------------------
Perseus		400 gold,	360	7 hck	10 to myth unit	20%	40%	99%	5 for	16	4.3
(hero)		6 favor									Medusa head
	SPECIAL: counter myth unit, Can stone units with Medusa's Head, Hades only
----------------------------------------------------------------------------------------------------------------
Kataskopos	-		70	2 hck	-		10%	70%	99%	-	14	5.5
	SPECIAL: Scout unit.  Costs nothing, but can not be rebuilt if lost.
----------------------------------------------------------------------------------------------------------------

****************
GREEK MYTH UNITS
****************
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Pegasus		50 food,	140	-	-		50%	50%	99%	-	18	5
(Myth unit)	2 favor
	SPECIAL: Can be built by any Greek player, flying scout
----------------------------------------------------------------------------------------------------------------
Hippocampus	-		70	-	-		10%	70%	99%	-	16	6.6
(Myth unit)
	SPECIAL: naval scout, Poseidon only, provided free when dock built, respawning
----------------------------------------------------------------------------------------------------------------
Shade		-		275	6 hck	-		20%	20%	99%	-	16	4
(myth unit)
	SPECIAL: Hades only, 20% of slain units return as Shades at temple
----------------------------------------------------------------------------------------------------------------
Cyclops		250 food,	500	15 hck,	3 to myth units	40%	50%	80%	-	16	3.2
(myth unit)	22 favor		12 crush, 30 hack for throw attack
	SPECIAL: Ares only, can throw human units, bonus versus myth units
----------------------------------------------------------------------------------------------------------------
Minotaur	200 food,	300	15 hck,	3 to myth units	60%	50%	80%	-	20	4
(myth unit)	16 favor		10 crush, 60 hack for gore attack
	SPECIAL: Athena only, Gore attack versus human units, bonus versus myth units
----------------------------------------------------------------------------------------------------------------
Centaur		150 wood,	220	12 prc, 3 to myth units	25%	35%	80%	12	20	5
(myth unit)	12 favor		24 prc for accuracy attack
	SPECIAL: Hermes only, bonus damage vs myth, accuracy attack - double damage, 100% accurate, recharges
----------------------------------------------------------------------------------------------------------------
Manticore	300 wood, 	420	11 prc,	1 to myth units	30%	60%	80%	16	20	4.3
(myth unit)	28 favor		15 prc for recharging attack
	SPECIAL: Apollo only, bonus vs myth, recharging attack with bonus projectiles, damage bonus
----------------------------------------------------------------------------------------------------------------
Nemean Lion	250 gold,	660	20 hck,	3 to myth unis	30%	60%	80%	-	16	4.8
(myth unit)	25 favor		10 crush, 12 hack from roar (splash damage)
	SPECIAL: Aphrodite only, bonus vs myth, recharge roar causes splash damage to all near it.
----------------------------------------------------------------------------------------------------------------
Hydra		250 food,	800	20 hck,	2 to myth units	60%	40%	80%	2	6	4
(myth unit)	28 favor		10 crush
	SPECIAL: Dionysus only, bonus vs myth, grows new heads (increases attack) with successful kills
----------------------------------------------------------------------------------------------------------------
Scylla		200 gold,	1000	25 hck, -		40%	70%	99%	-	16	5.3
(naval myth)	15 favor		12 crush
	SPECIAL: Dionysus only, grows heads after kills to increase attack damage
----------------------------------------------------------------------------------------------------------------
Chimera		200 gold,	600	20 hck,	3 to myth	60%	60%	80%	8 (fire)16	5.3
(myth unit)	30 favor		15 hack for fire
	SPECIAL: Artemis only, bonus vs myth, fire breath attack (splash damage)
----------------------------------------------------------------------------------------------------------------
Colossus	300 gold,	1100	20 hck,	3 to myth units	50%	80%	80%	-	16	2.4
(myth unit)	40 favor		50 crush
	SPECIAL: Hephastus only, bonus vs myth units, can eat trees and gold mines to regain health
----------------------------------------------------------------------------------------------------------------
Medusa		250 gold, 	360	15 prc,	-		60%	70%	80%	10	18	4.3
(myth unit)	40 favor		12.5 crush
	SPECIAL: Hera only, Special attack turns units to stone.
----------------------------------------------------------------------------------------------------------------
Carcinos	200 wood,	720	20 hck,	-		70%	60%	80%	-	16	4.3
(myth unit)	20 favor		12 crush
	SPECIAL: Hera only, death releases boiling blood (damages all nearby units)
----------------------------------------------------------------------------------------------------------------

