Reform the Mayan religion Own these core provinces: Petén Sotuta Ceh Pech Ecab Chacujal Xicallanco Not at war Not an endgame tag Not a nomad, a colonial, nor a subject nation except as a tributary

The second condition is a long and arduous process that can only be completed by a well-organized and well-funded military.

For tips on how to secure the target provinces, read on.

The Best Nations to Form Maya

1. Huastec

The Maya achievement can be earned by forming a Maya alliance.

The Mayans are an isolated people who live in the north-eastern corner of Mexico. They are surrounded by the warmongering Nahautl nations, who have their own reform process for their religion.

The Nahuatl people continue to live in Mexico even if they cross the border into the United States, but their capital state will still be vulnerable to the Nahuatl people.

The Huastec may be able to conquer the Nahua, but they would need to spend time and money to convert those provinces. Otherwise, they’ll have a low religious unity, which affects their unrest and stability. ..

2. Cocomes

In terms of economy and power, Xiu, Cocomes, and Chactemal have the highest development in the region.

The Mayans who have the most development work done on them are the first two. The third has less development work done on it, while the rest of the Mayans have around 15 development work done on them. ..

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They are between Xiu and Chactemal. They can attack either of the two at the start, and annexing them will double their development. Cocomes owns the Chichen Itza monument, which has been pre-upgraded to the “Noteworthy” tier. They get +10% manpower recovery speed and -10% recruitment time from it.

General Strategy & Tips

Administration and Economy

Provincial autonomy is a key part of the Canadian system, and it can be helpful in certain areas. However, it can also be a hindrance in other areas. Reducing provincial autonomy is one way to improve the system.

Your income and manpower gains from newly annexed provinces are usually lower than from provinces that have more autonomy. This is because newly annexed provinces have less control over your resources and are more likely to be underdeveloped.

You can reduce a province’s autonomy by using the Province UI or the Production Interface. This reduces the province’s autonomy by 25%, but also increases unrest by 10. ..

In most cases, it’s better to have zero autonomy. You can always crush any rebels that spawn due to high unrest.

The Maya have three estates and 30% starting crown land. This means that the average person has only a fraction of what they need to live comfortably. To manage your estates effectively, it is important to divide your resources between them and use them efficiently.

Granting the monarch power generation privileges should be your top priority. As a non-European, you will use your power to develop your provinces and spawn institutions. ..

You’ll need a lot of admin power to reform your religion. In particular, you’ll core and re-core provinces often as well as increasing your stability during the process.

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  4. You should be able to easily access the internet and other resources. ..

The estate agenda is a button that you can press to get a random diet plan.

After you hand out the power privileges, you’ll be left with a small amount of crown land. You can seize 5% back every 5 years, but you can also get more by annexing or developing provinces.

Crown land is important for keeping your economy afloat and avoiding the autonomy growth penalty. You can sell excess crown land to fund your wars, keeping your kingdom strong. ..

Politics and Warfare

Mercenaries can be a valuable asset when it comes to protecting your business or property. They are experienced and skilled in carrying out dangerous tasks, and they are usually willing to take on a job for a price. ..

Merc companies with leaders who have siege pips are more likely to succeed. ..

The Mayans have a national tradition of fortifying their cities at a +15% bonus. This advantage will help you progress through your sieges more quickly. ..

The fort is a great place to stay, as it’s free of castles.

Mercenaries will be your main siege force. They’ll be tasked with taking the capitals of your enemies. If the mercenary leader has good shock pips, they can also function as your main battle group. ..

The Mayans knew how to build spy networks. They could use the “Maya Confederation” casus belli (CB) to justify a war with their neighbors.

Spies are a valuable tool for improving your siege ability against your target. For every spy network size, you gain 0.2% increase to your siege ability. ..

Claims are a great way to saveadmin power. By fabricating claims, you can save 10% on your core creation cost.

If you want to win the war, you need allies. But don’t get too close to them – doing so could lead to your downfall in the long run. Instead, find friends who share your goals and interests, and make sure you curry favor with them. However, don’t get too involved with royals – they may not be the best people for you.

After conquering a region, your allies may become your enemies in the short term. Ending an alliance will result in a five-year truce.

Breaking a marriage can have negative consequences, including decreased stability and prestige. If you attack your spouse, the consequences are even worse - increased war exhaustion instead of stability. ..

A royal marriage will only end if either of your rulers are killed, and that may take a long time.

Every nation in the region will likely be allied to one or three other nations. If possible, it is important to mark these allies as co-belligerents in order to better understand their intentions and strategies. ..

The fight against one of them means facing the rest of them.

If you want to conquer the region as quickly as possible, make sure to mark your allies on the war declaration screen as co-belligerents. ..

This lets you annex their provinces without spending Diplomatic power. They’ll also be cheaper in terms of war score cost.

The United States and Russia are co-belligerents, but they can also call in their own allies. If it seems like it’s going to be too much for you to handle, then just focus on your main target.

A peace deal with a non-co-belligerent can last anywhere from 5 to 15 years, depending on the war score cost of the truce. While it may be tempting to demand ducats and other terms, doing so results in a longer truce.

Breaking a truce incurs a massive -5 stability, +5 war exhaustion, and -30 aggressive expansion.

If you are not a co-belligerent of an enemy ally, you should take them out first to force a white peace. You will have the minimum 5-year truce with them. You will not have to wait that long to attack them. ..