WARNING THIS IS A VERY LONG ANALYSIS YOU MUST HAVE A LOT OF TIME IF YOU WANT TO READ IT ALL.
Mythodia is one of the most popular scenarios ever made in AOM so that is why I have decided to write about it. It is the original blood on AOM, and still is played quite a lot. I hope you enjoy it.
Objective: To destroy all of your enemies wonders.
How to play: At the beginning you have an old man on an island, and you can choose from a possibility of 4 different units. The longer your units stay in the middle of the main map, the more wood you get. If you have 10 wood you get another old man, which can choose better units than the 1st old man could choose. The same happens at 20 wood, and at 30 wood. At 40 wood, you get a myth unit, which is a god power, a Son of Osiros or a Nidhogg.
Different Versions: As Mythodia is one of the most popular scenarios; it has a lot of different versions. All of them though run of the same idea, so I will tell the way to win it on most of them, but some of the newer versions are played differently, so this guide could only be a bit of help, no help at all, or may even make your game playing worse.
Layout: There are two main islands, one with the bases on it, the other with the old men who choose which units you want to build. The island with the bases looks like this; is a square island, and on the bottom side of the island there are 3 separate bases, and on the topside of the island there are another 3 separate bases. In between the bases is a square area of mud. The area is fairly big, and all 6 armies could fir into it just. Each base consists of a Trojan Gate; two guard towers (normally with added attack and hp), a wonder with 9,999 hp, and Trojan walls to the edge of the map from the gate. The island with the old men is a rectangular island with walls splitting it into 5 pieces. In each piece there are 4 little squares, each with a unit in it. In the 5th piece there are two temples and another wonder.
There are also 6 small islands with a town centre each, and you also get a couple of villagers or an ulfsark as well.
Strategies: When you start mythodia choose a unit that is infantry with good pierce armour, like a huscarl. Straight away when the first lot of units made in your base appear, send them to the middle and tell your allies, if you have any to do the same. Keep on sending the units to the middle straight away when you get them, so hopefully, if your allies co-operate you will take the middle. If the enemy puts up resistance at the beginning and its a 3v3 match, send about 5 of your people to the middle, with the rest send them to your enemies base so you can hold them of for about 30 seconds so in that time you could have won the middle back, so when the enemy do come to the middle you can defend the middle easily.
I said to choose an infantry unit with pierce armour as then you have protected yourself against cavalry, as the infantry have an advantage over them, and the pierce armour should protect you from archer fire. Hopefully you should be able to last out the time to get to level 2, with the 10 wood necessary. When you do advance, choose the unit with the best combination of hp and hack/pierce armour. This way they could stand up against the enemies for a longer time, and still building the level 1 unit attack their people. Keep about 10 units in the middle and full out attack with all your units. I say 10 units because 10 units get the wood quickest, because with 5 units you would get it at half the speed, that 10 get it at but if you had 20 units you would get it at the same rate as 10.
This way you should be able to hold out till level 3, where the units for raiding come in. Choose a unit, possible a cavalry unit, which has a lot of attack, and is a raiding unit. Stop production of the level 1 unit now, and start building level 2 + 3 units as they will benefit you more in this part of the game. With the level 2 units use them as a suicide, for example send about five of them in first so all their units will attack them then send in your raiding units and take down their gate and try to stay in their base as long as possible so their units get killed when they respawn.
Carry on doing this whilst you keep 10 units in the middle to keep your wood supply going. Try to get one of your enemies winder to about half health by the time you get to level 4, so then when you get to level 4, all the units normally all have loads of hp. As they are myth units, choose one that will be good for raiding and attacking, like a fire giant. Also get a couple of myth units which can put a few enemy units out the game for a while, i.e., frost giant can freeze the opposition, medusa can petrify them, etc etc...
With this combo, just use level 3 +4 units as they will do the job you need to do. The level 4 units should be the suicide units, even though they will kill a lot of the units. Send in a lot of these, so they can get a lot of kills, so when the raiding units come in they have a much easier job. Hopefully at this time the enemy is not past level 2, and hopefully not on level 3/4. If they are it will be easier for them to counter you.
If you end up in the same age when you are level 3/4, just go plainly for the middle, with a couple of people kept back at base in case he decides to try to kill you. Always use your allies properly, dont play the game as a FFA, play it as a 3v3 etc. If one of the oppositions is especially good/strong, someone get their whole army on him, and the other two players should send about 20 units to help them. This way you could kill him off to his base, and this should be done when you are in any level, especially the first one.
When you and all your allies are on level 4, the top level, 2 of you should attack one of the corner people whilst he other one attempt to hold of the other two armies with a unit with a lot of hp, and a fair amount of attack. Hopefully, this player should have had his wonder hurt quite a bit, so you could finish him off quickly. If you cant get in properly, send about 20 people to destroy the wall at the side. This will take some time, but just hold off their army with just about the rest of your army. You will have to destroy the wall twice, because the first time, only one small section gets destroyed, and if you want him to fight over a larger area, you will have to destroy the whole wall.
If you are finding it difficult still to get to his wonder and destroy it, send everyone but about 20 people in. Put these 20 people to the side of the base and make sure they dont attack. Just as you start fighting pull all your units apart from those 20 away towards the middle, and send the 20 in to get the wonder, and then send in your whole army on the wonder. Hopefully this will destroy the wonder, and theyll be out of the game.
Now you will be on a 3v2 basis, and you hopefully should have better units, so enough said you should easily be able to defeat the remaining enemies.
Which God? : I will now list all the major gods, and what their bonuses are, and say which ones will help you in Mythodia, and I will evaluate which god(s) will be best to use.
