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What Could Have Been / Age of Mythology

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Age of Mythology was in development for nearly 6 years (even before Age of Empires was released), although was only known publicly as Age of Mythology when it was officially announced as such in May 2001. Because of this, a large majority of content was made for the game, or changed before it's October 2002 scheduled release date.

For stuff that made the cut for later releases of the franchise, see the franchise-wide Refitted For Sequel page.


    Gods and Civillizations 
  • According to concept art, Atum was considered as one of the major Egyptian gods.
  • Ingame files seem to indicate Frigg was considered as a Norse goddess at one point.
  • Major Gods were selected upon starting the game (by building a Shrine, and then selecting which God) instead of before the game. Depending on Major God selection the player would get 4 unique Myth Units, with a set automatic bonus, as Minor Gods were absent.
  • Ensemble Studios have confirmed that other cultures were also considered ("almost every civilization, past or present existing or extinct was proposed for the new culture, and lots more") but sadly they managed to create and include only a single one in the expansion which already was decided- the Atlanteans. Interestingly, their design was inspired by some of the cultures appearing in the first two Age of Empires games' expansion packs- the Romans from the original game and the Aztecs from the second game.

    Buildings 
  • Various Buildings were different, not just design-wise, but functionally as well.
    • Greek Buildings were originally more vivid, and accurate in their design, seen here, here and here.
    • Egyptian Buildings (such as Temples) were originally decked out in Hieroglyphics and typical Egyptian designs as seen here whilst "village" type buildings had a more obvious Mud Brick design, rather than the final Sandstone design of the final Archaic, and Classical Age buildings.
    • The Egyptians and Norse originally had Stables, and Archery Ranges, as well as the Norse and Greeks having Siege Workshops.
    • Shrines were originally used to train, and research Archaic, and Classical Age myth units, and technologies. The Former was also required to advance to the Classical Age.
    • In order to field Naval Ships, one had to build a Naval Shipyard, which was also required for Naval Trading, aswell as training Warships, and researching their upgrades.

    Units 
  • The Greeks, Norse, and Egyptians originally shared a generic template of units including a spearman (including the Norse Bondi), dedicated counter infantry unit, heavy cavalry, and light ranged cavalry (which was split between anti-cavalry melee units such as the Prodromos, and cavalry archers such as the Chariot Archer, and later Turma unit in The Titans expansion) an Archer, and counter-archer (including the Throwing Axeman, which was repurposed as Anti-Infantry) and finally Ballistae, Siege Towers and Catapults. This however was changed to make each civilisation more unique.
    • Human units that were cut include: Greek Oxybeles, The Egyptian Swordsman, Egyptian Archer, Egyptian Chariot (a Melee unit, similar to the one from the original Age of Empires not to be confused with the Chariot Archer in the final game) Egyptian Ballista, Norse Catapult, Norse Siege Tower, the Norse Hirdman and a Norse Archer.
    • Hades originally had a Cataphract instead of the Gastraphetes as his unique unit, the former can still be used in the Scenario Editor. Additionally, he was supposed to be able to create Harpies as a scout myth unit, in the vein of the Pegasus and Hippocampus.
  • Originally there were only two types of ships: Utility Ships, and Warships, the former being used for fishing, as transports, and trading, while the latter also being used as transports, but behaving dynamically based on the unit contained, becoming a Siege Ship when Ballistae, or Catapults were contained, an Arrow ship with archers, and a ramming ship with Infantry. Ships were also much larger, and more powerful.
  • Concept art and early screenshots reveal many other myth units that were cut from the final game including a rock giant (called a Golem), a Griffin, a Harpy, a large snake with a pair of legs called Apep and elemental giant-like creatures (the most prominent was a type made of sand, likely intended for the Egyptians) apparently distinct from the Norse ones in the released game. Also the Troll was originally going to be a lanky deer-headed archer that shot poisoned darts called "Trollkarien". More information can be found here and all here. Plenty of other mythical creatures were also considered however the only thing which that remains are mentions of them by either the developers and ingame (including buried in the files). Such examples include: Unicorn, Catoblepas, Mermaid, Elf and others.
  • Several myth units had their visual designs and/or abilities changed. The Hydra was originally going to be a multi-headed sea serpent but apparently the devs realized it would have been too simular to Scylla hence why it was changed into a terrestrial sauropod-like creature in the retail version of the game. Also the sphinx would have had the ability to teleport through walls.
  • Plenty of regular animal units were also cut- sheep, wild horses, dogs used as scouting units, huntable versions of camels and musk oxen, fish like anchovies and herring, a cheat code giant duck billed platypus as well as others. The herring was re-added in Tale of the Dragon, though it lacks in-game information.

