[NFP] Civilization VI: Maya & Gran Colombia Pack Discussion Thread

IDK if mentioned but they updated the late game golden age dedications - sky and stars now gives +2 aluminum from Alum mines. RObot dedication gives +1 uranium from uranium mines. Make it very nice if you own a couple.
 
Anybody noticed different behavior as far as city states are concerned? I just entered the Industrial Era in my Deity game (standard map) and there's still 9 city states left... that never happens for me lol, and that's with an AI Frederick in the game too.

Could be coincidence, curious what other people have seen.
 
Undocumented changes (copy/pasted list of things mentioned so far in this thread)
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barbarian scouts also snatch unprotected workers (something they didn't do unless their camp was destroyed prior to this patch (IIRC))
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That is not new in my experience :mischief:
 
Well, Maya sure is a powerhouse, like Mali but without the production malus. The gold I'm raking in from farms is insane. They do get a bit of a slow start, but not as bad as Mali TBH. Oh, and Bolivar liberates city-states; I didn't know the AI could do that. :p
Yeah it’s definitely important to invest in builders with them because that low pop early on is tough. Aqueducts are definitely more interesting with them.

Also I had but 3 plantations in my entire empire so my early observatory adjacency was weak. I do love to district puzzle though so they are already a favourite of mine.

I built the hanging gardens in my game (Usually I don’t bother with this one) so I could take advantage of the growth when I got my housing up.
And those archer replacements are basically crossbows on the defence. Very strong

Having them close to you As an enemy it’s going to be a challenge to wage war with their combat bonus and the early strong unit.
 
Just finished my first game as the Maya. Overall a very fun civ. I actually think the 10% yield boost to your core cities may be even more powerful than the observatory... over the course of a game, that's a lot of free production.
 
Anybody noticed different behavior as far as city states are concerned? I just entered the Industrial Era in my Deity game (standard map) and there's still 9 city states left... that never happens for me lol, and that's with an AI Frederick in the game too.

Could be coincidence, curious what other people have seen.

Yes, same in my game. The first 100 turns I saw no hostile action of the AIs vs. cities states at all, after that 1 fell and another one got attacked so far. I speculated some pages earlier that CS are considered as "original capitals" when it comes to the diplomatic favor penalty for conquering them - that would mean that any such conquest would greatly hurt ambitions for diplomatic victory. So it would make sense that any AI who hasn't written that off would abstain from such attacks.
 
Yes, same in my game. The first 100 turns I saw no hostile action of the AIs vs. cities states at all, after that 1 fell and another one got attacked so far. I speculated some pages earlier that CS are considered as "original capitals" when it comes to the diplomatic favor penalty for conquering them - that would mean that any such conquest would greatly hurt ambitions for diplomatic victory. So it would make sense that any AI who hasn't written that off would abstain from such attacks.

Frederick killed 3 CS's in my Maya game today.
 
Unfortunately I still see *most* AIs killing city-states near them. I would prefer it if such behavior was restricted to say Barbarossa, Alexander, etc., as opposed to say Eleanor of Aquitaine, lol.
 
I'm definitely excited to play as the Maya and Gran Colombia! Just to hear some opinions on here, are you guys preordering the Frontier Pass, buying the Maya and Gran Colombia, or waiting a bit longer to see more before doing so? Also, if you do buy the Maya and Gran Colombia pack, could you order the Frontier Pass at a discounted price if you decide to do so later?
 
Anybody noticed different behavior as far as city states are concerned? I just entered the Industrial Era in my Deity game (standard map) and there's still 9 city states left... that never happens for me lol, and that's with an AI Frederick in the game too.

Could be coincidence, curious what other people have seen.

4 out of the 7 city-states I've met are already gone by turn 100. I do have Macedonia, Mongolia, Norway and Colombia in the game though.
 
As I suspected from the preview, the Mayans aren't very good. I mean, if you happen to get a bunch of planations placed in just the right configuration, they're fine; but that's 20% of games. There's no such thing as a resource bias, so you don't get plantations more often than any other civ. From the half-dozen games I played, they don't even seem to get any noteworthy rainforest bias. I think I generated something like fifteen maps and maybe five or six of them had rainforest within reach of the start location. Only a couple actually started in rainforest. Quite a few of them literally had no tiles within immediate reach on which farms could be built, which basically meant a forced restart or multiple turns spent moving the settler through rugged terrain. There were more games without plantations than with.

The UU is very good, but being an ancient era unit on an anti-domination civ, it's not something that carries a whole lot of weight throughout a full game. It's good for defense in the first 75ish turns, that's about it. Nice to have but not something that defines the civ's playstyle in any real way. And since you're pressed to rush for aqueducts anyway, and will surely have the machinery eureka by then, you'll have no reason to delay crossbowmen. It's a little unsynergistic that way, but not a big deal. A science civ just doesn't get that much mileage out of an ancient era unit.

