[NFP] Maya First Look

Teddy's face is the first that comes to mind. Are there any other examples though where the animations, and leaders entire body frame, have been completely reskinned. I don't remember any as bad as this.
Seondeok was given a pretty thorough reconstruction. Tamar received some touch ups. Poundmaker received some touch ups. IIRC Kupe received some touch ups.
 
Come to think of it, I think I'm pretty much certain that these reused animations are placeholders. Reusing idle animations like this is unprecedented, and I see no reason for them to start doing it now, especially given the pricing of the DLC/season pass. They were probably just short for time or something.

I really shouldn't have wasted my time worrying about this before, to be honest. :crazyeye:

I'm hopeful that these animations will be updated and we have nothing to worry about.
 
Does the Korea AI build districts around their seowon? If so, ugh. I wish they would reprogram specific AI to let them at least play slightly smarter (we might not reach Civ IV levels of competence any time soon, but still).

Not only does the AI do that, it'll happily settle cities without hills as Korea (and Greece, for that matter). No UD at all in that case, and that +4 bonus doesn't count for as much when it's making up for cities that literally can't have campus.

I don't think the AI is going to be particularly great at maximizing the bonus on Observatories, either, but half price campuses that the AI can build everywhere are better than half price campuses that the AI can't build everywhere in my book. Couple that with how well she's going to defend herself and I think she might outperform Korea a lot of times.

I'm a little worried about the AI improving tiles so those plantations actually give bonuses to her district, but we'll see how she does.
 
The Mayan AI will be scary, especially if they have a plantation starting bias. The AI starts with free builders and techs, so they'll get irrigation fast. And they spam farms in my games, so high adjacency Observatories is likely. Combined with the +5 combat within 6 tiles of the cap, she'll be hard to rush down. Unlike Curtain who'll declare on me, not get his +100% and put campuses in non breathtaking tiles.
 
I haven’t read further, but could it be possible that there’ll be future updates to cities to enable ‘regional capitals’, where after say a certain population, or separate continent, you can assign a city as a new regional capital to extend the initial capital bonus further into the game?
Just my two cents, but it makes a degree of sense in my mind.
 
I haven’t read further, but could it be possible that there’ll be future updates to cities to enable ‘regional capitals’, where after say a certain population, or separate continent, you can assign a city as a new regional capital to extend the initial capital bonus further into the game?
Just my two cents, but it makes a degree of sense in my mind.

That may explain some of the odd wording of the ability
 
Her first ability immediately reminded me of civ 3 corruption system.
Would the 6 tile radius bonus and further-away-tile debuff mean some sort of corruption system Will come back with this update? Maybe to encourage some more tall play?
Might even be combined with a specialist buff of some sort?

What do you guys/girls think?
 
Everyone is fixated on the animations that, don't get me wrong, ARE important, but I fear that my good fanatic @ehecatzin 's suggestions for the eyes and brow will be overlooked. I hope those don't get completely drowned out and that those get fixed as well.
 
Everyone is fixated on the animations that, don't get me wrong, ARE important, but I fear that my good fanatic @ehecatzin 's suggestions for the eyes and brow will be overlooked. I hope those don't get completely drowned out and that those get fixed as well.
Though as I pointed out before, most brown eyes in Civ6 look hazel-ish for some reason. DA:I had a similar problem at launch that was fixed later.
 
SmartSelect_20200515-112521_Samsung Internet.jpg
Saw this from Potato's YT comment.
13 cities for Maya. Thoughts?
 
Looks solid. I guess as the Maya, you are less-than-optimal if you end up near large bodies of water or mountains blocking such placement, however.
 
Looks solid. I guess as the Maya, you are less-than-optimal if you end up near large bodies of water or mountains blocking such placement, however.

Useless Maya for an archipelago or islands map. Challenging on a Fractal or Primordial map.

Also I wonder what will happen to the six tile radius if the original capital was conquered?
 
View attachment 555744 Saw this from Potato's YT comment.
13 cities for Maya. Thoughts?

Don't all six of the tiles immediately surrounding a city inside your own territory become tiles of the new city. Regardless. i think that possible having 9 cities 4 tiles apart with each six tiles from the capital might be the most efficient way to maximize these cities, giving the most room for farms and other districts as well. Three less than the maximum total cities, but even more room for expansion for each city than the best set up for 12 cities inside the six-tile range of the capital.
 
You know how, when you select a settler, the game recommends five spots where it thinks you should settle?

I wonder if Firaxis had the foresight to tweak the algorithm a bit when playing as the Maya. It would be strange if it still considered settling on fresh water a plus when the Maya get no benefit from it.
 
I wonder how the opening build order will change for the Maya. I usually start with Scout-Slinger-Settler(or another Slinger if under threat), but I feel like I'll have to squeeze in a Builder somewhere with the Maya, otherwise the city will be stuck at pop 2 for a long time. Maybe Scout-Builder, or Slinger-Builder, or *gasp* - Builder first?
 
It seems to me there's a lot of interesting stuff that could have been implemented to represent the unique Mayan agricultural system... instead we get this perplexing system of being forced to settle near the capital. I guess the reliance on aqueducts could sort of represent part of the Mayan water management system, but you'd think with canals and perhaps some kind of cenote or cistern improvement, they could have come up with something less gamey... oh well.
 
Regarding the animations and appearance, this is nowhere near as controversial as Teddy's, which required a complete remodelling of the face, in comparison Seondeok and Tamar only needed slight base colour texture changes (and Wilhemina, iirc she was really taking the Dutch orange thing a bit too far on first look). In the case of the reused animations shown in the LSS video, they're easily the least important animations to finish and most likely left to last. LSS isn't a reskin of Amanitore, they just have similar rigs, hence why they're using Amanitore's responses as placeholders. They most likely used the same basemesh/body during modelling and that's it. As for her eyes, maybe the roughness texture on them is too low, which makes them too shiny - I'm not sure. That would be an easy fix.
 
Placeholders? The pack releases next week.

Sure, but the agree/disagree animations are the simplest/don't require lipsyncing and would be the last to be completed, either they're being finished now or the footage is from an earlier build. I mean I don't know for sure, but I seriously doubt they were just going to release her with Amanitore's animations, maybe I'm too idealistic. The game really seems to pride itself on its animation and getting the most out of the personalities of the leaders in such short sequences.
 
This will be a superb civ for a defensive, peaceful play style. The UU is insanely good on defense. Plantations will be extremely valuable, as in a tightly packed setup you can have 3 Observatories around a plantation. With the +10% bonus, spending a builder charge for a +6.6 science points? Not bad at all.
 
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