Blood in Mesoamerica a DLC concept

Before returning to Africa it’s time to venture into Mexico. A modern of which stretches a length from ENGLAND TO TURKEY!

Yo telling me we get like 15 civs in that area and the various tribes and empires within only get 2! Nuh uh! And I’m sure my odd wordplay is confusing but AI slop machines could never pretend to be as creative as this! Let’s get to it!

Let’s explore Mexico (and the Gulf)

Take on an era before Typhoid with the might of the Toltecs! The Mayapan are closing in on your mighty empire of thick walls and have Eagle mastery you could only dream of. Queen Xochitl is at the twilight of her empire under training several women into her loyal Xochitlites whom are archers that cost half pop slots and unlike Blackwoods don’t spawn at the same time. Vs most units these 6 range units do next to nothing. Their bonuses are niche with extra vs siege, Skirmisher and Shock as the things they do bonus vs. they don’t even do more vs spears (but why would they?)

Team up with Europeans as the oft wicked Tlaxcala using Spanish provided horses and gunpowder as a civ whose Xolotls actually get real upgrades (and a weaker feudal variant) and train the Otomi a defensive infantryman who half ways between a Huskarl and a Teutonic Knight but with more durability than the Serjant it can’t actually do anything except fight unlike that Sicilian pizza boy.

The Zapotecs can utilize Slingers and have the unique Lightning Warrior who is fast and deals damage bonus based on the amount of gold a unit costs. The more gold hungry the higher the bonus. This might actually not be good design and instead a new bonus armor type called heavy armor which includes a lot of stockier units instead. The mechanics of who or what is considered heavy armored is a bit interesting but I can promise that every civ has at least one viable unit that isn’t considered heavy to help strike it down.

And to round it out the now extinct Taino aren’t Mexican and in fact might be South Americans on an Island near Mexico. Take their navy and Champis and settlements and use Eagles as well. The Blowgun has a massive poison dot if it hits since it has Arambai type accuracy but pow up front damage.

While the Slinger isn’t universal there is a new regional all Mexicans get the: The Owl Initiate/Shaman/Warrior an all atl throwing war shaman with a poison.

So that’s a damn mouthful but that’s what Owl Warriors were. They were religious shamans who used atl atls and dabbled in poison usage.

So what does that mean. These Skirmisher replacement s cost a small amount of gold but when not being anti-archer, they can heal and carry relics. Watch out for anti-monk attacks. The poison they inflict isn’t that strong although with a group of them it can stack up on a unit and put a ticking clock on its time alive. Of course they have a small bonus vs archers not as great as skirmishers but vs archers the poison is twice as effective… oh except those with skirmisher armor who take nothing.

I realize this means that civs with slingers can walk all over your Aztec army since they do bonus vs priests and infantry and are immune to poison which is why the unit line has +2/3/4 monk armor. Scouts and eagles will still annihilate them. They can heal just like monks but their up front damage is worse than a same age Skirmisher. Like this is the one unit in the game that does 1 base damage that isn’t a fire galley!

For Aztecs they can upgrade them one more time to Elite Owl Warriors. Atl atl is otherwise unchanged. No they don’t get bonus HP from monastery techs. I’m apprehensive about letting them benefit from Fervor and Sanctity like warrior monks too.

Mayans get a double attack that sadly doesn’t double apply the poison. It doesn’t get the renamed El Dorado Ho but it does get included in the archery range discount at long last!

Unlike Curare a single poison tick requires an individual owl to apply it. So 15 owls hitting one unit can doom it eventually. But an owl hitting a unit 15 times cannot and is only just prolonging the duration instead.

That and Eagles is the only unique military regionals. It’s a strong region for sure. I had considered letting everyone use slings but thought against it.

So I don’t lose all this vomit drafting I’m posting it now as is and will fix it later

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I’d have them as Arawaks and add Caribs as their foil; these two groupings often fought wars against each other, be it in the Caribbean or South America:

In the northern part of Mexico, I’d love to see the Chichimeca:

Preferably lighter cavalry than the Xolotl for the Chichimecas though.

Yes, a Mesoamerican DLC would include Purepechas (1300-1530), Toltecs (674-1122), Chichimecs (1100-1600), and Caribs (400-1530)…

https://ageofempires.fandom.com/wiki/Carib

What is this crap? It doesn’t seem to make sense to me.

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god you’re always so intelligent. It’s an expansion idea? You have any of those fleshed out or are you just gonna border on swearing?

Sometimes it feels like I’m not explaining my visions well enough to win yall over

I’d like to see Mixtecs, Purepechas, and Zapotecs. They could help expand the eagle warrior as a regional unit.

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Again, your regional name for the DLC clashes with your choice of civs. Taino aren’t in Mexico, my dude.

Mexico proper would probably be Mixtecs, Zapotecs, Purepecha and Chichimecs, if I had to choose. Although something like Huastecs is possible as well.

