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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.8.

Primary culture
Aztec (Central American)

Capital province
Mexico (852)

Despotic MonarchyGovernment monarchy.png

State religion

Tech group
Ideas and traditions

Traditions.png Traditions:

+10% Infantry combat ability
-10% Idea cost

War exhaustion cost.png Flower Wars

-10% Reduce war exhaustion cost

Legitimacy.png Sustaining the Gods

+1 Yearly legitimacy

Manpower recovery speed.png Telpochcalli

+10% Manpower recovery speed

Morale of armies.png Eagles and Jaguars

+10% Morale of armies

National tax modifier.png Imperial Tribute

+10% National tax modifier

Production efficiency.png Floating Gardens

+10% Production efficiency

Spy offense.png Pochtecayotl

+20% Spy offence

Idea bonus.png Ambitions:

+25% National manpower modifier

Aztec is a country located in the Central America. It is also the primary nation of the Aztec culture.

Note: If converted from CK2 game where Sunset Invasion is active, they will have other national ideas and the High American.png High American technology group.


Have a good strategy for Aztec?
+ Add it to this article and help other players!

The 1.8 update drastically changed the Meso-American region. There are now many warring nations in the region, and the Aztecs have a lot less power than they used to. Starting out, the strategy is the same standard one; form alliances and use conquest to create an American powerhouse. Generally you should try to keep your tech low and conserve monarch points for westernization, but there are a few key technologies that are highly advisable to have. First and foremost, you NEED diplomatic tech 3. With it, you can create heavy ships, which are your best chance against the conquistadors. By the time that Europe arrives, their armies will be leagues ahead of yours, and any land battle that you fight will be almost a guaranteed loss. Your ships however will be more evenly matched, and thanks to having two coastlines, valuable trade goods and high basetax, you can field a very large number of heavy ships. With these, you should be able to prevent the Europeans from making landfall. Slightly less important is administrative tech 4, and the idea that it provides. While it's tempting to go straight for a colonist to expand your realm right away, this also expands your coastline, making it harder to defend with your fleet. Instead, you should go for either humanist ideas to help with westernization and the eventual conquest of European lands, or naval ideas to give your obsidian navy a bit of extra oomph for that first frantic defense. As for military tech, just keep it at or above whoever you're trying to conquer and you should be fine. I also recommend using culture conversion, both to keep your diplomatic power around the 2,000 mark and to keep the unrest low when you westernize. Now, all that you have to do is unify mesoamerica and wait for a European colony to pop up near you so that you can westernize off of it. If you're given the option to convert to some form of Christianity while westernizing, it's really up to you. On one hand, conversion will make it easier for you to make powerful western allies and get rid of that pesky anti-pagan CB, but on the other hand, it will drive your unrest up to dangerous levels, practically ensuring at least one rebellion while you're westernizing. Anyways, once you're western, you can do whatever you want. Colonize the Australia, kick the Europeans out of America, or even take the fight to them and shoot for the Sunset Invasion achievement; the possibilities are just about endless.