AoE4 Civ Concept: Native American Overview spreadsheet

This is a Supportive thread towards my 3 Native American Civ concepts:
AoE4 Civ Concept: Inca
AoE4 Civ Concept: Aztecs
AoE4 Civ Concept: League of Mayapan

Native American Civs Overview

This is a spreadsheet over the Native American civs, where more information can be found on certain units that might be shared between them, as well as general overview of their buildings, tech and units.

General Negatives:

  • Weaker blacksmith upgrades (exception being Age IV Inca)
  • No heavy units (Except for Inca)
  • No Cavalry (except for Age IV Aztec and Inca)
  • No ranged siege (Except for Inca)
  • No Gunpowder units (Except for Inca)
  • Weaker late game navy

General Bonuses:

  • Fast-moving infantry
  • Buffs and various boons from religious units and buildings.
  • Better Pierce Armor
  • Strong Econ
  • In general Cheaper units
  • Flexible multirole siege weapon
  • Navy requires less population
  • Cheaper Navy

Unique Buildings:

  • Teocalli (Aztec)
  • Telpochcalli (Aztec)
  • Calmecác (Aztec)
  • Tchinapl (Aztec)
  • Traps (Maya and Inca)
  • Crafters Hut (Replaces blacksmith for Aztec and Maya)
  • Nunnery Quadrangle (Maya)

Infantry:

  • Pathfinder (Scout unit with better combat ability but slower moving, and already have Prof.Scout upgrade) (Inca, Aztec)
  • Zabin (Similar to the Pathfinder, but is able to go in stealth) (Maya)
  • Spearmen
  • Kamayuk (Inca)
  • Macuahuitl (Aztec, Maya)
  • Man at Arms (Inca)
  • Archer
  • Holkan (Maya)
  • Slinger (Aztec, Maya)
  • Warak’a (Inca)
  • Atlatl (Aztec, Inca)
  • Hul’che (Maya)
  • Porter (Trader)
  • Handcannoneer (Inca)
  • Jaguar Variant ( Jaguar grants unit goes Stealth when standing still out of combat, able to move in stealth for 3 seconds until entering combat, can be upgraded with a Life-leech ability when doing damage to enemie units (Bloodbath Upgrade), their attack speed increase by 10% for every 5 seconds in combat up to a maximum of 30%. (Jaguar Fury Upgrade)) (Aztec)
  • Jaguar Spearman (Aztec)
  • Jaguar Macuahuitl (Aztec)
  • Jaguar Archer (Aztec)
  • Jaguar Slinger (Aztec)
  • Jaguar Atlatl (Aztec)
  • Eagle Variant ( Increases line of sight of unit as well as movement speed by 25%. Gain a Sprint ability, increasing their movement speed for 10 seconds (Eagle Dive Upgrade), Their first attack does double damage which stuns the target for 1 second.(Eagle Strike Upgrade)) (Aztec)
  • Eagle Spearman (Aztec)
  • Eagle Macuahuitl (Aztec)
  • Eagle Archer (Aztec)
  • Eagle Slinger (Aztec)
  • Eagle Atlatl (Aztec)

Cavalry:

  • Tlaxacalan Horsemen (Aztec, Unique Light cavalry)
  • Horsemen (Inca, locked behind AgeIV landmark)
  • Lancers (Inca, locked behind AgeIV landmark)

Religious:

  • Tlamacazui (Aztec)
  • Nacom Priest (Maya)
  • Nacom Captain (Maya)
  • Acclas (Inca)

Siege

  • Ladders. (allows Infantry to construct ladders and climb over palisade walls from one side)

  • Siege Platform. (Base Platform that can turn into different variations, allows for movement, increases movement speed based on amount of units garrisoned.)

  • Siege Pyre (Turns Siege Platform into a flaming pyre producing thick smoke, giving stealth forest effect around itself. Takes Fire damage over time, does not take bonus damage from anti-siege)

  • Siege Tower.


    (Turns Siege Platform into a Stationary Siege tower, granting easy access to stone walls, Garrisoned units also fires arrows and does Burning oil attack to nearby enemies)*

  • Siege Mantlet.


