bengalryan9
Emperor
- Joined
- Nov 13, 2018
- Messages
- 1,067
I'm a little later in posting this today (and I already skipped the Maya once when going through the list, lol), but we've got three antiquity age civs to discuss and next up is the Maya.
Maya are a diplomatic and scientific civilization with a tropical and vegetated starting bias. Their associated wonder is Mundo Perdido (+1 happiness and science on tropical terrain in the settlement). They automatically unlock Hawaii and Inca in the exploration age and Mexico in the modern age.
Their unique ability is Skies of Itzamna, which gives +0.5 science to the palace for every adjacent vegetated tile.
Their unique military unit is the Hul'che, a slinger/archer replacement that can both see through vegetated terrain, and travel through vegetated terrain without movement penalties.
Their unique civilian unit is the Jaguar Slayer, a scout with 20 CS and that can initiate combat, which also has no movement penalties in rough, vegetated, and wet terrain, AND can lay jaguar traps.
Their unique buildings are the Jalaw (+3 base happiness, and bonus culture for quarter and wonder adjacencies) and the K'uh Nah (+3 base science, +2 more science if built on vegetated land, and +1 bonus science for adjacent wonders), which together make up their unique quarter the Uwaybil K'uh, which gives +5% production in the settlement every time you finish researching a technology.
Maya civics are:
Rain of Chaac - unlocks the K'uh Nah, the Pet Kot tradition, and gives altars +1 science for every adjacent vegetated tile
Lords of Xibalba - unlocks the Jalaw, the Miracle of the Twins tradition, and gives both unique units stealth in vegetated tiles
Calendar Round - after completing a technology gives +10% of the cost in culture, and after completing a civic gives +10% of the cost in science and unlocks Mundo Perdido, and at mastery grants the Tzolk'in and Haab' traditions and +1 settlement limit
Maya traditions are:
Pet Kot - +1 science on vegetated terrain in cities
Miracle of the Twins - all units gain Poison, which gives +3 CS against wounded enemy units
Tzolk'in - +2 science on happiness buildings
Haab' - +2 culture on happiness buildings
The Maya seem to be considered one of the best civs (and for good reason), but what do YOU think? Do you agree? Would you change anything? Should they get hit by the nerf bat again? Which leaders pair well with them, and who are you looking to transition to in future ages?
Maya are a diplomatic and scientific civilization with a tropical and vegetated starting bias. Their associated wonder is Mundo Perdido (+1 happiness and science on tropical terrain in the settlement). They automatically unlock Hawaii and Inca in the exploration age and Mexico in the modern age.
Their unique ability is Skies of Itzamna, which gives +0.5 science to the palace for every adjacent vegetated tile.
Their unique military unit is the Hul'che, a slinger/archer replacement that can both see through vegetated terrain, and travel through vegetated terrain without movement penalties.
Their unique civilian unit is the Jaguar Slayer, a scout with 20 CS and that can initiate combat, which also has no movement penalties in rough, vegetated, and wet terrain, AND can lay jaguar traps.
Their unique buildings are the Jalaw (+3 base happiness, and bonus culture for quarter and wonder adjacencies) and the K'uh Nah (+3 base science, +2 more science if built on vegetated land, and +1 bonus science for adjacent wonders), which together make up their unique quarter the Uwaybil K'uh, which gives +5% production in the settlement every time you finish researching a technology.
Maya civics are:
Rain of Chaac - unlocks the K'uh Nah, the Pet Kot tradition, and gives altars +1 science for every adjacent vegetated tile
Lords of Xibalba - unlocks the Jalaw, the Miracle of the Twins tradition, and gives both unique units stealth in vegetated tiles
Calendar Round - after completing a technology gives +10% of the cost in culture, and after completing a civic gives +10% of the cost in science and unlocks Mundo Perdido, and at mastery grants the Tzolk'in and Haab' traditions and +1 settlement limit
Maya traditions are:
Pet Kot - +1 science on vegetated terrain in cities
Miracle of the Twins - all units gain Poison, which gives +3 CS against wounded enemy units
Tzolk'in - +2 science on happiness buildings
Haab' - +2 culture on happiness buildings
The Maya seem to be considered one of the best civs (and for good reason), but what do YOU think? Do you agree? Would you change anything? Should they get hit by the nerf bat again? Which leaders pair well with them, and who are you looking to transition to in future ages?