The Civs 6
King
- Joined
- May 27, 2020
- Messages
- 782
Played the Mayans a few more times and I still think it's an F-tier civ unless you're willing to restart repeatedly in order to get the right kind of land. And you could do that with any civ and frankly get a better end product. It's not hard to get the mountains/fissures/reefs for +4ish campuses in most of your cities if you restart a few times. It's certainly easier than getting clusters of plantations in multiple cities for observatory adjacencies. I feel like people are cheesing the map generator to get unusually good plantation configurations and then calling the civ good at science when you could easily do the same (and better) with civs like Australia and the Netherlands, or in literally every game with Korea. The Mayans don't even get anything that helps a science victory beyond their unique campus. I wouldn't place them in the top four of science civs, there's a lot more to science victories than campus adjacency--and doubly so if you're playing with a limited number of cities.
But the housing issue is just too much. Every city has to have a builder or granary instantly in order to function. This is such a huge disadvantage that it completely erases everything else this civ has to offer. If their farms got +1 production or something so that you actually want to work those farms you have to build, that would be one thing; but they don't, you're forced to build useless trash farms that basically mean those builder charges are wasted until Feudalism because non-Feudalism farms are some of the worst improvements you can work. So every settler effectively comes with the additional cost of a builder or granary in order for the city to not be garbage for the longest time. It's a bit like having -50% production toward settlers. And you cannot settle anywhere that doesn't have farmable land.
How big of a deal is it really to be able to settle in places without water? There's water everywhere. This ability barely changes anything about city placement. The map generator is specifically designed to provide sources of water in such a spatial configuration that it matches how one might settle, at least in 90% of cases. You will almost never start in an area whose land grants you more cities by settling without water than another civ could get when tied to water sources. And since you're severely discouraged from expanding far away, you can't even take advantage of those far-flung stretches of land far away from start locations where there isn't water. The game literally makes you start near water sources, and you're still encouraged to settle near them (or at least mountains) in order to get aqueducts, so there's very little to be gained for the Mayans. This so-called bonus does not amount to any meaningful advantage.
The unique archer is very good for early defense, but an ancient era unit doesn't carry that much weight for a civ whose only valid victory approach is science. You're strongly encouraged to rush aqueducts anyway, so you'll arrive at crossbowmen quickly enough that a strong archer replacement is not some kind of godsend.
I think that's overstating the case just a little. They have the potential to get a sizable scientific lead early in the game, by building cheap observatories in their first cities that receive the 10% buff, and building a lot of farms around them. You use your special archers to defend against early aggressors, and once you get into feudalism it's all a very powerful combination. that kind of thing itself makes them better than a civ like the Khmer in my opinion. they have a gameplan that allows them to excel in the late mid game and early late game.