    (Grants Wall protection bonus to nearby units)

  • Siege Tunneler
    underminers
    (Turns Siege Platform into a very efficient battering ram where damage gets increased by amount of units garrisoned)*

  • Bombard (Inca, locked behind AgeIV landmark)

  • Culverin (Inca, locked behind AgeIV landmark)

Ships

  • Fishing Canoe (Aztec Maya)
  • Trade Canoe (Aztec, Maya)
  • Light Canoe (Aztec, Maya)(Melee ship)
  • War Canoes (Aztec, Maya)(Archer ship)
  • Fire Canoe (Aztec, Maya) (Demoship)
  • King Canoe (Aztec, Maya)(Attack ship)
  • Chincha Rafts (Inca)(Function as Rus Lodya ship)

Technologies

Blacksmith(Inca)/Craftsman Hut(Aztec and Maya):

  • Fitted Leatherwork: +1 Armor
  • Insulated Helm: +1 Armor
  • Thick Woven Capes: +1 Pierce armor
  • Quilted Cotton: +1 Pierce armor
  • Bronze Plating: +1 Pierce Armor (Inca)
  • Salt Brine coating: +1 Pierce armor (Aztec, Maya)
  • Chimelli Shields: +2 Pierce armor (Aztec, Maya)
  • Wallqanqa: +1 Pierce armor (Inca)
  • Obsidian Arrows: +1 Ranged (Aztec, Maya)
  • Bronze Arrows: +1 Ranged (Inca)
  • Balanced Projectiles: +1 Ranged
  • Obsidian Edges: +1 Melee (Aztec, Maya)
  • Turtle Dung Glue: +1 Melee (Aztec, Maya)
  • Bronze Blades: +1 Melee (Inca)
  • Bronze Reinforcements: +1 Melee (Inca)
  • Master Smiths: +1 Melee (Inca)
  • Military Acedemy
  • Siege Engineering
  • Guirilla Traps (Maya, Inca): Allows infantry to deploy deadly pitfall traps that immobilize units for 5 seconds and causes 15% damage.
  • Tower Altar (Aztec, Maya): Garrisoned Religious units can heal from towers and cast conversion if carrying a relic.

Nunnery Quadrangle (Maya)

  • Elite Army Tactics
  • Incendiary Arrows
  • Court Architects
  • Siege Works
  • Foreign Knowledge: Allows production of Horsemen, Lancers, Bombards, and Handcannoneers (Inca Landmark)
  • Advanced Traps: Increases Traps damage by 35% (Maya, Inca)

University (Inca):

  • Elite Army Tactics
  • Incendiary Arrows
  • Court Architects
  • Siege Works
  • Foreign Knowledge: Allows production of Horsemen, Lancers, Bombards, and Handcannoneers (Inca Landmark)
  • Advanced Traps: Increases Traps damage by 35% (Maya, Inca)
  • Fine Masonry: Buildings take 33% reduces damage.

Temple/Teocalli(Monestary):

  • Tithe Barns
  • Piety
  • Herbal Medicine
  • Ritual Sports: 10% movement speed increase to all non-siege units. ( Maya)
  • Blood Rites: Increased Sacrifice gain when units are killed within the Religious unit incluence area (Aztec, Maya)
  • Ritual Ball games: 15% health increase to all non-siege units. (Aztec, Maya)
  • Star Wars: Unlocks ability that cost Sacrefice, causes all units to do 25% more damage for 10 seconds. 5min cooldown (Maya)

Barracks:

  • Porra Clubs: Man at arms gain +3 against heavy. (Inca)
  • Blowgun: Pathfinder/Zabin does a range attack that causes poison damage over time.

Archery Range:

  • K’iche: Slingers gain ability to make a small area that decreases enemie attack and defense by -25%, the effect lingers for 3 seconds (Maya)
  • Bolas: Warak’a gain ability to immobilize Cavalry units for 3 seconds on their next attack (Inca)

Docks:

  • Extended Lines
  • Chinampa: Allows Fishing boats to Floating farms. These farms provide infinite food with equal gather rate as deepsea fish, but can only be farmed by a single Fishing boat. (Aztec)
  • Additional Sails (Maya, Inca)
  • Additional Oars: Increases movement speed of all ships by 15% (Aztec, Maya)
  • Drift Nets
  • Navigator Lookout
  • Protective Planking: Increases HP of Canoes. (Aztec, Maya)
  • Flattened hulls: Increases Movement speed of Canoes (Aztec, Maya)
  • Central Castle: Increases health of Chincha Attack ships by +200 and their ranged armor by +1 (Inca)
  • Balsa Planking: Increases the health of Chincha Attack ships by +200 (Inca)
  • Armored hulls. (Inca)

Towncenter:

  • Textiles
  • Temazcal: Towncenter heal nearby units out of combat (Aztec)
  • Endurance Running: Laborers movement speed increased by 5% (Inca)

Market:

