China and Japan need to be gutted and brought down to Aztec level

You released Aztec severely undertuned , bugged, rushed and weak and yet no skill, monounit Tiger Cavalry spam gets to beat my infantry and preists under 3 fortresses.

Proof of undertuned: especailly late game:

Me Atty vs Aztec player, he couldn’t siege my gate because Aztec siege is so weak , he was raging extremely badly befor quitting yesterday. Despite me being at 0 settlements and him at 3 and having total map control, I won.

You either need to gut Japan and China or Bring the Aztecs up.

Aztecs siege is terrible and exploitable.

Shorn ones have lower DPS then Tiger Cav despite both being counter untis and one unit having two forms and much higher mobility - unacceptable.

Aztec Ranged Siege costs 20 favor and does less dps then a greek catapult - unacceptable.

Aztec Incarnations - Once per game and weak, and no skill chinese hero spam - revive for free - Completely Unacceptable.

I just lost an equal food fight vs a Chinese player spamming nothing but tiger cav.

This unit needs a total rework. You should gut the stats in half and factor that it has two lives into its power budget.

Incarnation should be able to be purchased again, or Chinese heroes should be once per game.

Yes, it’s that simple.

Nuwa Earth Wall near opponents starting gold mine or base needs to be removed from the game - just like bolt isn’t castable on workers or starting scouts.

Japan its the same story.

TLDR;

Devs released China and Japan overtuned, and they remain overtuned despite consistent nerfs (Exception: Susanoo - because myth units are too easily counterable.

Aztecs are severely undertuned,

I shouldn’t be punished for my love of Meso-American culture and likewise fans of Asian culture shouldn’t be given a free win because you can’t properly balance the game.

Delete Tiger Cavalrys special ability and melee inf from the game . That’s a promothean rip off level ability that should require favor and mythic units. Completely illogical, and more importantly not balanced at all.

Second, you need to add a debufff to anti-ranged cav attacking melee inf. No way should they win any fights against infantry assuming equal upgrades and tech parity UNLESS the infantry is specialist only (Axemen, etc)

As it is right now the game is not worth playing if you are playing Aztec or other underpowered gods.

You created a balance environment where a Chinese player can spam one unit like a mouthbreathing invalid and dive 3 fortresses and win against melee units.

That goes fundamentally against your own cav> archcer> inf weapon triangle.

Either bring Japan and especially China down to Aztecs level or bring Aztec up. It’s that simple. Jaguar Cav should have anti cav bonus of 2-3x.

Jaguar is a carnivore and apex predator that would easily snap the neck of any horses, the game units should reflect that.

Aztec has no anti-cav except for a mediocre weak spearmen that doesn’t scale properly as the game goes on.

TLDR;

China and Japan still overtuned and REQUIRE minimal skill while providing maximmum rewards while Aztec is the exact opposite.

Simply put you’ve created a game where players have to move mountains to get Aztec to peform, and more importantly one where China and Japan get rewarded by SPAMMING MONOUNIT COMPOSITIONS IN A GAME THAT CLAIMS TO BE ABOUT COUNTER UNIT MATCHUPS and a weapon triangle.

I don’t know what you are waiting for, this is a multiplayer game at it’s core, not Civilization or Age of Wondewrs.

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Quinametzin deserves a complete rework. Otontin Smasher definitely needs either a speed buff or to be moved to mythic age with better initial stats, but he’s not terrible.

On the other hand, Quinametzin is one of the worst (if not the worst) unit in the game.

I think the jaguar Cavalry is not that bad, if you buff these things they’re gonna be some annoying and boosted tiger Cavalry sort of.

The problem with Aztecs is that they feel rushed, unfinished compared to Japan and China, the mechanism of the different Teixiptla is cool on paper but in practice they underperform, except in specific situations.

The Favor mechanic is also kind of a mess. I think most players would’ve been happier if sacrificing herdables, soldiers, and villagers was the only way to gain Favor, instead of adding two methods (three in the case of Quetzalcoatl).

It doesn’t help either that they keep releasing tiny patches that don’t really resolve anything.

I can’t remember the last time I saw the Tiger Cavalry. Many months have passed since then…

The Aztecs aren’t finished yet. Their tonalla system doesn’t work at all. And there are a ton of other problems. They have problems with sieges, but I can’t pinpoint exactly what they are yet. Stone Throwers shouldn’t be present in large numbers. The Aztecs’ main siege unit is the Smasher. And it works just as well as the Destroyer.

