Hi all, its me again xD. Sorry devs here I go again…
After last patch (November 21), Aztecs were given a few cards, added a few visuals and balanced a few things for which Im really happy and thank the devs for keeping the good work. However as the original trio of Native Americans (Lakota, haudenosaunee and Aztecs) economy is not good since “original” one. In a few games were have played vs AI (hard), most of the time the first two lose or do nothing vs any civ as allies or enemies.
For Aztecs Food is great due the number of cards they have. plus Wise woman. But gold and wood is trouble, Aztec mining is a great card that “patches” the issue with wood a bit, but still their economy isnt great.
Incas that are the only Native American civ that currently is doing great has many things, Kancha (trickle for food and wood), Moon ceremony for wood as well a great design in general. So I took them for comparison.
GOLD TRICKLE "TEMPLE"
Noble huts to generate a 0.40 Gold per second. Max buildable 7 (as ingame currently). Formula:
- 1 Noble hut = 0.40 x 7 Noble huts = 2.8 Gold per second, 14 = 5.6
With upgrade or card upgrade +0.40 - 1 Noble hut = 0.80 x 7 Noble huts = 5.6 Gold per second, 14 = 11.2
In comparison with Kanchas (Inca house)
- 1 Kancha = 0.60 x 12 Kanchas = 7.2 Food
With upgrade - 1 Kancha = 0.96 x 12 Kanchas = 11.52 Food
Thats just for example porpouses, numbers should be tweak, also most players dont build the 14 Noble huts.
PLAZA CEREMONIES
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MOON CEREMONY: To be shared between all Native American. (Generates wood)
OR* OFFERINGS CEREMONY (AZTEC ONLY): Produces a trickle of gold. -
HEALING CEREMONY: Heals units. For other natives that doesnt have it.
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VITALITY CEREMONY: Increases the max hitpoints of units.
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TRAVEL CEREMONY: Increases the movement speed of units.
CARDS
I did a comparison between number of cards and unique cards per age between Incas and Aztecs, counting unique cards to their civs, and these are the results (isnt precise mind you, maybe variations).
- A1: 10/33 INCAS | 05/32 AZTECS
- A2: 14/38 INCAS | 06/40 AZTECS
- A3: 12/33 INCAS | 08/38 AZTECS
- A4: 09/37 INCAS | 09/37 AZTECS
Based on that most civs could use some unique cards or expand their cards with newer ones from dlc civs. Each temple support to give +1 priest and +1 max limit (up to +15)
AGE I NEW CARDS
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TEPOCHALLI (NEW): Delivers 2 Villagers, +10% Villager Gather rates.
Replaces the function of Xolotl Temple Support at A3, while does the same as many civs have this card in Age I, boosting economy but can be expendable. -
TRIBUTES (NEW): Enriches you with a trickle of food for the rest of the game.
The Aztec empire asked its “vasals” to provide different things, food, gold, people for sacrifices. In short was a tax. -
CURRENCY (NEW): Transforms current food into gold.
They used Cacao as currency thus this card, it does the same African card does. -
CACAO CURRENCY (NEW): Beter market exchange rates of food and gold.
As africans but instead of being a A4 card, the idea behind this is to allow us players to play with market when short of food or gold, following the princible of above (Cacao being food and currency) -
RITUAL SACRIFICE (NEW): Units killed and lost grant experience.
This one is as Age of the Ras, and would have a good sinenergy with Warchief Aura. -
TEAM RICH LAND I (NEW): Delivers 1 Cooper mine to each player.
Aztec Mining card is great, but most of the time if not in 1v1 match allies (ai mostly) will steal most mines.
AGE I SHARED CARDS
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NATIVE ALLIES (INCAS): Ships 1 native embassy and enables to chose and ally. Chosen ally allows to train its units and develop some of its unique improvements. Allies: Mayas, Zapotecs, Caribs.
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TEAM IMPROVED BUILDINGS (INCAS): +25% building hit points (Replaces Improved Buildings, due Monumental Architecture).
AGE I BALANCED CARDS
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CALMECAC: Delivers 1 Priest (+1 Priest build limit), 1 Noble Hut and Allows to hire Priests from Noble hut for 100 gold.
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AZTEC MINING: (Moved from Age III) +20% Mining gather and work rate, delivers 1 cooper mine.
AGE II NEW CARDS
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GARLAND WARS: Each shipment gives 1 Skull Knight. Increase units stacks from 5 to 10.
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TEAM RICH LAND II (NEW): Delivers 1 Silver mine to each player.
AGE II SHARED CARDS
- MONUMENTAL ARQUITECTURE (INCAS) : +45% Hit points, +25% Town center attack.
AGE II BALANCED CARDS
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TEMPLE OF CEONTEOTL: (Moved from Age III) +1 Priest (+1 Priest build limit), +4 Otontin slingers. +25% Hitpoints, +2 LOS and Range.
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TEMPLE OF XOCHIPILLI: (Moved from Age III) +1 Priest (+1 Priest build limit), +4 Puma spearmen. +20% speed, +10% ranged resist.
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TEMPLE OF XIPE TOTEC: (Moved from Age III) +1 Priest (+1 Priest build limit), +4 Coyote runners. +20% damage, +10% ranged resist.