------------------
6.2 Egyptian Units
------------------
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Axemen		40 food,	70	5 hack	4 infantry,	40%	5%	99%	-	16	4.3
		30 gold				Hersir and Heroes of Ragnarok
	SPECIAL: Infantry counter
--------------------------------------------------------------------------------------------------------------
Slinger		60 wood,	65	3 prc	4 to archers,	15%	20%	99%	16	20	4
		24 gold				3 to throwing axemen, 1.25 to hypaspist & Axemen
	SPECIAL: counters archers
--------------------------------------------------------------------------------------------------------------
Spearmen	50 food,	70	7 hack	1.2 to cavalry	40%	20%	99%	-	16	5
		20 gold
	SPECIAL: Cavalry counter
--------------------------------------------------------------------------------------------------------------
Chariot Archer	100 wood,	90	8.5 prc	-		30%	25%	99%	20	24	5.3
		40 gold
	SPECIAL: infantry counter
--------------------------------------------------------------------------------------------------------------
Camelry		50 food,	125	8 hck	1.75 to cavalry	15%	30%	99%	-	16	6
		70 gold
	SPECIAL: counters cavalry
--------------------------------------------------------------------------------------------------------------
War Elephant	180 food,	450	12 hack	3 to buildings	10%	40%	99%	-	16	2.9
		70 gold
	SPECIAL: excellent against buildings
--------------------------------------------------------------------------------------------------------------
Pharaoh		-		100	12 prc	5 to myth units	15%	15%	99%	-	16	4
	SPECIAL: Hero unit (counters myth units), empowers buildings (+20% gathering, +200% building,
				+30% training rates), provided free at game start, respawning
--------------------------------------------------------------------------------------------------------------
Priest		100 gold	90	3 prc	7 to myth units	10%	0%	99%	-	8	3.6
	SPECIAL: counters myth units, heals units, Ra's can empower buildings (+25% gather)
--------------------------------------------------------------------------------------------------------------
Mercenary	90 gold		85	8 hck	-		45%	30%	99%	-	20	4.3
	SPECIAL: cavalry counter, fast training time, short life, only have 12
--------------------------------------------------------------------------------------------------------------
Mercenary	120 gold	190	8 hck	-		60%	70%	99%	-	22	5.3
Cavalry
	SPECIAL: archer counter, fast training, short life, limit of 8
--------------------------------------------------------------------------------------------------------------
Siege Tower	200 wood,      	350	50 crsh,	-	5%	96%	90%	12 rang,20	2.9
		100 gold		3 prc						3 ram
	SPECIAL: building counter, can transport units
--------------------------------------------------------------------------------------------------------------
Catapult	200 wood,	115    50 crsh,	2.5 to ships	30%	90%	80%	10 min	40	2.4
		200 gold		10 prc						28 max
	SPECIAL: counters buildings & ships
--------------------------------------------------------------------------------------------------------------
Kebenit		100 wood,	290	6 prc	3 to transport	30%	20%	10%	12	24	6
		50 gold				ships
	SPECIAL: hammer ship counter
--------------------------------------------------------------------------------------------------------------
Ramming		100 wood,	240	20 hck	-		30%	20%	10%	-	16	7
Galley		50 gold
	SPECIAL: siege ship counter
--------------------------------------------------------------------------------------------------------------
War Barge	100 food,	480	6 crsh	.5 buildings	10%	50%	10%	18	24	4.8
		100 gold
	SPECIAL: counters archer ships and buildings
--------------------------------------------------------------------------------------------------------------