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It’s in front of your eyes the reasoning, the stone giant dies in two hits vs heroes and has mediocre damage vs building, and is less buildable (not spammable) than a greek catapult.

If this isn’t a trash unit i don’t know what a trash unit is.

Every Chinese player builds Tiger Cavalry in the late game. I don’t know how this isn’t evident either.

Fact is the Chinese are the least played civ if we take share numbers into account, and to spam tiger Cavalry you need at least 25-30 vills on farm, by the way.

I suppose the idea is that rather than a dedicated siege engine, this giant is a support unit in combat, a tank against non-hero units or those with crash attacks (Onmyoji is licking his lips). He’s there to draw attention and absorb damage while concentrating enemies around him, while units like the draugr finish off the attackers with their piercing shots.

I like the concept, and mechanically they work too, but I don’t see the point in their having such poor crush resistance. I understand why: 1) They’re tanks, pure tanks, not meant for fighting but for surviving. But given how this game works (heroes) and their resistances, they leave much to be desired. And on the other hand, they don’t need that weakness to crush damage because 2) they’re mythic units. They already have enough problems dealing with heroes and other Mythic Units with multipliers against other Mythic Units, without now having two shirtless lunatics carrying a log make a stone giant tremble.

In any case, I would change one of these characteristics. Either they hit very hard but slowly, or they hit weakly but faster (at least within the capabilities of a stone). They can’t be weak and slow.

The Tiger Cavalry needs a nerf with the force of a hammer blow, including several nerfs that should reduce the rider’s speed when the horse dies. I know the goal is to make them cost-effective, but their appeal lies in their stats and the fact that they have two lives. However, these guys are incredibly fast and match or even outpace horses. They’re faster than the Jars! I know they’re slow cavalry, but this is ridiculous.

And the TC has the same speed as Egyptian Lancers or the Ge Halberdier, but that’s because those units exist to kill horses and then die against everything else.

My 2 cents ont his:

Fair, and there has been threads about this part, specially the mythic age one.

This only matters if you forget all the other aspects. Once you do you will see the opposite. One unit has a x3 multiplier vs infantry, is cheaper, is a heroic unit, where the other one is from mythic age (yes this matters as to elite units) and the single most important thing. One has the ability to aoe stun and debuff the oppoennts attack. Look past the “who has bigger number” and take a loot at all the other aspects of a unit.

I do find it funny people saying tiger cav are not made, wish i played vs those china players.

Their powerlevels are completely different, but fair, could have a recast with a bigger cost etc etc, you should support that thread.

Most things do tbh, its one of the most efficient per pop units in the whole game. What was your army comp?

That makes no sense imo. Earthwall unlike bolt doesnt target units, how would you go about it?

You dont need to like other pantheons but cmon, this sounds funny, “just take out of the game other things because”.

So you wanna erase the whole concept of elite cavalry or a generalist unit from the game? Should do the same to pos hipeus, jarls, contarious, etc.

Btw most tiger cav you face are tech stacked since both nuwa and fuxi usually go both cav gods.

Thats more of a guideline concept that has been played with a lot. You have huskarl for example which beat archers, ptah + sekmeth slingers that are counter archers that then beat infantry, theres dual units, yumi horse archer beat infantry (and can beat cav with their tech), same for chariot archers, Elephants do well into generalist infantry. Theres many different unit interactions than dont follow that rule, and this are not dlc civs.

Archer balls also beat cav once they are big enough. If you want a more square and fixed type of system thats what other AoE games provide. Part of AoM´s flavor is their assymetry.

That unit is very strong vs cav, it does scale poorly later on but then again they unlock other options into cav, imo at least.

i thought this was describing the rock golem from freyr for some reason 11

yea the giant feels underwhelming for how costly it is, i would also like it to have siege upgrades like all other siege units do.

Yea, that one was weird for me as well. Even shennong makes them from time to time if he needs to.

I actually wanted to start a thread about the Aztecs.

I agree with some things, many in fact. For example, it’s certainly unacceptable that the Quinametzin’s ranged siege is limited by their favor cost, at least because of how poorly their favor collection works. Although the Otontin are very good at sieges, they’re not ranged, but they fulfill their function, as do the Destroyers. That doesn’t mean I think you can only siege with them.