Sadly I cannot delete this so I can remake it in a way everyone will approve of. I’ll try and make a new thread but only if everyone accepts it because my job is to be the one who does it right

If this rename @Crossil still makes you mad I’m sorry but the Taino are this cool Eagle/Champi civ due to proximity to both

I think this is probably at least part of the problem. Your style of writing is quite stream of consciousness and I think that can make it quite hard to follow sometimes. But I guess you know that, since you described this yourself as “vomit drafting” and said you’d fix it later. Sorry if this seems like an obvious thing to say, but you do know you could draft in a text file or something and only post on the forum when you’re ready?

These seem like the one with the most potential, since they can combine eagles with units Aztecs and Maya don’t get without the need for any extra mechanics or regional units or whatever. That said, I think it would be weird if the civ that gets heavy cavalry in Feudal Age is one that I think didn’t even see a horse until the 16th century. I get that if they don’t have Feudal Age cavalry they’d have a redundant cavalry armour upgrade, but I think I’d get round that by giving them armour via a civ bonus instead.

I don’t really know what this means. Middling melee armour and middling pierce armour? Why the comparison to serjeants, and why is the serjeant a pizza boy?

It doesn’t matter, basically all AoE2 DLC names are kind of bad and inaccurate. Ivaylo wasn’t a Khan, Jan Zizka wasn’t a Duke, I’m not sure anyone from Rise of the Rajas was a Raja… and so on.

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Sicilian Pizza? No. Big square boxy pizza

The comparison is because Serj has higher armor and this guy has more but less utility outside of fighting

Yes, generic naming all around with several of the DLCs, but you’d hope there to be some consistency to it when discussing what is being designed here, right?

Like, for instance, DynasticPlanet was against the idea of putting Nubians into a Sahel DLC, despite them literally being in Sahel region. This was solely on the basis that they didn’t interact with West Africa, the region he based his DLC proposition on and just added “Sahel” as a term to make his DLC sound cool.

I mean, this is reasonable if you say the DLC is based on West Africa, despite the name. Yet, Taino are added here despite not interacting at all with Mesoamerica and being isolated. Instead of putting them in a DLC that would feature Kalina, Lokono or some other groups they interacted with, but specifically in this DLC for some reason.

Huh? That’s your reasoning? That you just randomly chose to give them Eagle Warriors?

You know, if you just want to force through a civ that uses Champi and Eagles on the basis of being on the crossroads, you could’ve added one that actually is on crossroads, like the Miskitos. Taino to my understanding didn’t really interact with Mesoamerica.

Aztec will gain the chinampa an unique replacement for the fish trap. The mayas will gain their long wanted campaign. I hope this will a precolombian campaign, no pretext to put spanish because mayas have a long recorded history. Many eagle warrior variations. One or two regional unit also can be good.

Tlaxcalan

A civilization with an infantry UU, xololt rider, handcannoner. They don’t need feudal cavalry because they have eagle warrior. Admiral Wololo made a video about this with an unique building, the house of dart combining the barracks and the archery range. They are already in the Moctezuma campaign, also an occasion to update the campaign adding colonial fort and war dog to the spanish.

Purepecha the enemies of the aztec with an UU with copper weapon. Their campaign will vs aztec and spanish.

Chichimeca

Another native against spanish (and another native like the purépécha and tlaxcalan) campaign on perspective. They had good obsidian arrow, time to resurrect this technology but as ignoring armor this time. For their UU an archer and a light cavalry as a second UU. The architectural set can be a puebloan architecture (shared with a puebloan civilization from a north american DLC) because the actual mesoamerican one doesn’t fit well for them.

Toltec

Mighty empire from the time. they start their campaign as the chichimec (maybe beating another irrelevant chichimec tribe called the aztecs, :smile: ) then they sack Teotihuacan and finally they come in the mayan lands.

Arawak/Carib/Taino

A blowgunner UU (this unit can be good in a reworked Drake scenario). They need a new architectural set shared by the Tupi. They come from South America so they have the settlement and champi and maybe the ibirapema warrior. Hatuey campaign. They better fit in a second south american DLC.

Mixtec, Zapotec, Huaxtec, anyone who finish by “ec” : not very important.

Tlaxcalan are the better candidate, followed by Purépecha, Toltec and Chichimec.

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Maybe? It just seems weird to me to take issue with the name of a fan proposal for a DLC, let alone hold it to standards that the official DLC titles don’t meet.

Hahaha! Me: Tlaxcaltecs would be good because they wouldn’t need any extra mechanics or regional units or anything. Admiral Wololo: let’s give them an awkward unique building based!

For a civ with eagle warriors and hand cannoneers, this building would train six different units and need most/all infantry and archer upgrades. Would the interface even handle it without a second page?

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More importantly is it a Goth ally or Briton you want? Or worse do you just have both and train a tad too fast?

I think Arawaks (including Tainos) and Caribs can be two different civs. They fought each other both in the Caribbean and in South American mainland.

Btw, would be cool if American civs received some kind of a giant atlatl as a reskin for trebs (just a reskin without different stats, like the Palintonon)

Oh, I hadn’t even considered team bonuses. With Italian and Berber allies this building would need three more slots in the interface!

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Yes, I agree—it will be enjoyable.

That wouldn’t be a problem, you can put 6 icons on a single page (like the forts/castles in AoE 3)…