But the housing. Oh God, the housing. None of this civ's bonuses make up for the crippling disadvantage of having to build multiple farms ASAP in every single city. Those builders are pretty much a sunk cost because working farms as your opener is terrible, especially pre-Feudalism. Adding one gold to them is nothing, it'll take two eras to even cover the cost of the builder. The fact that a city doesn't really become functional until it has a couple of farms, a granary or an aqueduct just kills the civ's tempo. Where other civs can plant an expansion and start developing it immediately, the Mayans need another 10-20 turns or however long it takes to sort out the housing problem. And then you're spending several tiles on something really bad, especially if the land doesn't facilitate farm triangles after Feudalism.

And then there's the elephant in the room: tall play sucks. Getting +10% to yields does not fix this. The Mayans aren't encouraged to go tall, they're discouraged from going wide. Before the patch released, everyone seemed to assume that there would be balance changes to improve tall play and/or nerf wide, but there weren't. It remains vastly inferior to a city sprawl. On most maps, you can't even get enough cities within the +10% range to make up for the fact that any cities outside get -15%. This civ isn't even good at tall play. Encouraging tall play requires two things: something that facilitates extra growth, and something that rewards you for a larger population. A civ like the Incans has both of that, but the Mayans have none. What are you even gonna do with huge cities if half the citizens are just working farms?

So yeah, sure, now and then you highroll and start in an area littered with plantations. The other 80% of the time, you don't. Any given civ has about the same chance to start in an area with a bunch of mountain cubbies, geo fissures or reefs, and they aren't saddled with crippling housing issues or -15% yields for any city that isn't next to your capital. And while science gains can become almost as good as Korea with the right land, you're just as likely (more likely, actually) to get no plantations whatsoever, in which case this is literally the very worst civ in the game.
 
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I would not mind seeing tsunamis but I doubt it would go over well. Many people here have complained a lot about the viability of coastal cities due to hurricanes alone.

People complain about coastal cities because they simply don't have enough resource income, and hurricanes not fertilizing tiles is one of the reasons.

Tsunamis fertilizing tiles would obviously be a good thing.
 
Yeah I think the Maya are going to get a nerf at some point. This science per turn is... off the charts.
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They fixed the pricing of the strategic resourсes! No need to buy one by one any more. Traded niter, it was 6 g apiece and I could buy a batch of 20 for 119 g. I'm a happy boy! :D
They also fixed the thing where gpt and lump sum were being swapped bottom to top when you adjusted them in the deal screen.

And that's about all the improvements. I don't know, if that little x next to the deal items to remove them was really so necessary, right-click seemed to do the same thing. And I am not sure if the ability to resize those windows was such a priority. Yet they are there, in the deal screen, but, at a glance, you still haven't got the slightest idea if the luxury traded is really need by you or the AI. Like earlier, it is the same clicking away into the reports for checking and then coming back. So basically, the deal screen experience is just a iota less terrible than before. And Reports are still awful. I'm a sad boy...:sad:
 
I've noticed something else.

So, a little while ago they removed production overflow, but did that ever apply to Science and Culture? Thanks to one of the Space Race projects I landed about 8.5k culture (woot woot), so my Civics are taking a single turn to research.
 
People complain about coastal cities because they simply don't have enough resource income, and hurricanes not fertilizing tiles is one of the reasons.

Tsunamis fertilizing tiles would obviously be a good thing.

Hurricanes DO fertilize tiles.
 
IDK if mentioned but they updated the late game golden age dedications - sky and stars now gives +2 aluminum from Alum mines. RObot dedication gives +1 uranium from uranium mines. Make it very nice if you own a couple.

I didn't even know these existed :o

I've noticed something else.

So, a little while ago they removed production overflow, but did that ever apply to Science and Culture? Thanks to one of the Space Race projects I landed about 8.5k culture (woot woot), so my Civics are taking a single turn to research.

They did? Can you point towards the patch notes? Do you mean they fixed the bug with overflow applying certain modifiers (like for walls)? Overflow isn't even a problem and I am unsure why they need to fix it, especially remove it, it's just a fact of life.

The second space race project gives you culture in form of 10x your science. So you will be one-turning civics for two or three turns depending on how deep you are. It's mostly used to get globalization and T4 govt.

They fixed the pricing of the strategic resourсes! No need to buy one by one any more. Traded niter, it was 6 g apiece and I could buy a batch of 20 for 119 g. I'm a happy boy! :D
They also fixed the thing where gpt and lump sum were being swapped bottom to top when you adjusted them in the deal screen.

And that's about all the improvements. I don't know, if that little x next to the deal items to remove them was really so necessary, right-click seemed to do the same thing. And I am not sure if the ability to resize those windows was such a priority. Yet they are there, in the deal screen, but, at a glance, you still haven't got the slightest idea if the luxury traded is really need by you or the AI. Like earlier, it is the same clicking away into the reports for checking and then coming back. So basically, the deal screen experience is just a iota less terrible than before. And Reports are still awful. I'm a sad boy...:sad:

you can still get 1 GPT for a strategic ressource though I believe, if you use the "what would you give" option, correct?
 
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