After some discussions on discord about Mayan UA and seeing a civ I consider among the strongest ones not performing that well in the AI tests (33/34th place on the winrate leaderboard) I wanted to give it a go once more. With the latest patch I reintroduced ancient ruins in my default settings, as the most unbalanced ruin (free tech) has been toned down: they definitely make the early game easier, but the variance is comparable to having good neighbors and CS quests early on so I'm not feeling that dirty anymore. Plus they're fun. If you're playing with 4UC (I'm not) then that game option would be a no brainer either, 4UC components make this particular civ even more snowballing.
No other mods, no events, standard map/size/speed
Game Settings:
Starting Location:
Wee, jungle. And 0 production. Sugar marshes make for a nice early unimproved tile to work but I won't be able to sell luxuries soon. No freshwater capital is a bit of a let-down, with wells not being on my ideal tech path and losing Baths later. Scouting a bit to see if moving the settler can improve the situation.
My 2nd guaranteed luxury is quite terrible, tobacco: that's a nice main luxury to have a monopoly in but checking the monopoly table tells me there're 9 copies of it in the world, no way they're 3 or 4 of them in range for some east India company trick (you really want marble or some % based monopoly luxury as a 2nd one in the capital). So all I'm getting by setting in place are a bunch of flat grassland tiles, coast on the 3rd ring south and east (there's what looks to be the estuary of the river). My UI can be built upon either forest or jungle, and there're never hidden resources on the tile the initial settler spawns over, so a kuna over that grassland forest isn't going to preclude any better improvement. The natural border expansion is going to lean toward the tobacco and the bananas south, those are wasted early tiles. Hence, moving. I put myself in the middle of the sugar cluster, with 2 plain not-adjacent jungles right next the capital that can be improved with a kuna. The swamp in between sugars is also a good place but I don't want to lose more than 1 turn moving, I'm on a rush to Mathematics and unlocking the Long Count.
Early turns:
To my surprise, the eastern estuary flows into a lake (I'm still getting used to the Communitas map script), but it's still a good thing I moved a bit because I need flat jungle more than I need featured tiles. Expansionist neighbours but it doesn't look like I'm in a hurry to block their expansions routes so pottery can wait. Grabbing some cheap tribute to be sure I can invest in the shrine. Tech path will be construction for kunas into maths for the UA.
I don't really like the way no-recon units are forbidden from grabbing early ruins, but I play with the cards I'm given so let park the warrior over some ruins and rush buy a pathfinder to grab it while the first one explores north and discovers one more annoying early neighbour. If no ruins left around I would instead buy a slinger to hunt barbarians; it turned out to be a gold ruin so I ended even. First Policy is a no brainer: Progress. AI Maya loves tradition and that is probably the main culprit of its poor performances: early science boosts are great for the Long Count rush, you have an almost spammable UI so fast workers are a bless, and the jungle terrain bias makes expansions terrible at building infrastructure without progress help.
Nearby CSs aren't giving me any good quest (I was hoping for the 'discover city' science one) but Progress science from capital and all those 3 food tiles speed up research considerably: I keep my initial units close to the capital to protect the first workers (one built, one coming out now from Progress 2nd policy) so that they'll be able to construct kunas as soon as they'll become available. In the meanwhile, I extract one more tribute from this CS that asks me to build Stonehenge (quite late for this quest to pop up, that means there're no AIs going for it and this hints at few tradition opponents, early world wonders won't be precluded) and invest in a council, that's something that's never worth this early in a game but I want to make sure I take every beaker available as early as possible in the Mayan build order.
T31 Pantheon:
Goddess of Renewal offers a priceless science/faith/culture boost from unimproved tiles early on; I make sure to place kunas of both the forest tiles in my capital range and then work 4 other jungle tiles to maximize the pantheon benefits, sacrificing the otherwise good sugar tiles (jungle cocoa or citrus would have been the best Mayan starting luxuries hands down, but oh well).
I spot many annoying barbarians getting close to my capital from south, there're at least 2 encampments in the fog of war, one of the pathfinders will stick close to home. The other one discovers some juicy expansion sites but they're very close to Greece, he's going to forward settle to me so I better not annoy Alex early. Bonus tip, when your pathfinder discovers one of the GBR tiles turn the other way and wait for a CS 'find a NW' quest to appear. It's the turn of Yerevan asking me to buy Stonehenge, I take that as a hint there're no early wonder spammers (I spot SoZ in Athens, unsurprisingly due to his bronze working beeline, that means he's not a competitor for Hali despite his quarry monopoly and there's only one other quarry monopoly in the world that could have gone early construction) and gamble on a pre-T45/50 Halicarnassus, that's usually a safe bet.
