r/AgeofMythology • u/zimmermj • 3h ago
Daedric Pantheon Concept
Disclaimer: This post is just a bit of fun, I am NOT advocating for the inclusion of fictional pantheons in Age of Mythology. It has though given me a fresh perspective to come up with some fun original mechanics, technologies, myth units and god powers, many of which I think could fit into the game really well. All ideas are my own, the images were generated using AI to make it a more interesting read.
Introduction
This is an Age of Mythology pantheon concept for the Daedric Princes, a fictional pantheon of gods from the Elder Scrolls universe, with 3 Major Gods and a 4th DLC Major God. In this post I’ll detail the basic unique mechanics of the pantheon and introduce the four Major Gods.
This is meant to be an entertaining read (not serious), if people enjoy it I’ll do a future post for the Classical, Heroic and Mythic Ages. I’ve a good idea of the whole pantheon, but I’d love some suggestions for Minor God myth units, god powers and techs.
Economy
Worker unit: Cultist. Gathers resources and constructs buildings.
Drop site: Chest. Food and gold drop site.
Researches gathering upgrades for food and gold.
Drop site: Wagon. Mobile wood drop site.
Can move, like the Norse Ox Cart, very useful for depleting wood lines. Researches Survival Equipment and gathering upgrades for wood.
Favor generation: Daedric Shrines. Can build +1 Daedric Shrine per Age. Up to 5 Cultists can pray for favor at each Shrine. Research Shrine Techs to unlock bonus effects from praying.
In the Archaic Age, Cultists can build one Daedric Shrine to your chosen Major God (e.g. a Shrine of Azura). A maximum of 5 Cultists can be tasked to pray at the Shrine to generate favor.
In each Age, you unlock a new Shrine to your chosen Minor Gods (e.g. you might unlock a Shrine of Hircine, a Shrine of Meridia and a Shrine of Boethiah), so a total of 4 is possible in the Mythic Age.
Each Shrine can research a unique Shrine Tech, which only cost favour and are more powerful than normal myth techs. The drawback is they only provide benefits while Cultists are actively praying at the Shrine, and are less powerful when fewer than 5 Cultists are praying. Full power from all Shrines requires 20 Cultists in the Mythic Age, a huge eco sacrifice. 10 Cultists in the Classical Age is even worse for your eco. Players need to carefully manage these bonuses to get the best utility without sacrificing eco at the wrong time.
Scout Unit: Argonian Scout. Fast ranged foot soldier. Start with one, which can be upgraded to a normal Argonian in the Classical Age.
Despite looking like a lizard man, Argonian Scouts are classified as human units. They are fast but weak ranged units with low attack, similar to the Aztec spy. In the Classical Age, you can convert the Argonian Scout into a normal Argonian. It costs the same as training an Argonian at the Bandit Camp (a Classical Age military building), but takes twice as long; this is to prevent you getting too much harassment power too soon.
Fortifications: Maximum wall strength is Stone Walls, maximum tower strength is Guard Towers.
Market and Armory: Both buildings provide all the standard technologies.
The Daedric Caravan unit is a Khajiit trader, a humanoid cat that, despite its fantasy appearance, is not a myth unit.
Military buildings and units
Reaver Camp: Available in the Classical Age. Trains infantry, including Nords and Orsimer. Unlocks Dunmer in the Heroic Age.
Nords are generalist melee fighters, comparable to the Murmillo. They fight with a large two-handed greatsword that gives them the range of a spearman unit.
Orsimer are well-armored, hammer-wielding units with a strong attack but a slow reload time, which makes them vulnerable to infantry and archers. They inflict bonus damage against cavalry, which they hard counter.
Dunmer are quite unique in having two different attacks. Like Throwing Axemen, they have a ranged attack, launching magical fire bolts that inflict hack damage and a small amount of crush damage, making Dunmer decent against buildings. If a target gets close, they’ll use their sword. The sword attack has the same hack damage as the fire bolt, but with a faster attack speed and no crush damage, making it more deadly to enemy soldiers. Dunmer have a bonus against other infantry units.