*******************
EGYPTIAN MYTH UNITS
*******************
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Anubite		100 food,	200	13 hck,	3 to myth units	60%	65%	80%	4 min	16	5.3
(myth unit)	15 favor		15 hack for jump attack				8 max for jump
	SPECIAL: Anubis only, bonus versus myth units, jump attack with bonus damage
--------------------------------------------------------------------------------------------------------------
Sphinx		120 food,	300	11.25 hck  3 to myth 	45%	60%	80%	-	22	5.3
(myth unit)	20 favor		5 crush, 20 hack (whirlwind attack)
	SPECIAL: Bast only, bonus vs myth units,Whirlwind attack (bonus damage)
--------------------------------------------------------------------------------------------------------------
Wadjet		150 wood,	240	16 prc	-		20%	30%	80%	18	20	3.8
(myth unit)	15 favor
	SPECIAL: Ptah only, fights at range by spitting venom
--------------------------------------------------------------------------------------------------------------
Petsuchos	200 gold,	480	20 crsh,  -		30%	50%	80%	20	24	3.6
(myth unit)	20 favor		50 pierce
	SPECIAL: Hathor only
--------------------------------------------------------------------------------------------------------------
Roc		150 gold,	350	-	-		40%	25%	80%	-	20	5.3
(myth unit)	15 favor
	SPECIAL: Hathor only, can transport units
--------------------------------------------------------------------------------------------------------------
Leviathan	200 gold,	1020	25 hck	-		40%	60%	80%	-	22	4.2
(myth unit)	20 favor
	SPECIAL: Nephthys only, naval myth unit, can transport units
---------------------------------------------------------------------------------------------------------------
Scorpion Man	150 wood,	500	25 hck,	2 to myth units	50%	40%	80%	-	16	5
(myth unit)	25 favor		bonus poison damage
	SPECIAL: Nephthys only, bonus vs myth units, poison damage bonus
---------------------------------------------------------------------------------------------------------------
Scarab		300 food,	670	12 crsh,  5 to building	30%	75%	80%	-	16	3.2
(myth unit)	20 favor		6 hack
	SPECIAL: Sekhmet only, bonus versus buildings, when killed releases toxic blood (bonus damage)
---------------------------------------------------------------------------------------------------------------
Avenger		250 food,	600	28 hack,  3 myth unit	60%	40%	80%	-	18	5.3
(myth unit)	30 favor		25 hack splash with whirlwind
	SPECIAL: Horus only, bonus vs myth, splash damage from Whirlwind attack
---------------------------------------------------------------------------------------------------------------
Mummy		200 gold,	350	12 prc	-		35%	50%	80%	12	18	4
(myth unit)	35 favor
	SPECIAL: Osiris only, converts human units into Minions (fight for mummy)
---------------------------------------------------------------------------------------------------------------
Phoenix		200 gold,	400	20 hck,	-		15%	55%	80%	4	20	3.6
(myth unit)	30 favor		30 crush
	SPECIAL: Thoth only, excellent versus buildings.  Turns to egg when killed.  Retrain at cost.
---------------------------------------------------------------------------------------------------------------
Sea Turtle	300 food,	960	25 hck,	-		40%	70%	80%	-	22	5.3
(myth unit)	20 favor		20 cruch; 100 hack, 30 crush with buck attack
	SPECIAL: Thoth only, buck attack with bonus damage
---------------------------------------------------------------------------------------------------------------
Ancestors	-		140
(special)
	SPECIAL: Summoned through the Ancestors GP, or created by Mummies as a minion
---------------
6.3 Norse Units
---------------
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Ulfsark		50 food,	80	9 hck	3 to obelisks	30%	5%	99%	-	16	4.8
		30 gold
	SPECIAL: counters cavalry
--------------------------------------------------------------------------------------------------------------
Throwing Axeman	50 wood,	65	4.5 hck	2.25 infantry	35%	10%	99%	9	16	4
		40 gold
	SPECIAL: counters infantry
--------------------------------------------------------------------------------------------------------------
Raiding		40 food,	105	8 hck	1.25 archers,	15%	35%	99%	-	9	6
Cavalry		50 gold				1.75 Throwing Axemen
	SPECIAL: counters archers
--------------------------------------------------------------------------------------------------------------
Hersir		80 food,	130	8 hck	6 to myth units	20%	15%	99%	20	16	4.2
(Hero)		40 gold
	SPECIAL: Norse hero unit.  Can be massed.  Each has a unique (and funny) name.
--------------------------------------------------------------------------------------------------------------
Huskarl		75 wood,	115	8 hck	2 to archers	15%	50%	99%	-	16	5
		40 gold
	SPECIAL: counters archers
--------------------------------------------------------------------------------------------------------------
Jarl		50 food,	180	9 hck	4 to myth units	20%	35%	99%	-	16	4.8
		80 gold
	SPECIAL: counters myth units
--------------------------------------------------------------------------------------------------------------
Portable Ram	125 wood,	250	40 crsh  -		5%	99%	90%	2	14	3.6
		125 gold
	SPECIAL: rips buildings apart
--------------------------------------------------------------------------------------------------------------
Ballista	150 wood,	85	9 prc,	3 to ships	20%	80%	80%	4 min,	40	2.4
		150 gold		4 crush						30 max
	SPECIAL: infantry & ship counter
--------------------------------------------------------------------------------------------------------------
Longboat	100 wood,	290	6 prc	3 to trans ship	30%	20%	10%	12	24	6
		50 gold
	SPECIAL: counters hammer ships
--------------------------------------------------------------------------------------------------------------
Drakkar		100 wood,	240	20 hck	-		30%	20%	75%	-	16	7
		50 gold
	SPECIAL: siege ship counter
--------------------------------------------------------------------------------------------------------------
Dragon Ship	100 wood,	480	6 crsh  .5 to buildings	10%	50%	10%	3 (ram)	24	4.8
		100 gold								12 ranged
	SPECIAL: counters archer ships, buildings
--------------------------------------------------------------------------------------------------------------