  • Treasure Trade: Traders generate additional 20% Gold/Wood/Food/Stone (Inca)
  • Llama Curiers: Traders movement speed increased by 15% (Inca)
  • Khipu Accounting: Trading between resources are more favorable (Inca)

Mill: (Maya, Aztec)

  • Wheelbarrow
  • Survival Techniques
  • Horticulture
  • Fertilization
  • Precision Cross-Breeding
  • Water Preservation: Reduces cost of farms by 20%. (Maya)
  • Metate: Farms and Tchinapl drops off 10% more food. (Aztec)

Lumber Camp: (Maya, Aztec)

  • Forestry
  • Double Broadaxe
  • Lumber Preservation
  • Crosscut Saw

Mining Camp: (Maya, Aztec)

  • Specialized Pick
  • Acid Destrilization
  • Cupellation

Qullqa: (Inca)

  • Llama Domestication: Able to purchase Llama for gold from mills. (Inca)
  • Wheelbarrow
  • Survival Techniques
  • Horticulture
  • Fertilization
  • Precision Cross-Breeding
  • Forestry
  • Double Broadaxe
  • Lumber Preservation
  • Crosscut Saw
  • Specialized Pick
  • Acid Destrilization
  • Cupellation

Towers:

  • Arrow slits
  • Atlatl emplacements: Does additional Atlatl attacks, Garrisoned fire Atlatl instead of Arrows, can be upgraded alongside other emplacment upgrades.
  • Slinger platforms: Fire’s the specialised sling ability for the Civ. Burning Chilibombs blinding and slowing enemie units for the Aztecs, K’iche Grenades that decreases enemie attack and defence by 25% for the Mayans and Bolas that immobilizes enemies for 3 seconds for the Incas.
  • Fortify Outpost
  • Tower Altar: Religious unit can heal and cast convertion if holding a relic from inside the tower. (Aztec, Maya)

Telpochcalli (Aztec):

  • Bloodbath: Jaguar Warriors gain life leech on their attacks.
  • Eagle Dive: Eagle Warriors gain sprint, increasing their movement speed by 15% for 10 seconds
  • Jaguar Fury: Jaguar Warrior gets 10% increased attack speed for every 5 seconds in combat to maximum of 30%
  • Eagle Strike: Eagle Warrior does double damage on their first attack, which stuns the target for 1 second.
  • Metate: Increase food drop off by 10%
  • Universal Education: Research speed increased by 50%
  • Yolteotl: Increases HP by 15% for all non siege units.
  • Compass: Pathfinder movement speed increased by 10%

Calmecác (Aztec):

  • Endurance Training
  • Elite Army Tactics
  • Incendiary Arrows
  • Court Architects
  • Siege Works
  • Herbal Gardens: Increases healing done by Tlamacazui
  • Burning Chili Bomb: Slingers gain an ability that causes their next attack to cause an area of effect that any unit or buildings getting blinded for 5 seconds when inside it. (Blinded units or buildings does not get blinded again for the next 30 seconds)
  • Flower Wars: Doubles the offering gathered from killing enemie units and buildings.

Temple of the Gods (Maya):

  • Calendar
  • Doomsday Prophecy

Native American Units:

Siege Platform:

  • Health: 500
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 30
  • Speed: 1.12 tiles/s

Note: Siege Platform at default state allows for movement, looks like a platform filled with wooden building materials, that is carried by units undernieth. Functions as a fast moving Battering Ram without attack ability. Highly resistance towards ranged damage.

Siege Pyre (Siege platform variant):

  • Health: 500
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 30
  • Speed: 0 tiles/s

Note: Siege Platform turns into a giant burning pyre that produces smoke that grants Stealth Forest effect around itself. Does not count as a Siege weapon thus not taking bonus siege damage. However it counts as being on fire, and thus takes fire damage over time.

Siege Tower (Siege platform variant):

  • Health: 500
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 15
  • Speed: 0 tiles/s

Note: Siege Platform turns into siege tower, able to ungarrison units onto walls.

Siege Tunneler (Siege platform variant):

  • Health: 500
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 30
  • Speed: 0 tiles/s

Note: Siege Platform turns into a Tunneler that has the same function as a Battering Ram, however, garrisoned units increases it attack speed to a maximum of 100%.

Siege Mantlet (Siege platform variant):

  • Health: 500
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 20
  • Speed: 0 tiles/s

Note: Siege Platform turns into a Protective Mantlet that grants Wall-protection bonus to nearby units, giving them reduced damage and ranged unit also increased range.

