Bloodletting nerf? Are you actually serious?

I am going to be straight here. This is the dumbest balance change I have seen since possibly the mummy nerf. Aztecs favor is incredibly weak, and there was one way to enjoy making myth units more than once in a game. You saw some people finding ways to avoid the incredibly low favor the civ offers and reach an average of below average amount compared to other civs in a game and decided that was too far and took it out back and shot it.

Lets start with the analysis of overall Aztec favor generation. The first option is sacrifice. The below is a table showing the flat favor gain from a sacrifice and the trickle you receive.

Most people sacrifice one early to get some techs and few more in heroic. If you are going a myth unit play you can maybe sacrifice up to 7-8 vills and not just outright lose. So how much favor does this get you? 99 flat favor and a trickle up to 11/min starting at the sacrifice. So assume you sacrifice one at 6 min for techs. You get 2 per min from there. At a fastish heroic 9 min you get your flat stash and 11/min. So at the time you are doing your myth unit push you get 105 favor to spend on myth units minus any techs you got. Say you got 3 avg 20 favor techs which you probably need. now you have 45 favor for myth units. That’s really quite bad compared to other civs, and now your rate from here on out is 11/min. Which is about what you need for myth techs for the rest of the game. Maybe 1 or 2 myth units from there. What you can do is pair this with the new fire ceremony or use Coyalxauhqui techs or play Tezcatlipoca. First thing is that does not affect the trickle. Below is some data for mythic age Tezcatlipoca with Coyalxauqhi techs and the New fire Ceremony on base favor.

So instead of 99 you get 153 in mythic age for a major god power bonus and a minor god and paying for the tech. That’s, really bad. New fire ceremony is much better. It occurs in heroic and only costs 3 livestock and nets 173 favor. Thats actually comparable to what other civilizations can get by this point in the game and is enough to make a real myth unit push. The problem is every other civilization has sustainable favor and can do another one. This is it for the Aztecs. Due to aggressive diminishing returns the sacrifice well is dry and there isn’t another way. They just peter out until they can no longer receive favor from this method. And the trickle stops at 17/min. To produce consistent combat units I typically shoot for about 60 favor/min in mythic age which is achievable on most civilizations. 17/min is enough for one mythic age myth unit approximately every 2 minutes. As the most easily countered unit type in the game this is simply not enough to get an enemy to even notice they exist. But they have tonalli to make up for it!

Lets talk about tonalli. This one I am not completely sure about but have done some testing and it seems it does not scale on anything and simply gives 0.75 tonalli per kill regardless of cost or population or type of the unit. Itzpapalotl can provide a minor flat buff to this to 0.95 and huitz can double it with shorn ones. Assuming 200 kills in a game is generous but lets just say you get that in a normal game. You get 150 favor from this. For the entire game. Say a game goes 25 minutes. and you got to 17 favor/min at the 9 min mark from sacrifices and used new fire ceremony. You got 476 favor in a game. Now to a lot of people this looks pretty good. Many people build one monument as egypt, have the 3 starting oracles on atlanteans, 1 miko and never more. So they are sitting about 200 favor in a game investing nothing. But realistically Aztecs are the same investing minimal sacrifices. The problem is if you are taking minor god techs for favor and trying to maximize your favor. An average civ easily is gettin 800-1000 in a 25 min game and can certainly do better at the civs with tons of favor generation options like Japan. Aztecs have literally no options to improve outside of tonalli as sacrifice diminishing returns make sacrifice favor techs worthless after about 10 sacrifices. And tonalli base is quite poor so Itzpapalotl barely moves the needle. Looking at like 30 extra favor in an entire game. Huitz can respectably almost double it using owls and shorn ones exclusively, but that is a bit rediculous.

But hey there was in fact one way to play the Aztecs if you enjoyed making myth units for more than one push in heroic. And that was through bloodletting. And lets be straight bloodletting was weak before you decided to put it in the ground. Utilizing 2 population space to generate 3 favor was an incredible investment. More than say 5 priests on 2 TC and you can’t win fights anymore because you took out too much population. And that generated 15/min. At 3-4 TCs you could feasibly get about 10 priests for 20 population space at 30 favor/min. So with the 17/min max from sacrifice, 30/min from bloodletting (on 4 TCs lol), and tonalli generation you were in the 50-55/min range on Quetzalcoatl. Which is actually somewhat respectable. Not the high end compared to other civs but you are about touching the average. It was enough to regular produce almost 2 myth units/min which is about what you need to create a critical mass that doesn’t get easily hard focused by heroes. It was still extremely inefficient and using the population space for human units was almost always a better strategy. But it let you enjoy the mythology in a game called “Age of Mythology”.

