3rd Expansion Civs and Features

I've been floating the idea around that as part of their ability the Maya could get faith from defeated units to at least make it look like they are performing "sacrifices" instead of relying on a unique infrastructure for it. That being said they could still get a unique temple/pyramid but it probably wouldn't be implied in the name. I like the idea of giving them an observatory pyramid though to give it more of a focus on science.

I also had some ideas for the Mayans where they could 'sacrifice' civilian units in a Holy Site, thus destroying the units and also generating large quantities of Culture and Faith. If they could also capture enemy units and turn them into builders, then this could be a valid synergy.

And then an earlier Observatory to boost their early game science for a UB would be fine.
 
Yes, this would have to be very strong, since the Mayans could only build one of it.

I would imagine it going 2 ways, either a powerfull government district that you keep building over, or lifting the 1 district restriction for them, probably boosting the adjacency bonuses for each building.
 
The ability to have great Merchants/Commercial Districts form Companies after a certain time period that can, after spread x amount of cities/foreign CS or Civs, into Corporations.
 
The Maya are probably my most wanted civ for a 3rd expansion, but my avatar probably gives that away! Maya history is one of my favorite subjects which makes me excited when they're in civ even if unfortunately civ games have not been the best representations of the Maya. I wish they'd stop spreading the incorrect "Mayan" and just use Maya for once!
I'd also add that human sacrifice, while practiced by the Maya, was not on the mass scale as practiced by the later Mexica ("Aztecs") though the fragmented nature of the Classical Maya political landscape varies practice from city to city. This also makes it somewhat difficult to pinpoint iconic Maya features for unique units and infrastructures, sort of like looking for common Italian ground between Venice, Florence, and so on.
A science bent for the civ is probably the most likely because of how famous Maya writing and math is, but I think you could also go for bonuses to the Era system considering how much evidence we have from the Maya are from erected stelae commemorating events and deeds of different rulers. There are many aspects you could focus on but that's a general civ problem of trying to decide on how to define different civs, especially for ones with thousands of years of history.
My pick for a unique infrastructure would be a Tuun Witz district to replace the campus or holy site, since this refers to a general temple complex layout. Plus how cool would it be to see unique Maya style campus buildings like how the unique districts work in GS!
I'm no game designer, those are just my thoughts as a Maya studies enthusiast :lol:
 
One idea I’d like to see implemented in a 3rd expansion pack is a radical overhaul to Barbarians and City-States that would allow the strictly non-player character agents to compete towards victory, resulting in a more dynamic political landscape over time. For this to work, the basic political division will have to become Cities, as will be evident through my explanation.

Unlike Barbarians and City-States, Nations can potentially become Civilizations, and Tribes could likewise become Nations, and in turn, Civilizations.

Moreover, each and every Tribe would be unique. Those with a unique unit would start the game with such, though unique abilities and improvements would only be available once a Tribe became a Nation. Tribes would start off in Outposts, similar to the former Barbarians. However, a Tribe’s goal is explicitly to capture a Settler from a Civilization and return it to its Outpost. If a Settler founds a City on an Outpost, that City becomes permanently associated with the Tribe’s unique attributes. The same is true if a Civilization’s Settler captures the Outpost, albeit the Civilization would own that City instead of the Tribe becoming a Nation. Were that to happen, the Tribal units would attack that City without halt until they captured it or all died. This is the only scenario in which Tribes can capture a City.

If the Tribe either uses a captured Settler at its Outpost or captures the City founded there, it succeeds in becoming a Nation. Every Nation has two uniques, a combination usually consisting of a unit and an improvement, but sometimes substituting an ability or a second unit. Additionally, each Nation has a typing and Suzerain bonus. The typing is the same as with City-States, but with the addition of Naval-type Nations that give bonuses to harbors and Naval unit production. Suzerain bonuses benefit whatever Civilization has sent the Nation the most envoys. Were the Nation to become a Civilization, it would no longer generate a Suzerain bonus, but the envoys sent would still continue to confer type bonuses.

Nations have no Leader, Leader Ability, or Civilization Ability, nor do they acquire any should they become Civilizations. All of their abilities always and only apply within the borders of the original City. This is true even if that City is captured by another Nation or Civilization. All Nations share the same Agenda: Become a Civilization. They do so by expanding to a second City. Because Nations cannot directly produce or purchase Settlers, they must Capture cities or Settlers. This is the major differentiating factor between the new Nations and the former City-States mechanic.

If a Nation captures a Settler, the City it founds will be pulled from the list of names from the Settler’s Civilization. The new City would not have any of the uniques associated either with the Nation or the Settler’s Civilization. However, if the Nation conquers another Nation, the conquered City remains named after the conquered Nation and retains all of its uniques, including improvements already constructed and the ability to build new unique units and improvements associated with the conquered Nation. Likewise if a Nation (or Civilization) conquers a City belonging to a Civilization, all of the unique improvements and districts of the original Civilization are preserved.

