Atecs need buffs

If the Coyote Warriors would be moved to the War Hut they would be able to build traps too. And then there would be at least one War Hut unit that would be decent against every enemy composition.

Maybe all units being able to build traps could be a unique bonus for one Major God.

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I agree with this and would like to see it addressed in a future patch. While I think overall the flavour and design of the Aztecs is more successful than the Chinese/Japanese in creating a very unique, very different faction in the typical AOM style of the original 4, I feel the individual differences between the major gods is minimal. Eagle Warriors +2 range? That’s a minor god tech buff, not a major god distinctive playstyle. As for your suggestions, I do like them all. I would even go a step further and have the Tonalli be a common theme throughout, in much the same way as the Egyptians all have their monuments give a different buff depending on empowerment, Japanese have different Bushido perks or the Chinese have a different favoured land buff.

EDIT: Upon re-reading, you have outlined different tonalli collecting methods. My bad (one whiskey too many atm).

When I first saw it, what I thought it would be was a permanent GP - so you invoke the volcano, a few small meteor strikes (nothing of comparison to the Eggy one), then the lava comes pooling out and slowly spreads around it, sapping HP from units and buildings. But it stays, and is permanent. It’s not an insta-kill thing but if placed right it could render a base uninhabitable for the rest of the game, forcing the victim to relocate.

Spy! A spy sets traps, don’t you know that?

I forgot about that, but why should you build that trash unit anyway, at that point i just build an archer to set the trap, he is even faster than the scout.

The scout units are fine to get the six myth units at the great temple in mythic age because they’re are very cheap and that’s it.

But I do think that allowing any human unit to build traps would be the best solution by far.

I mean theres Hades, but yea, it seems they focused more on each major god having a bonus into the favor gain than specific buildings or units which makes them feel all very similar in terms of army compositions. It also doesnt help that most techs boost most units so theres not one that feels very special.

The tonali bonus isnt working right now, Tez tower damage and trap damage seem lackluster, the villager sacrifice bonus is great later on but earlier on you dont really sacrifice your eco often and quetz favor gain is better imo but its anoying th priest are taken away if you selec army. They should work like norse infantry when they build or Ra priest when they empower.

The more i play, the more it feels coyote warrior should be in the other building and be able to build traps, even the mino god that buffs traps has a coyote upgrade kinda forcing you to go both buildings either way

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That would be way to powerful.

You could basically force your enemy to play on 2TC vs 3TC with just one god power. And depending on the location of the volcano it would split the enemy base in 2 making it easier to capture one of the other TCs.

There is a little bit of it.

Huitzilopochtil has bonuses for the Great Temple and Shorn Ones but his UT is for the War Hut units.

Tezcatlipoca has a trap bonus so indirectly War Hut but his UT is for Ocelotl Warriors and Jaguar Riders.

Quetzalcuatl has a more direct bonus for the Nobles Hut units, especially Eagle Warriors.

So I think they could double down on those in some way. The original 3 Greek Major Gods don’t have that many bonuses for their respective building but they definitely have a clear focus.

The Norse gods are similarly unfocused as the Aztecs which I personally complained about a few times before. They are missing flavour.

Huitzilopochtil could have some offensive bonus for Great Temples like each of them spawns a free Shorn One when constructed.

Tezcatlipoca could be more focused on Counter units units. If the Coyote Warrior is moved to the War Hut the bonus could be that War Hut units have 1x (0.5x for the Archer) more bonus damage modifiers.

Quetzalcuatl might need it’s bonus buffed when Coyote Warriors are moved the the War Hut. Maybe early access to Eagle Warriors in Classical Age but that might be OP on top of the extra range and HP.

Also I think Traps should scale better though the Ages. A Mythic Age upgrade for them might be needed. Also Smoke Traps are very boring atm. Maybe if they would significantly lower the range of archers and generally reduce their rare of fire they could be an anti ranged trap while the spike trap would be more focused against melee units.

I’d disagree that the norse gods are unfocused - they each do play very differently from one another with their own playstyles. They might not double down on a specific unit/soldier-type like the Greeks but that’s not necessarily a bad thing, else it gets repetitive.

I think they should double down on two things: first, is having Tonalli as a theme throughout. Each god gets a different buff to their method of collecting tonalli (Huitz with his Shorn Ones, Quetz empower, etc). The second is each major should double down on an individual ‘theme’ - so Huitz is conquest and expansion, Tezca is sorcery, trickery etc and Quetz could be religion and royalty.

I agree about the traps though, they’re useless atm

In Age of Mythology Retold just from a quick look you should be able to see the following

Norse
Odin is about scouting and Cavalry with full age up God path to improve his Cavalry and his Cavalry also generate more favor from combat as well as they regenerate health.

Thor is about his economy and superior armory with full age up God path to improve Infantry.

Loki is about using counter units and getting Myth units to support the army especially when using Hersir that spawn Myth units from the battlefield.

