[NFP] Maya First Look

I went ahead and worked on a campus that actually has Mayan buidlings, just because I like to make myself suffer apparently XD, you might have to squint a little, because I didn't go into detail, I used buildins that weren't religious in purpose to go with it, because, It's a campus not a Holy site, picked Uxmal governo's house for the library, and Palenque's Palace for the university...and honestly I wouldn't mind so much the research lab being modern,

anyway here it is.



I honestly hope that
A) Its a WIP and we'll probably see finished set of buildings for release
B) They are planning to add graphical improvements as part of the patches, and a revision of all unique districts is in order.
I love it.
 
I honestly hope that
A) Its a WIP and we'll probably see finished set of buildings for release
B) They are planning to add graphical improvements as part of the patches, and a revision of all unique districts is in order.
And:
C) The Tooth Fairy is real
:D

I wish that there were more custom buildings as well, but with release coming next week, it's very unlikely that we'll see any changes.
 
well they are hopes..It could very well be that we are stuck with vanilla style UD as opposed to GS ones...oh well.
 
I’ve rewatched the first look now and I am definitely liking this better than on the first watch.The underlying ideas I think are good.
However,I think there is room for improvement.
I have made a rough idea set on how I would „improve“(in my subjective opinion) the Maya.
Changes in Italic with previous numbers in brackets

Ix Mutal Ajaw

Non-Capital Cities within 6 tiles of the Capital gain +15%(+10%) to all yields.Other non-capital Cities recieve -25%(-15%) to all yields.
+5 Combat Strength to all units within 6 tiles of the capital.Gain 1 Envoy when founding a non-capital city within 6 tiles of the capital.

Mayab

Settling adjacent to fresh water or Coast does not provide extra housing.Instead,every farm provides +1 housing,food,science and gold for every 4 Cities within 6 tiles of the capital.(+1 food and gold).+1 Amenity and +1 housing for each luxury resource adjacent to the city center.

Hul‘chi remains unchanged

Observatory remains unchanged

The goal was to make the maya overall stronger,while making their playstyle and boni more streamlined.

 
I overall hope we do NOT see a shift towards largely tall play, I am happy to see some civs that can pull it off better, but I largely feel like Wide should continue to be one of the more dominant systems and I -hated- Civ 5 for its overemphasis on Tall play. If they can find some way to buff Tall without debuffing wide and/or totally eclipsing it. I would be more happy.
Amen to that!

Yeah, im still not buying the "tall civ" title people are plastering on this. There still isnt anything in the game de-incentivizing settler spamming.
Good, good! I don't want to see anything like those Civ5 style national wonders' requirements or that nonsense of global happiness ever again. You do not have to artificially de-incentivize one style, to make another one viable.

The core issue still persists until amenities are fixed
I don't think there is a 'persisting core issue' here. You can very well play 3-4-5 city game if you want, and win most of the time.
 
I think some people just want to find something to be upset about. :D

So right.

Also, seeing the youtube comments on the video, seems like some people just want to find haters to hate on them, even if they have to create them... So tired of these non-existing controversies.

Is like an spiral of madness inside an spiral of madness, both feeding on each other :)

Anyway, I was hoping por a more menacing scary leader. The kind that gives you the the witchcraft vibes.

So far, Im not sure of how much i will like this civ. They dont look as special or unique as they could, but the first look video is also very short.

We will see.
 
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For the animation thing. What likely happened is they have reduced staff and budget on the CIV 6 team. They prolly calculated their margins for profit and determined that reusing animations was the most realistic way to get this out the door. Keep in mind while we are gonna buy it all, new content usually* sells less than the inital product as interest declines. The further out the DLC is the less it sells.

That's why you see DLC pushed within a few months - a year. That is the highest point of repurchase. I bet money the reason they are making this a series of DLCs is to give more smaller sales to help boost their return on investment.

I imagine we'll be seeing reused Skeletons on all the new leaders.

* - I won't claim this is always true, but in my experience in the Game's Industry this is true.
 
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Yeah, im still not buying the "tall civ" title people are plastering on this. There still isnt anything in the game de-incentivizing settler spamming. Having one more city with -15 is still better than not having that city. The core issue still persists until amenities are fixed

Yeah, I don't really see them as a tall civ. I see them as a compact civ, wanting to maximize the cities within that close zone. Whether that ends up being 4-5 big cities that have a lot of farms and use a lot of tiles, or 7-10 cities that are packed in close, depends a lot on map and area.