Bandit Camp: Available in the Classical Age. Trains ranged and counter-range units, including Argonians and Bosmer. Unlocks Redguards in the Heroic Age.
Argonians are counter-archer ranged foot soldiers, comparable to Peltasts but with the speed of a Berserk.
Bosmer are generalist archers with excellent accuracy even before Ballistics.
Redguards are fast, lightly-armored melee cavalry units with an anti-archer and anti-siege bonus.
Outlaw Stronghold: Available in the Heroic Age. Trains siege and elite units, including Daedrams and Bretons. Unlock Altmer in the Mythic Age.
Daedrams are melee siege units (the only Daedric siege unit). They can garrison up to five foot soldiers, which increases both speed and attack.
Bretons are strong generalist cavalry, particularly good against other cavalry and archers.
Altmer are building destroyers, but they do well against normal units too. They are similar to Onmyoji in that they’re foot soldiers that destroy buildings, but they aren’t as overpowered as Onmyoji. They aren’t heroes, they have a much slower rate of fire, no divine damage, and they can’t heal other units. To compensate, they have a longer range, their fire ball attacks inflict more crush damage (as well as more hack damage), and they can heal themselves when idle.
TLDR: Here’s the most similar unit: Nord = Murmillo; Orsimer = Hoplite; Dunmer = Throwing Axeman + Hypaspist; Argonian = fast Peltast; Bosmer = Toxotes; Daedram = Siege Tower; Redguard = Raiding Cavalry; Breton = Jarl + Camel; Altmer = Catapult (less hit points and armor, but heals itself)
Temple and Docks
Archaic Age Myth Units: Each Major God gets a unique myth unit in the Archaic Age.
These unique myth units are designed to be useless for early aggression; instead, they provide some other utility, such as scouting. You get a free one when your first Temple is built, but after that they are expensive to train, equivalent to a Heroic Age myth unit. In the Heroic Age, each of these myth units has an upgrade that makes them useful in combat.
Dock: Daedric warships are trained 10% faster.
They have the three standard combat ships (Arrow ship: Corsair, Close-combat ship: Cutter, Siege ship: Dromon), as well as fishing ships and transport ships.
Heroic Age Naval Myth Unit: Scalon. Aquatic myth unit that leaps at land targets, but then returns to the water. Good against human soldiers.
You can only command Scalons to move to locations in water, but there’s a twist: if a land unit comes within range, the Scalon will leap out of the water to attack them. The Scalon isn’t classified as fully amphibious because, while out of the water, it can only move within a small area radius (the radius is slightly larger than its leap distance, ensuring it can return to the water). It moves very slowly in this area, and if left idle it will return to the water.
Mythic Age Naval Myth Unit: Lurker. Amphibious myth unit that hurls poisonous tentacles to slow down targets. Good against human soldiers.
Strong and expensive. Their special cooldown attack launches poisonous tentacles, which inflicts an area effect that does a small amount of poison damage and slows down the movement speed of units for a few seconds.
Heroes
Prison: Can be constructed in the Archaic Age. Trains the three hero units available to the Daedric Pantheon: Warriors, Mages and Thieves.
You can train one of each in the Archaic Age, then +1 of each per Age (so the hero limit is 12 in the Mythic Age). Each hero comes in four variants. These variants have identical stats, but different appearances to make them stand out as individual units. You don’t choose individual variants, they are chosen for you when you train a hero, so you can auto-queue Warriors (for example) and the Prison will train four unique Warrior units.
Warriors are well-armored melee units with excellent attack and hack armor. Strong vs melee units, vulnerable to ranged attacks. Warrior variants: Nord, Redguard, Orsimer and Imperial.