****************
NORSE MYTH UNITS
****************
				Hit	Attack	Bonus		Hack	Pierce	Crush		Line of
Unit		Cost		Points	Damage	Damage		Armor	Armor	Armor	Range	Sight	Speed
--------------------------------------------------------------------------------------------------------------
Raven		-		50	-	-		20%	50%	99%	-	16	4
(myth unit)
	SPECIAL: Odin only, 2 are granted in classical (2nd) age, respawn at temple, scouts
--------------------------------------------------------------------------------------------------------------
Troll		150 wood,	200	12 prc	3 to myth	50%	5%	80%	14	20	3.6
(myth unit)	15 favor
	SPECIAL: Forseti only, bonus vs myth units, heal as they do damage
--------------------------------------------------------------------------------------------------------------
Valkyrie	200 food,	360	12 hck	3 to myth	55%	70%	80%	10 max	20	6
(myth unit)	20 favor								for healing
	SPECIAL: Freyja only, can heal allied units, bonus vs myth units
--------------------------------------------------------------------------------------------------------------
Einherjar	150 gold,	250	15 hck,	3 to myth unit	70%	60%	80%	10 for	16	3.2
(myth unit)	20 favor		10 crush					attack boost
	SPECIAL: Heimdall only, horn blast boosts allied units 50% (attack), good versus buildings
--------------------------------------------------------------------------------------------------------------
Battle Boar	250 gold,	720	20 hck,	2 to myth	60%	60%	80%	-	16	5.3
(myth unit)	30 favor		20 crush; 10 hack bonus for buck attack
	SPECIAL: Bragi only, bonus vs myth units, buck attack with bonus damage kicks enemy troops away
--------------------------------------------------------------------------------------------------------------
Kraken		300 food,	900	30 hck, -		50%	70%	80%	-	22	6
(myth unit)	25 favor		20 crush; 40 hack for throw attack
	SPECIAL: Njord only, naval myth unit, throw attack against ships and shoreline troops
--------------------------------------------------------------------------------------------------------------
Mountain Giant	300 food,	1200	20 hck,	2 to myth unit	45%	30%	80%	-	16	3.2
(myth unit)	30 favor		25 crush; 30 hack for gore; 120 crush for building bash
	SPECIAL: Njord only, bonus vs myth units.  Bonus damage vs units (Gore) and buildings (bash)
--------------------------------------------------------------------------------------------------------------
Frost Giant	200 gold,	600	18 hck,	3 to myth unit	55%	70%	80%	4 for	16	3.8
(myth unit)	25 favor		12 crush					freezing breath
	SPECIAL: Skadi or Hel only,bonus vs myth units, Freezing breath stops human units
--------------------------------------------------------------------------------------------------------------
Fire Giant	300 gold,	600	25 hck,	-		60%	80%	80%	14	18	3.2
(myth unit)	35 favor		20 crush; +10 hack, 20 crush with special fireball attack
	SPECIAL: Baldr or Hel only, special attack causes extra fire balls, more damage
--------------------------------------------------------------------------------------------------------------
Fenris Wolf 	150 gold,	360	15 hack	3 to myth unit	40%	50%	80%	25 to	16	4
Brood		15 favor								boost range
(myth unit)
	SPECIAL: Tyr only, bonus vs myth units, +20% bonus attack when extra wolf in range.
--------------------------------------------------------------------------------------------------------------
Jormund Brood	200 gold, 	800	40 prc	-		20%	30%	80%	20	24	6
(myth unit)	15 favor
	SPECIAL: Tyr only, naval myth unit.
--------------------------------------------------------------------------------------------------------------

-----------------
6.4 Unit Counters
-----------------
Because some units are better against other tyoes of units, this list may prove helpful when you find your
enemey is creating a large amount of a certian unit.  This list was compiled by going through the complete
lists above and finding which units get a bonus against other units and which ones are better protected
through armor against a units normal attack.

