Difference between revisions of "Maya"

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== Formation ==
 
== Formation ==
 
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<section begin=Form Maya />{{SVersion|1.13|infobox}}
{{SVersion|1.13}}
 
 
{{Decision
 
{{Decision
 
|decision_name=Reunite the League of Mayapan
 
|decision_name=Reunite the League of Mayapan
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*All provinces in the HRE are removed from the HRE if Maya is not an elector.
 
*All provinces in the HRE are removed from the HRE if Maya is not an elector.
 
*Set [[government rank]] to kingdom if current rank is not kingdom
 
*Set [[government rank]] to kingdom if current rank is not kingdom
*Gain claims on all unowned provinces in [[North American regions#Yucatan|Yucatan]]
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*Gain claims on all unowned provinces in [[Yucatan]]
 
*Gain {{icon|prestige}}{{green|25}} prestige
 
*Gain {{icon|prestige}}{{green|25}} prestige
 
*Change government to [[Despotic monarchy]]
 
*Change government to [[Despotic monarchy]]
}}
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}}<section end=Form Maya />
  
 
==Events==
 
==Events==

Revision as of 14:47, 22 September 2015

Maya
Maya.png
Primary culture
Putun

Capital province
Petén (842)

Government
Tribal Despotism Government tribal.png

State religion
MayanMayan.png

Technology group
MesoamericanMesoamerican technology group

Template:Idea group/Mayan Maya is a formable country in Mesoamerica. It can be formed by states with primary culture in Mayan group and Mayan religion, namely Xiu, Itza, Cocomes and Kiche in 1444 start. Once formed, Maya will retain the primary culture, national ideas and Mayan religious reforms of the founding nation and change government to Despotic Monarchy. Since Mayan culture doesn't exist anywhere in historical starts, the de facto culture of Maya nation will be either Yucatan, Putun or Highland Mayan. The Maya will also change its government to despotic monarchy automatically upon formation, despite being tribal despotism in history files.

Historically, the League of Mayapan was dissociated in 1441 after Ah Xiu Tutal overthrew and slaughtered the then ruling family, Cocomes. He became the last chief of the league de jure but the rebellion of other states was already unavoidable and the league finally and completely disintegrated in 1461. The truces between the independent Yucatan states remained until Cocomes was ambushed by the Xiu again at Chichen Itza in 1535, a few years before Spanish conquistador Francisco Montejo arrived and conquered Yucatan. The Itza city-state of Petén was the last independent Mayan state before it fell to Spanish invaders in 1697.

Formation


Execute decision.pngReunite the League of Mayapan

missing versioning

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.


 
Potential requirements Allow
  • Is not a subject nation
  • Is not at war
  • Is not a subject
  • Mayan religion is reformed
  • Owns and has cores on:
    • Petén, Sotuta, Mani, Ecab, Chacuyal, Xicallanco

Effects
  • Changes country into Flag of Maya Maya
  • All provinces in the HRE are removed from the HRE if Maya is not an elector.
  • Set government rank to kingdom if current rank is not kingdom
  • Gain claims on all unowned provinces in Yucatan
  • Gain Prestige.png25 prestige
  • Change government to Despotic monarchy

Events

Main article: Mayan events

Strategy

Opening moves

There are four countries which can reform the League of Mayapan:

Xiu or Cocomes

These two countries have similar initial strategy: both of them have relative high income, low autonomy and are isolated from the main Nahuatl countries. Attack them from the back and demand as many provinces as possible. When the player has controlled all 14 Mayan provinces, try to ally with an enemy of the Zapotec and then declare a war on the Zapotec. Negotiate separately if there is any independent country in the enemy alliance, as this will give the most provinces needed, and the player can perhaps force-convert them as well. Make sure that the nationwide unrest is low enough so that rebels won't break out when coring conquered provinces. Increasing autonomy of distant heretic provinces will be a good choice, because after they become independent and conquered again in next cycle the autonomy will drop to 50% (40% with a claim). After securing 20 provinces, just core them and pass the first reform.