Nations that become Civilizations are able to adopt a government, participate in trade deals, generate envoys, earn era score, and achieve victory conditions. They can form Alliances, albeit their Alliance-types are always the same as their Nation-typing, and former Nations alone can have multiple Alliances of the same type (including a new Naval-type Alliance).

A former Nation turned Civilization will have an Agenda to pursue whatever victory condition is associated with its original typing (Domination for both Military and Naval types, Diplomatic for Industrial types, and the new Economic victory for Economic types).

Not all Nations will begin as Tribes. Some will be Nations from the start, with the density of such equivalent to the number of City-States per map size currently. In general, ancient peoples would be designated Tribes and modern nation-states would start as full Nations.

While Civilizations that start as either Tribes or Nations are at a distinct disadvantage compared to actual Civilizations, those fortunate few that manage form a broad coalition by conquering numerous other Nations and having access to their various uniques may achieve some semblance of a competitive edge. However, given that Civilizations can likewise conquer Nations, with those Cities being able to generate both the uniques of the Civilization and that particular Nation, as well as accessing the Leader Ability and Unique Ability of the Nation, the original Civilization will usually retain an advantage.

The developers mentioned in the February update video that the new Barbarian game mode was inspired by social media posts.

You're welcome, Civ community :cowboy:
 
Well... Here to tell you all that Ethiopia, Maya, Vietnam, Babylon, Gran Colombia, and Byzantium are all in the game. You predicted well.
 
The developers mentioned in the February update video that the new Barbarian game mode was inspired by social media posts.

You're welcome, Civ community :cowboy:

I still wish they had used the opportunity to make barbarians represent actual peoples. There are many, many less-organized cultures that players want in the game, but just don't fit the civ model well enough to develop as civs. Much like how city-states have a use for representing smaller or short-lived polities, I always saw barbarians not only as a kind of inhumane element of the game, but ripe for rework which could afford peoples like the Huns, the Yakut, the Berbers, the Inuit, the Taino, etc. representation in the game. It even seems like allowing them to evolve into villages or city-states would naturally have dovetailed into that, since I can already think of cities like Yakutsk and Nuuk, along with Caguana and Chinguetti, that would naturally have an associated type.

This is a nice step forward, but I really think the devs could have made this a lot more culturally intriguing. Maybe in a future DLC update if we ever get a season 2.
 
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I still wish they had used the opportunity to make barbarians represent actual peoples. There are many, many less-organized cultures that players want in the game, but just don't fit the civ model well enough to develop as civs. Much like how city-states have a use for representing smaller or short-lived polities, I always saw barbarians not only as a kind of inhumane element of the game, but ripe for rework which could afford peoples like the Huns, the Yakut, the Berbers, the Inuit, the Taino, etc. representation in the game. It even seems like allowing them to evolve into villages or city-states would naturally have dovetailed into that, since I can already think of cities like Yakutsk and Nuuk, along with Caguana and Chinguetti, that would naturally have an associated type.

This is a nice step forward, but I really think the devs could have made this a lot more culturally intriguing. Maybe in a future DLC update if we ever get a season 2.

I think its a decent change for a free update. At least the barbarians will be divided up based on the kind of lands they're living in, & will be further differentiated by the Unique Units they may possess. Throw in the fact that they can turn into City States, based on your interactions with them.....& I think we're looking at a cool approach to Barbarians. The coolest we've had since Civilization IV IMHO.
 
I still wish they had used the opportunity to make barbarians represent actual peoples. There are many, many less-organized cultures that players want in the game, but just don't fit the civ model well enough to develop as civs. Much like how city-states have a use for representing smaller or short-lived polities, I always saw barbarians not only as a kind of inhumane element of the game, but ripe for rework which could afford peoples like the Huns, the Yakut, the Berbers, the Inuit, the Taino, etc. representation in the game. It even seems like allowing them to evolve into villages or city-states would naturally have dovetailed into that, since I can already think of cities like Yakutsk and Nuuk, along with Caguana and Chinguetti, that would naturally have an associated type.

This is a nice step forward, but I really think the devs could have made this a lot more culturally intriguing. Maybe in a future DLC update if we ever get a season 2.

Hopefully after more expansions and season passes for Civ VI, when Firaxis finally moves on to Civ VII, this'll be one of the changes to the base game. For now, though, I think they're taking barbarians in the right direction.
 
Hopefully after more expansions and season passes for Civ VI, when Firaxis finally moves on to Civ VII, this'll be one of the changes to the base game. For now, though, I think they're taking barbarians in the right direction.
Yes, indeed. I'm just glad this is free for all instead of being part of an Expansion Pack. All can enjoy this.
 
Hopefully after more expansions and season passes for Civ VI, when Firaxis finally moves on to Civ VII, this'll be one of the changes to the base game. For now, though, I think they're taking barbarians in the right direction.

As I said above, in Civ 4 barbarians were in actual settlements-that could grow just the same as yours could. Made for a very intriguing challenge. Hopefully this is a move back to the best parts of a Civ4 style approach to barbarians, going forward.
 
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