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Atlanteans Guide - Age of Mythology

by Team Respawn · ~4 min read · Updated

Intro

This walkthrough-style guide covers how I approach Atlanteans in Age of Mythology: Retold, playing as Gaia but applying most of the advice to any Atlantean major god. I treat Atlanteans as one of the easier civs to run economically thanks to Citizens (villagers with donkeys), no drop-off buildings, and flexible hero promotion. Gaia layers Gaia’s Forest, cheaper promotions and guild techs, and Gaia Lush healing across the map. Below I’ve stripped play-by-play chatter and kept mechanics, build choices, and how I use god powers and buildings in a real match.

Citizens and economy

  • Atlanteans use Citizens, not standard villagers: each rides a donkey, can build and gather, and needs no lumber camps, mining camps, or mills—click a resource and they gather immediately.
  • Trade-off: without drop-off points it’s tempting to send Citizens far from safety; I stay mindful of overextension and raids.
  • Population cost: Citizens cost more resources (extra wood and food vs typical villagers), take two population each instead of one, so I run fewer workers—but they’re stronger overall.
  • Food priority: I treat farms as last resort: herdables, berries, fish first; farms are expensive, slow, and worst income—same general rule as other civs.

Oracles, favor, and scouting

  • I start with three Oracles. They both scout and generate favor.
  • Standing still: line of sight grows over time (I can turn radius display on in settings); moving shrinks vision until they stop again—risk/reward for map control.
  • Favor scaling: Oracles generate more favor the farther apart they are; late game I park them in corners or safe zones I control once the map is mostly revealed.
  • Cap: up to 10 Oracles for maximum favor generation.
  • Hero Oracles: promoting an Oracle to hero boosts favor generation further—useful once I have a Temple.

Gaia: bonuses, Gaia’s Forest, and Gaia Lush

Major-god perks (Gaia):

  • Citizen → Hero promotion costs 25% less than for Oranos or Kronos.
  • Economic Guild technologies are 40% cheaper.
  • Gaia Lush: verdant tiles around my buildings heal friendly units and buildings. I’m unsure whether Legacy’s “enemy can’t build on lush” rule still applies in Retold—worth testing.

Gaia’s Forest (reusable god power):

  • Place it to spawn trees (about 250 wood each vs normal trees).
  • Citizens gather faster from these trees.
  • The power can be reused for free at least twice (maybe three—I’d verify in-game).
  • Offensive/defensive use: I sometimes drop forests to block paths or choke approaches; it’s free, so there’s little downside to using it for wood or zoning.

Historical aside I mention in the video: Atlanteans and reusable Titan-era mechanics originated in the old Titans expansion; in Retold they’re base-game content, which I’m glad about.

Relics, temples, and hero promotion

  • Any human unit (Citizen, Oracle, infantry, etc.) can be promoted to a Hero (I use H or the UI button); heroes gather and build faster on Citizens; military heroes hit harder.
  • Relics: I need a Temple before pickup. My habit: scout with Oracles, then promote an Oracle to Hero to carry the relic—better than tying Citizens to courier duty (opportunity cost on economy).
  • Gaia’s starting Citizens can work for relics if needed, but I prefer keeping Citizens on resources.
  • Batch promote: I can multi-select Citizens, press H once, and promote a whole group together.

Manors and the Economic Guild

Manors (replace Houses):

  • Max eight Manors.
  • Each supports 20 population (I don’t need to max housing blindly).
  • Each Manor can garrison two units—handy forward or near contested resources.

Economic Guild:

  • Looks like a drop-off site but isn’t required for gathering; it’s where all economic upgrades live (pickaxe, hand axe, plow, husbandry, etc.).
  • Very cheap (30 wood, 9 gold in the example)—easy early mini-structure.
  • Gaia combo: Lush spreads from Gaia buildings. I sometimes drop extra Economic Guilds near expected fights so Lush gives in-combat regeneration for retreats—not every building needs to touch for Lush to grow.

Classical Age: barracks and farms

  • Need a Temple to age up (same macro loop as other civs).
  • Atlantean military splits into Military Barracks (core units) and Counter Barracks (counters)—labels match roles.
  • Age 2 limitation: Military Barracks only trains base infantryno baseline cavalry or archers until Age 3. Counter Barracks still builds full counter roster (e.g., anti-archer cav).
  • Farms: because there’s no drop-off, I can place farms anywhere—but I still ring Town Centers like drop-offs so Citizens can garrison under raid, unlike farms stranded mid-map without towers/forts.

Heroic Age: Theia, cavalry, and Dryads

  • Age 3 unlocks full Military Barracks lines including standard cav and archers.
  • I argue Atlantean myth units can feel weak in mirrors: heroes counter myth, and Atlanteans mass-promote heroes—easy hard-counter if I over-invest myth blindly.
  • Theia path (Heroic): focuses on cavalry.
    • Volcanic terrain / tree power: spawns a controllable tree that trains Dryadswood-only myth infantry strong vs human soldiers. Enemy can capture the tree if they reach it, so I plant it in my base.
    • “Poseidon’s secret” steal: makes cavalry cheaper and faster and reduces hero promotion cost for cav—very strong.
    • Common strat: spam Military Barracks, mass cavalry, full upgrades, then hero promotions.

Mythic Age: minor gods and powers

I blur one minor-god name on commentary but the mechanics matter:

  • Tartarian Gate line: spawns a gate that releases hostile-to-all demons until destroyed; paired myth can apply ranged chaos so affected units fight everyone. I avoid stacking hostile powers on my own army; I kite and let the gate distract while I heal in Lush.
  • Atlas: Argus acid blobs delete many targets; Implosion god power (pull-in destroy).
  • Rhea alternative (if skipping Theia cav): Traitor permanently converts a unit; Behemoths regenerate and excel vs buildings; Horns of Consecration grant slow passive favor forever.
  • Leto (low tier for me): Automata feel weak despite repair chains; Spider Lair underwhelming vs Carnivora; Caladria (name approximate in VO)—ranged-only target, heals—still okay, but overall I’d rather other picks.

Other Atlantean major gods (quick contrast)

  • Kronos: teleport buildings where I have line of sight—unique mobility.
  • Oranos: Sky Passages for unit teleport between nodes—Gaia doesn’t get that.
  • Gaia’s identity: map-wide Lush plus exceptional cavalry when I ride Theia.

Closing tips

  • Citizens are stronger but 2 pop and pricier—plan housing and army size accordingly.
  • Oracle placement = favor + intel; spread them when safe, anchor them late.
  • Gaia’s Forest is free economy and sometimes terrain control—use it often.
  • Economic Guild is both tech hub and, for Gaia, a cheap Lush anchor near fights.
  • Atlanteans remain flexible: heavy cav is my showcased Gaia spike, but counter units and archers are still excellent—I’m not locked to one composition.

About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.