So I was having a lot of fun. I took time off work to enjoy this and spent 2 days grinding build orders and games to figure the Aztecs out. I made tamales. Last night I finally started to get comfortable. I realized Tezcatlipoca and Huitzilopochtli would never be able to make reliable myth units. Tezcatlipoca could do one push in heroic and if that doesn’t work he just never gets to make them again. And Huitzilopochtli can’t generate enough to tonalli to really compete in the late game. But Quetzalcoatl could. So I could enjoy a long game making myth units the whole game and enjoy the civilization I was most interested in mythologically. And the Aztec mechanics are amazing. I think last night was some of the most fun I was having in this game. My only complaint was that the favor was too low and I basically had to handicap myself to play a myth unit style, but it was close enough that I figured hey the design is good. With a few favor buffs this could be a great civilization.

And then somebody there decided to sit back and say, hey, it’s 2 days in. Almost nobody is using more than 1 or 2 priests for a couple min for techs on Quetzalcoatl. But I see one guy making 5, and 10 if he gets to 4 TCs. This is too much. We have to stop this. And you took the incredibly population inefficient method of favor gathering, and the literal only late game scaling option to produce myth units more than once in a game and killed it. I don’t know why you have done this but please for the love of god revert it and buff it. It was already quite low. Or you can buff the hell out of it and apply the diminishing returns later on. Realistically 10 population space should be able to produce 30/min. 10 population of oracles can get 60-70/min with techs. Mikos can get way more depending on resource availabilty but 60 is a low target. I get that they don’t have other means of generation but you cannot discount how big of a penalty missing the population space to generate favor is. And it’s not like you can just use them to fight when not generating favor. They have 40 hp at this point and are one of the squishiest units in the game already. Keeping a full health one alive is already a chore. Now they produce 11-12/min. For 10 population space!. And you did this 2 days in as a hotfix! What were you actually thinking? I was so excited to play today and I legitimately might just go do some chores or play another game. I just don’t get who put the numbers on these favor mechanics at all. The mechanics them selves are well designed and fun but the never-ending need to put diminishing returns on everything to cap favor below the point you can actual produce any reliable amount of myth units is miserable. I thought we learned from China when Japan was made and was incredibly flexible and allowed late game options for significant investment. But it appears we did not.

I know this is mostly an angry rant but please for the love of Quetzalcoatl fix this one.

4 Likes

I don’t understand this change at all, I think the favor generation is pretty mediocre already and Quetzalquatl was able to generate a small steady supply of it through bloodletting. Nerfing them feels incredibly random and unneeded.

2 Likes

They didn’t update Quetzalcoatl Bloodletting bonus info in description. It shouldn’t say 0.05 per second if its not set at that no matter how many Warrior Priests are being used. I don’t like the nerf to Bloodletting.

5 Likes

For me the UI was glitchy when I hovered favor/min but it would flicker 3/min or 2/min so I assumed it was actually 3/min and just glitchy. And 3/min would be correct. And when I put 5 on it would flicker 15/min as well. But I did not count the favor going up to see if that was correct, just hovered the favor in the top right. And its definitely nerfed now from what it was. And what it was was really bad for the population space it took to get it.

3 Likes

This nerf was totally uncalled for.
I do hope they either revert it;
or keep the diminishing returns, but have the first few priests generate more favor.

3 Likes

I don’t get why you should get less and less flat favor as you sacrifice, if anything it should the other way around: more flat favor per vill the more you sacrifice them. Right now, it just disincentives you from sacrificing more vills.

But earning the same amount of flat favor per vill, regardless how many vills you sacrifice would be better than now aswell.

1 Like

Ill be honest, the sacrifice mechanic is so poorly explained I didnt even realize it gave you a favor trickle.

1 Like

I liked the idea of it scaling, but I think the initial number should be 0.07 favor per second. This means first 3 warrior priests will generate decent amount of favor. After all, those priests get damaged by 40% and are hard to use in combat after.

Reason it should scale down is because otherwise 20 warrior priests will generate 1/s, so same as Wonder. That is ridiculous amount of favor. Not doable in 1vs1, but other game modes matter too,

So I want to add some more information on the Aztec favor analysis that I just learned. Tonalli at 0.75 flat favor per kill already seemed like one of the smallest sources of favor income. But apparently it functions the same as Norse favor. Until you have gathered 100 favor from tonalli you get 0.75 flat favor per kill. After 300 favor has been gathered from tonalli you get 25% of that or 0.1875 favor per kill.

That’s 37.5 favor per 200 kills. That is effectively completely useless. You need to kill several full population armies to buy a single myth unit from that. I still have to test how Itzpapalotl bonuses are affected by that, and Huitz shorn one and owl tonalli bonuses are bugged providing zero right now, but I have no idea how you could work with the system at all.