In either event, they're obviously in a bad place if they happen to be on a snaky continent, and for sure if my starting spot looks to be on the water, is maybe worth even a couple turns to shift inland.
 
You could have her looking from a different angle. You could also put her hand in a different place.

Also please don't tell me that I'm just trying to be negative. I'm genuinely disappointed, and blaming it on me being "picky" and such is not helpful and only makes me feel more disappointed.
Which is why I initially said, significantly different.

What you are suggesting is extremely minor that it would still kinda be the same and I doubt would have quelled any of these criticisms, but also would have had a disproportionate level of work required. The time spent to have her cock her head at a different angle, or move her hand 2 inches down does not change the tone, feel, or look of that animation but would require a lot of work that could be better spent making the animations that are different really pop.
 
Which is why I initially said, significantly different.

What you are suggesting is extremely minor that it would still kinda be the same and I doubt would have quelled any of these criticisms, but also would have had a disproportionate level of work required. The time spent to have her cock her head at a different angle, or move her hand 2 inches down does not change the tone, feel, or look of that animation but would require a lot of work that could be better spent making the animations that are different really pop.

When I said "different angle" I was talking about her body, not her head. Not to mention the fact that she could hold her staff quite differently, but I suppose it's my fault for not specifying that (not being sarcastic this time either).
 
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Interesting. Looks like the Maya hold up til about 16 cities. Which is alot! Even if you are playing wide.

I guess that makes sense. 85% yields is still better than 0%. So even with the Maya having more cities is better than not
Keep in mind that usually, yields from your 4-5 cities are 80% of all production. That means 80% of your production will be boosted by an additional 10% if only they will be close enough to your capital. This is very powerful.
 
Noob question re: the Observatory -- do you need to build the farms first to get the science adjacency bonus? Or can you build them later and still get it?
 
Noob question re: the Observatory -- do you need to build the farms first to get the science adjacency bonus? Or can you build them later and still get it?

You can build them later and still get it.
 
As indicated, the 13 city limitation is the maximum that can be achieved within the six-tile limit. As @DWilson indicated in his excellent design, this can still offer significant space for each city. I think that we might find that the 9 city configuration [capital plus one every four spaces around the six-tile perimeter] might offer the maximum development for all the cities within the 'favored' six-tile limit. Also, I can see the colonial taxes policy being a major benefit for Mayan cities founded on other continents [plus 25% gold and 10% production in cities not on the original capital's continent offsetting some of the negative effects of settling outside the six-tile limit]. This could even encourage one, once the six-tile group has been founded, to start looking for other, off-continent locations for other settlements. And if science has been maximized during this development time, the ability to cross oceans to find those location could be enhanced for the Mayans. Overall, I love the design of this civ.

Edited to clarify colonial taxes policy.
 
I’ve rewatched the first look now and I am definitely liking this better than on the first watch.The underlying ideas I think are good.
However,I think there is room for improvement.
I have made a rough idea set on how I would „improve“(in my subjective opinion) the Maya.
Changes in Italic with previous numbers in brackets

Ix Mutal Ajaw

Non-Capital Cities within 6 tiles of the Capital gain +15%(+10%) to all yields.Other non-capital Cities recieve -25%(-15%) to all yields.
+5 Combat Strength to all units within 6 tiles of the capital.Gain 1 Envoy when founding a non-capital city within 6 tiles of the capital.

Mayab

Settling adjacent to fresh water or Coast does not provide extra housing.Instead,every farm provides +1 housing,food,science and gold for every 4 Cities within 6 tiles of the capital.(+1 food and gold).+1 Amenity and +1 housing for each luxury resource adjacent to the city center.

Hul‘chi remains unchanged

Observatory remains unchanged

The goal was to make the maya overall stronger,while making their playstyle and boni more streamlined.
I think they are strong enough as they are ;)
 
Keep in mind that usually, yields from your 4-5 cities are 80% of all production. That means 80% of your production will be boosted by an additional 10% if only they will be close enough to your capital. This is very powerful.

Yes this is an important point: your first several cities will all be in range of the capital, so the +10% bonus will apply to all your early yields. This is why it is not +15%.

Equally further penalising your later cities, which can be hard enough to get off the ground anyway, will just be too much. -15% sounds about right.
 
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