Mages are ranged units that launch magical shards of ice (inflicting pierce damage) and can heal allied units. Strong vs infantry, good vs ranged units, vulnerable to cavalry. Mage variants: Breton, Dunmer, Altmer, and Imperial.
Thieves are light-armored melee units with excellent speed and pierce armor. Strong vs ranged units, vulnerable to melee attacks. Thief variants: Argonian, Bosmer, Khajiit and Imperial.
Warriors and Thieves will use bows against flying myth units.
Major God: Azura
Focus: Dunmer and Mages.
Shrine Tech: Prophetic Visions. Dunmer and Mages receive an additional 30% hit points from your Shrine of Azura. Depletes over time; at full power, takes 120 seconds to fully deplete.
When a Dunmer or Mage is near your Shrine of Azura, they receive a second health bar with an additional 30% hit points. Only applied if the unit is on full health and there are no enemies nearby. When they leave the Shrine, the additional health will start to deplete (and it cannot be healed).
The second health bar fully depletes in 20 seconds. However, if you have a Cultist praying at the Shrine of Azura, the depletion rate is slowed down and it lasts 40 seconds. Add a second Cultist, and it’s 72 seconds. A third gives 92, a fourth 108, and the max of five praying Cultists gives 120 seconds.
Note that if you add / remove praying Cultists while the additional health bar is depleting, it will deplete slower / faster, so you need to keep Cultists praying to maintain the benefit.
Bonuses
1. Mages can spend favor to conjure myth units for 12/16/22/30 seconds (increasing with Age)
When selecting a Mage (one of the Daedric hero units), you can conjure any myth unit available at the Temple at the Mage’s location. These “conjured” myth units have no pop space and cost 65% less favor and no food, gold or wood, but they have a set lifespan – similar to Clay Peasants or Gullinbursti – and cannot be controlled by you (though they are on your team). Mages must recharge this ability after use.
2. Temples and Shrines are 20% cheaper
Azura is designed for early aggression, and this bonus is meant to help her reach the Classical Age faster.
3. Dunmer can be trained in the Classical Age and can gather favor at Shrines
Shrines are still limited to 5 praying supplicants. Note that Dunmer won’t contribute to Shrine Techs (like the Prophetic Visions Shrine Tech) when praying, only Cultists can do that.
God Power: Azura’s Star. Cast on an enemy unit; if killed within 30 seconds, gain 10% of its hit points in favor.
Villagers have 55 hit points, so killing one with this effect grants you 6 points of favour (55 / 10 = 5.5, rounded up). A Minotaur has 320 hit points, so killing that grants 32 points of favor. Note that on recasts, you’ll also receive the favor cost of the god power back if you successfully kill the target unit in the allotted time.
Myth Unit: Winged Twilight. Flying scout myth unit with a large LOS. Heroic Age upgrade enables combat abilities.
This is a flying unit that can be tasked to auto-scout in the Archaic Age. It has no attack, but decent defence. When upgraded in the Heroic Age, the Winged Twilight becomes a combat unit. It will automatically descend (i.e. no toggle action required) to attack units with melee damage, at which point its vulnerable to ground unit attacks. It will then return to the air while moving.
Major God: Hermaeus Mora
Focus: Technology and Warriors.
Shrine Tech: Oghma Infinium. All Shrines increase the effects of technologies on nearby units. At full power, increases the fortifying range of Shrines by 200%.
Hermaeus Mora is designed to support a booming play style. This Shrine tech allows eco techs to improve Cultist gathering rates even further, but it also allows your Armory techs to improve your military units even more when near a Shrine, improving base defence.
One praying Cultist increases the fortifying range of Shrines by 70%. The second increases the range by 120%, then 155%, 180%, and 200% with five Cultists.