Odin: Hunters gather 10% faster No help
Gets 2 ravens in classical age No help
Human soldiers regenerate 0.8 hp/second when idle Helps you
Huscarls + 20% more hp Only helps if Huscarls are available to choose
Jarls + 10% hp Only helps if Jarls are available to choose
Thor: Start with 2 dwarves instead of 2 gatherers No help
Dwarves cost 10 less gold and collect other resources at same speed as gatherers.
Can build dwarven armoury in archaic, and techs cost less No help
Loki: Hersirs summon myth units whilst fighting No help as no Mythodia versions has Hersirs
Hersirs move 10% faster No help (see above)
Myth units cost 10% less favor No help
Longhouse units train 10% faster No help
Ox carts move 50% faster, cost 50% less, and have 25% less hp No help
Ra: Pharaoh empowering yields 25% more resources instead of 20% - No help
Priest can empower buildings at 1/2 the rate of Pharaohs No help
Camels+CAs move 10% quicker and have 10% more hp Helps if they are available
Monuments have 20% more hp, and cost 25% less No help
Set: Priests can convert wild animals No help
Pharaoh can summon animals at the cost of favor No help
Start with Hyena scout, animals summoned to temple when advanced No help
Slingers and chariot archers train 20% quicker No help
Slingers have + 10% hp and 10% more hack No help as slingers arent in Mythodia
Midgol Strongholds cost 25% less No help
Isis: All technologies cost 10% less wood, food and gold No help
Monuments prevent god powers from being cast near them No help
Town Centres support +3 maximum pop No help
Priests summon outposts 66% faster; outposts cost 33% less No help
Zeus: Start with 15 favor, and can reach 200 favor No help
Villagers generate favor 37.5% quicker No help
Hoplites move 10% faster Helps only if Hoplites are available (never seen it)
Infantry do 2x damage to buildings Helps you
Poseidon: Cavalry cost 10% less No help
Stables cost 25% less No help
Market use cost only 10% - No help
Militia appear when buildings are destroyed Helps the slightest
Gets a Hippocampus when temple built No help
Hades: 20% chance shade will appear at temple when human soldier dies No help
Buildings have 25% more hp + 20% more attack Helps you
Archers have 10% more attack Helps you
Kronos: Can time shift buildings within his own LOS No help
Siege weapons cheaper No help
Myth units cheaper No help
Gaia: All buildings surrounded by lush terrain that enemies cannot build on No help
Buildings regenerate hp Helps you
Fishing ships, Caravans more hit points & cheaper No help
Economic bonuses cheaper No help
Oranos: Shares visibility with all settlement owned by allies No help
Human military units move faster Helps you
God Bonuses Simplified
Odin - Human soldiers regenerate 0.8 hp/second when idle
Huscarls + 20% more hp
Jarls + 10% hp
Ra Camels + CAs move 10% quicker and have 10% more hp
Poseidon - Militia appear when buildings are destroyed
Hades - Buildings have 25% more hp + 20% more attack
Archers have 10% more attack
Gaia - Buildings regenerate hp
Oranos - Human military units move faster
Thor, Loki, Set, Isis, Zeus and Kronos would not give you any additional bonuses at all in Mythodia.
All of the god bonuses will now be described as how they will help you, which type of player it would most suit, and how you could get the most out of the bonus.
Odin
Human soldiers regenerate 0.8 hp/second when idle this should be used as for people who like to place people round the map, or attack in large groups as when you place them round the map they will be idle a lot of the time, and if you have big groups you should be able to kill the enemy quickly then they will be able to heal as they will be idle. The best tactic to get the most out of this bonus will be to have a large fight, send back all the units which arent fighting, then when they heal send them in, and pull out the units which are fighting.
Huscarls +20%hp Simply this should be used by anyone who like to use huscarls, or if you are facing archer fire. It will also be useful to use this with the human soldiers regenerating bonus, as they will live much much longer then.
Jarls +10% hp Same as with the huscarls, but would be good to use to raid their gate early on.
Ra Camels + CAs move 10% quicker and have 10% more hp this is best to be used as soon as you can get camels or CAs. It will help a player who is fighting against any archers, or if you want to get round the player, and attack his base in a quick hit and run way.
Poseidon Militia appear when buildings are destroyed only really should be used if you know you are going to die. The militia may be able to kill about 5/6 units, but it isnt any reason to choose Poseidon.
Hades - Buildings have 25% more hp + 20% more attack this is a good defensive bonus, as you could fight with archers inside your base, who could kill any unit which tries to raid you. If they raid in a mass force, the two towers should be able to kill a lot of them, even if the archers are strong.
Archers have 10% more attack carrying on from above, the archers in the base will have 10% more attack. For example, if you have 50 archers, each with 6 attack, that makes 300 attack. You will now have 330 attacks each time. Yu could also make the archers go out in big groups so you get more attack out of them.
Gaia Buildings regenerate hp If you are raided early on, and you towers almost died then they could go back to full health so they can become more useful in the future. Also if the game is pretty even, and they managed to take your wonder hp really low, instead of staying in your base the whole time, you could go out a bit until it get a lot of hp, then go out full attack when it almost reaches max hp.
Oranos - Human military units move faster This could be a very big advantage at the beginning as you could get to the middle quicker, and later on you could get behind their units and attack their base quickly while they have to get back, and it will take them quite a while. Also if they attack your base, you could get back quickly and they would only do minimal damage.
Using these god bonuses wisely, you could defend really well, or raid and attack better than normal. Which one you use is up to you, and can change depending on a number of matters. For example, whether your allies are attacking or heavily defending, how good your opposition is, or even which units you are using and what your enemy is using.
I hope this analysis of Mythodia has helped you play the game.
TitanicWarrior
(Plz vote which scenario you want me to do a guide to next. Most votes by Tuesday evening ill be the one i will do a guide for. I will inform you the overall results. Thx)