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Age of Mythology: Retold Guide: Complete Strategy & Tips

Complete Age of Mythology: Retold guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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World's Edge and Forgotten Empires rebuilt the 2002 Ensemble Studios strategy game and shipped it on 4 September 2024, keeping the Greek, Egyptian, Norse and Atlantean pantheons and rewriting the parts that had aged badly. The largest change is that god powers are no longer single use: the first cast is free and every reuse costs favor on a ramping scale, so Bolt at 75 favor becomes a tool rather than a one time trick. Freyr joined the Norse as a fourth major god, and the Immortal Pillars expansion on 4 March 2025 added the Chinese pantheon with Fuxi, Nuwa and Shennong plus a nine level campaign called Pillars of the Gods. Each pantheon generates favor by a completely different method, which is what makes the matchups feel unlike any other real time strategy game.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Reusable god powers with ramping favor costs

The first cast of any god power is free. The second costs a fixed base reuse price, and every cast after that adds an incremental amount on top, with a cooldown between uses. Zeus's Bolt sits at a 75 favor reuse cost and instantly kills any single unit except ox carts and transport ships.

Five pantheons with separate favor economies

Greeks send villagers to pray at the Temple, Egyptians build up to five Monuments and reach 28.6 favor per minute with all five standing, Norse earn favor by dealing damage to units and buildings with each unit capped by a lifetime bounty, Atlantean Oracles produce 0.08 favor per second while standing still, and Chinese generate it through Favored Land, an aura projected by buildings that pays more the more continuous ground it covers.

Minor god picks at every age up

Advancing to Classical, Heroic and Mythic ages means choosing one minor god from a pair, and that choice decides your myth unit, your technologies and a second god power. Freyr has three exclusive minor gods of his own: Ullr at Classical, Aegir at Heroic and Vidar at Mythic.

Myth units countered by heroes

Myth units beat regular soldiers badly and heroes beat myth units badly, which is the triangle the whole game runs on. Greeks buy discrete named heroes, Egyptians use Pharaohs and Priests, Norse promote Hersir, and Atlanteans promote ordinary units into heroes instead of training separate ones.

Titan Gate and the Mythic Age endgame

Building a Titan Gate in the Mythic Age and filling it releases a Titan, a single unit large enough to change a stalled game on its own. It is slow and expensive, so it functions as a threat that forces the opponent to act rather than a reliable win button.

For a deeper dive into how these systems interact, see our Age of Mythology: Retold combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
GreekAVersatile approachBalanced stats
EgyptianAVersatile approachBalanced stats
NorseAVersatile approachBalanced stats
AtlanteanAVersatile approachBalanced stats
ChineseAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Age of Mythology: Retold builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
MinotaurAthena's Classical Age myth unit for the Greeks, and one of the earliest heavy myth units available in a game.Greek Classical Age pushes against massed infantry before heroes are on the field
MedusaHera's Mythic Age myth unit, and one of the few units in the game that removes an enemy outright rather than damaging it, by turning it to stone.Greek Mythic Age armies that need to delete high value enemy units instantly
AnubiteThe Egyptian myth unit granted by Anubis, fast and able to leap onto a target, which makes it a chaser rather than a line unit.Egyptian armies that need speed to catch fleeing ranged units and villagers
Frost GiantThe Norse myth unit from Skadi, which freezes what it hits and holds it in place.Norse pushes that need to pin an army in place while Ulfsark and Hersir close in
BehemothGaia's Classical Age myth unit for the Atlanteans, enormous for how early it arrives and extremely good at demolishing buildings.Atlantean attacks on walls, towers and Town Centers in the Classical and Heroic ages

Minotaur: Athena's Classical Age myth unit for the Greeks, and one of the earliest heavy myth units available in a game. It throws infantry through the air and tears through a soldier line, which is exactly why the opponent has to buy heroes rather than more spearmen.

Medusa: Hera's Mythic Age myth unit, and one of the few units in the game that removes an enemy outright rather than damaging it, by turning it to stone. That makes her value depend entirely on what she is looking at, and one Medusa in a large battle is worth more than her cost suggests.

Anubite: The Egyptian myth unit granted by Anubis, fast and able to leap onto a target, which makes it a chaser rather than a line unit. Egyptians normally play defensively behind Migdol Strongholds, so Anubites are the piece that lets them punish a retreat.

Frost Giant: The Norse myth unit from Skadi, which freezes what it hits and holds it in place. Since Norse favor comes from dealing damage, a Frost Giant that locks down the enemy front line is also indirectly funding the next god power cast.

Behemoth: Gaia's Classical Age myth unit for the Atlanteans, enormous for how early it arrives and extremely good at demolishing buildings. It is slow, so it works as a siege piece escorted by an army rather than as something you send in alone.

Full breakdowns in our Age of Mythology: Retold weapons guide.