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TEMPLE OF XOLOTL: (Moved from Age III) +1 Priest (+1 Priest build limit), +2 silver mines. +20% Mining gather and work rate, Changes wood cost of units to gold (What Aztec mining did).
My Aztec deck is mostly full at A3 and most of the time I have A2 nearly empty -
RUNNERS (ADVANCED SCOUTS): +10% movement speed for all units, Upgrades Eagle scout to Eagle Runner and can build trading posts.
The native scout should be only for North American Natives, and since Haudenosaunee is cav civ, they dont use them, Incas have Chasqi and Aztecs have Eagle. -
TEMATLATL (OTONTIN SLINGER COMBAT) : (Moved from Age IV) +20% Ototin attack, grants area damage.
They used oval shaped stones and hand molded clay balls filled with obsidian flakes or pebbles. Otontin has the funtion of “Skirmisher” however its one of the weakest units. -
KNIGHT HITPOINTS: (Moved from Age III) +15% hit points all units.
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KNIGHT ATTACK: (Moved from Age III) +15% damage all units.
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SILENT STRIKE: Gives stealth to coyote and puma.
AGE III NEW CARDS
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OFFERINGS (NEW): Increase trickle rate (0.40 to 0.80), and can toggle to get food.
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TEMPLE OF TLALOC (NEW): +1 Priest (+1 Priest build limit), +4 fishing boats. +20% Gathering rate for fishing boats (gold and food).
Renamed the orignal Tlaloc, It seems to me that some god names were given randomly. -
TEAM RICH LAND III (NEW): Delivers 1 gold mine to each player.
AGE III BALANCED CARDS
strong text
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TEMPLE OF COATLICUE: +1 Priest (+1 Priest build limit), +6 Arrow Knights. +20% attack speed and speed.
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TEMPLE OF TONATIUH (TLALOC): +1 Priest (+1 Priest build limit), +6 Eagle Knights. +4 Range and LOS for Eagle Knights.
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TEMPLE OF METZLI (QUETZALCOATL): +1 Priest (+1 Priest build limit), +6 Jaguar Knights. +15% damage, +25% speed when in stealth mode.
Gods of Sun and Moon, Replaces Quetzalcoatl and Tlaloc. -
RITUAL GLADIATORS: +5 Jaguar and Eagle Knights. Enemy units killed by Jaguar and Eagle knights give double exp, villagers give triple.
In these rituals, 4 Jaguar or Eagle warriors fight againts 1 prisioner and he/she had a dummy weapon, so it was more of a excution/espectacle than anything. -
NOBLE COMBAT (KNIGHT COMBAT): +15% Hit points and damage for noble hut units.
For what I understand, war hut and noble hut units are divided between nobles and noble born units.
AGE IV NEW CARDS
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CACAO FARMING (NEW): Gain a trickle of gold while gathering food in farms.
Like: KOLA NUT CULTIVATION -
TEMPLE OF QUETZALCOATL (NEW): +1 Priest (+1 Priest build limit), delivers 1 plaza (+1 plaza build limit, reduces plaza maximum capacity to 15, allowing to have 2 ceremonies at the same time).
Quetzalcoatl, was the wise god. I consider this mechanic quite complex, dont know if even its posible or how balanced it would be. -
RICH LAND IV UNLIMITED (NEW): Delivers 1 gold mine.
AGE IV BALANCED CARDS
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RUTHLESNESS: (Moved from Age III) Affect all military units, +1.0 vs villagers for Warchief and War Priests.
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SCORCHED EARTH: +50% siege damage all units.
Dont know why its an only noble hut units, since the only with a good siege attack is puma (in the war hut). -
TEMPLE OF TEZCATLIPOCA: +1 Priest (+1 Priest build limit), +8 Jaguar Knights. +25% speed to units in stealth mode, +10% Melee resistance Eagle Knights, +10% Ranged resistance Jaguar Knights. the same it did with Janey the pet Jaguar.
Personally I dont send this card, I dont find use in jaguars at IV. -
TEMPLE OF HUITZILOPCHTLI: +3 Priests (+3 Priest build limit), +8 Skull Knights.
Eagle Knight: +50% hand attack, +10% melee resistance.
Jaguar Knight: +10% melee and ranged resistance.
Otontin: +20% damage, +10% melee resistance.
Skull Knight: +1 hand attack, +1 speed (0.50 before).As Tezcatlipoca, being age 4 cards should be better, and being Huitzilopchtli the god of war and Main Aztec god this should be a great card.
OTHERS
Cards that Id like to mention that didnt not fully think how they could be added or its mechanics:
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WALL OF SKULLS: +10 Skull knights, Noble huts and War huts recieve and aura that improves nearby units in combat +10% hitpoints and damage.
OR: Instill fear to nearby enemies -10% damage. -
EMPIRE: Expands max popultion by 50 (250).
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TLACOPAN SUPPORT: +1 Priest, +5 Villagers, +1 Town center and Delivers a Warchief.
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TEXCOCO SUPPORT: +1 Priest, +5 Villagers, +1 Town center and Delivers a Warchief.
Will make another post about my thoughts of units
FUTURE LINK
Thanks for reading thus far, please tell me what you think, what you would change or what you wouldnt.