Nahuatl allies will likely suffer from high doom during a 15-year truce. A note to keep in mind: left unchecked, the Europeans will take the Pacific islands and establish a presence in East Asia even if the Maya succeed in destroying most of their colonial states. The best choices for the earliest reforms are either the reduction to coring costs or the increase to infantry combat ability. This page was last edited on 25 July 2020, at 17:06. So be prepared for a (long) waiting game. Instead, diplomacy power is better spent on diplo-annexing, peace deals, developing provinces, and, when the Mayans unlock Exploration, buying new ideas. Apparently declaring war on colonies didn't call their overlord to arms so this meant that the only wars I faced against real Europeans were defensive. If the player chooses to invade East Asia, it is wise to conquer the major territories quickly. Should the Incan Empire form, the key to winning battles against them is simple: Rebels. It is also important to make sure that national unrest is low enough to prevent the outbreak of rebellions in conquered territories. The Nahuatl reforms require 5 vassals, so AI Nahuatl countries will constantly force vassalize each other. At the beginning of the game, there are four Mayan states: Xiu, Kiche, Itza, and Cocomes, listed in descending order of total development. Upon reaching level 7 Administrative technology and unlocking the second idea group, Administrative points should be invested in development of the capital and other key provinces. Players with Rights of Man installed can also raise legitimacy if it falls very low, but many Mayan events raise it regardless. The Incan empire is wealthier, bigger, and has very defensible mountain territory that can lead to an uphill battle that the Mayans will ultimately lose; however, the fractured Andean states are much less likely to unite than the Aztecs are. This reform should wait until after some of the Exploration tree has been filled out. Usually setting up a colony in Mexico between 1520 and 1600. Should one of them become too strong and threaten Mayan expansion, an alliance solidified by granting some provinces in war can help. Hopefully by this time all five reforms have been passed and all that remains is to secure a core with a neighbor with embraced institutions. After you've gotten Totonac, you can fabricate a claim on Can Pech, assuming you kept your alliance with Yokotan. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. R5: Started as Xiu, reformed religion and blobbed into the rest of mainland North America. Make sure your are allied to a strong Nahuatl nation(s) to prevent your fellow human-sacricing rivals from suddenly declaring war on you when you least expect. The Mayans also have many unique events that provide large amounts of ducats, stability, legitimacy, and monarch points. The former helps the Mayans conserve administrative monarch points in order to core and recore the provinces needed to reform; the latter helps the Mayans in their repeated wars with other Mesoamerican states.