Skip to content

Mayans

Kite Dive premier mobile archer; front-switching.

Spawn unit Starting age Kills to Castle Kills to Imp Razes to vill Cap Interval
Plumed Archer (signature Castle UU) Post-Imperial 250 500 1 80 8 s

⚡ Quick reference

  • Baseline: +1 villager, resources last longer, foot archers cheaper, team wall −50%. UU Plumed Archer (fast, pierce armor). UTs Holcans (+Eagle HP), Hul'che Javelineers (+Skirm projectile).
  • Requiem v294: starting age Feudal; kills-to-Castle 250; razes-to-vill 1 (S-tier).
  • CBA role: premier mobile archer; front-switching.
  • Post-vill: Plume + Eagle + multi-projectile Skirm + siege.
  • Weak vs: Huskarls, Ghulams, dedicated Skirms — force Eagle transition.

📜 Deep playbook

🏛️ Standard DE profile

  • Civ bonuses:
  • Start with +1 villager, but -50 food.
  • Resources last +15% longer.
  • Archer-line -10%/-20%/-30% cost in Feudal/Castle/Imperial.
  • Walls cost -50%.
  • Team bonus: Walls cost -50%.
  • Unique unit: Plumed Archer (Castle UU, fast archer with high pierce armor).
  • Unique techs:
  • Castle Age: Obsidian Arrows — Archer-line +6 attack vs. buildings.
  • Imperial Age: El Dorado — Eagle Warriors +40 HP.
  • Notable missing techs: no cavalry at all, no gunpowder, no Halberdier, no Champion (Two-Handed max? — Mayans DO have Champion, verify: Mayans have Champion in DE).
  • Walls: all three tiers, cheapest in the game.

🏰 CBA REQUIEM v294 profile

(v294 numbers: Fandom wiki, retrieved 2026-08-21)

  • Starting age: Post-Imperial.
  • Spawn unit: Plumed Archer (signature Castle UU).
  • Spawn interval / unit cap: 8 s per Castle; cap 80.
  • Kills to Castle / Imperial: 250 (Castle) / 500 (Imperial).
  • Razes to first villagers: 1.
  • Free starting tech: none listed in the v294 wiki table.
  • Silver-UT unlock: Obsidian Arrows if buildings are relevant; not listed in the v294 wiki table — ask in the Requiem Discord for cadence.
  • Available buildings / disabled: post-villager Eagle Warrior access; no cavalry; Siege Onager not listed in the v294 wiki table — ask in the Requiem Discord.

CBA role & archetype

  • Primary role: kite / DPS archer. Plumed Archer is one of the fastest archer UUs in the game with high pierce armor — kite everything.
  • Secondary role: wall spam (cheapest walls in the game).

🌅 Opening play

  • Minute 0–3: pick a lane, kite backward, force enemies onto your patrol arc.
  • Preferred fights: any melee stack, elephants, slow cavalry.
  • Fights to refuse: Mangonel/Onager splash, Skirmisher-heavy stacks, Huskarl (bonus vs. archer).
  • Micro: micro-kite — fire, back-step half a tile, fire. Never A-move.

⚔️ Kill accumulation strategy

  • Safest farms: Persians (War Elephant), Khmer, Teutons, Byzantines, Franks, Bulgarians, Aztecs (Jaguar can't catch you).
  • Avoid: Goths (Huskarl), Ethiopians (Shotel + boosted skirm), Mongols (Mangonel + Cav Archer).
  • Anti-cage: kite in circles around friendly units; Plumed Archer speed lets you escape most flanks.

🏚️ Raze allocation

  • Priority: low. Plumed Archer is efficient; economy isn't the bottleneck.
  • Feed razes to: Persians, Turks, Mongols, Koreans.

👷 Post-villager composition

  • Wall order: exploit the -50% wall cost — wall everything, including redundant back layers.
  • Standard build: 2 Archery Ranges (Arbalest — Mayans have Arbalest), 1 Barracks (Eagle Warrior + El Dorado), 1 Siege Workshop. UU production and Castle research run from your pre-placed Castles.
  • Imperial composition: Elite Plumed Archer + Arbalest + Elite Eagle Warrior (El Dorado) + Onager/Ram.
  • Silver-UT priority: El Dorado for Eagle fallback tank; Obsidian Arrows situational.

⚖️ Strong against / Weak against

  • Strong vs.: all melee civs, elephants, slow cavalry, Cataphract.
  • Weak vs.: Goths (Huskarl bonus vs. archer), Ethiopians, Mongols, dedicated Mangonel splash.

🤝 Team synergies

  • Best pairs: Teutons (Teutonic Knight wall + Plumed kite behind), Koreans (Siege Onager cover), Franks (Paladin front).
  • Conflicts: another fragile ranged civ (Chinese, Vietnamese, Britons) — no front-line.

🎮 Key micro rules

  1. Never A-move; always micro-kite.
  2. Fire, half-step back, fire.
  3. Wall aggressively — you get -50% cost.
  4. Refuse Huskarl fights entirely.
  5. Preserve Plumed Archers — they're your DPS spine.

⚠️ Common mistakes

  • A-moving into Huskarl (which erases the stack).
  • Not exploiting the wall discount.

🔒 Version-locked (Requiem v294)

  • Plumed Archer as spawn is v294 standard.
  • Missing-tech list preserved from DE base.