I don’t play multiplayer, so let’s just say I’m not yet ready to say what the Quinametzin’s real performance is. I like them a lot, but their favor cost makes them terrible. Besides, they leave things to be desired; they could be made more effective against units, or have more range, or more speed, or more resistance, or an area attack, or something.

I mean, their attack is the Trolls’ ability; they should do something more than just deal siege damage.

On the other hand, I don’t know about you, but their healing is terrible. I know they want to make them a completely offensive faction, but their lack of healing is a real pain. The Aztecs aren’t tough enough to be effective without life support, and they’re not glass cannons either, so their damage doesn’t compensate for their high mortality rate.

Patecatl’s healing is insufficient.

I would implement something like this: by spending Favor, religious buildings or temples would heal nearby allies, either for a certain time or a fixed amount that increases with each age, just like the maguey flower. These buildings could also be used as field hospitals since priests can construct them. Of course, this would require improving Favor collection.

On the other hand, I think priests are very vulnerable. They aren’t particularly strong or resilient, and since they’re really the only heroic units that can be sustained indefinitely, their limited or nonexistent healing and their not-so-great stats make them prone to dying.

Maybe I’m just really bad at it, but I struggle to build them up and lose them easily, largely because they’re melee heroes.

I think this could be mitigated if they were ranged heroes, at least if they gained that ability after the Classical Age.

That, or adding a second ranged hero, just like what happened with the Norse and their Godi.

The favor collection system is awful. I know it’s a war game, but a tonalli shouldn’t be worth less than one favor point; each tonalli should be worth 2 or 3.

It’s simply not enough. I see the tonalli collection, but it only increases by one point, and somehow every time I check my resources, I have less favor than before, and it wasn’t much before.

On top of that, I have a visual bug: the tonalli no longer appears. I know it’s there because people died there, and it sounds like it’s collected when a priest passes by, but I don’t see it. Suspiciously, this started happening after an update. And, as I said, I know it’s there, but many times what should be a large harvest turns out to be nothing because there’s no tonalli. In other words, one isn’t visible, and another ceases to exist.

The wiki says there’s a way to passively gain favor by sacrificing villagers. The amount increases until you sacrifice 20. After that, new sacrifices will only grant favor; they won’t increase passive favor. Gathering upgrades also don’t increase passive favor. The maximum is 0.294 favor per second. It doesn’t seem like much, and it isn’t; in fact, it’s barely noticeable.

The Aztecs have three ways to gather favor, four with Quetzalcoatl, and none at all. Even combining all of them is enough.

They should have something where some units passively generate favor, like Hersirs and Godis, or where each Tonalli passively grants favor for a period of time, for example, each one granting 10 favor over the course of a minute. This would reward being aggressive per se, but also compensate for causing many casualties quickly to gain favor in the short term by getting the first favor points from the newly harvested Tonalli all at once, while also rewarding the kills in the long run.

On the other hand, the idea of ​​passively gaining favor is appealing, but it would be better if it could be obtained with the entire Tonalli instead of relying on sacrificing villagers.

Not to mention that this creates a bottleneck. The best way to gain favor at the beginning is by sacrificing villagers, but at the start you need them to work, so you can’t afford to sacrifice them and it’s better to fight. However, fighting produces little and with less strength since they don’t have enough favor for upgrades and mythic units.

So at that point, it’s better to play defensively, but the faction relies on warfare to advance, yet you gain little advantage from it. And since it’s a faction with minimal healing, each incursion causes a level of attrition to the troops from which they don’t recover.

They are too fragile for constant fighting, but at the same time, they aren’t defensive enough to strengthen over time.

I would make it so that the summoners could be used more than once. I’m not sure if they should have a limited lifespan or remain indefinitely, but once they fall, they should be reusable in exchange for a cost, and you should have to wait after their death to summon them again. Instead of summoning them and the timer starting immediately, once summoned, the timer would pause and not restart until the summoner dies. This way, you incur a penalty.

Considering that in Retold, the goal was for powers to be reusable in exchange for a cost and a waiting period, it seems strange and quite outdated that the summoners can only be used once. Conceptually, they should be similar to the Children of Osiris; in fact, their limitation is precisely their cost and the fact that they cannot heal.

I have no problem with the number of Incarnates and Teixiptla being limited, but I would raise the limit for the latter from 3 to 5. I would say I would remove that lifespan and make them indefinite, but since any priest can become a Teixiptla, it could be a viable option.

It also occurs to me that Teixiptla could be healers.