Unit		Counter		Counter with...
---------------------------------------------------------------------------------------------------------------
Hoplite	(Greek)	Cavalry		Toxote, Hypaspist, Axemen, Chariot Archer, Throwing Axemen
---------------------------------------------------------------------------------------------------------------
Toxote	(Greek)	Infantry	Peltast, Hippikon, Slinger, Mercenary Cavalry, Jarl, Raiding Cavalry, Huskarl
---------------------------------------------------------------------------------------------------------------
Hypaspist (Grk) Infantry	Toxote, Chariot Archer, Throwing Axemen
---------------------------------------------------------------------------------------------------------------
Peltast (Greek)	Archer		Hippikon, Mercenary Cavalry, Raiding Cavalry, Huskarl, Jarl
---------------------------------------------------------------------------------------------------------------
Hippikon (Grk)	Archer		Hoplite, Prodromos, Spearmen, Mercenary, Camelry, Ulfsark
---------------------------------------------------------------------------------------------------------------
Prodromos (Grk)	Cavalry		Hoplite, Spearman, Mercenary, Camelry, Ulfsark
---------------------------------------------------------------------------------------------------------------
Myrmidon (Grk)	Egyptian/Norse	Toxote, Hypaspist, Cataphract, Axeman, Chariot Archer, Throwing Axeman
		infantry
---------------------------------------------------------------------------------------------------------------
Hetariroi (Grk)	Building	Hoplite, Prodromos, Spearman, Mercenary, Camelry, Ulfsark
---------------------------------------------------------------------------------------------------------------
Gastraphetes	Building	Prodromos, Mercenary, Camelry, Hippikon, Raiding Cavalry, Jarl
	(Greek)
---------------------------------------------------------------------------------------------------------------
Greek Hero	Myth units	any human unit
---------------------------------------------------------------------------------------------------------------
Petrobolos (Grk)Building	Hippikon, Prodromos, Hetairoi, Camelry, Merc Cavalry, Raiding Cavalry, Jarl
---------------------------------------------------------------------------------------------------------------
Helepolis (Grk)	Building	Hippikon, Prodromos, Hetairoi, Camelry, Merc Cavalry, Raiding Cavalry, Jarl
---------------------------------------------------------------------------------------------------------------
Trireme	(Grk)	Hammer Ship	Juggernaut, War Barge, Dragon Ship
---------------------------------------------------------------------------------------------------------------
Pentekonter (Grk)Siege Ship	Trireme, Kebenit, Longboat
---------------------------------------------------------------------------------------------------------------
Juggernaut (Grk) Archer Ship	Pentekonter, Ramming Galley, Drakkar
================================================================================================================
Axeman (Egypt)	Infantry	Toxote, Chariot Archer, Throwing Axeman, Jarl
---------------------------------------------------------------------------------------------------------------
Slinger (Egypt)	Archer		Hippikon, Myrmidon, Mercenary Cavalry, Raiding Cavalry, Huskarl, Jarl
---------------------------------------------------------------------------------------------------------------
Spearman (Egypt)Cavalry		Toxote, Hypaspist, Myrmidon, Axeman, Chariot Archer, Throwing Axeman
---------------------------------------------------------------------------------------------------------------
Chariot Archer	Infantry	Hippikon, Mercenary Cavalry, Camelry, Raiding Cavalry, Jarl, Peltast,
	(Egypt)			Slinger
---------------------------------------------------------------------------------------------------------------
Camelry (Egypt)	Cavalry		Hoplite, Myrmidon, Spearman, Ulfsark
---------------------------------------------------------------------------------------------------------------
