My thoughts on the Maya

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Mar 28, 2003
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I picked up this game last night, and have played a single Monarch level game as the Maya. So my results are far from scientific, and could be plain wrong.

The Maya are Agricultural and Industrious. Agricultural gives 3 food in the city square (2 in despotism unless on a river) and starts you off with Pottery. Industrious gives extra shields in the city square as your city grows, faster workers and starts you off with Masonry.

The Maya's UU is an archer replacement, the Javelin Thrower. This is a 2/2/1 unit costing 30 shields. It has a bonus feature called enslavement, which gives a free worker occasionally when killing units. In my game, it was in the 40% range, but is probably 33% or 1/3.

The only Agricultural wonders I could find were the Pyramids (Religious, Agricultural and Industrial), Hoover's (Agricultural and Industrious) and Suffrage (Agricultural). I feel like Firaxis changed that last one over to Agricultural because they needed more wonders, but IMO it's a terrible choice. If they wanted another wonder for that trait, they could've just added another one in the Industrial Era, perhaps with Electricity, and have it give a free Aqueduct in all cities. Anything would've been better than changing Suffrage to Agricultural.

As for my game, I played a standard size map, random opponents, random barbs, random type and warm/wet/4 billion. It ended up being a 2 continent map, with 2 civs on one, and 6 on the other.

I was on the small continent with India as my neighbor. After getting a pair of 4 turn settler factories going (much easier with the extra food), I quickly noticed that you can't settle on marshes. A full 50% of the island was marsh, so it took longer than I expected to fill the island. I eliminated India relatively early, as they were stuck with 4 cities because of the marsh.

After doing a 50! turn minimum research run on Writing, I went for max research on Philosophy, and scored Literature as my free tech. I popped a Scientific Leader when I learned Philosophy, and used him to rush the Great Library. After that, the game was over. I ended up winning by building the UN, but as I had met the whole world by the time I built the GL (thanks to that wonderful Curagh), I put on 0% science until I learned Education, and by then I had the infrastructure to do 4-6 turn research for the rest of the game. I never had anymore Scientific Leaders, and as I was involved in a single war all game, only one Military Leader, which I used to build an army.

Now for the fun part, the Mayan UU.

A 2/2/1 unit for 30 shields doesn't sound like much at first. The key is the enslavement. This works when fighting anything, INCLUDING BARBS. The random barb setting ended up being restless, so I had an ample supply of barb fodder. I averaged about 40% enslavement rate, which meant I had an enormous amount of barbarian workers. Playing with raging barbs would just make it easier. And because it's 2/2/1, you can have a stack of them and not need a spearman escort. In fact, you don't even want a spearman, as you can enslave when defending as well. Also, killing barbs doesn't trigger your GA, so you don't need to worry about a too early GA when enslaving barbs.

I used my UU purely for barb slave making, so didn't trigger it until I built Hoover's as the game was wrapping up. An earlier one would've been fine, but my aim was spaceship/UN, so there was no need for one at all.

The AI doesn't know how to handle marshes. Even at the end of the game, large tracts of the other continent were unsettled because they were covered in marshes. I never left my island, but I could've dropped ships full of settlers/workers/defenders off on the other continent and doubled the amount of land I had, just by settling marshes.

The slightly slower Industrious workers are still great. They aren't as fast, but they definitely are faster than slaves or regular workers. Also, it appears that it takes 3 slaves to equal the speed of an Industrious worker, but that changed once I became a Democracy and learned Replaceable Parts, and I think it became 2/1 then.

The Maya UU needs to be changed so that it can't enslave barbs. By allowing it to enslave them, it creates a giant slave army, without any need to go to war, or trigger a GA.

One nice thing was that adding barb slaves to your cities makes them permanently unhappy, as you are always at war with them, and your citizens are protesting the war "Stop the aggression against our mother country" :). I think they end up getting assimilated eventually, but I never checked. I also didn't check to see if you can sell them, but I assume you can.


I enjoyed my first taste of Conquests, and really enjoyed having contact trading pushed back. One thing I didn't like was that you can't even trade Territory maps until you learn Navigation. I can understand pushing back world maps, but territory maps as well?

And the Mayan are THE overpowered civ in Conquests. Especially with high barb levels.
 
a very nice report that makes me look forward to getting coquests even more :D
two questions: can barb camps appear in marshes/am I right assuming that the AI will not clear marshes to settle there?
If the answer for both is yes, it could be a good idea to let some of them untouched for a long time to generate a worker supply for the whole game:)
 
I agree with you - the Mayan UU is too strong. The barb camps were just a 'worker delivery service', and after a very early war i got 30 - 40 workers for my three cities.
 
I've delved into the Mesopotamian scenario instead of playing the EG (which OF COURSE would be the mayans)...
But I'll just have to say: told you so :p
 
The Mayans are fine unless you set up barb reservations to get free slaves.

If you want to balance out the Mayans, its simple - don't do that. :p

EDIT: On second thought, they should fix that in a patch and not allow barbs to be made into slaves.
 
why not counting the hanging gardens as an argicultural wonder?
 
Originally posted by Bad Brett
why not counting the hanging gardens as an argicultural wonder?

That also seems like an obvious choice. It's still Industrious only though, as I built it and didn't receive a GA.
 
Not allowing barbarians to be slaved is in my opinion a bit edgy. After all, historically most slaves have been made by conquering smaller and inferior cultures, which in my opinion are represented by barbarians in the game. Although, slaving small cultures definitely wasn't something only Mayans did, so I guess it could go.
 
Its not that realisitic, however. Barbarians subsided after a while; smaller cultures disappeared. However, in Civ, you can leave an area on the map and they will spawn eternally, giving you infinite workers.
 
Maybe they should make barbarian workers even less efficent then slaves?

They seem to make your population unhappy if you add them, as jimmydean said, your always at war with barbarians, so...
 
Perhaps have a unit/civ specific chance of enslavement, so that for instance, warriors they can be enslaved 30% of the time, but spearmen can only be enslaved 10% of the time. Civ specific chances would say that the Romans can only be enslaved 40% of the time, while the Barbarians could be enslaved 3% of the time. I don't know if this can be added, but I feel it would improve the enslavement feature.
 
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