Strategies
Build orders and tactical guides
Build Orders
Fast Classical Rush
AllAdvance to Classical Age quickly to pressure opponent
- Build houses while training villagers
- Put first 6-8 villagers on food
- Put next 4-5 on wood
- Build temple/monument when able
- Advance as soon as possible
- Build military immediately upon advancing
Norse Ulfsark Rush
NorseAggressive early pressure using infantry that can build
- Start with food and gold gathering
- Train Ulfsarks early
- Send Ulfsarks to build forward military buildings
- Continuously produce Ulfsarks
- Attack villagers and economy
- Generate favor through combat
Egyptian Economic Boom
EgyptianFocus on economy and powerful late game
- Build monuments for favor
- Use Pharaoh to empower gold mine
- Expand to multiple gold sources
- Mass myth units in Mythic Age
- Use powerful god powers to win fights
General Tips
Economy
- Always keep villager production going
- Balance food, wood, gold based on your strategy
- Expand to additional town centers when safe
- Protect your gatherers from raids
Military
- Counter myth units with heroes
- Use rock-paper-scissors counters (infantry < cavalry < archers < infantry)
- Control relics for bonus favor
- Save god powers for critical moments
Defense
- Wall important areas early
- Keep a small defensive force at home
- Tower key resources
- Have heroes ready for myth unit attacks
Civilization Matchups
Greeks vs Norse
Greeks should focus on heroes early since Norse will be aggressive. Use hoplites to counter raiding cavalry and train heroes to deal with Norse myth units.
Egyptians vs Atlanteans
Egyptians need to survive early pressure. Build monuments for consistent favor and use the Pharaoh's empowerment. Priests can help counter hero-transformed units.
Norse vs Egyptians
Norse should attack early before Egyptians can mass expensive myth units. Target monuments and the Pharaoh. Keep constant pressure.
Advanced Strategy Concepts for AoM: Retold
The three build orders and general tips above cover the foundational approaches to Age of Mythology: Retold. But competitive play at higher levels involves a layer of decision-making that goes beyond "go fast Classical" or "boom with Egyptians." This section covers the concepts that transform a player who knows the basics into one who consistently wins games through strategic clarity.
Favor Management — The Hidden Resource
Favor is the most mismanaged resource in AoM for new and intermediate players. Greek players often dedicate too few villagers to temple worship in the early game, arriving at Classical Age with almost no favor and unable to train myth units for several minutes after advancing. Norse players sometimes forget that Hersirs generate favor and avoid fielding them in the early game when their presence would accelerate myth unit production. Egyptian players, with their passive monument-based favor generation, must plan monument placement early — a monument built in Classical Age generates more total favor by Mythic Age than one built in Heroic Age.
The target favor generation rate depends on your strategy. A player planning to rush Classical Age myth units needs at least 2–3 villagers worshipping as soon as a temple is built. A player pursuing a Classic Boom strategy can delay temple building slightly and worship with fewer villagers, then increase worship as more villagers are available. Never let favor cap out — if you are at maximum favor and not spending it on myth units, you are losing an economic resource. Queuing myth units ahead of time to ensure favor is continuously spent is good practice.
The God Path Decision Matrix
Choosing your minor god at each age is a branching decision tree with permanent consequences. Before you advance, you should already know: what myth unit will this minor god give me, what god power will it provide, and what technologies does it unlock? Making this decision reactively — choosing a minor god without a plan because the age-up timer is about to complete — usually leads to suboptimal results.
Against an aggressive Norse player who will be raiding with Ulfsarks in the early Classical Age, a Greek player should consider choosing Ares to unlock the Cyclops for defensive myth unit presence, or Apollo for faster unit production to get counter-units onto the field more quickly. Against a turtling Egyptian player, Hephaestus in a later age for the Colossus siege capability may be the correct long-term play. The matchup, map size, and your current resource situation should all inform your minor god selection rather than habit or personal preference.
Map Control and Sacred Sites
Many AoM: Retold maps feature sacred sites, relics, or key resource positions that provide ongoing advantages to the player controlling them. Sacred sites in the Retold version generate favor over time, which directly feeds into myth unit production. Sending a small cavalry unit to contest or capture these positions early can provide a significant cumulative advantage over a long game. It is almost always worth sending one unit to contest a relic or sacred site, even if the unit is at risk — the favor or gold income from the site often outweighs the cost of the unit defending it.
Map control more broadly means having units positioned to cut off your opponent's expansion. In Age of Mythology, an opponent who cannot expand their town centers or forward bases is forced to work from a compressed economy. Early scouting to identify where the opponent plans to build forward is followed by sending raiding cavalry or Ulfsarks to attack those positions before they are established. Breaking a forward expansion before it produces its first villager is far more efficient than attacking a fully operational second town center surrounded by towers.
Transitioning Between Game Phases
The biggest strategic mistake in AoM is failing to transition between game phases effectively. A player who opens with an Ulfsark rush and does not adapt when the rush is blocked — continuing to produce Ulfsarks and throw them inefficiently against a defended base — is losing the macro battle. The correct response to a blocked rush is either to immediately begin booming (expanding economy, advancing to Heroic Age for more powerful units) or to apply pressure in a different location while building up a larger force for a second push.
Conversely, a player who is successfully defending a rush must not simply sit in their base waiting for the attacker to stop. Every moment the attacker is pressuring is a moment the defender cannot freely expand. After stabilizing defense, the correct play is usually to advance age faster than the attacker expects — often Heroic Age produces myth units and technologies that the aggressor, still committed to Classical Age units, cannot match on the open field.
God Power Timing — The Decisive Weapon
God powers in competitive play are not used at random. The most effective deployments are timed to one of three contexts: just before a major battle to maximize unit kills, just as the opponent is attempting to advance age (when their economy is most vulnerable), or as a defensive reaction to an overwhelming attack that would otherwise wipe your base. Lightning Storm and Earthquake are best used against clustered armies — wait until the opponent commits to an attack rather than firing at scattered units. Restoration should be saved for healing a badly damaged army after a successful defensive fight, extending their effective combat life. Roc transport is most effective as a surprise drop of myth units or heroes into the opponent's undefended resource-gathering area.