Hello there. In this post I will be going over my suggestions to lift Aztec into a better state. From a design perspective, I am not going to suggest radical redesigns. I won’t be suggesting new buildings and I will keep new mechanics to a minimum.
Additionally, I will be avoiding a buff to their Age 2 rush. The developers of the game have indicated that having a strong Age 2 rush for Aztec is unhealthy for the game. So I will be intentional in not speeding up the rush or making units stronger that are involved in the rush.
Table of Contents:
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Why buff Aztecs?
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What are the Aztecs missing?
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Addressing Aztec booming weakness with the Alarm Ceremony
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Adding an Age 3 economy option
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Retuning the Arrow Knight
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Final Thoughts
Why buff Aztecs?
Major consensus among top players in the game put Aztecs as one of the weakest civilizations. This seems to be mainly due to the fact that they are so one dimension. They are going to be in your base slowing you down with unit shipments in Age 2.
There are a few exceptions to this rule
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The ‘lame’ town ceremony turtle build. This one is almost seen as bad manners and leads to a not very fun time for the opponent
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The Aztec Fast Industrial (FI). This was more popular on Legacy with some bugs surrounding the WC. It doesn’t seem very powerful in the current meta.
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The skull knight build. This build is seen more as a meme, going full skull knights. Walls + light infantry can instantly stop it, and it is seen as lame
Standard Aztec needs to be in their opponent’s base in Age 2 because they do not have good booming options. The warrior priest boom can work, but this puts the Aztec player at a much higher risk than other civilizations for a worse pay off. Compare the British Virginia Company (VC) boom to the Aztec 10 warrior priest boom. From an economic standpoint, the VC will have a larger payoff, provides line of sight, and has the ability to call militiamen. The Aztec player can compete in these different areas, but falls short on all of them.
What are the Aztecs missing?
I think there are a few items that the Aztecs need to become less one-dimensional
- Ability to do the defensive pop. This is popping out militiamen + a military shipment + a batch of units from a military production facility. Aussie Drongo goes into more detail in this video. Missing the ability to do this makes the Aztec less flexible and makes booming a lot more risky.
- I will be suggesting a few changes related to the Alarm Ceremony and the Warrior unit to address this
- A booming option that can perform as well as other civilizations. The Aztec do have a build order to pump out warrior priests, but this risks being out-boomed by civilizations that are not focused on it.
- I will suggest a change to the Agrarian Ways card to enable a strong Age 3 booming option
- A unit that hard counters artillery. Falconets counter 5 out of the Aztecs primary 7 units (Arrow Knights, Jaguar Prowl Knights, Skull Knights, Otontin Slingers, Puma Spearmen). You will notice that Arrow Knights are listed there despite being the unit that should be the anti-artillery unit.
- I will suggest a retuning for the Arrow Knight. Currently, the Arrow Knight is a unit that is supposed to counter artillery. However, they also are countered by Falconets. Arrow Knights cannot perform population effective against these units and need to do better to perform as a counter.
Addressing Aztec booming weakness with the Alarm Ceremony
As I have addressed above, I believe that missing the defensive pop limits the Aztecs defenses and ability to boom. I am defining the defensive pop as a military shipment coming in, a production batch being finished, and militiamen popping out of the Town Center all at the same time. This rapid increase in units allows a defending player to have a localized superior force that is typically able to snare some of the enemy.
Aztecs lack the ability to do this because of their equivalent to the militiamen - Warriors. Aztecs spawn Warriors at the Community plaza by participating in the Alarm Ceremony. They spawn one at a time, and have the same statistics as militiamen, except for their firing animation. It takes ~50 villager seconds to spawn 1 warrior compared to ~71 villager seconds it takes per militiaman.
But what about the Scouting Party Big Button that delivers 3 Jaguar Prowl Knights?
Aztec scouting party is a good counterpoint. But it takes 150 more resources compared to militiamen levy (or 90 more food when converting gold vs to food vs), brings 37% of the DPS, locked to melee, and has 60% of the total HP.
These might seem like inconsequential differences, but let m break them down.
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Since the warriors spawn 1 at a time, they will lose HP while the other warriors are trained
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Since they are trained one at a time, they can be quickly focus fired without posing a threat
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While they cost fewer villager seconds, the Europeans aren’t investing their resources directly into militiamen like the Aztec have to. Europeans can keep 150 food and 150 gold in their bank and use it to age up or make more units if they aren’t attacked. Aztecs cannot translate the villager seconds into anything else
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The slower attack animation makes them strictly worse at fighting. They need some statistical boost for parity.
