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A few thoughts of the Mazatl

legowarrior

Chieftain
Joined
Jul 9, 2010
Messages
53
First thing first, I am a long time lurker, first time poster. I am a newb to Rise of Erebus, heck, I might be considered a newb when it comes to the entire Fall from Heaven line. That being said, I do have some observations with one game I am playing with the Mazatl. It's at Prince level, and I'm winning pretty easily, and if the game will stop crashing, I'll have my final wonder up and running and the game won.

So to my thoughts, and hopefully I don't repeat what others have said (I've looked around, but I don't claim Omniscience (unlike the Mazatl do at this moment in my game).

I love the terrain altering effect. It means that I have very little micromanaging to do as the Mazatl, and that I don't have to worry that much about where I place my cities. It will be all jungle before it's over. But the irrigation effect has been bothering me. I can't get rid of it, no matter what I set my workers or mages to do. This has cost me several resources, and mana that I created with a ritual. Is that meant to be the case?
If anyone knows anything about this effect, I'd love to know how to get around it.

I love the priest line of the Mazatl, the Wyvern Guardians are up standing troops for when you get them, and the priests have some cool spells that I usually don't bother getting for myself, like dispel magic (which makes you think that the tower victory would be nice option), but the lack of upgrades for any of these lines means that you peter out by late game. I convert my Guardians and the like to paladins, but other than that, I would be awesome to have some options for high priests to take along with me later in the game.

Last complaint about what is turning out to be one of my favorite nations in RifE is the magic selection. To me, Water would fit better with the Mazatl then either Sun or Creation. Jungles and Marshes are wet places to live! And Spring is a natural spell for them.

Jungles and Lost World make the Mazatl fun to play, but they just don't have many toys in the late game. It would be cool if Mazatl could get some high priests to go along with the Priest of Kalshekk or Omorr, which might be able to lend more support to battles, since you are lacking cannons. I could imagine a High Priest of Kalshekk summoning earth elements or casting valor which Omorr might summon Djinns or maybe summon a wall of force (giving greater recognition to how the Mazatl control their land).

Some other unit idea would be to replace the Chariots that make no sense in the jungle with a flying unit. I'm thinking Wyvern rider or pterodactyl rider that could bombard units helping make up for the lack of cannons.

Turtles would make an awesome replacement for Privateers for the Mazatl. I could see them taming a few to harass enemies and claiming that it was just wild animals from the deep.

And the Coutl, which are not part of the mythology at all would make awesome mini heroes, since the Mazatl lack them without religion.

Anyway, I realize that these are a lot of changes for a side that I'm fond of, but you like a like a nation, you want it to do everything and then some, and still claim that it's all balanced.

Thanks for your time.
 
First thing first, I am a long time lurker, first time poster. I am a newb to Rise of Erebus, heck, I might be considered a newb when it comes to the entire Fall from Heaven line. That being said, I do have some observations with one game I am playing with the Mazatl. It's at Prince level, and I'm winning pretty easily, and if the game will stop crashing, I'll have my final wonder up and running and the game won.

Welcome to the forums. ;)

I love the terrain altering effect. It means that I have very little micromanaging to do as the Mazatl, and that I don't have to worry that much about where I place my cities. It will be all jungle before it's over. But the irrigation effect has been bothering me. I can't get rid of it, no matter what I set my workers or mages to do. This has cost me several resources, and mana that I created with a ritual. Is that meant to be the case?
If anyone knows anything about this effect, I'd love to know how to get around it.

There was some missing python for the swamp improvements. Mazatl workers WILL be able to remove them in the next version.

I love the priest line of the Mazatl, the Wyvern Guardians are up standing troops for when you get them, and the priests have some cool spells that I usually don't bother getting for myself, like dispel magic (which makes you think that the tower victory would be nice option), but the lack of upgrades for any of these lines means that you peter out by late game. I convert my Guardians and the like to paladins, but other than that, I would be awesome to have some options for high priests to take along with me later in the game.

I could potentially add upgrades for the priest units. Or I could do what I plan to do... ;)

Last complaint about what is turning out to be one of my favorite nations in RifE is the magic selection. To me, Water would fit better with the Mazatl then either Sun or Creation. Jungles and Marshes are wet places to live! And Spring is a natural spell for them.

