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Trivia / Age of Mythology

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  • What Could Have Been: 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 release. These include:
    • Concept art and early screenshots reveal many myth units that were cut from the final game including a rock giant (Called a Golem), a griffin, a harpy, Apep and a mysterious giant-like creature apparently distinct from the cyclops. Also the troll was originally going to be a lanky deer-headed archer that shot poisoned darts and the sphynx would have had the ability to teleport through walls. More information can be found here and all here.
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    • 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.
      • Amanra's Commander Mnevis was originally meant to appear in the game as a fat guy riding a Hippopotamus, judging by various developer comments, and Amanra's history file, Mnevis was most likely an early version of Stuart from Age of Empires III.
    • 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 included a was re-purposed 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, Norse Archer, and the Norse Hirdman.
      • Hades originally had a Cataphract instead of the Gastraphetes as his unique unit, the former can still be used in the Scenario Editor.
      • According to strings in the language.dll file, select units could be upgraded into "super units" depending on civilisation, such as the Greek Hoplites into Myrmidons, Egyptian Archers into Medjay, Norse Archers into Bogsveigir, and Norse Hirdmen into Hersir.
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    • 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).
      • Farms also were required to expanded 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) aswell as being used for farming.
    • 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.
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    • Units could originally Run, according to various unused animation files, how the system worked is entirely unknown, although it could've been similar to Video Game/Praetorians which included such a feature
      • "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 aswell at one point.
    • "Bored" animations (which play when a unit has been inactive for a few seconds) were dynamic depending on the terain 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.
    • Various Buildings were different, not just design-wise, but functionally aswell.
      • 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, aswell 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.
    • 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.
    • The campaign (Fall of the Trident) was much different, throughout development.
      • The campaign originally focused at one point on the Greek general Misenus before being rewritten to being about an Atlantean admiral, and his quest to stop the unleashing of Kronos.
      • Originally Theseus, Charon, Achilles, Zethos, and several other characters were meant to appear in the campaign.
      • 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
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