Or there could be a small chain of heroes: you create a warrior priest, these can become Teixiptla, or healers, like Egyptian priests, with low attack power, ranged healing abilities, but requiring resources and time instead of just being created, and these healers could then ascend to Teixiptla.

In short, making the favor collection process more efficient, creating healers (because having their healing depend on a single minor god, and their collection being worse and more stifling than the Norse’s but with higher risks, is barely functional), allowing the reuse of Teixiptla and Incarnate beings as with equivalents in other civilizations, and adjusting the Quinametzin.

Furthermore, if they somehow increased favor collection, I wouldn’t mind their cost.

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Currently multiple aspects about their favour generation are bugged in their disadvantage. I think those should be fixed before we can talk about making bigger chances to it.

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That’s correct, very correct; the problem I see now is that I don’t know to what extent something is a bug and what isn’t.

As far as I know, Tonalli used to work well, and I’m not just talking about the visual aspect. ¿Remember what I mentioned about obtaining Tonalli and the favor gradually increasing over time?, I didn’t come up with that idea. As far as I know, that’s how it worked, and it worked great. If you fought defensively with towers or offensively with priests, you gained a lot of favor not absurd amounts, but a decent amount to work with and make raids worthwhile.

Then they updated the game, and it broke. I don’t know if it’s a bug or if it was intentional.

I stand by my opinion about the Teixiptla and Incarnate units; they’re strong, very strong. But there are other strong units without a lifespan or a one-use limit per game. Some heroes are limited, and that’s fine. I think it’s right that Greek heroes and Chinese demigods are limited to one of each at a time. I think it’s great that sages are limited to five. ¿You know what else I think is great? That if they die, you can summon them again.

Likewise, I think it’s great that you can only have one Incarnate at a time, but I would increase the maximum number of Teixiptla to at least two or three, maybe five if I’m being exaggerated (they’re very strong, but with enough of them, everything falls apart). But being able to have only one Incarnate for the entire game, and having it expire, seems ridiculous to me. Titans are much more devastating, and they don’t have a lifespan limit; in fact, some can even heal themselves.

I agree, the Aztecs have practically no heroes at the moment. Along with their slow favor generation, it’s their biggest flaw.

I don’t understand why Incarnates are limited to one, especially since they expire over time.

Exactly man. I can revive the Chinese Baby 100 times but the incarnate is limited to once? Tez incarnate is straight trash, I’ve seen him get melted in 3 seconds. It’s cool thematically but unfair balance wise.

Should be able to “Re-Incarnate them” after the first time for a cost of 3-4 Priests.

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Currently the only bugs are related to Huitzilopochtli Shorn Ones not generating additional tonalli, Owls not generating additional tonalli, and killing myth units theoretically in the code is supposed to give 3 or 4 favor instead of 0.75.

If you are not playing Huitzilopochtli or Mictlanticuhtli I think it is safe to start making some general statements about the favor system as the myth unit change won’t add up to much in a game overall unless you are getting Krushed or something. It has already been a couple weeks and I would be very disappointed if all they did was fix those 3 bugs and not address anything else about it.

There are other issues.

Chaneque - Doesn’t spawn trap with upgrade. 90% of time based on terrain and other units. Should trigger effect with stun + trap damage immediately.depending on the terrain he is on even with the upgrade researched. and units near him = no trap.

Coyote Warrior - weaker lightly armored huskarl. Won’t reach massed archers before getting shot to death by archer deathball.

Snake Mythic - Weak , only usable with Blood Rush.

Rabbit Mythic - I’ve seen them die to 3 human soldiers. They hit like a wet noodle. Eating is WAY too slow and requires way too much micro for way to little pay off.

Otonton - Weaker destroyer that is slower and less armored. Gets shot to peices by arrows. Did I mention he costs more food and resources?

Quinametzin - By far the worst unit in the game. Kiss that 20 favor good bye.

Owl Mythic - Bugged, gives no extra tonali and is a glass cannon melee unit. In mythic. Are you kidding me?

Weaker then butterfly and zombie lady mythic that come an age sooner.

Ocetol Warrior - says good vs anything they can reach - in reality they are mediocre.

Main aztec strat right now is raid with heroes / scorpion/ blood rush and rush fast heroic because your units suck for the most part until you hit great temple.

That or blood rush armodillo and take out a TC.