Itza and Kiche

Itza and Kiche have much lower starting income than the wealthy Yucatan states, and both of them border a hostile Zapotec directly. Itza has the worst position at the beginning of the campaign: all three Mayan neighbours are rivals and it is unlikely to remove the hostile status of Zapotec in a short time. Kiche, on the other hand, is a little landlocked and hard to gain rich provinces immediately. It is unable to fight the two other Mayan states initially, so try to ally a Nahuatl country having a military alliance with another Mayan state. If that state attacks first and breaks the alliance, invite the Nahuatl state to clear the threat and occupy it in return. Otherwise both Mayan states will be called into the same flower war, preventing short term threat. As Mayan states, Itza and Kiche doesn't have to confront heretics, unless a defeated army with no morale flee to an adjacent province. Preserve the army and try to conquer the other Mayan states as soon as Aztecs or another Nahuatl state have reached a truce to lower the risk from being attacked from multiple sides. When facing stronger states, use the tropical terrain in Itza and Kiche to consume their manpower and hurt their morale first and hunt them with an army later. It won't be too hard to remove the rival Mayans from the maps before enacting first reform.

Reform Mayan religion

The strategy for all four Mayan states from first reform are pretty same. The Mayan religious reforms are the most useful among the Mesoamerican and Andean religions: they can decrease revolt risk, land maintenance and core-creation cost as well as increase infantry combat ability and provide a colonist. Although colonization is the most secure way for expansion, the technology and tropical terrain will delay this progress a lot and it is suggested to win the required provinces from battle. Reducing core-creation cost and increasing infantry combat ability should be the first two reforms if Maya try to expand aggressively. Land force limit and manpower boost from tribal federation will be extremely helpful in military expansion. Watch out the alliance relations of neighbours and make sure to secure alliances with rivals of the next target, or it will be a pain to deal with a coalition. If one of them become too strong to threaten the expansion of the player, ally with them and give them some provinces in war rather than let them vassalize. Nahuatl allies will definitely suffer from high doom during a 15-year truce. A Mayan state with 10+ provinces can easily afford the salary of theologian. Even if the unrest is dangerously high, harsh treatment won't be a bad idea since natives seldom use their military points elsewhere. If the player wants to conquer Aztec regions later, it will be better to force-convert their state religions in earlier reform cycles so that Maya won't suffer from low religious unity after conquering their provinces.

European arrival and westernisation

After the reformation of the Mayan empire, a whole new set of problems emerges. The first set isn't any European nation, but the neighbouring native states. The first major problem will be north, often the massive amount of infighting between the Aztec states will create a unified Aztec empire, an empire that now is glaring at the player's new lands. The next biggest non European adversary is to the south, the Incan empire. The Incan empire is more wealthy, bigger, and has very defensible mountain territory that can lead to an uphill battle that the Mayans will ultimately lose. The key to winning both of these battles is the same: Rebels. As with the Mayans, each empire is a patchwork of smaller states, each one not happy with losing independence. For the Aztecs, wait for one of their inevitable uprisings, then strike, the combined stack of rebels plus the player's stack should be enough to break the poor Aztec armies. The next step is waiting. Eventually, by around the mid to late 1500s, the Europeans start to appear, when they do, the player has to act fast, improve relations with them and help them in their inevitable conquest of the Inca. Westernise, then, while they're fighting, crush their colonies and attack them from behind, solving two problems with one war.

Country guides

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Caddo.png Caddo Cherokee.png Cherokee Iroquois.png Iroquois

Central African technology group Central African.png Kuba.png KubaMutapa.png Mutapa
East African technology group East African.png Ethiopia.png EthiopiaMogadishu.png Mogadishu
Muslim technology group Muslim.png The Mamluks.png MamluksMorocco.png MoroccoTlemcen.png TlemcenTunis.png Tunis
West African technology group West African.png Air.png AirMali.png Mali

Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Oman.png Oman
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Orissa.png Orissa
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Timurids.png Timurids Uzbek.png Uzbek

Andean technology group Andean.png Chachapoya.png Chachapoya Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche