Atlanteans

The Atlanteans are a civilization in added in the Age of Mythology expansion pack, The Titans

Heroes
Unlike the other civilizations of Age of Mythology, the Atlanteans create heroes from regular units, simply by clicking a button while the unit is selected. The change is instant, and these new hero units have all of the attributes of heroes from other cultures. However, it isn't free, the change to a hero costs a significant amount of resources for each unit. Since the heroes are simply created from regular units, it is far easier to mass Atlantean heroes than other civilizations. But their high cost makes it more difficult to mass than their Norse and Egyptian counterparts; Atlantean heroes are the middle ground in the game.

Favor
The Atlanteans gather favor similar to the Egyptians and their monuments; by building town centers. Each town center in control by an Atlantean player gives a steady trickle of favor, approximately .3 favor per second per Town center. The more town centers controlled, the more favor intake. To facilitate the Atlanteans' favor gathering, they are able to build Town Centers an age earlier, in the Classical Age. However, this advantage is offset by their extremely low build rate; effectively 1/3 of other civilizations.

Titan
The Atlanteans receive a Titan called "Chthonian", a lava-like Titan with crystals growing out of its back. These crystals change color, depending on the color of that civilization in a game.

Starting Conditions
The Atlanteans start with higher resource counts than the other civilizations, with 325 Food, 300 Wood, and 125 Gold; plus a steady favor generation from the start with their initial Town Center.

Their starting units are one villager and one Oracle; the Atlanteans' scouting unit. However, soon after the game starts you will get two more Oracles from the town center to aid in your scouting. Oracles don't work as other scouts do, they have an extremely low Line of Sight while moving. But while they're standing in one place, their LOS gradually increases until it reaches its maximum range in 1 minute. Once it reaches its maximum range, the Oracle will send a "flare" so that you are aware that its LOS isn't increasing any more.

Other Attributes
The Atlanteans are completely themed on "Quality over Quantity". Their units are extremely expensive, but far more powerful and effective than the units from the other civilizations. An example of this would be their villager, which costs 125 food, 25 wood and takes 3 population units, but is far more efficient than other villagers.

One attribute given to the Atlanteans through their superior villagers is the termination of resource dropping points. Instead, the Atlantean citizens will have donkeys, which follow them and act as personal resource gathering points; continuously putting resources into the stockpile rather than having to drop them off any any building. If a resource should become depleted, the Atlantean citizen will be able to move, by itself, to a similar resource elsewhere.

Another attribute is the ability to use a god power more then once, the amount depending on the power of the God Power being used. Though the Atlanteans can a God Power more than once, there is a time limit, or 'cooldown period' between the usage of the GP. This cooldown period is also dependant on the GP; which ranges from around one minute to five.

Houses for the Atlanteans also have some changes. Unlike the other three civilizations of Age of Mythology, the Atlanteans will have houses which are called 'Manors' and serve a population of 20, not just 10. However, due to this increase in the population cap per house, the Atlanteans will only be able to build five houses. Each house will cost 80 Wood and 25 Gold; considerably more expensive than a normal houses.

Murmillo
The Murmillo is the Atlanteans' general infantry unit. Though it is strong against cavalry, it is also strong against other infantry; a fairly well-rounded unit.

Contarius
The general heavy cavalry unit for the Atlanteans; armed with a sword and fairly hefty armor. It has a decent speed but a high attack and defense.

Arcus
It's an archer. Not much to say about it, besides the fact that it - along with the Greek Toxote - is the only true foot archer in AoM. Strong against infantry and weak against cavalry.

Katapeltes
The Katapeltes is the main infantry counter against cavalry.

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Turm

Turma
The Turma is a cavalry archer only good against other archers. It is very much like the Egyptian slinger, though far more mobile. Their mobility could in theory be useful for raiding, as it can be; however, the Turma has such low hack armor and attack that using them for that purpose wouldn't be very effective.

Chieroballista
The Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry.

Destroyer
An anti-building unit that is weak against other infantry.

Fanatic
The Fanatic fights very well against infantry, but is quite suceptable to archer fire. Your general melee infantry counter.

Fire Siphon
A siege unit with very high pierce armor and a very high attack, but almost no hack armor. It shoots fire and is very strong against buildings.