T40 Mathematics:
The other quarry monopoly around is Jade and is Sweden's one, I feel safe enough with Halicarnassus that I won't bother saving for a gold investment.
Zulus and Netherland are on my same continent, I have mixed feelings about that. Greece and Assyria are already forward settling toward me, but Sweden is forward settling toward Greece so I might end with an ally against Alex. On the other hand that means Greece only available expansion route is in my direction... Barbarians and mountains aren't letting me scouting very efficiently so I didn't discover many CSs (you should focus on pathfinders and exploring as Maya to unlock early first-meeting triggers from militaristic ones and good quests, more so with 4uc) but I finally trigger a good quest, that's not a lot of influence but the tech boost saves me couple turns. Pre-42 Mathematics is great as Maya because we're still in the first b'ak'tun when the Long Count unlocks and that means...
T41 1st B'ak'tun:
Great people this early aren't that great as they look on paper simply because I am already working good kuna tiles, bulbs are very poor (we're talking 60 hammers from an engineer) and don't have the population to work GPTI. Nonetheless, they're cool to have and my first pick is an Artist: there's a great work slot in the palace and +3 culture when your base is +5 is very good. Sadly I couldn't clear a single barbarian camp for the nearby CSs or I would have some great general points already and could have triggered a ''spawn a GG'' quest for some fat culture reward (ye, it happened in a previous game I had to abort due to patch, where GG first pick let me snowball). There's another solid alternative early on but I'm in no hurry to select it because...
T42 2nd B'ak'tun:
Back to Back B'ak'tun! The Long Count starts properly now, and a Great Diplomat for an early alliance is the best pop-free investment: I would have loved a militaristic ally (even more one with an early UU) for science and free units, or a religious cs to speed up the religion race, but you can't go wrong with a nearby cultured CS. Early Great Diplomats can also double as scouts if there're some areas you can't access due to enemy lands and no open borders, just make sure to never end in a tile where you can be ambushed by barbarians and use the 5 moves wisely: in this game I had vision of most of the land I'm interested in settling so I bulb my GD in Brussel asap (picked it over nearby Prague to not waste all those 20ish points of influence due to decay). After Maths I'll finally delve into Pottery to start churning out settlers before I'm too boxed in, Trade for markets that are very nice to have with both sugar/renewal and a trade route (that can be a production one for satellites thanks to halicarnassus), then Bronze/Iron working to chop those banana tiles for instant production.
No other mods, no events, standard map/size/speed
Game Settings:
Spoiler :
Starting Location:
Spoiler :
Wee, jungle. And 0 production. Sugar marshes make for a nice early unimproved tile to work but I won't be able to sell luxuries soon. No freshwater capital is a bit of a let-down, with wells not being on my ideal tech path and losing Baths later. Scouting a bit to see if moving the settler can improve the situation.
My 2nd guaranteed luxury is quite terrible, tobacco: that's a nice main luxury to have a monopoly in but checking the monopoly table tells me there're 9 copies of it in the world, no way they're 3 or 4 of them in range for some east India company trick (you really want marble or some % based monopoly luxury as a 2nd one in the capital). So all I'm getting by setting in place are a bunch of flat grassland tiles, coast on the 3rd ring south and east (there's what looks to be the estuary of the river). My UI can be built upon either forest or jungle, and there're never hidden resources on the tile the initial settler spawns over, so a kuna over that grassland forest isn't going to preclude any better improvement. The natural border expansion is going to lean toward the tobacco and the bananas south, those are wasted early tiles. Hence, moving. I put myself in the middle of the sugar cluster, with 2 plain not-adjacent jungles right next the capital that can be improved with a kuna. The swamp in between sugars is also a good place but I don't want to lose more than 1 turn moving, I'm on a rush to Mathematics and unlocking the Long Count.
Early turns:
Spoiler :
To my surprise, the eastern estuary flows into a lake (I'm still getting used to the Communitas map script), but it's still a good thing I moved a bit because I need flat jungle more than I need featured tiles. Expansionist neighbours but it doesn't look like I'm in a hurry to block their expansions routes so pottery can wait. Grabbing some cheap tribute to be sure I can invest in the shrine. Tech path will be construction for kunas into maths for the UA.
