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General Information Edit

Tikal Tikal is a Mayan Kingdom that is playable from 2 to 987. In 987, Tikal is absorbed into Maya Maya. Tikal's historical rival is Calakmul Calakmul.

See also: Maya, Calakmul, Copan, Kiche, Itza, Mixtec, Palenque, Teotihuacan, Toltec, Totonac, Tlapanec, Zapotec

StrategyEdit

First, focus on conquering the other Mayan states so you can form Maya Maya, then you can focus on reforming the Mayan religion. Do whatever you can to pass reforms as quickly as you can. The advantage of the Mayans over the Central Americans is that the Mayan religion has no Doomsday; so that's one less problem for you. Just focus on crushing the Central American countries and Mayan vassals that try to revolt against you. The most important reform is the Colonist one, especially if you start at a date earlier than 1444. Having as much of the Americas colonized before the Europeans show up is your top priority after reforming the Mayan religion.

DecisionsEdit

Reunite the League of Mayapan Edit

Requirements:

  • Primary culture is in the Mayan culture group
  • Religion is Mayan
  • Is not:
  • Maya Maya does not exist
  • Is not a subject nation
  • Is not a colonial nation
  • Is not a nomad nation
  • At peace
  • Owns core province: Petén (842), Sotuta (846), Chacuyal (2634), Ecab (2636), Mani (2637)

Upon Enactment:

  • Country changes to Maya Maya
  • Set government rank to EmpireEmpire
  • Government changes to Despotic Monarchy
  • Gain28px-Prestige25 Prestige
  • Gain a permanent claim to the Yucatan area
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Mayan Ideas and Traditions Edit

Traditions:

  1. -1 National Unrest
  2. +15% Fort Defense

Ideas:

  1. The Sacred Cenote: -10% Stability Cost Modifier
  2. Building Traditions: -10% Development Cost
  3. Ancient Feuds: -10% Aggressive Expansion Impact
  4. Shipwreck Survivors: -5% Technology Cost
  5. Kuchkabla: +10% National Tax Modifier
  6. Remove Isolation: +1 Attrition for Enemies
  7. Caste War: +10% Morale of Armies

Ambitions:

  1. +10% Infantry Combat Ability

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