Pathfinder (Aztec, Inca)

  • Health: 95
  • Attack: 4 Melee (Spear); 4 (Blowgun); +10 vs scout, + 12 vs wildlife.
  • Rate of Fire: 2s (Spear); 1s (Blowgun);
  • Range: 3 tiles (Blowgun)
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.38 tiles/s

Note: Pathfinders functions as professional scouts and can carry deer carcasses, also able to herd sheep. Blowgun attack does poison attack, 1 damage every second for 4 seconds.

Zabin (Maya)

  • Health: 105
  • Attack: 4 Melee (Spear); 4 (Blowgun); +10 vs scout, + 12 vs wildlife.
  • Rate of Fire: 2s (Spear); 1s (Blowgun);
  • Range: 3 tiles (Blowgun)
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.38 tiles/s

Note: Zabin functions as professional scouts and can carry deer carcasses, also able to herd sheep. Blowgun attack does poison attack, 1 Damage every second for 4 seconds.

Zabin also has a stealth Ability, is unable to attack when in stealth and movement speed is halved.

When entering combat the stealth is removed and 2 minute cooldown starts.

Kamayuk (Inca):

  • Health: 85/105/130/155
  • Attack: 6/8/9/11 Melee (Kunka Kuchuna); +15/20/23/28 vs Cavalry
  • Rate of Fire: 1.75s (Kunka Kuchuna);
  • Range: 2.5 tiles (Kunka Kuchuna)
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.25 tiles/s

Holkan (Maya):

  • Health: 70/80/95
  • Attack: 6/8/9 (Bow); +6/7/8 vs Light Melee infantry.
  • Rate of Fire: 1.5s (Bow);
  • Range: 5 tiles
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.5 tiles/s

Note: A high mobility archer unit.

Macuahuitl (Aztec, Maya)

  • Health: 155/180
  • Attack: 12/14 Melee (Macuahuitl);
  • Rate of Fire: 1.25s (Macuahuitl);
  • Armor: 2
  • Pierce Armor: 3
  • Speed: 1.25 tiles/s

Slinger (Aztec, Maya)

  • Health: 70/80/95
  • Attack: 8/10/12 (Slingshot);
  • Rate of Fire: 1.3s (Slingshot)
  • Range: 5 tiles
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.38 tiles/s

Note: Slingers are more mobile than archers and atlatl, while doing mediocre damage against any unit type. They do however gain special supportive abilities. Aztec slingers are able to use Burning Chili bombs that blinds enemie units and defensive structures.

Maya slingers are able to use K’iche a form of Bee-grenade that slows down enemie movement within a certain area and makes them unable to attack back.

Warak’a (Inca)

  • Health: 70/80/95
  • Attack: 8/10/12 (Slingshot); +3/4/5 vs Cavalry
  • Rate of Fire: 1.3 (Slingshot)
  • Range: 6 tiles
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.38 tiles/s

Note: Warak’a are mobile ranged units with bonus attack vs cavalry, they also have unique Bola ability that immobilizes units on their first attack.

Atlatl (Aztec, Inca)

  • Health: 70/80/95
  • Attack: 12/15 (Atlatl); +9/11 vs Heavy
  • Rate of Fire: 1.5s
  • Range: 4 tiles (Atlatl)
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.25 tiles/s

Note: Atlatl have bonus against heavy armor at the cost of shorter range. Has higher fire rate than a regular crossbowman.

Hul’Che (Maya):

  • Attack: 12/15 (Atlatl); +9/11 vs Heavy
  • Rate of Fire: 1.5s
  • Range: 4 tiles (Atlatl)
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.12 tiles/s

Note: Slowest of all Mayan units, is strong against armored targets, fires 2 projectiles at the same time, where the second projectile is inaccurate, making them very efficient when dealing with masses.

Tlaxcalan Cauallero (Aztec):

  • Health: 235
  • Attack: 15 Melee (Macuahuitl); 25 (Atlatl); +13 vs Ranged; +10 vs Siege.
  • Rate of Fire: 1.38s (macuahuitl);
  • Range: 4.5 tiles (Atlatl)
  • Armor: 0
  • Pierce Armor: 3
  • Speed: 1.88 tiles/s

Note: Unit does a Atlatl attack on their first attack which is a ranged attack.

Tlamacazu (Aztec):

  • Health: 90
  • Attack: 0
  • Rate of Fire: 0
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.13

Note: Has 2 abilities: Priest/Priestess of the Sun, and Priest/Priestess of the Night. When while the ability is active, the Tlamacazui will promote any units into a Eagle (Sun), or a Jaguar (Night) whenever they have killed 4 units. When a unit is promoted they regain full health.

