Rise Of The Aztecs
TL;DR: Game-breaking fixes for Aztec gameplay and attempts to fix aspects of the Aztec economy death spiral.
A special thanks to Semnickcreativo & Braineel for their forum posts as despite me experiencing this all first hand with a game going all the way to 1530 for nothing (no Europeans ever colonised the new world – I stole all the maps to see if they were anywhere, but no – I dunno why that was the case…); their posts provided an organised way for me to align my gripes with others that have had the unfortunate frustrating Aztec experience:
– https://forum.paradoxplaza.com/forum/threads/the-frustrating-aztec-experience.1870662/
– https://forum.paradoxplaza.com/forum/threads/my-ted-talk-about-tenochtitlan-bug-report-sort-of-mostly-rambling.1868429/
What this mod does:
– Fixes annexing subjects when reforming society
– Fixes incorrectly ‘spawning’ slaves disaster option
– Fixes doom so it lowers your subjects loyalty as per your doom (not from theirs to you, since you have no control over their doom)
– Allows subjugate neighbour native even when reformed
– "Reflection of the Stars" reform disaster first option now affects all subjects, not just Altepetl (only fair)
– Negates doom mechanic with new reform AND locks the new reform (alike Altepetl)
– Update form Aztec empire so that you don’t need to own so much (changed from 75% to 50% – although there’s no in-game tooltip to suggest that you don’t actually need all the land highlighted, so this may be broken in general)
– Adds new Aztec slave market so that we can actually produce Slave goods (like bruh, this is a resource sink otherwise…) only for Aztec specific locked reforms nations
– Adds a handful more tin tiles and a few extra copper (more so in the colonisable north) – tried to make it realistic and at the cost of good resources which you don’t really need and usually have a massive surplus late game anyways (it’s not like the Europeans will be around to trade with…)
Main tile changes:
— Tetellan from Chili to Copper
— Yuririapundaro from Fiber Crops to Copper
— Xochipillan from Lumber to Tin
— Tlazcozauhtitlan from Wild Game to Tin
— Ozumacin from Tobacco to Tin
— Kerhiretarhu from Sand to Tin
Nearby colonisable tile changes:
— O’dam from Gems to Copper
— Cuauchichil (/guachichil in files) from Silver to Copper
— Galeana from Beeswax to Tin
— Chisos from Coal to Tin
— Jocome from Gems to Tin
– I wanted to attempt to fix the insane wood/stone overuse and death spiral that many experience, but after I did the math, I was surprised; Atm the cycle is:
Stone Quarry
– 0.1 tool + 0.12 lumber + 0.1 leather === 1 stone
– 0.28 lumber === 0.5 stone
— 1 lumber === ~1.785 stone
Lumber Mill
– 0.4 tool === 1 lumber
— 1 tool === 2.5 lumber
Tool Workshop
– 0.7 stone === 0.25 tool
— 1 stone === ~0.357 tool
Hence in worse case the cycle of
1 stone === 0.357 tool === 0.8925 lumber === 1.59375 stone ???
1 lumber === 1.785 stone === 0.6375 tool === 1.59375 lumber ???
1 tool === 2.5 lumber === 4.4625 stone === 1.59311 tool ???
So in theory, these cycles should (somehow) create more resources than we started with; But in practice it has been a common problem that this doesn’t happen and these resources endlessly death spiral from AI spamming buildings
I was going to add some unique Aztec production methods for Stone Quarry and Lumber Mill – but after doing the math (assuming it’s correct); hopefully simply adding the extra access to tin and copper makes this cycle not death spiral since Stone will no longer be required for all tools
An idea I had to add extra player control/action, but not necessarily needed to be playable (let me know if you would like this added too):
– Add noble building to help with Proximity that only applies to countries for Aztec specific locked reform nations