How should the developers approach the Aztecs dilemma if they are the 2nd DLC pantheon? (Favor-wise)

Both the original and Retold are rated ESRB T (Teen), which sometimes depict violence, sword clashes, and stabbings. However, the Aztecs, the most requested pantheon by far, may be in jeopardy because of their rituals involving sacrifice.

So how can sacrifices be implemented without causing the game to cross over into a Mature rating? Would garrisoning units into temples “permanently” without explicitly stating why they don’t come out be the answer? The developers could mention in the tutorial that the units are entering the temples to perform ritual rites to please their gods without saying the word “sacrifice”.

That said, I’ve seen and read from some hardcore “fanatics” who argue that if the word “sacrifice” isn’t explicitly used, then the Aztecs shouldn’t be included in the game at all. Or, they claim, there should be more obvious reasoning behind garrisoning units into the temple. But obviously they can’t do that. So we have to compromise and meet in the middle.

Therefore, the most popular requested pantheon shouldn’t be contingent on whether the word “sacrifice” is used or if its depiction is “watered down.”

If the devs can actually move past this stage (God, I hope so!), the next question would be: What units should be garrisoned? Should it just be villagers, or both villagers and other units?

Here are some ideas. Though if you have some of your own then please share. The Aztecs are a must!

A.) Garrisoning your own villagers and units into the temple. The stronger and more expensive the unit, the more favor is generated. To prevent a net loss, a temporary food, wood, or gold speed buff would be generated for a short time each time units are garrisoned.

B.) Enemies you’ve defeated are captured and dragged back to your base for garrisoning. However, this resembles the Norse mechanic but with extra steps and more micromanagement, so it might not be a popular choice.

C.) Players can construct a specific building that periodically spawns units to be garrisoned. The default units would be neutral camp villagers. Defeating enemy units will automatically make them spawn. To reduce micromanagement, players can set a rally point from that building to the temple directly.

D.) A combination of A, B, and C. You can garrison your own self-produced units, but when you defeat enemy units, those particular enemy units will spawn in that specific building structure as well. This would be in addition to the default trickle of neutral camp villagers, and you could still set a rally point directly to the temple.

E.) ???

F.) ???

G.) ???

Thoughts and recommendations?

They could go with something like ixiptla

Aztecs warship a person for weeks as god on earth before they where sacrificed.

So maybe you can purchase an ixiptla and it “fattens” with favor over rime like herdables, starting with low amount of favor and ending with much more.
Sacrifice them with a “festival” making them channel at some building to gain all the favor they gained over a minute while they glow and disappear.

Now, they must be designed with some sort of risk, so the enemy can find and kill them making all the favor they gained lost without you being able to hide them too easily. Like, in order to fatten they must circle a TC…

It’s basicly a way to exchange resource for favor, but the more risk you take the better the rate.

In addition, they can have some passive way to gain favor to make things easier. Like making units pray at temples for a very small trickel, 0.01 or even less.

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They could just task priests on temples similar to how greeks task villagers. Since they had many rituals and ceremonies not just human sacrifices.

If you are allowed to kill villagers why shouldn’t you be allowed to sacrifice them?

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J’avoue, ce serais drôle de ne pas pouvoir sacrifier à cause de limites morales alors que dans le jeu on trucide des animaux, des créatures, des soldats et de pauvres paysans. :rofl:

Sacrifice villagers on the altar. It is that simple.

They removed any and all depictions of blood and skeletons. They’d have to depict a sacrifice without any death animation, and with a “hero death” particle effect, or something similar.
As said above, train a special units that generates favor as long as it exists, but it’s stored inside that unit until it’s sent to the temple to be “offered” to the gods (because you can’t say “sacrificed”) loosing that unit, but gaining all the favor they’ve accumulated.

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I do like this Idea.
Maybe the ixiptla could be anti myth unit. Maybe giving nearby human units a small attack bonus vs myth units that stacks with other ixiptla. fallen enemies could also speed up favor generation.
The tlachtli (Ball Court) could also be implemented some way. Maybe tasking villagers at the tlachtli creates sacrifices.

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Giving them ways to speed up the favor generation or make them have some sort of aura is a nice way make them vulnrable.
Fighting seems similar to norse, but maybe we can make different ways based on different major gods.
So one god will also benefit from fighting and another from gathering resources near the ixiptla.etc…
The tlachtli could be another god specific feature, tasking villigers is kinda similar to greeks though I can see it working with some tweaks.

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Similar to how Egyptian monuments buff different things depending on major god? So the sacrificial (or “offering”) unit of Tezcatlipoca does something else to increase its favor accumulation than that of Qetzalquatl?
I think that’s an interesting idea.

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