As usual, I am late to the party. These videos tend to get released while I am driving home for work, which means I don't get to take a good look until my 2-year old is sleeping. Anyways, dang, that's a lot of abilities. Here's my take: Leader Ability - Kupe's Voyage Initial Maori units begin in the ocean Gain +2 science +2 culture each turn before settling first city First city gets a free builder First city starts at size 2 Palace has +1 housing +1 amenity This is amazing. For one thing, I really like the differentness of starting in the ocean. For another, you are very richly compensated for maybe not settling on the first few turn. With the extra mobility for embarked units, it probably should not take too long to find a great spot to settle anyway, and then going straigth to size 2, with a free builder, along with more housing and amenities, is a great advantage. This is especially true at slower game speeds. I myself play on Epic, and getting the capital to size 2 and producing a builder would certainly take a lot longer than finding a good settling spot with a 4 move settler and warrior which can enter deep ocean. Civilization Ability - Mana Starts with Sailing and Shipbuilding All units can enter ocean tiles Embarked units gain +5 combat strength and +2 movement Unimproved Forest and Rainforest gain +1 production, +2 after researching Conservation Fishing Boats provide +1 food and triggers Culture Bomb Resources cannot be harvested Great Writers cannot be earned Again, I really like this ability. You'll start off with great capability to explore from turn 1. Again, the free techs are even better on slower game speeds, where it would normally take a long time to get them. Getting to the point where you can enter deep ocean would take even longer. Next, we have the higher yields from Fishing Noats and unimproved forests/rainforests. Rainforest tiles tend to have pretty good yields anyway, and if you find yourself a nice jungle on the coast, it is going to provide very well for you. Imagine then building the Chichen Itza. The Culture Bomb is another great bonus, and given how frequent Fishing Boat resources are, it is going to get you a good number of free tiles. Interestingly, there are also two maluses here: you can not harvest resources, nor can you earn Great Writers. It's thematically consistent, meaning the Maori are meant to live more in natural terrain. Not harvesting resources is against the current meta-game, I suppose, but I think you are very generously compensated. It might be even more beneficial now that the game will also have some negative consequences for ecological damage. This extra focus on unimproved tiles also means that you will not need as many builders, nor have the same need for the policy card which gives extra charges. Unique Infrastructure - Marae Replaces Amphitheatre +2 culture to each tile with a passable feature +2 faith to each tile with a passable feature +2 tourism to each tile with a feature after researching Flight No Great Work slots Costs no maintenance Yet again, this looks very good. The tile bonuses are great, and they apply to tiles which will already be desirable to work. Being the first tier building in the Theatre Square district is also pretty good, and synergizes somewhat with the part of the Civilization Ability which gives higher production after researching Conservation. As the Maori, you will want a strong culture game. Unique Unit - Toa Classical Era melee unit 40 combat strength 2 movement -5 combat strength for adjacent enemy units Can construct Pa improvment on hills, which grants +4 defence strength and fortification for occupying unit, and heals units which end turn there I don't know all the details of this one, but on the surface, it looks a bit like a mix between an Indian Varu and a Roman Legion. I think this is going to be pretty powerful. Overall...I'm actually struggling a bit to wrap my head around this civ, they just have so many abilities. I have no doubt this is going to be a powerful civ, which is going to get off to some very good starts, especially on slower game speeds. I suspect it is going to give Indonesia a hard struggle to retain the title of best naval civ. It is certainly taking away Norway's status as the best civ for early ocean exploration, and as such, a bit of what used to make Norway special. In a sense, I fear Norway is going to become to the Maori a bit like what Egypt has been to Nubia. They do many things which are similar, but the Maori generally do them significantly better. Anyway, I really look forward to trying the Maori. I like naval civs, and the Maori looks like they are going to be both a very distinct, and a very powerful one.