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Official Sybex Strategy Guide
The Official Sybex Age of Mythology: The Titans Expansion Strategy Guide by Doug
Radcliffe and Michael Rymaszewski was written with the full support of Ensemble
Studios and Microsoft Game Studios and is packed with the strategies, tactics, and
analysis you need to master the Titans!
Included in the strategy guide are:
- Strategies and tips straight from Ensemble Studios' best players
- Thorough analysis of the Atlantean mythology, including military
units, Major and Minor Gods, and their powers
- In-depth stats for everything in the game
- Multiplayer tactics for every game mode, including Deathmatch
tactics from Age of Mythology expert Chris "Swinger" Rupp
- Detailed economic and military strategies for building a thriving
economy and prevailing in combat
- Step-by-step walthrough of the compelling new campaign
Keep reading for an example of just one of the many of the strategies included in
the book.
The Four Keys to Economic Success
The vast majority of AoM games feature economies that employ 40 to 50 workers (60+
for expert players) by the time you reach the Heroic Age. Be especially wary of
creating too many workers in the Archaic Age: you should never have to build more
than two Houses or Manors, and that's allowing some space for the military or mythological
units to come in the approaching Classical Age.You should instantly acquire a new
Town Center and max out the population thereafter, creating new workers, soldiers,
and mythological units as appropriate to your strategy. Every Classical Age features
fighting-if your enemy hasn't visited you, you should visit the enemy. Here's how
to set about formulating an effective long-term economic strategy:
Know your people. Knowing your people means being aware of the
economic aspects of your chosen mythology; for instance, choosing Egyptians means
focusing on gold early (see Figure 2.3). The game mythologies differ significantly
from each other, and these differences set distinct economic priorities.
Know the map. The biggest map difference is between water maps
and land-only maps.Water means fish as a food source; plenty of water means a big
navy and thus very high wood requirements.Your starting position on a map always
carries big economic consequences, as does the location of settlements that you
can convert into Town Centers, relics with economic significance (such as the Ship
of Fingernails, which provides extra food), placement of gold deposits, forests,
berry bushes-you name it. Remember that good reconnaissance has as much economic
impact as at least five extra workers, and possibly ten.
Know yourself. Choosing your major and minor gods has great economic
impact even if the deities of your choice do not offer immediate economic benefits
(such as Thor's ability to create Dwarven Mining Camps and cheaper Dwarves). For
example, if you're playing with Greeks and decide to go the Apollo route, you'll
need a lot of wood for Apollo's mythic unit, the Manticore. The ability to create
powerful new units won't help you if you can't afford them.
Know your enemy. Your enemy's choice of major and minor gods offers
many hints as to the strategy they're likely to try against you. For example, someone
who chooses Hades as a major deity will most likely be fielding plenty of archer
units; you can counter this in advance by researching Improved Pierce Armor at the
Armory, and creating counter-archer units. All this will place specific demands
on your economy.
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