I don't really like the way no-recon units are forbidden from grabbing early ruins, but I play with the cards I'm given so let park the warrior over some ruins and rush buy a pathfinder to grab it while the first one explores north and discovers one more annoying early neighbour. If no ruins left around I would instead buy a slinger to hunt barbarians; it turned out to be a gold ruin so I ended even. First Policy is a no brainer: Progress. AI Maya loves tradition and that is probably the main culprit of its poor performances: early science boosts are great for the Long Count rush, you have an almost spammable UI so fast workers are a bless, and the jungle terrain bias makes expansions terrible at building infrastructure without progress help.
Nearby CSs aren't giving me any good quest (I was hoping for the 'discover city' science one) but Progress science from capital and all those 3 food tiles speed up research considerably: I keep my initial units close to the capital to protect the first workers (one built, one coming out now from Progress 2nd policy) so that they'll be able to construct kunas as soon as they'll become available. In the meanwhile, I extract one more tribute from this CS that asks me to build Stonehenge (quite late for this quest to pop up, that means there're no AIs going for it and this hints at few tradition opponents, early world wonders won't be precluded) and invest in a council, that's something that's never worth this early in a game but I want to make sure I take every beaker available as early as possible in the Mayan build order.
T31 Pantheon:
Spoiler :
Goddess of Renewal offers a priceless science/faith/culture boost from unimproved tiles early on; I make sure to place kunas of both the forest tiles in my capital range and then work 4 other jungle tiles to maximize the pantheon benefits, sacrificing the otherwise good sugar tiles (jungle cocoa or citrus would have been the best Mayan starting luxuries hands down, but oh well).
I spot many annoying barbarians getting close to my capital from south, there're at least 2 encampments in the fog of war, one of the pathfinders will stick close to home. The other one discovers some juicy expansion sites but they're very close to Greece, he's going to forward settle to me so I better not annoy Alex early. Bonus tip, when your pathfinder discovers one of the GBR tiles turn the other way and wait for a CS 'find a NW' quest to appear. It's the turn of Yerevan asking me to buy Stonehenge, I take that as a hint there're no early wonder spammers (I spot SoZ in Athens, unsurprisingly due to his bronze working beeline, that means he's not a competitor for Hali despite his quarry monopoly and there's only one other quarry monopoly in the world that could have gone early construction) and gamble on a pre-T45/50 Halicarnassus, that's usually a safe bet.
T40 Mathematics:
Spoiler :
The other quarry monopoly around is Jade and is Sweden's one, I feel safe enough with Halicarnassus that I won't bother saving for a gold investment.
Zulus and Netherland are on my same continent, I have mixed feelings about that. Greece and Assyria are already forward settling toward me, but Sweden is forward settling toward Greece so I might end with an ally against Alex. On the other hand that means Greece only available expansion route is in my direction... Barbarians and mountains aren't letting me scouting very efficiently so I didn't discover many CSs (you should focus on pathfinders and exploring as Maya to unlock early first-meeting triggers from militaristic ones and good quests, more so with 4uc) but I finally trigger a good quest, that's not a lot of influence but the tech boost saves me couple turns. Pre-42 Mathematics is great as Maya because we're still in the first b'ak'tun when the Long Count unlocks and that means...
T41 1st B'ak'tun:
Spoiler :
Great people this early aren't that great as they look on paper simply because I am already working good kuna tiles, bulbs are very poor (we're talking 60 hammers from an engineer) and don't have the population to work GPTI. Nonetheless, they're cool to have and my first pick is an Artist: there's a great work slot in the palace and +3 culture when your base is +5 is very good. Sadly I couldn't clear a single barbarian camp for the nearby CSs or I would have some great general points already and could have triggered a ''spawn a GG'' quest for some fat culture reward (ye, it happened in a previous game I had to abort due to patch, where GG first pick let me snowball). There's another solid alternative early on but I'm in no hurry to select it because...
T42 2nd B'ak'tun:
Spoiler :
Back to Back B'ak'tun! The Long Count starts properly now, and a Great Diplomat for an early alliance is the best pop-free investment: I would have loved a militaristic ally (even more one with an early UU) for science and free units, or a religious cs to speed up the religion race, but you can't go wrong with a nearby cultured CS. Early Great Diplomats can also double as scouts if there're some areas you can't access due to enemy lands and no open borders, just make sure to never end in a tile where you can be ambushed by barbarians and use the 5 moves wisely: in this game I had vision of most of the land I'm interested in settling so I bulb my GD in Brussel asap (picked it over nearby Prague to not waste all those 20ish points of influence due to decay). After Maths I'll finally delve into Pottery to start churning out settlers before I'm too boxed in, Trade for markets that are very nice to have with both sugar/renewal and a trade route (that can be a production one for satellites thanks to halicarnassus), then Bronze/Iron working to chop those banana tiles for instant production.