War Elephant	Building	Hoplite, Prodromos, Myrmidon, Spearman, Camelry, Ulfsark
	(Egypt)
---------------------------------------------------------------------------------------------------------------
Pharaoh (Egypt)	Myth unit	Human unit or hero (Preist, Greek Hero, Hersir)
---------------------------------------------------------------------------------------------------------------
Mercenary (Egypt)Cavalry	Toxote, Hypaspist, Myrmidon, Axeman, Chariot Archer, Throwing Axeman
---------------------------------------------------------------------------------------------------------------
Mercenary	Archer		Hoplite, Prodromos, Myrmidon, Spearman, Camelry, Ulfsark
Cavalry   (Egypt)
---------------------------------------------------------------------------------------------------------------
Catapult (Egypt)Building	Hippikon, Prodromos, Hetairoi, Camelry, Mercenary Cavalry, Raiding Cavalry
---------------------------------------------------------------------------------------------------------------
Siege Tower	Building	Hippikon, Prodromos, Hetairoi, Camelry, Mercenary Cavalry, Raiding Cavalry
	(Egypt)
---------------------------------------------------------------------------------------------------------------
Kebenit	(Egypt)	Hammer Ship	Juggernaut, War Barge, Dragon Ship
---------------------------------------------------------------------------------------------------------------
Ramming Galley	Siege Ship	Trireme, Kebenit, Longboat
	(Egypt)
---------------------------------------------------------------------------------------------------------------
War Barge 	Archer Ship	Penteknoter, Ramming Galley, Drakkar
	(Egypt)
===============================================================================================================
Ulfsark	(Norse)	Cavalry		Toxote, Hypaspist, Myrmidon, Cataphract, Axeman, Chariot Archer, Throwing Axeman
---------------------------------------------------------------------------------------------------------------
Throwing Axeman	Infantry	Peltast, Toxote, Chariot Archer, Slinger, Raiding Cavalry
	(Norse)
---------------------------------------------------------------------------------------------------------------
Raiding Cavalry	Archer		Hoplite, Prodromos, Myrmidon, Spearman, Mercenary, Camelry, Ulfsark
	(Norse)
---------------------------------------------------------------------------------------------------------------
Huskarl (Norse)	Archer		Toxote, Hypaspist, Myrmidon, Cataphract, Axeman, Chariot Archer, Throwing Axeman
---------------------------------------------------------------------------------------------------------------
Jarl (Norse)	Myth unit	Hoplite, Prodromos, Myrmidon, Spearman, Mercenary, Camelry, Ulfsark
---------------------------------------------------------------------------------------------------------------
Hersir (Norse)	Myth unit	any human unit, or hero unit (hersir, Greek hero, preist)
---------------------------------------------------------------------------------------------------------------
Portable Ram	Building	Hippikon, Prodromos, Hetairoi, Camelry, Mercenary Cavalry, Jarl, Raiding Cavalry
	(Norse)
---------------------------------------------------------------------------------------------------------------
Ballista (Norse)Human unit	Hippikon, Prodromos, Hetairoi, Camelry, Mercenary Cavalry, Jarl, Raiding Cavalry
---------------------------------------------------------------------------------------------------------------
Longboat (Norse)Hammer ship	Juggernaut, War Barge, Dragon Ship
---------------------------------------------------------------------------------------------------------------
Drakkar (Norse)	Siege Ship	Trireme, Kebenit, Longboat
---------------------------------------------------------------------------------------------------------------
Dragon Ship	Archer Ship	Pentekonter, Ramming Galley, Drakkar
	(Norse)
---------------------------------------------------------------------------------------------------------------

