For the mean time since I am still too busy to get these things together here is a pic of my condensed guide to making Myth units:
Explanation: The far left column is a list of all buildings to be maxed out in any Myth unit city ( besides Hydra, and maybe others not listed at the moment), and the second is the list of buildings that very depending on the nuke type. The rest should be pretty self explanatory.
Academy
This is a screen shot of my fully developed Manti-Nuke, this should probably be the same for all Myth nukes, and for regular nukes i would only take away meteorology, divine selection, and temple looting and add catapults, plus add stone hail for Demo Nukes.
Now beyond how you get your buildings you probably want to get your academy research up to par with what you are doing, for now I am going to ask you to check some of the other guides till I get around to this, and maybe I will post some screen shots of mine also.
Update -- Here is a screne shot of my buildings for one of my myth nukes:
As you can see this is completely maxed out for whatever I will need in a conquest world (even WW ready).You could add 5 more Harbor levels and get CS + Conquest, or even take it down to 0, and in a revolt world you may wont to go with a wall here also.
Units
Besides academy and buildings you want your units, just build as many as you can, it's not that hard.
Update -- I got 2000 units and 125 FT with ability to get 50 LS here are some screen shots of this:
As you can see I have 2875 military pop already, I have 650 Slingers, 600 hops, and 250 Horsemen, with 125 FT ships (I did this for the quest that asks this of you ), and 25 LS with space for 25 more and when I demo my senate I will have even more space.
I still have to get the warehouse up to 35 but this does not require any farm space so its all good and I can get even more by demolishing my Senate down to 10 or something, and I also plan to demolish the Barracks to 10, so that's a lot more farm space there as well.
Summery:
This guide can be used for all unit types just change over erines for ranged, harpy for blunt, and manti for sharp weapons.
This guide will teach you how to make a standard Manticore-Trap, or "Manti-Trap". I will briefly describe what one is, how to get it built and how to use it against all of your enemies, especially during those holiday giveaways of Manticores. I will also give some alternative types of traps such as traps with myth units and traps without myth units, I will tell you how to make traps for harpies and traps that will do good against both harpies and mantis along with all the other flying offensive typed myth units in the game so get ready to hunt cus', "we gettin' our selves some Myth!"
The Standard Manti-Trap:
The standard "Manti-Trap" should obviously be made up of the best sharp weapon defenders the game has to offer, so obviously, that is what our trap is going to be made up of. Also to make a decent enough trap you are going to need your alliance to get together on this one. The main goal is to lure your enemies Manticores that they just earned from the nice and sweet holiday event into you alliance's trap.
Now what you wanna do is get all of you able bodied alliance members to build at least one city each of purely sharp def specialist units. I would recommend the myth unit Centaur along with whatever amount of Archers to fill it in (don't forget the FT boats). Next all you have to do is wait for when you know they are gonna drop their "Manti-Bombs" and phalanx in all you cities to the city getting attacked and boom dead Mantis, don't forget to have the owner of the city change their god to Athena, otherwise all your Centaurs will just bounce back to their homes instead of doing what they were sent to do.
Here is a basic example of what a single city should look like that is prepared to form the "Manti-Trap":
For the standard "Harpy-Trap" you obviously want the best blunt def. specialists in the game so instead of the Centaur and Archers, you will want the Pegasus and Hoplites instead. At least you can keep the same God though, Athena produces both the Centaur and the Pegasus.
For this combination trap, we will need the def. units that not only can defend well against the blunt weapon of the Harpy but also the sharp weapon of the Manticore. For this, I recommend changing from Athena to Artemis. Artemis has the Calydonian Boar which is good against both blunt and sharp weapons. with this, you can be ready for either the Manti or the Harpy, and if you ask me it is the safest bet for the alliance.
As you can see defending against Manticores and Harpies is not that hard at all. it just takes some dedication and hard work. If you do not have the time to build the myth units remember to just use whatever units are good against whatever you are needing to beat. A good strategy would probably be to be building these traps when there are no events so when the holiday events do come you will be ready, also these same tricks can be used to defeat any unit in the game even the ones I did not mention, so have fun and good hunting.
P.S. Here is a cool Manticore instrumental beat I found while writing this post:
Greek bireme circa 500BC. (Photo credit: Wikipedia)
1. So the first thing you need to learn is this game isn't about how many points you have, it's about the size of your army so always give priority to training your troops over building your city.
2. The second thing you need to learn is you are only good as the alliance you are in. So you should always do what is best for your alliance and be a team player.
3. Contribute to the alliance forums, be involved team tasks because if the first time you post something in the forums is a request support, you are going to feel really weird doing it and don't be too surprised if people are not dying to help.
4. You should be constantly on the attack, anything that isn't green or blue is an enemy that needs to die.
5. Any army attacking an enemy city should always be accompanied by at least a fleet of 20 5LS (light ships), preferable escort size of 40 LS. Never send out an attack without any light ships to accompany the transport boats because all it takes is so much as single LS or a bireme in the enemy harbor for all your transports to be sunk with all your troops still in them. The outcome of battles is decided by basic math so since your transports have zero defense and it doesn't matter if you have 50 transports, zero times fifty is still going to be zero so when it comes up against the stats of the bireme it all ends up dead.
6. Your caves should always have at least 25k silver stored in it, so if any good players wish ill towards your city it will trigger a report.
7. Patients is a virtue and in this game, it means keeping your troops at home while your LS fleet fully rebuilt before sending them out on another attack or making sure your army is at least 50% rebuilt because the smaller your army the less effective they are.
8. All cities should have 1...10 biremes parked in their harbor. These biremes can be traded with
other members nearby to set up trip wires which will trigger reports if one of the cities comes under attack. The best tripwire anyhow is Fast Transport since they are only killed when both land and harbor are cleared and only cost 5 pop.
9. If you are going to hit a big player on your island for the first time send in the minimum number of slings/hops, then check your wall to see if they run into militia if they did that means the player is online wait until the go offline sending the real attack.
10. Read through the guides so you understand the mechanics of the game and can avoid making noobish mistakes, put the advice to good use. But remember: What is a good strategy to others might not be suitable for you. All information in Alliance's guides tab, the Wiki, or Forum is presented with alternative tactics which are be suitable for your style of playing.
11. Set your time zone to the one given by your leaders.
12. Do not keep your offensives at your cities during your offline moments.