A Rework of the civ that focuses more on their historical/mythological aspects and creating more fun, less one-dimensional, and unique gameplay.
Age Up Choices
Each age up gives access to certain native units and technologies, such as the Maya, Quechua, Mapuche, or Zapotec, as well as shipping a single warrior priest.
Age of Wisdom reduces the research time and cost of this age up and all standard technologies by 20/25/30/35%.
Age of Thunder grants 3/6/9/12 Household Turkeys (Sheep) and reduces the train time and cost of villagers by 20/25/30/35%.
Age of War increases building hit points and damage by 25% and allows you to build castles, shipping 1/1/2/3 castle travois and 1/2/3/4 military travois.
Age of Fire increases the siege damage of all your units by 25% and ships 2 rams/4 arrow knights/2 light cannons/2 heavy cannon.
Age of Obsidian Ships 2 more war chiefs and empowers their aura. grants war chiefs the sacrificial prisoner’s passive, increasing their stats as they defeat enemies.
When playing supremacy or empire wars (not treaty) the imperial age has an additional age up option, “United Aztec Federation” or U.A.F., explained at the bottom.
New Core Mechanics
Warrior priests are now revivable heroes, and you gain a warrior priest every time you age up for a maximum of 5. Each warrior priest now has access to several abilities with a shared cooldown they can use every 2 minutes. Some of these abilities are non-stacking auras that provide a strong benefit for 6 seconds that are then greatly reduced, such as an attack or move speed aura. After 6 seconds a much weaker aura remains until they use another ability. Each warrior priest has their own separate cooldowns.
Another ability called ascendency massively increases a unit’s stats for 12 seconds and grants them a stat boosting aura for the same units, after which only a smaller permanent stat boost remains. Ascendant units have a new model and gain the sacrificial prisoners passive, which permanently increases their stats for every unit they defeat.
Central to their new playstyle, Aztecs no longer have access to the community plaza, nobles/war huts, or the native embassy and have no researchable economic upgrades. Instead, they start with a temple travois which can build a temple and can train several more temple travois from the tc. They allow the training of native allies and mercenaries which arrive at your home city point as well as native and unique technologies. They are also upgradable 3 times, greatly changing their look and increasing their benefits.
Temples increase all base gathering rates by 2.5%, with every upgrade increasing gather rates by another 2.5% for a maximum of 10% per temple, 50% overall. These are further increased through an upgrade in the imperial age.
Temples additionally increase nearby building hp and damage by 12.5%, increasing by 12.5% for every upgrade for a maximum of 50%, as well as reducing the train time of military units near them by 20% per upgrade.
Each Temple allows a single warrior priest to perform sacrificial prisoner ceremonies that focus on empowering bounties and xp, such as increasing enemy unit xp bounties, giving a trickle of a resource such as food and adding that resource to enemy bounties, or sacrificing gold/second for xp/second. Only one of each ceremony can be performed at a time, and they provide increased benefit with each age up.
Temples also allow the training of normal healers and the ransoming of warrior priests. they allow Warrior priests to travel between temples instantly when garrisoned in them so players can quickly switch between using them in battle or in temples.
Buildings
Mustering Halls replace noble/warrior huts and allow you to train and upgrade your military units. Temple upgrades allow nearby mustering halls to recruit nobles, with rebalanced Eagle Knights being available from the first upgrade, Jaguar, and Arrow Knights from the second upgrade and skull knights from the last upgrade. Mustering halls do not shoot and have no build limit.
Aztecs have access to jungle outposts, which are cheaper and weaker towers with greater build limits. if they chose the Age of War they can also build one castle per age. Castles start weaker than forts but get significantly stronger with the temple aura and upgrades unlocked through age ups.
Aztec markets are also livestock pens and train household turkeys instead of sheep. They function the same as sheep.
Aztec houses cost 50 wood but provide only 6 population.
Aztec Farms cost 160 wood but only allow 5 gatherers.
Aztecs have mining shafts instead of estates. They cost 1000 wood and function like infinite but slower gathering mines. Villagers gather by garrisoning in a mine shaft, safe from harm. Up to 25 villagers per mining shaft.
Craftsmen Guilds have access to several unique upgrades for the Aztec army and their buildings. When near a fully upgraded temple in age 4, they allow the construction of captured mortars.
Units
All units now have age 2 stats and cost 1 population space except for skull knights.
Slingers now cost 60 food/20 gold and have 80 hp 20% ranged resist, 4 move speed, and 10 attack 1.5 rof 2x heavy infantry, 1.5x light cavalry, .75x heavy cavalry at 14 range. Their range increases by +2 per upgrade, shots are instant.
Puma Spearmen now cost 60 food/20 gold and have 100 hp 20% melee resist, 5.5 move speed and 12x5 vs cavalry. They are no longer siege troopers.
Coyote Runners cost 100 food/20 gold and have 200 hp 20% ranged resist, 6.75 move speed and 18 damage x1.5 vs light infantry. They are no longer shock troopers, instead have the cavalry tag.
Eagle Knights cost 80 food/60 gold, have 120 hp 20% ranged resist, 7.25 move speed and 1.5 rof, 12 damage x3 vs heavy cav, 2 vs artillery, .5 vs villagers at 12 range. No longer shock troopers, they have the same tags as cavalry archers.
Jaguar Knights cost 100 food/40 gold, 200 hp 20% ranged resist, 5 move speed and 12*5 vs all infantry. They are now light infantry with a melee skirmisher tag.
Arrow Knights cost 60 food/60 gold 1 pop, 150 hp 50% Siege resist, 4 move speed and 3.0 rof 10 siege damage x3 vs artillery, x5 vs buildings and ships at 20 range increased by 4 per upgrade, shots are instant.
Skull Knights cost 200 food 40 gold 2 pop, have 400 hp 20% melee resist, 5 move speed and 20 damage with 2 aoe, x2 vs heavy infantry and heavy cavalry.
New cards focus on sacrifice, alliances, warfare, and temples. For example, a card that revives all slain ascendant units with their sacrificial prisoner stacks for one last battle.
United Aztec Federation
When not playing treaty appears as an age upgrade option in the imperial age. Follows the fantasy of the Aztecs repelling the Spanish and surviving till WW1. Replaces decks and units. Buildings are reskinned, Slingers are replaced with reskinned cruzob avengers, puma replaced with reskinned cruzob infantry, Coyote Runners and jaguar knights replaced with reskinned Lancers, eagle knights replaced with reskinned rifle riders, skull knights with grenade launcher equipped soldado and arrow knights with reskinned leather cannons called jungle guns. Allows the construction of factories, heavy cannon, and machine guns as well as steamers, dreadnoughts, and cruisers.