Mexico civilization - first impressions? :Mexico:

how does that compare to a manor boom? cause i find due to units costing more its hard to leverage that 35 vils

Interesting, thanks for the info.

I think it’s very similar to a manor boom, you send about the same amount of cards to pull it off, and you get slightly less vills but the haciendas themselves are worth a few vills because they trickle res. So it evens out.
The downside is all your vills come at once, while with the manor boom you get the vills 1 by 1 so they can start gathering straight away, the manor boom also gives you 20 villagers which all benefit from upgrades, whilst the hacienda trickles remain at the base rate of an unupgraded villager as far as I’m aware. Probably slightly worse than the manor boom overall but a safer more turtle style version, where as with the manor boom you typically have a lot of vills spread out round the map and need a lot of food, with mexico the units are a lot more gold heavy and you can leave the haciendas trickling food so you don’t need as many hunts as fast as brits do.

Also that 9 solado + 2 falc card has FAR more value than other industrial cards. It needs an additional cost.

I don’t know why you even need “flexibility” (which is the main selling point) if you already have very good units (and unit shipments), pretty decent economy, pretty good defense (so many upgrades on forts) and an upgraded version of almost all useless stuff (from livestock to healing).
From my understanding if a civ is “flexible” then it should be slightly weaker at everything, instead of being really good at everything.

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If we quickly and sharply compare both booms, they have similar times and similar costs. The partner above already pointed out the advantages and disadvantages of each build order.
But I would like to add a few points.
First, having the Haciendas so early is very useful, there are many cards and mechanics that work with them.
The most prominent is the Jalapeños letter, which allows you to collect resources very quickly for 30 seconds, and that simple letter completely leaves behind any boom or fortress age shipment that the Brits may make. Simply place your more than 35 villagers in 2 farms, send that shipment and voila, you will have an incredible resource drop to do any strategy.

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good to know, this does seem very card intensive, maybe I need to add more cathedrals or TPs to the buidls I have been doing

I always do a tp start, otherwise it’s hard to get all the cards you need.

Some suggestions to balance Mexico more:

The haciendas should cost more than 600 resources and / or the ‘shovel’ card should lower the price much less than the mills and plantations. (Go from 600 wood - 40% = 240 wood).

To generate resources and cows by themselves, they should have an improvement that enables this function at age 2. Furthermore, farms should be available from age 2 (with cards) and not from the first age since their opening is good and It does not need shipments of haciendas in age 1. (also its architecture is not compatible with the style of the buildings of age 1). I think starting with 2 cows would be better.

The estates should have their prominence from the age of the fortresses and your villagers will not be able to build them before this age. But you can send letters from estates at age 2. So those letters that are at age one should move at age 2 as it is a very advanced building with many benefits to be an opening at age 1.

We don’t want another Japan. The player must try to control the map if he wants resources like hunting and coins.

EliteRiflemann The haciendas are almost like an urban center for the Ottomans. I think this building should only be obtained with cards starting at age 2, and available starting at age 3.

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I absolutely love the Yucatan and Mayan revolution path, but I have no idea how viable it is.

There is a really nice amount of content and work put behind revolutions. I was recently testing them for Mexico on various maps and was really impressed by the amount of new stuff.
Looking back in general it feels like that mechanics never was as popular as maybe it was designed to be and still many newer players don’t put too much thought and give it enough attention.

Maybe it should’ve been made more visible and important by the devs throughout the years, but I imagine it’s hard to keep things balanced already and accounting these numerous small, secondary in importance revolution factions into general balance and making them more crucial is tough.

2530 res!! Lol

I include this card in all my decks…

I’ve been problems with that, I think that I lost my money . I can’t play. My platform is Xbox

Head over to the support section on here and they’ll help.

Pregunta ¿soy el único que siente que las unidades mexicanas son cañones de cristal? (son fuertes pero resisten poco) ¿o solo me lo parece?

The insurgent is very weak a bit like a strelet as to be expected. The soldado is a 2 pop musk with the same hp as 2 musks but less attack, the salteador feels like a typical skirm to me. The cav unit is also more like a naginata so it’s not as beefy as a hussar.

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Gracias, eso aclara mi duda :grinning_face_with_smiling_eyes:

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