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 farms 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 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 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.
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