The Maya
could almost be said to be the antithesis of the Germans.
Whereas many German players will want to wait until a later Age (there are eight),
a player might choose the Maya either to make an early rush - or at least some nuisance
raiding - or because an opponent is likely to do the same.
One key Maya advantage is the free upgrades to Militia, Minutemen, and the Partisan.
The Tower offers these defensive Technologies, usually at the cost of Food and Wealth.
Research them and you can turn your Citizens into light foot units to fend off invasion.
If you somehow end up with a surplus of Citizens (this happens), you can send them
abroad with your army. Keep them alive long enough, and you can turn them right
back into workers.
Another major defensive advantage is that all Mayan Cities, Towers, Forts, and their
upgrades fire arrows even when they are ungarrisoned. You will find this a very
useful asset even when pursuing aggressive expansion; once you assimilate a captured
city it will start firing at the enemy units that called it home shortly before.
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The first unique Maya military unit, in the Ancient Age, is the Balamob Slinger.
Upgrade this to the Royal Balamob (Classical Age), and later, the Eagle Balamob
(Medieval Age). Think of these units as "super light infantry;" they are devastatingly
powerful against other Slingers, against all
light infantry units, in fact. This is one reason they are a good antidote
to an early rush.
Later in the game, Maya unique infantry take a more defensive stance, at least theoretically.
In the Modern Age, the Maya can recruit Recoilless Rifle units at the Barracks.
These can be upgraded to Dragon Anti-tank Missiles. Both are better than their standard
counterparts - the Bazooka and Anti-Tank Missile, at their assigned task, which
is destroying enemy Tanks. They also move more quickly, and as such, can accompany
infantry units into enemy territory when they travel without tank support.

Temple: can expand national borders and
increase Wealth gathering
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Balamob Slingers - Light Infantry, Ancient
Age (I)
Fast, cheap, and short-ranged. Extremely effective against enemy light infantry.
Royal Balamob - Light Infantry, Classical
Age (II)
Fast, cheap, and short-ranged. Extremely effective against enemy light infantry.
Eagle Balamob - Light Infantry, Medieval
Age (III)
Fast, cheap, and short-ranged. Extremely effective against enemy light infantry.
Recoilless Gun - Heavy Infantry, Modern
Age (VII)
Particularly effective against all types of vehicles.
Dragon AT - Heavy Infantry, Information
Age (VIII)
Particularly effective against all types of vehicles.
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