Freyr is about having cheaper to research techs, defense and strong late game army when taking advantage of his unique minor Gods.

Aztec
Huitzilopochtli is about his expansion of Town/Village Centers and Great Temples plus War Hut units with a unique tech making those units move and train faster as well as a full God path to improve those units and Shorn Ones too along with his specific bonus.

Tezcatlipoca is about Settlers Devotion, Myth units, Towers and Traps as well as Ocelotl Warrior and Jaguar Rider with a unique tech boosting them and multiple minor God choices to boost that stuff.

Quetzalcoatl is about his economy and Noble Hut units with a full age up God path to improve those units.

Norse and Aztec Gods clearly have things they try to push you toward just from looking at everything but players don’t always go with it because they might like God Power and or Myth unit from a God choice that doesn’t go with the flow.

The Norse have a problem with their units. You can not pick Njord, but you’ll still be building Jarls because there’s no one to replace them with. The Greeks have two units to counter one type of unit, like Toxotes and Hypaspists. The Norse only have one. That’s why their god bonuses are spread across all units. The Aztecs are in a similar situation to the Egyptians. You’ll always be building Eagles (chariots) because they’re your best unit. Overall, they have different vibes, Huitzilopochtil creates early pressure with War Hut units and spams Castles and Shorns, Tezcatlipoca builds towers and (should) spam Mythunits, Quetzalcuatl goes for the Eagles. They’re all different, but the most effective strategies in the game are very limited. Archer Deathball is the most effective warfare in the game.

True, the eagle warrior bit is very good, as for the other 2 one being bugged in its effect doesnt help it currently and the traps seem very expensive to turn into a seriously strategy currently imo. 100 wood early on is quite the investment, and thats one trap only

Norse has more directon in terms of techs that stack on a specific unit, or Just cav vs infantry. But aztecs seem to get techs that benefit it all.

Traps could def see some help, scaling with age seems like a good idea. Smoke trap also feels a bit lackluster, waiting to see if someone funda good value on it, so fer i mostly see them around a second gold mine or other vulnerable resources to help vills escape, while still loosing a couple.

And about the coyote part, yea it would feel better as a trap builder imo, could ofc tune its stats al it fits better

Maybe unfocused is the wrong word. I think they are missing flavour. They feel to similar. Yes if you are a pro a small percentage bonus or the availability of a minor good make a huge difference but for the average player they feel too similar. Egyptians and I think Chinese and Japanese to some degree too feel kinda similar between the major gods. Atlanteans have strong differences in core mechanics which is really cool.

So I feel like there should be more “cool” differences and not just 15% more HP for units from a certain building. Maybe give Tezcalipoca a unique 3rd trap.

Actually I changed my mind on that. I think Traps could become super annoying in the late game if there was a Mythic Age upgrade for them.

I think they are currently way to weak and expensive, but if they get buffed people might start spamming them in the late game which could make it super annoying to fight Aztecs.

It should be a viable strategy to put down traps in your eco to fight of enemy raids.

Fair, that is something that could happen thou Tez currently plays with little to no bonuses early on.

Shards and vill sacrifice come later into the game, early on is very expensive to afford. Trap and tower damage also arent as useful earlier on so it could use some doubling down on the bonus jus being useful later on in the game.

On the other hand Cheaper traps would help impact his lack of bonus earlier on and is less valuable later on in the game

Would it be that bad if his sacrifice bonus would just be flat and not scale though the ages? That would be an early bonus then.

Yea, that could be something to adress him. He currently reminds me of release susanoo that didnt have much going for him early on but became strong one if he got safe enough to the later stages

i have another idea suggestion: make it produce unbuiltable terrain for a certain amount of time and reduce its initial dmg. its a really damn cool GP (if not the coolest!) but some adjustments without nerfing it (it seems it got already nerfed?)

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So they reduced the cost to make traps and buffed the smoke traps. I wonder if this is enough to get people to start using traps when they haven’t before.

Buildings

  • Spike Trap: cost reduced from 100 → 80 wood.
  • Smoke Trap: adjusted as follows
  • Cost reduced from 20 wood 20 gold → 15 wood 15 gold.
  • Slow effect increased from -15% → -20% speed on affected units.
  • Effect radius increased from 12 → 15.

Developer Note: Traps have been found to be expensive, and the Smoke Trap has been considered very weak compared to the Spike Trap. Ideally, both should see some play from their unique benefits.

Traps were used more often at release than they are now. There’s a whole trap god. Hueyhuey or whatever his name is. Basically, they fixed his trap spawn rate from the myth unit, but 30% of his upgrades are still unused. I’ve only seen traps used once recently, and even then, without much effect. And for some reason, no one builds the Chaneke either. It’s a good unit. Especially now.

Because people just go fast heroic for eagle warriors and shorne ones or fast mythic for tlaloc.