Nacom Priest/Priestess (Maya):

  • Health: 90
  • Attack: 0
  • Rate of Fire: 0
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.13

Note: A Religious unit that is able to provide offering from nearby friendly unit deaths, is also able to use Offering resource in order to provide a permanent +2 attack on a friendly unit.

Acclas (Inca):

  • Health: 90
  • Attack:0
  • Rate of Fire: 0
  • Range: 0
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.12 tiles/s

Note: Upon death, it grants healing over time to all nearby units for 5 seconds. Intikancha landmark grants them the effect that any friendly units who die nearby has a 10% of being revived near the Landmark under the Inca player control. The effect does not stack.

Laborer (Inca):

  • Health: 75
  • Attack: 6 Melee (knife); 12 melee (Spear); 3 bow (range); 10 Torch; +2 vs siege (torch)
  • Rate of Fire: 3.75s
  • Range: 5
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.25

Note: Benefits from villager upgrades as well as blacksmith upgrades.

Chasqui:

  • Health: 95
  • Attack: 4 Melee (Spear); 4 (Blowgun); +10 vs scout, + 12 vs wildlife.
  • Rate of Fire: 2s (Spear); 1s (Blowgun);
  • Range: 5
  • Armor: 0
  • Pierce Armor: 0
  • Speed: 1.38

Note: Benefits from villager upgrades as well as blacksmith upgrades.

1 Like

Native American civilizations aren’t coming to AoE4 because they’d be too complicated to put in due to being harder to learn from the new world than the old world.

I dunno mind, some time ago I would have agreed with you.
But a quick look at the Malians and we see them doing things with Civs that was completely unexpected! And a whole new level of complication with new game mechanics implemented.

You are going a lot into detail with a lot of mechanics but not sure if they are well thought out. I think concepts shouldn’t be that detailed because the exact numbers need testing.

I think we should see how the Malians work because they seem like they could be a test for American civilisations.

I thought about American concepts before Concepts for some popular Civilisations
This thread has the Aztecs and further down the Inca too.
Those concepts were made after the Beta but before the release of the game.
I would make them different today. Especially seeing that they are ok with making a civilisation that only has 1 generic unit.

The numbes are more generic-guide lines than anything. It also sometimes help creating debate and keeping threads alive xD.
I know there are a lot of math-heads out there that love discussing numbers, so I see it as something catering towards them. I always love feedback, and I do adjust them accordingly if people figure out that, oh wow, damage number is off, makes the unit OP or something like that.

I never expect my civ designs to be perfect, I just like throwing my ideas out there and let people discuss around it, and come with their own inputs. It’s always interesting to hear.

I am big fan of letting things be made by the conglemation of the community.
There some amazing content that can be brought out from it, we see this quite often from board games, and one of my favourite franchises (Touhou), shows some increadible creativity from the Community based on 1 guy just making a bullethell game with original music arrangement. Yet its lore is mainly community driven. Where the OC just adds to it.

The reason I like going into further details is just I like playing around with the idea and imagine how it is to play it in the actual game.

I try cater my concepts to the wide audience, which is why i dont only give out numbers, but also history.
Some people read them just because their interested in the history of the civ.
And some just like the pretty pictures. Especially when it comes to discussing what kind of flags were to be used.
And at a personal level, I also feels theres a level of authenticity to be made by trying to simulate them as closely to an actual thing than anything. It helps keeping myself in check as well.
There are billions of ideas inside my head (anyone heads for that matter), but if I were to just throw them out, its easy for it to get out of hand, and some might just be outright dumb.
By doing this at least for myself, helps keeping them in check as I actually have to review my own ideas to see what works and what dosn’t.

I think you should try to shorten your concepts so they are more readable and also more flexible.

But Malians are part of the old world because they’re in Africa which is part of the old world.

Yeah, but new world, old world, dosn’t really matter to much in the end as long as its relevant inside the time frame. new world played a very important impact on the old world, and much of the world is shaped simply due to interraction between the new and old.

But what I meant with the Malians is that we are seing a new civilization with No heavy armor units.
Supposedly shouldn’t have gunpowder weapons.
Unique unit rooster (Dosnt share any units exept the archer).
They added spearthrower units (units which were widely used in the new world)
They also keep mentioning the Javlin thrower is their First spear throwing unit. As they have more of those type of units on the plans.

So who really knows, what they might be planning.

Also native american civs have been in the AoE franchise and are some of the more popular ones as well.
We see them in AoE2 and AoE3, there not really any good reasonf or not having them in AoE4, now that with hte Malians, they have shown their willingness to stretch and add new game mechanics. Aswell as Elasticity in their historical aspect.