Yeah, the Aztec have numerous issues. I’m terrible at them but the current “dominant” strat is fast heroic into either starfall + shorn ones or spam the obsidian butterflies and go after your opponents villagers. Basically skip all the bad units and rush out a great temple with the priests you used to harass your opponent.

I was specifically keeping my focus related to issues with the favor system when replying to his comment, of which those are the only bugs right now that currently affect it. I think it is perfectly safe making judgements on the overall system as the bugs are not significantly affecting non-Huitz, non-Mictlanticuhtli players.

The other bugs I am currently aware of are that Tezcatlipoca shards do not give a random myth unit but the same myth unit every time and Coatlicue building regeneration does not work on farms despite having the tooltip saying it should. This prevents any synergy with the Centzon Totochtin.

This expansion pass has been a mediocre product so far, they didn’t even bother fixing Demeter’s unique minor gods, the harpy, the Siren etc.

Her unique Amazon unit still costs 2 pop and is capped at 10 units, when it really should be weaker, cost 3 pop, and be more spammable. It also still uses a 1:1 copy of Hippolyta’s model.

Hestia and Persephone’s farm techs still haven’t been swapped either, despite healing being far more valuable in the Heroic Age, while the extra population bonus is more useful in Mythic.

Something I remembered I wanted to say but didn’t; I only mentioned factors related to air.

Warrior priests attack head-on, and they shouldn’t.

Priests are the mobile way to collect tonalli, but they’re terrible at it conceptually. They’re not great in combat, and especially in terms of survival, since they don’t have particularly high health or resistances. Being melee-focused, they’re very vulnerable to enemy attacks, whether projectiles, area-of-effect attacks, melee attacks, powers, etc. What I mean is that it’s very easy to prioritize them to prevent you from obtaining tonalli.

They approach danger when their mission should be to stay back, protected by the rest of the troops.

They’re the opposite of Egyptian priests, and that’s why they don’t quite work. Egyptians have weak attack, low health, and little armor, but they are the faction’s healers, as well as their only heroes that can be produced in large numbers, and therefore the only effective counter-attack against MU. This is compensated for by their ranged nature.

This way, they aren’t put at direct risk, since the enemy has to actively attack them with ranged units, try to approach the formation, or eliminate the melee units first. Meanwhile, the priests kill the MU from behind and heal the troops, making it actually harder to overcome their defenders. They are weak on their own and with specific tasks, very much in line with the rest of the Egyptian units, but they are so well designed that they are actually quite solid units.

It’s actually great that they’re so fragile and have such weak attacks, because if they were monster slayers, healers, and also fighters and tanks, they’d be too strong. This fragility makes their owner want to protect them, and makes their opponent’s priority to eliminate them.

Well, Aztec priests should be something like that, especially since they’re supposedly the active way to gain favor. Being a faction that should supposedly prioritize constant combat, the idea is to attack in battles you know you can win or in hit-and-run fights—anything to gain tonalli. And logically, to prevent the Aztecs from gaining favor, you have to prioritize killing the priests.

The problem is, they practically hand themselves over. Since they’re melee, the enemy has a wide variety of ways to kill them. The enemy doesn’t have to think much; the warrior priests position themselves at the front of the formations, so it’s not difficult to do much to attack them.

I don’t know about you, but I’ve seen these guys drop like flies many times from area attacks, ranged attacks, a mix of both, or simply because melee enemies wiped them out. You went in with 30 or 40, and came back with fewer than 6, all more dead than alive.

They should be a unit whose priority is staying alive, not the other way around. And again, besides everything else, the Aztecs’ almost nonexistent healing makes their favor collection and fighting style irresistible.

It works with the Greeks and the Norse, but that’s because the former have the offensive and defensive capabilities to withstand the wear and tear of battles even if you don’t choose gods that grant some kind of healing. They are strong units that kill quickly; the faster they kill, the less damage they take. And since they have high health and defenses, they can mythicize their damage.

The Nords compensate for this by being cheaper and faster, and in terms of favor, all their units gather favor when fighting, and their heroes generally gain favor constantly—minimal but present to mitigate their dependence on conflict and prevent them from stagnating if there aren’t enough battles. Not to mention the Hersir and the Godi, who cover the roles of both melee and ranged heroes.

The Aztecs, however, don’t have this. Their way to avoid stagnation is by sacrificing villagers, but since the favor received decreases, and the constant flow of revived villagers is ultimately more technical than tangible, you end up unable to create MU and accumulating mythical improvements that you can’t research.

