Yes im doing my own post instead of tagging onto others as i want this to be seen. Some of this feedback is a knee jerk reaction but from the limited time ive played as and against the civ I have a few suggestions. The devs want these posts on the forums instead of discord so here it is:
Mexico has too many shipments. This is due to the XP crates on age up (which is fine, part of the civ / US design) only difference to the US is that mexico can spam hasciendas granting 120xp per pop. Possibly the only civ which can send 3 age 1 cards after sending in the 2vils + hascienda.
2vils + hascienda card is very strong due to the xp. options can be leave it as it is or go 1v + 1 has or just 3v instead. A wierd change could be that at the start of the game you have a hascienda wagon which grants 0 xp on completion and change the 2vill + has card to 2vill.
Balancing civs eco around a 600w building is risky but seems to be have donw well. no card relating to hascienda feels too op or broken (yes even 18 vils) is a pass in my book … just but LAND GRAB needs to be removed from the civ. Single best way to sort out mexicos 18v super early card shipment.
Hasciendas themselves can allow 20 vills to work, so that when germany want to put 20 vills to estate, they have to spend 1200w meanwhile mexico just has to spend 600w or just hop onto one of their many pre built hasciendas. I would like to see gathering space on hasciendas down to 15. Still a nice bonus but doesnt take the â– â– â– â– out of the other civs.
Hasciendas should not have a shipment point. to be able to have a forward shipment in the game for free in age 1 is way too strong with no counter play from opponent, cant siege it down super early game, it has very large LoS to see incoming raids and placing them in random places actually works as vills wont gather on them until most nearby natural res has gone. Russia/china/ger have to build forward shipment and brit/spain/Natives/Africans get theirs on the age up, so there is a slight delay until when these building are actually in play. Defensively this allows mexico to be able to give up their TC if under a heavy push and still be able to send a shipment like 2 falcs in age 3 to hold off timing attacks. Final point, just like toprs having a shipment point having an ECO building receive MILITARY shipments is gimmicky as skirms could get shipped to clean up pike units trying to siege the 5k hp building.
Town Centre Bombard attack card is probably too strong. Although you never really want to send it, having a TC which scale from 30 attack to 300 is pretty good, and if you have all vills trapped in TC then they still contribute to defence unlike any other civ. Having all strong musk units like sepoy, jans get 1 shot from the TC feels like pushing is going to be needlessly hard. Also shipping german team TC combat or Colonial Militia card can boost the attack 450 and 600. Essential this gets to the realm of 1 shot-ing cav and taking on the2 falc shipment themselves.
Chinacos having multiplies vs Skirms/archers Heavy Calvary and Dragoon units feels gimmicky. Also due to the fact that they can attack from distance chinacos never really feel like a bad unit. The multipliers does make evaluating the unit strength feel a little convoluted.
Stealth skirms are already a unique feature of the iroqouis. Im not sure why there was a need to carry this over however Iro/haud have much stronger units at the expense of having a bad economy compared to other civs, not sure Mexico can be said to have a bad eco. Age 3 stealth skirms is probably fine but in age 2 this feature needs to be removed. this forces the other play to make outposts on hunts just in case 5 stealth units turrn up randomly, or they may not and the defending civ has just wasted precious wood. Having abilities that allow units to move a full speed under stealth conditions is broken, no one asked for and thankfully is fully lamed to the max as of yet. I knoe the period is short but for the skirms, this is already added to a skirm combat card making this card one of the greatest cards in the game you could argue.
The Revolution FI as Argentina/CA is a massive issue. Given that mexico has a slow age to age 3 and can utilise a cathedral to speed up an age time only once. The FI strat from the revolt is too fast. I still dont know why return back from a revolt advances you up two ages. (i see age 2 revolt as your still in age 2 but like age 2.5 or something). I doubt this will change. Also when you return to mexico surely you should be able to pick federal cards?? maybe not picking cards is good for balance but the whole revolting mechanics is super confusing to new players. Like it takes someone 6 hours just to read through all the techs/cars/age ups of mexico.
The second point is that both the FI and age 2 rev full aggro start the same way, possibly hard to pivot your strat once you learn which way mexico is going. On the aggro side the 5 soldado + petard shipment is too strong, revolutionaries feel super strong en masse due to speed and anti cav bonuses and have a great synergy vs falcs. Some civs just have no answer to falcs in age 2 and cant age up fast enough to get culvs. Not to mention that CA revolt gets a 2 culv shipment to further eliminating a potential weakness they have. 7 vills instantly on the revolt is so strong that it allows the FI strat to easily doable.
The 9 soldado + 2 fac card is too strong. age 4 shipments should have a resource value of 1600 res. NO argument there, thats the design of the game. only a few cards reach 1800 res like 6 cuirs, 17 ruyter and 9 dops as examples. The 9 soldado + 2 falcs has a res value of 2530 res which is insane!! also that this card provides to units which counter each others weakness. I think there a 2 8 chinaco shipments, 1 sending an extra siege unit with the card ? yeah please remove and respect the 1600 res limit like spains 7 hussars or ottos 8 hussars.
Overall Mexico has an identity crisis, plays like every civ combined, has no weaknesses, no “missing” unit in its unit roster line up, has easy access to lots of XP and can either have a super strong vill boom, fish boom, age 2 standard aggro from forward hascienda and military wagon, age 2 aggro revolt or age 2 rev into FI for fast access to the super strong cards that mexico has in age 4 and the xp crates that the age ups bring.
Mexico is an easy S tier civ, probably stronger in team than 1v1 with this likely rising to S+ once crisp builds are figured out if there are no changes. Mexico is everywhere at the moment on the ladder due to it being new but it may soon become a must to bring it on the ladder to compete. The civ does need tweaking and that the creative ideas to bring something new to the game, is continuing to the pull the game in a direction away from what the most loyal and active player base would like it to be.
there could be another 20+ points i could discuss about balance but I will leave it here for now
Many thanks for reading
I_HaRRiiSoN_I / Harrison