1 Like


That is what Boit recently suggests having Bloodletting starting at a higher rate of 0.1 from 0.05 with diminishing returns be maybe double that of a Greek villager. I wonder what people think of that specific rate suggestion.

I agree with lot of what he is saying, but his numbers are all over the place.

  1. If 1st bloodletting priest starts at 0.1 favor/sec, it means 2 priests would generate almost same as 2 greek villagers (standard amount for greek). In addition to all the other Aztec favor gen. 0.07/sec makes more sense, so Quatzalcoatl is not much stronger than Greek.
  2. 2x passive gen is too much and will make Aztecs passively generate about same amount as Egyptian and Chinese, who don’t have other sources of favor. Around 1.3-1.5x of current value would be more reasonable request so Aztecs don’t generate much more favor than Egyptians and Chinese.

Tonali, I am not sure about. 4 favor per myth unit can be quite a lot, and you would need to account for things like Automatons reviving and promethean offspring. Dryads, minions, carnivora and scorpions too. It cannot be flat 4 favor. Maybe 2 for classical age myth unit, 3 for heroic and 4 for mythic (temple/amphibious myth units only).

Why not give Quetzalcoatl exactly the same favour generation as Greek villagers?

There are 3 big disadvantages for Warrior Priests:

  • They lose HP
  • They cost more resources
  • They cost more population

So it is definitely worse but a it has the man advantage of being on top of the 2 main ways to generate favour.

Tezcatlipoca already has the sacrifice bonus which should probably just be changed to like a flat +50%. The bonus should also apply to the passive trickle.

Huitzilopochtil gets resources on top of Tonalli from fighting and is supposed to get 2x from Shorn Ones. Maybe there should be a bonus like Shorn Ones can collect Tonalli themselves to make it easier to get. They might also just need a bonus on Tonalli generated from fighting.

Then all 3 major gods are focused on a different way of generating favour.

2 Likes

This is because at that point it would be additional town center for Quatzalcoatl. The number is just too high. If in ranked game one player starts with 3 fishing spots that opponent doesn’t have available, he should win even if he had to spend resources on dock and 3 fishing ships.

Also while warrior priests damage themselves, Quatzalcoatl can actually heal them with a 2nd age godpower or transform them to get them full hitpoints.

Maybe Greek villager amount would be fair economy bonus if Quatzalcoatl also didn’t have the cheaper calpullis and their additions bonus (which is massive).

Yes but that basically cost food since it diminishes the food on the tree. Or other resources because it could be used to heal other military units.

Yeah but his win rates are still below 50%. So just buffing that shouldn’t make him OP.

The other 2 major gods would get other buffs like I mentioned.

Aztecs winrate will go up when people realise strong units for them. Other civs are somewhat solved already. Aztecs will get favor gen buffs elsewhere.

Thing about this. You build 1 town center and 20 villager, it will cost around 2000 resources ( remember buildtime). 20 warrior priests cost 2200 resources. If you give them greek villager favor generation, first temple is basically free town center that can start pumping extra villagers at 2 minutes.

I am not saying it shouldnt be buffed, but 0.07/s is reasonable number, 0.1/s is not.

No one complained about the flat 0.05 before which was more then 20 Greek villagers made. The 6th villager already makes less then that.

Isnt this the current dynamic?

This would be great, but since its % based when the cap is reached he would get scraps compared to the others, and he already has the hardest time with constante favor income

This dont work currently sadly, but once they do his favor should def improve

It was changed into scaling precisely because it was problematic. Either it was too good :right_arrow: spam priests. Or it was too bad :right_arrow: Not worth a single one.

0.1 is a problem because it boosts Quetzalcoatls economy too much. Maybe the number is too small for you to understand. What if it was 100 favor/second? Obviously too much. 0.1/s is also too much. It isn’t like they are produced in town center like Mikos or Greek Villagers. Aztecs also have other ways to generate favor.

I mean 0.1 is 6 favor/min. For 2 pop I don’t think people would suddenly be mobbing their temples with that. I doubt you would see more than the one early like it is with 3 favor/min. And if there is diminishing returns on that it definitely would not be worth more than two to three.

Oracles are also not produced in town centers and make more. But it is not a problem because cost and population space are big factors.

Yes but they start at half the rate which is pretty bad.

In the late game getting favour from Tonalli should be easier. Also having 50% passive trickle wouldn’t be bad either. No other pantheon has a completely safe passive trickle, it can always be killed or destroyed.

I know that having diminishing returns makes sense. But what I’m saying is that a flat 0.05 wasn’t that powerful.

Yeah but Oracles are build in the Temple too, Atlanteans start with 3 Oracles and Oracles only cost 1 population and 10 less gold then Warrior Priests. Also they of course don’t have diminishing returns.

Also Japanese like Greek have 10% better villagers. Atleantean villagers are also really good.

The other methods are pretty bad though.