For Mayan countries.
- −1 National unrest
- +15% Fort defense
- −10% Stability cost modifier
- −10% Development cost
- −10% Aggressive expansion impact
- −5% Technology cost
- +10% National tax modifier
- +1 Attrition for enemies
- +10% Morale of armies
- +10% Infantry combat power
Reunite the League of Mayapan
Please help with verifying or updating this infobox. It was last verified for version 1.28.
Once all Maya states of importance fought under the same banner. Let us recreate the League of Mayapan and put the petty conflicts that once shattered the confederation behind us.
If the country is AI-controlled, then it:
With a mere 6 development and separated from the rest of their Mayan brothers, Huastec is the most challenging Mayan nation to play as. Its located in a cornered position in northern Mexico. In order to form Maya, one has to pass religious reforms as fast as possible before the arrival of the Europeans (with the risk of losing land) as well as keeping the Nahuatl nations in check.
Right at the start, the player should focus on making allies by improving relations and royal marriages. Allying with Nahuatl nations should not get into your way of forming the League of Mayapan later on. Keep in mind however, that Nahuatl nations are less likely to accept your alliance offer so a useful Mayan ally might come in need.
You are bordered by Chichimeca, an animist nation which usually has a hard time finding allies. This should be your first target. There are 2 possible scenarios and how to deal with Chichimeca, the first one is to declare war on him asap and annex him for the land. the second one is to wait your turn until a neighbor declares him and then jump at him. Then when that's done, vassalise Chichimeca so you are called into a defensive war against the enemy. Both scenarios have their pros and cons and should be taken in consideration.
If you want to get the achievement, it's in your best interest to (like a snake) sneak your way through Mexico and focus mainly on conquering Mayan nations in southern Meso-America. In order to this, there's one nation in your way, Totonac, who you'll need to rival immediately. To take Totonac down, allying Yokotan is especially useful, since they almost always hate each other.
Cycle of war and destruction
After you've gotten Totonac, you can fabricate a claim on Can Pech, assuming you kept your alliance with Yokotan. From here it's conquering your way into the Mayas until you've gotten like 20 territories. At 20 cored territories, you can pick to choose a religious reform. It's recommended to either take the -2 national unrest modifier to slow down revolts or the one that gives your troops a 10% better combat abilities for the war effort. The -20% coring cost modifier is also optimal, but keep in mind you're going to stack most of your admin points without spending them on technology. (see later)
Upon passing a religious reform, your nation will lose 1 stability, release all of its vassals, and be reduced to a number of provinces equal to 10 + 2 per religious reform already passed (so 10 for the first one, 12 for the next, and so on). The lost provinces will usually be given to nations with cores on them, particularly annexed countries which will be liberated when the reform is passed.
Therefore, everytime you pass a reform, you'll be severely weakened. This puts you at a precarious position for neighboring Nahautl nation who think this is a sign of weakness. Keeping these Nahuatl nations in check is most important. 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. Or. Since Nahuatl nations are all force-vassalizing other, support independence of one of their vassal if needed. In the course of reforming your religion, your nation is going to continuously drag itself into a cycle of war and destruction. All making up for a difficult endeavor to keep balance in the Meso-America region. You'll spit out land and usurp it back later.
The waiting game
After you enabled all reforms and own the required provinces to form maya, it takes time before the Europeans arrive. As of the 1.28 Spain update, colonisers come considerably slow into the Americas. Usually setting up a colony in Mexico between 1520 and 1600. So be prepared for a (long) waiting game.
It's suggested to set a military focus to get the most recent military tech before anyone else. Diplomatically and administrative points are seen as less important in your Huastec run and it's advised not to spend points on admin or diplo techs since you'll barely get benefits as a primitive nation. Instead, wisely spend these points to develop your capital to secure a stable financial income.