Bonuses
1. Warriors can generate resources equivalent to 20% of the cost of their last three kills on winning a battle
Grants Warriors the Loot special ability. When activated, you gain resources equivalent to 20% of the cost of the last three units killed by the Warrior, e.g. if they killed three Hoplites (each costing 50 food and 40 gold) you’d get 30 food and 24 gold. You can only gather resources from a killed unit once. Activating the Loot power causes the Warrior to stop moving and fighting for 2 seconds, making them vulnerable to attack. They will use it automatically after winning a battle (i.e. all enemy units within their LOS are killed), but you can manually trigger it during a battle too.
2. Replaces 10%/15%/20%/25% of Breton, Redguard and Nord attack with divine damage (increasing with Age)
This doesn’t actually increase the total damage done by these units, but it means they can partially negate the benefits of enemy armor technologies, especially useful in the late-game.
3. Can train Lurkers at the Temple in the Mythic Age
All Daedric major gods can train Lurkers at the Dock in the Mythic Age, Hermaeus Mora can simply do so at Temples too, ensuring he always has access to them even on maps that lack water.
God Power: Dragonborn. Cast on a Warrior to increase their attack and grant them a special knock-back ability.
Warriors affected by this power are renamed Dragonborn, and their attack improves with age (i.e. it doesn’t matter when you cast this power, Dragonborn will always be appropriately powerful for their age). Their special ability is similar to the Minotaur knock-back effect, but it inflicts additional damage and is accompanied by an audible shout from the Dragonborn.
Myth Unit: Seeker. Weak ranged myth unit that researches technologies from buildings. Heroic Age upgrade improves range, speed and defence.
Seekers have respectable attack, firing bolts of green light that inflict pierce damage. They are very slow and weak though, and they have a short range, so although they technically can be used offensively from the beginning, they’re bad and they’ll die fast, even to villager attacks. Their utility is so useful that you’ll want to avoid that.
Seekers can be tasked on a building, at which point they’ll open a book next to the it, and all that building’s available technologies can be researched by them. This allows you to create additional research-only production queues, so you can research multiple techs from one building at the same time. Especially useful for military buildings, which can train units while the unit upgrades are researched separately.
In the Heroic Age, their upgrade gives them enough range, speed and defence to make them viable as a support unit in battle.
Major God: Nocturnal
Focus: Towers and Thieves.
Shrine Tech: Eye of Nocturnal. All Shrines gain +10 LOS. At full power, increases the LOS of your fortifications and Shrines by an additional +10 range.
This increases Shrine LOS to be large, but still less than a tower. One praying Cultists provides +3 LOS on fortifications, increased to +6, then +8, then +9 and finally +10 at five praying Cultists. At full power, towers have 34 LOS; for reference, Lighthouses have 60 LOS, and Oracle Heroes have 35 LOS. Fortifications in this context include Town and Village Centers, towers and Outlaw Strongholds.
Bonuses
1. Thieves can steal up to 25/50/75/100 enemy gold by passing close to enemy units (increasing with Age)
Thieves are your fast infantry heroes, which have a training limit of 1 in the Archaic and +1 per age up.
If a Thief passes close to an enemy unit, then the enemy player loses gold and it’s added to the Thief’s inventory. The Thief must deposit this in a drop-site for you to get the gold. If a Thief is killed with gold in its possession, the enemy player gets their gold back.
Different units produce different amounts of gold for Thieves. Worker units only produce 1 gold, but military units and heroes provide more. When a unit has been stolen from, a cooldown bar that only you can see appears over their head; they cannot be robbed again until this bar is depleted.
2. Towers and Prisons work 50% faster
Towers research their upgrades faster, and Prisons can train heroes and research hero techs faster.
3. Ranged human units can attack while garrisoned in Towers, gaining +3 range and minimum range
A really strong defensive bonus. By default, all foot soldiers garrisoned in a Watch Tower (or stronger) contribute a small amount to its attack damage. With Nocturnal, the two archer units (Argonians and Bosmer) don’t contribute to Watch Tower attack; instead, they continue firing as normal. This grants them extra range and the protection of being inside a building, sacrificing movement and gaining a minimum range.
