Mod for Aztec

Are Y’all ready for some AZTEC NERFS!!!

just kidding, spining this off from my haud mods, I want to try implementing a few things (some for fun others more out there) ideas for Aztec, a few are more wider ideas for native american game play and are developed from the haud mod

Starting with unit changes.

Warrrior Priest, Priestess and Healers

Can build Community plaza (same as Haud mod)

Eagle Runner Knight

Now tagged as Foot Archer (allowing for benefits from other changes later), Min range removed (it apparently had minimum range, never knew)

Jaguar Prowl Knight

Promotion changes from increasing HP to faster attack speed (5%/10%/15%) (I dont like that it effectively heals from kills, this way it makes it more of a DPS machine rather then the way it works now)

Siege damage reduced from 36 to 25 (want to reduce the heavy infantry eat ur units and ur base thing)

Arrow Knight (EXPERIMENTAL)

This is a unit of repute that has quite a bit of discussion on its capabilities, I am using it as a test of implementing possible ways for it maybe not be too extreme one way or another.

EXPERIMENTAL CHANGE - Arrow knight can now use SIEGE ATTACK against ARTILLERY (abusing an lesser known interaction where if you put long range siege infantry in melee mode, they will use the siege attack against ships instead of the normal attack, I have made it so that Arrow knights do the same against artillery, and since the siege attack has higher priority then the normal range attack, this should mean that it will always try to use siege attack against artillery)

Heavy infantry tag removed

Siege damage increased from 39 to 40, siege range increased from 30 to 34.

Range attack decreased to 6

HP increased to 215, range armour decreased from 40 to 20

Multipliers against artillery, Cav and Shock infantry Removed

The idea here is to allow it to do its 2 roles more seperately and cleanly rather then leading to the situation where buffing it against artillery makes it clear units too easily. Noted that with its current siege damage, it actually has less then half DPS against artillery then non-patch ( due range attack multiplier and 1.5 ROF) but has longer range to compensate

Increased HP to allow survivalbility against splash damage (even if artillery deals 0.5 damage, the splash can offset that) and melee

If this is a decent idea ,could be a good change for other high siege units.

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Tech Changes

Big Button changes - A bunch of big button have been merged with the temple support shipments in order to make these effects more accessible and decreased the amount of must cards in decks, also some changes.

War Song (Nobles’ Hut)

Now delivers 5 Arrow Knights as base and 1 every 3 mins (total 15) and gives the following

  • +20% damage (same as before)

  • 1 AOE to all range attacks

  • In melee mode, will prioritise attacking artillery ( think Italian Bersagliere Alpini card)

Now the unit does less damage but do some amount of small spread damage against units and can better focus against artillery)

Barometz (War Hut)

Now delivers 5 Puma Spearman as base and 1 every 3 mins (total 15) and gives the following

  • +25% Speed

  • +25% HP

They can now keep with with coyote for a different complement unlike Jaguar

Cinteotl Worship (Farms)

Now delivers 5 Eagle Runner Knight as base and 1 every 3 mins (total 15) and gives the following

  • +6 range (for a total of 18)

Cant think of anything much here, more range means they can stay further away, there are also other changes.

Coatlicue Worship (House)

Now delivers 5 Otontin Slingers as base and 1 every 3 mins (total 15) and gives the following:

  • +25% HP

  • +2 range and LoS

No changes to the effect here

Founder (Community Plaza)

Instead of increasing the War Chief XP bonus from x2 to x3, now increases general kill bounty by 50% ( It feels prety bad losing war chief with the x3 aura, this way under the aura, the increased XP bonus is still the same (1.5 x2 = 3) but if you lose the War Chief its not a complete loss.

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AGE UP CHANGES

The Chief

Now upgrades the Cuachic Ascension attack into a charge attack and improves the bonus it gives, which in addition to faster attack speed for the war chief also increase other unit speed and attack speed by 5% for 15 second) - Cooldown is 60 seconds irrc

In addition, instead of locking in the bonus HP and damage of the special attack with the age up, now gives scaled increase with every age up as a shadow tech

Age 2 (+20% HP, 25% Special attack damage and +1 AOE)

Age 3 (+10% HP, +25% Special attack damage)

Age 4 (+10% HP, +25% Special attack damage and +0.25 AOE)

Age 5 (+10% HP, +25% Special attack damage and +0.75 AOE)

In total you get an extra +50% HP, +100% special attack damage and +2 AOE (same as getting the age 5 version of the tech before) this was just a never used option and I want to experiment

The Elder

Now gives +30% stats to War Hut and Nobles’ Hut with every version of the age up

Just want to try this one, can make this scale if needed

The Wise Woman

Now gives 20% gather rate to Farms, and Estates on every age up ( and also boost Fields, Rice Paddies, Mills, Hacienda (and the Hacienda autogather) on every age up cause again it feels bad to lose out on it if you decide to go for it earlier

Age 3 onwards sends Homestead Wagons, which can make both Farms and Estate instead of just Farms.