I have no idea why those specific manas were selected, honestly. Creation is fitting for them though, if you read the Bezeri lore (there is a thread on the forum about them, they aren't in game yet. A splinter Mazatl civ, very different however).

Jungles and Lost World make the Mazatl fun to play, but they just don't have many toys in the late game. It would be cool if Mazatl could get some high priests to go along with the Priest of Kalshekk or Omorr, which might be able to lend more support to battles, since you are lacking cannons. I could imagine a High Priest of Kalshekk summoning earth elements or casting valor which Omorr might summon Djinns or maybe summon a wall of force (giving greater recognition to how the Mazatl control their land).

They'll get more toys. In the form of Wyverns.... Coatlann will no longer be a wyvern, he will take after his namesake. ;)

Some other unit idea would be to replace the Chariots that make no sense in the jungle with a flying unit. I'm thinking Wyvern rider or pterodactyl rider that could bombard units helping make up for the lack of cannons.

Again, Wyverns.

Turtles would make an awesome replacement for Privateers for the Mazatl. I could see them taming a few to harass enemies and claiming that it was just wild animals from the deep.

Turtles are already used by the Lanun. However, if you get the Master Siegesmith as Mazatl your siege units will be able to gain Aquatic, and cross rivers. And pontoons, allowing them to move on Coast. ;)

And the Coutl, which are not part of the mythology at all would make awesome mini heroes, since the Mazatl lack them without religion.

Coutl?

Anyway, I realize that these are a lot of changes for a side that I'm fond of, but you like a like a nation, you want it to do everything and then some, and still claim that it's all balanced.

I know exactly what you mean. I spent a lot of time on the D'tesh for this patch for that same reason. ;)
 
Summary: Mazatl
Irrigation is a problem

Chariots make no sense in the jungle (You-You're right. They should be replaced. Rife team has the modeler dude right? Set him to work!)

Turtles > Privateer (Yes!)

Priests are cool, but get sucky later on (I haven't played a full game as mazatl (crashed), so I have no further input.)

Coutl would make good mini-heroes (I don't even know who they are)
 
Same thing here. I assumed he meant a Quetzal, I just didn't think they were really in the lore. :lol:

Here is the new Coatlann.

attachment.php


Sheaim get one too.... But it's rather different. ;)
 
Str 22? Um, isn't that better than the Mazatl hero unit? Are these things gate summons, or are there just a bunch in the shot so we can get more angles on them?
 
Cool, I can't wait for it all to come out. As to Giant Turtle, I looked it up, and it is called a giant Tortoise, which is odd, since in the game, it primarily a sea dwelling creature. I figured, since everyone seems to be reptiles, it would fit with the theme, having them play a similar role to privateers. They have the hidden nation promotion, so they could swim around attacking players you are not at war with, and you could claim ignorance, saying that it was a random spawn. Could you image how crazy it would make people if they had their sea ports blocked by a turtle/tortoise?
 
Cool, I can't wait for it all to come out. As to Giant Turtle, I looked it up, and it is called a giant Tortoise, which is odd, since in the game, it primarily a sea dwelling creature. I figured, since everyone seems to be reptiles, it would fit with the theme, having them play a similar role to privateers. They have the hidden nation promotion, so they could swim around attacking players you are not at war with, and you could claim ignorance, saying that it was a random spawn. Could you image how crazy it would make people if they had their sea ports blocked by a turtle/tortoise?

Tortoise just sounds better than Turtle. :lol: Hell, the wild ones aren't even a Tortoise... It's a "Dragon Tortoise" rather than "Giant Tortoise".

It would be interesting, yes, but it's already the Lanun War Elephant UU. :p

New Coatlann in action... Just need to make a new button and find new hero art.

Coatlann.png
 
Looking nifty! Can't what to try it out, with all the other changes that are planned.
Anyway to make theology Civic work for the Mazatl without the unhappiness due to no state religion? I'm going for an alter victory, and having tons of priests in my pop 60+ cities would be massive overkill!
 
Anyway to make theology Civic work for the Mazatl without the unhappiness due to no state religion?

Ya know, I've never thought of this before, but /signed. It makes a lot of sense. Civs with non-coded "religions" like the Cuali, Matazl, and I'm sure there's more I'm forgetting don't benefit from the +3:)

While I'm on that subject, the Religion civic gives +1:) for every temple except Temple of the Hand. Intended?
 
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