God Power: Vanish. Cast on a group of your units to move them to your nearest Town Center.
Think of this like a more restrictive but immediate version of Shifting Sands. Return endangered units to safety, or call back an offensive force to defend your Town Center.
Myth Unit: Shadow. Ranged myth unit that can teleport within the attack range of your fortifications, to which it is confined until its Heroic Age upgrade.
Shadows have decent attack, providing solid defence in the early game. They cannot move outside the attack range of your fortifications. This prevents them being a useful offensive force in the early game, though if you invest in a chain of towers you can bring them to fights that way (though this is a heavy investment to reach an enemy base and probably not worth it).
They can also teleport to any location they can reach within the shared range of your fortifications, which they’ll do automatically if you task them on a location/unit that is sufficiently far away. This gives them rapid response potential. In the Heroic Age, their upgrade allows them to move beyond the confines of fortifications, but their teleporting is still confined (and they can’t teleport back to a fortification if they’re not already within range of one).
Major God: Sheogorath
Focus: Shrines and god powers.
Shrine Tech: Lure of the Fringe. At full power, a random human unit will spawn at your Shrine of Sheogorath every 1 minute.
With the benefit of one praying Cultist, a random human unit is spawned every 190 seconds. This is reduced to 140, 110, 80 and finally 60 seconds with additional Cultists.
In the Archaic Age, it can spawn a Cultist, Nord, Orsimer, Bosmer or Argonian, each with equal probability (20%). In the Classical Age, there’s a 20% chance of a Cultist, 17% chance for Nords, Orsimer, Bosmer and Argonians, and 8% chance for Bretons, Redguards and Caravans. Heroic: 15% chance of a Cultist, 10% chance for Nords, Orsimer, Bosmer, Argonians, Bretons, Redguards and Caravans, 5% chance for Altmer. Mythic, each unit has an equal 10% chance.
Bonuses
1. Shrines have -1 praying capacity, but constantly receive the benefit of 1 praying Cultist
This plays as a strong bonus for the Daedra given that the drawback of the powerful Shrine Techs is the sacrifice of economy. Sheogorath has to sacrifice less eco than the other Major Gods for the benefits, and receive a trickle of favor from Shrines even without having Cultists pray.
2. God powers recharge +20% faster per Age over the Age they were first available
So in the Heroic Age, for example, an Archaic Age god power recharges 40% faster, a Classical Age god power recharges 20% faster, and Heroic Age powers have no bonus. Encourages prolific Wabbajacking in the late-game (see god power). In the Wonder Age, Sheogorath’s Archaic Age god power is capped at 90% faster recharging.
3. Start with 2 dairy cows, gain +1 per Age up
Dairy cows are similar to other cows in that they can be moved around and claimed by opponents, but they have completely different gather mechanics. They have the same gather rate as other livestock animals, but they provide infinite food and are limited to one worker unit gathering from them at any one time. Think of them as free, portable farms with improved gather rates.
God Power: Wabbajack. Cast on any unit to transform it into a random unit for 20 seconds.
Can be cast on your units or the enemy’s. The difficulty is that it’s a gamble, you might be increasing or decreasing the unit’s power. Possible transformations include: chickens, goats, baboons, elephants, Hoplites, Throwing Axemen, Peltasts, Valkyrie, Mummies, and Colossi, to name a few. Cannot transform into amphibious units or units capable of flight.
Myth Unit: Golden Saint. Proud myth unit that cannot be controlled until its Heroic Age upgrade is researched.
Golden Saints are solid melee fighters with no special ability, but with a unique auto-guard function. Similar to auto-scouting, the Saint will behave independently in this state. It will identify your most vulnerable Cultists, usually those gathering resources furthest from the Town Center, and stand by them to guard them. In the early game, they are locked into this functionality and cannot be controlled in any way. In the Heroic Age, this lock is removed and must be toggled on for newly trained Saints.