[GS] Māori Discussion Thread

Wow, they look really fun and unique to play. More fun than most of the seafaring civs. I do suspect they may have to tone down some of those yields though, their early game bonuses seem a bit too high.
 
They look very fun to play, can't wait to try them out.
 
Oh my, the ways they find to nerf England again and again! :lol:

So, nice to see starting techs back into the franchise, a warm welcome! :wavey:
And what style - to start on water!:hatsoff:

Future rulers of the water maps, for sure

But honestly, those canals through city centre in ~4000 BC, even before monument is built, seriously?

England got its UA reworked, it's now more of a midgame production powerhouse.
 
That's the sort of Civ design I like to see: Creative, unique, true to the chose Civ's historical and cultural character and circumstantially OP (these bonuses are signficantly weaker on pangaea maps).


I like that they're balanced out with a selection of specific downsides: no harvesting isn't REALLY a downside (does anyone fancy a chicken pizza? seriously) unless it also blocks you from building districts on those tiles. The extra culture, science and founding bonuses mitigate the delayed start. No Great Writers isn't a big problem because of all that extra culture you'll be getting instead.

Yeah I like them a lot. Any news on the agenda? These traits scream for a "hates those that clear features" historic agenda imo.
 
I guess unlike the Legion, Toas won't need Iron as well.

I think the early builder is just unnecessary. The civ would be good enough without it and I don't see why they need it. The extra yields and pop compensate for not gaining production in the first few turns easily.
 
Can I just say how impressed I am with their starting out in the ocean - that alone is brilliant.

So pleased to see more creativity in the GS Civ uniques so far compared to RNF - long may it continue!
This is probably what they meant by having options in the livestream on which direction you want to go in the ocean, since you won't be able to settle their city on the first turn.
 
Yeah, that's definitely a big deal. It also limits district placement.

That is very important. You could have a tile with 4 or 5 mountains around it that is ripe for a Holy Site or Campus. But if there is a forest there, you can't clear it. So there are definitely some downsides for the Maori. But they still look like loads of fun to play.
 
Does harvesting a resource include chopping forests? If so then they will probably be considered weak in the chop heavy meta, right?
 
That is very important. You could have a tile with 4 or 5 mountains around it that is ripe for a Holy Site or Campus. But if there is a forest there, you can't clear it. So there are definitely some downsides for the Maori. But they still look like loads of fun to play.

But the ability means you can't harvest resources, forests are features
 
Starting at sea adds quite a bit of randomness. The "at sea" bonuses may more than make up for it depending on how quickly and where you come to shore, but easily could not, too.

Let's say the game starts you 5 tiles from the nearest shore, but you don't know where it is so you sail in the other direction. By the time you make land fall in that direction, the shore is occupied and there's no place to settle. So you have to sail north or south until you find tundra/snow.

I can see a lot of games where you end up with (a) one island Maori civs, (b) polar Maori civs, or (c) frustrated people complaining they can never roll a good start for the Maori.
 
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