It might sound exaggerated, but if the Tonalli is the only way to gain favor, it should grant a lot on each occasion, at least the favor gained in battle, a great reward for a great risk.

I’m not sure if I’m explaining myself clearly, but battles can be sporadic or more frequent, so the Aztecs need them to be profitable. Interestingly, because of how things work now, they aren’t good at making constant raids, because they never gain enough favor to summon many monsters with which to easily kill humans, while the others do amass monsters to kill Aztec soldiers.

Returning to healing, the Greeks are solid, the Norse strong and fast. Both have limited, situational healing, and you might run out of it if you choose gods who don’t grant it. The options are incredibly varied, ranging from healing as a power, with all the implications of being able to use it a second time in the future, to a building healing you, a fountain healing you, a unit healing you, healing only cavalry or hydras, to curious things like Odin healing you simply because he likes you, or Loki gifting you a valkyrie. But the options are never zero, and they never boil down to a single god.

As I said, I would make Aztec temples heal, either through a favor cost (if favor gathering were feasible) or by having them heal passively on their own.

That’s another option: have the priests and buildings that collect tonalli heal in an area like the tanuki—not a huge amount, but consistent.

It sounds logical to me. The Aztec gods want sacrifices, and they should give their soldiers the tools to obtain them without dying in the attempt. Or, if the sacrifices were already obtained, then they should heal after the conflict.

Another idea is that everything that collects tonalli should heal when it’s not fighting (attacking or under attack).

That, or the healing system could remain the same, but each Aztec soldier could be a Jojo/Viltrumite—very strong and resilient, in exchange for not being able to heal their own wounds.

And the healing abilities they have would just exist, because they’re not very effective.

These are ideas I have to improve the faction, to make them, I don’t know, SUSTAINABLE, so they don’t die every time someone gives them a dirty look, so you can actually summon SOMETHING.

The worst part is that I really like them. Many things need rebalancing, from having mediocre units to powerful ones, or making them mediocre but less expensive.

Someone said that the ocelots and coyotes don’t fulfill their purpose, and well, I think they’re right. I don’t think the ocelots are bad per se, but they’re certainly mediocre. They don’t do particularly high damage like the hoplites, their attack and movement speed aren’t as fast as the berserkers, nor are they particularly resilient enough to be effective simply by being more durable than others like the Dao. They don’t have bonuses to face every attack like the fanatics, and their camouflage and jump abilities don’t seem sufficient to me.

In terms of concept and design, I like almost everything. I wouldn’t eliminate any unit, but many things need refining, and others need to be completely changed.

And the “they’ll fix it in an update” excuse isn’t enough for me. The fact that it can be updated online isn’t a justification for releasing a broken product. It’s the same with Demeter; I don’t like that they’re limited to 10, but I hope at least the Amazons aren’t like Hippolyta. And curiously, when they were released, I thought the Aztecs worked wonderfully. Okay, they take too much damage too easily, and the priests seem poorly designed from the start, but they were functional. The Tonalli flowed, and at least I felt that each fight gave you enough favor to work with it, but not so much as to be excessively unfair to the opponent.

But they updated the game, and now the Tonalli is nowhere to be seen…

I just thought of something: is this an older version? Someone made a mistake and posted an older version as an update.

It sounds like an intern’s mistake; he was tasked with putting the update on Steam, he uploaded the wrong file, and uploaded a beta version instead.

I think they should’ve added another 35 ways of gaining Favor for the Aztecs, 3 are way too few.

Jokes aside, to find the perfect play when it comes to micro, decision-making, favor management etc. while playing the Aztecs or Demeter, you basically have to be a fusion between Newton and Einstein.

I don’t really like this shift in direction, to be honest.

China, Japan, and the vanilla civs feel much more straightforward and fun to play for me.

I think the biggest problem of aztecs atm is favor generation, because a lot of problems stem out of this one:

  1. They are extremely vulnerable to a MU heavy army. They have very little ways of dealing with MU. Warrior priests suck, no way to add more myth units to the mix to help things out
  2. They cannot get their mythic techs up fast, so they cannot get the bonuses of their gods
  3. They cannot build siege properly.

While I think it is worth applauding the devs for sticking to the historical accurate parts of human sacrifice for aztec favor, this either needs a straight up buff, or a different mechanism needs to be set in place.

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Is it worthwhile to buy Aztec alone?