Location Progression

LocationLevel RangeKey Rewards
Anatolia1v1 and 2v2, land focusedDefensible chokepoints, limited fishing, contested mountain passes
Midgard1v1 through 4v4, mixed land and waterHeavy fishing income, weak land hunting, long shared coastline
Marsh1v1 and team gamesTerrain based chokepoints, strong defensive positions, awkward siege routes
Mediterranean2v2 and 4v4 team gamesCentral lake control, coastal expansion sites, heavy naval contest
Ghost Lake1v1 and 2v2Crossable frozen centre, unusual attack angles, cold map resource layout

Anatolia: A cold desert crisscrossed by mountains with oceans along its sides. There is some fishing but not much, and the mountain ranges break the map into corridors, so army positioning matters more here than on open maps and walls pay for themselves early.

Midgard: A snowy continent surrounded on all sides by sea, with little hunting on land and plenty of fish in the water. That imbalance pushes almost every civilisation toward a dock early, and it rewards Norse and Greek players who can protect a fishing line from raids.

Marsh: Wet, broken terrain where movement is constrained and armies funnel into narrow strips of dry ground. It punishes slow siege units and rewards ranged armies plus god powers that reshape ground, which is where Atlantean and Chinese building placement gets interesting.

Mediterranean: Effectively the same map that Age of Kings players remember, with an enormous central lake and players expanding around its edges. Naval control decides the middle, and land expansion is a race around the rim, so the map rewards civilisations that can do both at once.

Ghost Lake: A cold map built around a frozen central lake that armies can walk across, which removes the safety a body of water usually provides. Attacks arrive from directions that would be impossible elsewhere, so towers on the shoreline are worth building earlier than instinct suggests.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Cast every god power once as early as it is useful. The first use of any power is free, and holding it back the way you did in the 2002 original just wastes it.
  2. Learn your pantheon's favor engine before anything else. Greek favor competes with food because it uses villagers, Egyptian favor does not, and that single difference changes every build order.
  3. Egyptians should have all five Monuments standing before the Heroic Age. All five together produce 28.6 favor per minute, and each one you skip is a myth unit you never make.
  4. Atlantean Oracles only produce favor while stationary, at 0.08 per second each. An Oracle you keep scouting with is an Oracle that is paying you nothing.
  5. Norse units have a lifetime favor bounty cap. A veteran army that has been fighting all game eventually stops generating favor, so replacing units is an economic decision as well as a military one.
  6. Chinese Favored Land pays more for continuous coverage than for total building count. Pack buildings so their auras touch instead of spreading them across the map.
  7. Bolt costs 75 favor to reuse and kills any single unit except ox carts and transport ships. It is the cleanest answer to an enemy Titan escort or a hero you cannot catch.
  8. Heroes are the only clean counter to myth units. Losing your last hero to a stray god power usually costs more than losing the twenty soldiers standing next to him.
  9. Freyr plays defensively rather than aggressively, and his exclusive minor gods are Ullr at Classical, Aegir at Heroic and Vidar at Mythic. Aegir specifically improves myth units and siege weapons.
  10. The Titan Gate is a threat, not a plan. Starting one tells the opponent exactly what you are doing, so build it when you can defend the site rather than when you are already behind.

Common Mistakes to Avoid

  • Treating god powers as single use out of habit from the 2002 game, which leaves free casts unspent through the entire Archaic Age.
  • Playing every pantheon with the same build order. Greek favor uses villagers and Egyptian favor uses buildings, so copying a Greek opening onto Egypt wastes the one advantage Egypt has.
  • Massing myth units with no heroes in support, then losing the whole group to an opponent who bought three heroes and nothing else.
  • Moving Atlantean Oracles around the map for vision without noticing that favor generation stops the moment they start walking.
  • Scattering Chinese buildings evenly across a base, which breaks Favored Land into disconnected patches and slows favor to a crawl.

Frequently Asked Questions

How many civilisations does Retold have?

Five. Greek, Egyptian, Norse and Atlantean shipped with the game on 4 September 2024, and the Chinese arrived with the Immortal Pillars expansion on 4 March 2025 alongside Fuxi, Nuwa, Shennong and the nine level Pillars of the Gods campaign.

Are god powers still one use only?

No, and this is the biggest change from the original. The first cast is free, the second costs a fixed base reuse price in favor, and each subsequent cast adds a ramping amount on top, with a cooldown in between. Zeus's Bolt, for example, has a 75 favor reuse cost.

Which civilisation is easiest to start with?

Greek. Villagers praying at a Temple is the most legible favor system, the hero units are named and obvious, and the unit roster maps closely onto standard real time strategy expectations. Norse is the hardest early on, because favor only arrives while you are actively fighting.

How do the Chinese generate favor?

Through Favored Land. Every building projects an aura, and favor accrues faster the more continuous territory those auras cover. It rewards tight, deliberate base layout in a way no other pantheon does, since two clusters of buildings pay less than the same buildings joined into one area.

Is Freyr worth buying?

He is the fourth Norse major god and plays defensively and technologically rather than aggressively, which is unusual for Norse. His god power Gullinbursti summons a giant golden boar to defend a Town Center, and he has three exclusive minor gods in Ullr, Aegir and Vidar.

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