This is an article explaining the tech-tree of Age of Mythology. As in other Age of-Titles, technologies once researched apply to all affected units on the map immediately. Military improvements for example apply to units already on the map even in they are middle of a battle far from one's own base, as well as to every unit recruited afterwards.
As in other games of the Age of-Series, players are able to research the next age, unlocking buildings, units and technologies for their civilization.
In Age of Mythology among choosing a civilization to play, players choose a Major God, which already grants a researchable technology among various other benefits, allowing to play the civilization differently. Further the major god decides out of which minor gods players can choose when advancing into another age.
Age of Mythology introduces the concept of Minor Gods, among which players choose when advancing. They grant a god power, myth unit and a couple uncommon technologies not available otherwise.
Average advancement times should be the 5 minute mark for the classical, 10 minute mark for the heroic and the 15 minute mark for the mythic age.
Since the Archaic Age is for basic exploration and establishing an economy, a lot of military units are weakened, requiring to age up into classical for serious engagement. The Classical Age unlocks military barracks, units and among others the next tier of economic technologies. The Heroic Age primary unlocks forts and siege weapons, fort units and other technologies. The Mythic Age grants among technologies strong siege units and for some civilizations further military.
After Archaic each Age increases the attack and hit points of Heroes by 10%.
Economic technologies improve gather rates, carry capacity or the speed of economic units. Carry capacity and speed decrease the time units spend walking to drop of their gathered resources, thus increasing the time they spend actually gathering. With the exception of market technologies, economic technologies never cost the resource whose gathering will be increased in any way.
Consecutive technologies for farming, fishing, wood- and gold-gathering require the associated technology from the earlier age to be researched, starting with Plow, Purse Seine, Hand Axe and Pick Axe.
Villagers, Laborers, Gatherers and Dwarves start with carry capacities of 15 food, 10 gold and 10 wood. Fishing Ships start with a carry capacity of 25 food. The percentage increase in carry capacity is always calculated onto this numbers.
Because Atlanteans have no need for drop of spots, increasing their carry capacity does not benefit them. This is one reason why civilizations gain over time a greater increase in economic power than Atlanteans, the other being the Atlantean Citizens less efficiency per population count, making Atlanteans overall economically strong in the early game but loosing this strength as the game progresses.
Pharaoh empowering yields 25% bonus resources instead of 20% Priest can empower: Drop-Off buildings and monuments generate 15% more resources, buildings are build 30% faster, research and train 20% faster.