    Scenario Campaign and Plot 
  • The campaign Fall of the Trident was much different, throughout development.
    • An early video here suggests that the main Protagonist was originally meant to be a Greek general called Misenus (also called Mineus according some images of the video).
    • Skult was originally a Norse Warrior that wielded the banner of "his clan" rather than being an Oldman with a Huskarl holding it for him.
    • Originally Theseus, Charon, Achilles, Zethos, and several other characters were meant to appear in the campaign.
    • Mnevis was cut, he was Amanra's commander, who would likely appear during the Abydos scenarios. He was a man of great girth who would ride a hippo into combat. All that remains of him is concept art and comments from the developers, who had hoped to bring him back with The Titans.
    • The campaign was originally made with 40 scenarios, later 36, before Ensemble Studios later settled on 32 scenarios, and 3 tutorial levels.
    • The script for the Fall of the Trident was originally 140+ pages long, before it was later reduced to 101.

    Maps 
  • Two maps were intended to be included: Forgotten City and Golden Fleece with more elaborate gameplay and conditions for winning. Thankfully, both maps have been recreated with fan-created mods however they are known to have some glitches.
  • Black Forest and Arabia were considered to return from Age of Empires II, but were quickly dropped due to their infamy and overuse in the pre-HD Age of Empires II community.

    Divine Powers and Technologies 
  • Various godpowers were cut, they include Bramble (roots would grow around Hades' Town Center protecting it from damage), Inferno (An Egyptian Godpower that would cover an area in fire, killing enemy units), Rebellion (Ares original godpower that would prevent new villagers from being trained, and current ones from building, and gathering resources) and many others.
  • Before Heroes were diversified from the basic "Three Generic Hero" system (One for each of the originally planned three ages), Heroes were used to cast godpowers.
  • All myth units were originally meant to have at least 1 upgrade tech researchable and visually change to reflect it before this was cut down for several of them. Some however still remain buried in the code such the Scorpion Man's venom stinger tech and the Anubite's upgrade texture.

    Visuals and Features 
  • According to strings in the language.dll file, select units could be upgraded into "super units" depending on civilization, such as the Greek Hoplites into Myrmidons, Egyptian Archers into Medjay, Norse Archers into Bogsveigir, and Norse Hirdmen into Hersir. It's possible this idea was reused for the Norse Ragnarok God Power (which turns all gatherer units into heroes) and the Atlantean ability to turn any non-myth unit into a hero.
  • Farms originally were proper 3D Models (rather than being flat shapes with a texture) that would variate between Olives (Greeks), Cabbages (All), Wheat (All) and strangely Corn (All) and Potatoes (Norse). The farms also were required to expand population-wise (rather than building houses, and Town Centers), and were built on "Fertile Field" socket units (much like the final Town Center idea in the final game) as well as being used for farming.
  • Units could originally run, according to various unused animation files, how the system worked is entirely unknown, although it could've been similar to the game Praetorians which included such a feature.
  • A real time day/night cycle was planned, weather effects, plenty of eyecandy (like bridges and mosaic tiles) and buildings visually changing such as having rooftops getting covered in snow.
  • "Prey"-type animals (such as Deer, Caribou, and Zebras) originally fled when a non-animal unit walked passed. Predators originally were able to hunt prey down as well at one point.
  • "Bored" animations (which play when a unit has been inactive for a few seconds) were dynamic which depended on the terrain type they were on, if units were standing in a desert they would wipe their brows, when they were in the snow, they'd shiver, and their breath could be seen.

    Other 
  • The game originally ran at 60 FPS instead of 30 FPS.
  • Originally there were three ages, Classical, Heroic, and Olympic. The Classical Age in the pre-release versions was divided unto Archaic, and Classical Ages in the later builds of the game, whilst the Olympic Age was renamed to the Mythic Age.
  • Stone Mines were originally in the game, as well as Stone as a resource. It was removed in order to simplify resource gathering. All that remains are some references and animation files.
  • AI Players were named based on personalities and figures, not on cities and settlements, much like other Age of Empires games.
  • Generally, the in-game encyclopaedia was originally supposed to be even more in-depth. Technologies were shown separate from units in Buildings, as well as showing requirements for units, buildings and technologies, and finally showing where technologies were researched at.
  • Player colour was changeable before starting a skirmish game.

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