My suggestions:
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Update the firing animation of the Warrior to be similar to a Yumi archer. This would bring parity in statistics
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Have the Warriors spawn garrisoned in the Community Plaza. This will keep them from being picked off and allow them to do the defensive pop. Do not permit warriors to garrison back into the Community Plaza after being expelled.
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Make it so that Warriors do not lose any HP while garrisoned in the Community Plaza. This will allow the Aztec player to have useful Warriors, instead of warriors at 1 HP.
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Garrisoned Warriors do not cost population space
Considerations: With these changes, Aztec would still have the disadvantage of having to train warriors while other civilizations can just have resources in the bank. I think the changes above will be adequate and provide a nice flavor to the European standard. However, if this is still too weak, a tweak to the limit of trainable Warriors (such as from 6 to 8) could be considered.
Adding an Age 3 economy option
The Aztec economy lacks Steel Traps and Amalgamation. This was originally designed to be made up for with the Farm and Estate upgrades also effecting the natural resources gathering rates. This was further amplified by Agrarian Ways, which was a little over tuned initially and nerfed into the ground during The War Chiefs expansion.
My suggestion:
Give the Aztecs a way to compete with other civilizations’ full boom. My proposal is to update the Agrarian Ways card as follows:
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All Farm and Estate upgrades are free, except for Big Buttons and Age 5 technologies
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All Farm and Estate upgrades research 80% faster, except for Big Buttons and Age 5 technologies
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A Homestead Travois will be delivered to the Home City shipment location
A Homestead Travois is similar to a Homestead wagon, except it can build a Farm or an Estate
Considerations: Baseline, the card will allow the player to choose between increased food or gold gather speed. The Aztec player can then invest into the other building to continue their boom. The 80% research speed improvement will take the technologies down from 30 seconds to 6 seconds. It will still take a while for this to fully pay off since it will take 40 seconds for the card to ship, ~10 seconds for the building to complete, and 6 seconds per technology researched. This leaves a reasonable amount of time to punish the Aztec for focusing on economy.
Retuning the Arrow Knight
Currently, most of the Aztec military is countered by Falconets and similar artillery. The only ranged option the Aztec have to counter them is the Arrow Knight. Currently, the Arrow Knight is very pop inefficient AND is also countered by Falconets. Due to this, it is very difficult for the Aztec to use infantry units, which they’re supposed to be known for.
Ideally, Arrow Knights should perform similarly to Yabusame. Yabusame are an example of a ranged anti-artillery unit that does it right. This would mean increasing their stats and also increasing their cost. I think its fair to assume that longer range and higher siege damage is a fair trade for mobility and countering cavalry.
Comparison of Discipline Yabusame and Arrow Knights:
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Yabusame: survives 2 cannon ball shots (240 hp), 84 ranged damage when attacking artillery @ 1.5 attack speed, costs 60 food and 150 coin (321 villager seconds)
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Arrow Knight: dies to 1 cannon ball shot (150 HP), 50 ranged damage when attacking artillery @ 1.5 attack speed, costs 50 food and 75 coin (184 villager seconds)
My Suggestion:
Change the Arrow Knight as follows:
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Change the Arrow Knight modifier on all relevant artillery from x0.5 to x0.2
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Increase the attack multiplier towards artillery from x5 to x8
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Increase the cost from 50 food and 75 coin to 87 food and 131 coin (321 villager seconds)
Considerations: the changes would make arrow knights 74% more expensive and will make them just as effective against artillery as Yabusame. Importantly, the Arrow Knight will be just as frail versus cavalry and infantry which would prevent it form being overpowered. This will enable Aztec players to have more variety in their army compositions such as using Jaguar Prowl Knights and Skull Knights.
Final Thoughts
I personally believe the above buffs will not put Aztec in a bad space in the meta. I think the updates I provided above stay within the constraints of the game and won’t make the Aztec overpowered. At the end of the day, the Age 2 rush is unaffected and this will ideally give Aztec a few more options when playing.
Thank you for making it through my rambling post. I’m glad you got to waste your time with me. I look forward to the spirited discussion in the comments.