MYTH UNITS	Human units, 	Hero (Hersir, Priest, Pharaoh, Greek Hero), Jarl, Ramming Ship
	(any)	other myth units or buildings

----------------------------------------------------------------------------------------------------------------

=================
7.0 Gameplay Tips
=================
Following are some game play tips I have discovered.  Also if you have one you think should be here, e-mail
me and I will add it and give you full credit.  Each God has some tips that are included in their breakdown.
Refer back to them to find good uses for god powers, suggested units and general civilization play tips.

Before choosing a major god, learn about all of the strengths and weaknesses of each.  Pick one that suits your
style.  Once you have learned the basics, feel free to try other gods.  Remember that the Greeks are the easiest
civilization to learn since they are so similiar to other games races.

Learn the hot keys (and reassign them if you find them strange).  Teach yourself one or two new keys each game
and get in the habit of using only them to do the associated action.  Keep learning them and using them until
you can play the game using the mouse only for moving viewpoints.  (easier said then done I know :) ).

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8.0 Resources
=============

There are many things to gather and many ways to do it in AoM.  Of the five types of resource (yes, five!),
three are easy enough to get and understand.  Food, wood and gold are all gathered with your gatherers.  Each
type is also gathered at a different rate.  Favor is a resource, but you don't really have a lot of control
over how it is gathered.  Finally there is population.

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Food
----
Food is gathered with your villagers (or dwarves if you want with the Norse).  There are many forms of food
in Age of Mythology.  There are bushes, each containg 100 units of food.  There are herdable animals (goats,
pigs, cows), chickens, and huntable animals (zebras, deer, elephants, etc.).  Some of the huntable animals
will attack the gatherers you are hunting with so make sure you have enough to do the job.
The following tables show how much food each animal will give.  Keep in mind that the herdables 'fatten' over
time and will gain more units of food if left alone.

HERDABLES					HUNTABLES
Animal		Starting food	Ending food	Animal			Food
-------------------------------------------	------------------------------------------
Goat		50		300		Baboon			100
Pig		50		300		Crowned Crane		100
Cow		75		400		Hyena			100
						Lion			100
						Monkey			100
						Wolf			100
						Caribou			150
						Deer			150
						Elk			150
						Gazelle			150
						Bear	(includes Polar)200
						Crocodile		200
						Zebra			200
						Boar			300
						Giraffe			300
						Aurochs			400
						Hippopotamus		400
						Walrus			400
						Water Buffalo		400
						Rhinoceros		500
						Elephant		750

Hunting is the fastest way to gather food in the early game (esp, with Odin's bonus).  Research Hunting
Dogs to improve these even further.  Hunting has another bonus for the Norse.  They gain favor for each
animal they kill.  Gathering from bushes is usually safe (unless the enemy is around), and herdables is
the safest way to gather, with the single drawback that unless you allow the animals to fatten, you will
not gain the full benefit from using them.

Farming is a last resort in the early game, with the exception of Ra.  Becaue Egyptians are the only ones
who can farm in the first age, and Ra can empower buildings, any farms nearby are able to gather faster.
Ra can use his priests for this as well, and finally his God Power, Rain, speeds up food gathering for
everyone, but most for the caster.  It is best to use this before your enemy gets farms built so he
doesn't benefit form the increased gathering rate as well.  Farms do have the bonus of never going fallow,
but can be expensive in the early game when you need to get your other buildings up.  Until the late game,
when all of the farming improvements have been researched, it is easily the slowest way to gain food.

Fishing is also a good source of food, and is faster than farming, but can be expensive in terms of wood
as you need to build both a dock and a series of fishing boats.  If you fish make sure to research the
techs at the dock in the second age and beyond to speed it up some.  The two largest benefits to fishing
are that a school of fish never runs out (it is infinite) and it basically gives you a second economic
center.

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Wood
----
Food is required to make all buildings (excpet most 'cheap' Egyptian) and for many units.  Because things
like Egyptian houses and drop off points do not require wood, they can chance forgoing wood collection for
the first age or so.  However in order to make the stronger units from the Migdol Stronghold, they will need
to be a constant flow of wood.  Greeks are very dependent upon wood for all buildings and archer units.
Norse can afford a little less wood to start with as once they build an oxcart, that can carry them into the
age advance.  They do however need wood for their barracks and Hill Forts and most of the strong units.

----
Gold
----
Perhaps the most important of the gathered resources as no military unit can be made without it.  All units
cost wood OR food, but all cost gold (with the excpetion of various Myth units).  As such, it is important
to protect your gold sources with units or towers.  Scout early and find the gold near your outposts so
that you can quickly get your gold income started.  It is also a great way to win if you can deny your
opponents any gold.  Without it, they can not create any units other than the odd myth unit, so an easy win
can be gained.  If you can't deny the enemy of gold, do NOT allow them to do it to you!

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Favor
-----
Each civilization has a unique method of collecting favor, from the worshiping done at Greek temples, to
the Egyptians monuments, and the Norse acts of violence.  Favor allows you to research some potentially
very powerful technologies and without it, you cannot create any myth units (other than whatever free ones
you may be entitled to for picking a certain major god).  It is possible to win without any favor
collected in the game, but with it, your armies can be more varied, preparing them for quicker victories.
It should be noted that Norse favor is basically free in that as long as your units are fighting (or at
least hunting) ther