CARD CHANGES (Long list coming)

Cards Added

Native American Allies Aztec
Like Inca version, but unlocks Maya, Zaoptec and Carib. This gives Aztec a plethora of eco (Maya and Zapotec) and also combat upgrades (either +20% HP on basically everything or +20% hand infantry Damage or +10% hand infantry and foot archer damage and increased damage against vills on otontins and Eagle Runner Knights - this is also why Eagle Runner Knights are Foot Archers now)

10 Coalition Allies (500 Gold)
Sends 5 Zapotec Lightning Warrior and 5 Mayan Javalineer, Can be sent twice

24 Coalition Allies (1000 Gold)
Sends 12 Zapotec Lightning Warrior and 12 Mayan Javalineer, gives Elite, Can be sent twice

18 INF Coalition Allies (1000 Gold)
Sends 9 Zapotec Lightning Warrior and 9 Mayan Javalineer, gives Elite and Champion

Basically want to adjust the famous rush abit in a way that reduces the spam potential of sending multiple shipment but still keeping a bit of its power. In the late game version sending 9 of each makes it so that you can send quite a bit of them before hitting the unit limit cap

Cards Removed

Temple of Centeotl Support (merged with Coatlicue Worship)
Temple of Coatlicue Support (merged with War Song)
Temple of Xochipilli Support (merged with Baromezt)
Temple of Tlaloc Support (Merged with Cinteotl Worship)
11 Mayan allies
9 Zapotec allies
24 Mayan allies
24 Zapotec allies
17 inf Mayan allies
17 inf Zapotec allies
War Hut Training
Stone Towers
Card Changed

Aztec Fortifications
Added effects of stone towers to make it more reflective of its backend name (extensivefortificationsaztec)

Tollocan Garrisons
Added effects of War Hut Training make it more like Haud Advanced War Hut

Temple of Xolotl Support
Now buffs gather rate for Fields, Rice Paddies, Mills, Hacienda (and the Hacienda autogather) as well

Religious Unity
Now Reduce gold cost of all home city shipments by 40% (including infinite shipments) instead of 50% for non-infinite ones and 25% for infinite ones.

Old Ways
Like Haud version, Makes all Big button 0 cost and unlocks special big button (Inf 12 Jaguar Prowl Knights)

Agrarian Ways
Like Haud Version, moved to age 2 and now makes cost of farm and estates upgrades free but makes it slower.

Inf 600 Gold
Now sends additional crates with every age up after its starting age (+200/+200/+200) for total of 1200Gold in Imp

Inf 900 Gold
Now sends additional crates with every age up after its starting age (+200/+200) for total of 1300Gold in Imp

Inf 1300 Gold
Now sends additional crates with every age up after its starting age (+100) for total of 1400Gold in Imp

These changes again are more so that it feels less bad being locked into 1 of these 3 choices depending on the game plan or game mode. Lategame the Inf 1300 Gold is still the best for treaty purposes. May also consider doing the same to the 300 gold version but that one is shared amongst civs so harder to touch

2 Likes

Merci à toi pour ce mod, je vais aller le dl :wink:

Really impressive change. Having a priority to attack artilleries is really helpful to control. If it works well, I hope it can be implemented officially. Arrow Knights should play roles equivalent to Culverins and Mortars for anti-artillery and siege.

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To clarify it doesnt auto priorities attacking artillery in like auto attack, that line of text is saying that currently it has 2 attacks, both capable of hitting artillery, but due to the priority, it should never use its now very dimished range damage attack against artillery.

I am testing like auto attack prioritizing artillery, but that is locked behind the war song big button and only if you change them to melee mode

How would you manage the Skull Knight issue?
A card, a tech, an unlocking?

I find all this very interesting. I think some of the ideas would be too strong (like greater range for ERKs), but in general I like the idea you suggested for Arrow Knights.

The other thing I’d consider is having set, smaller numbers of units for the Big Buttons. If we improve the strength of Aztec units (which I think necessary for the late game), than we need to tone down the massive overpop. Aztecs can get, roughly 300 pop at the start of treaty I think.

tbh im of the view that at base, aztec units are relatively set for lategame. I would rather give them changes through choiced options, like with the native american allies card (either 20% HP, 20% hand attack or 10% atk to hand infantry of archers) edit: and also the change to the war chief boosting ability, giving more speed and attack speed to all units.

also with the old ways change, I think the scarier play is a fast FI into pressing all the free big button at once rather then a lategame play. Since it locks a lot of the effects that are needed for aztec behind the buttons you dont want to w8 the 30 mins to get the max number. If its treaty then they already get the massive overpop already and they do ok.

nothing skill knight FI still fun and should be locked behind a card

Well, giving them things like better AKs, more range on ERKs, and Native upgrades seems like a lot if the existing treaty overpop is maintained imo.

eh the AKs I dont know is actually better, since technically their DPS against artillery is now halved in exchange for more range

their range attack is also halved

Im doing this more as a test to see if you can seperate out the 2 roles of the AK more cleanly

Edit: ERK are also not that good in treaty iirc cause they are so gold heavy so i think the increased range doesnt do much there

My Aztec treaty might be a bit poor, but I tended to use at least a few ERKs. They nuke melee cavalry and if you keep them behind other units you shouldn’t lose too many. You also suggested giving them an extra tag that would help their attack or hp from the native techs. Damage also scales really well into the War Ceremony.

They are good units but they are not high impact iirc for aztec treaty where as far as i can tell the name of the game is jaguars, skirms and coyote with AK in the back to snipe artillery and buildings. Its not the core of your army is my point so the changes shouldnt have an outsized impact

Goon type units arent that great in treaty for the most part i feel

I also somewhat nerf the jaguars siege for this so I think it evens out a bit

That’s correct in general, but usually that’s because they aren’t pop efficient. It could also be an issue in team games (not to switch topics too hard). I just think giving them 18 range is too risky. I’d be much more comfortable with +5 or even 10% more ranged armor with the traditional 16 range. At least that’s been done before.

Fair, the increased range is not an integral part of this so thats adjustable

I think the way the numbers works out, +20% base HP to the ERK is better then +5% range armour on the range HP front so I think that should be very good already

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