evonannoredars
King
- Joined
- Nov 17, 2024
- Messages
- 608
I've been thinking for a while how a postclassic/late classic Maya civ could be included in a way that differentiates them from the ancient era Maya, it occured to me recently that they'd be perfect to tie into the overbuilding mechanic. Although building pyramids over previous ones wasn't a new development in the postclassic (almost the opposite with a decline in large-scale architectural construction), overbuilding only becomes possible in the Exploration and Modern ages. However, with the timing of the exploration age, a late classic to postclassic Maya civ works out quite nicely.
I also thought it'd be interesting to allude to the Maya 'collapse' with abilities that might be powerful now, but could become dangerous in the long run if managed poorly. Most significant here are warfare and overpopulation/taxation of the land, I wasn't able to figure out how to incorporate drought and trade disruption - but too many aspects might've made it feel more overcomplicated than it already is. Many design elements were inspired by information about Chichen Itza, so this could also be an Itza empire.
Unique Ability
Rains of Chaak: New buildings retain the base yield of the buildings they have overbuilt.
Name parallels the Skies of Itzamna ability of the Ancient era Maya. Doesn't really have much to do with the ability itself.
Attributes
• Scientific
• Militaristic
Civic Trees
Río Bec
• Tier 1: Overbuilding grants minor production proportional to cost of original building. Unlocks 'Multepal' tradition.
• Tradition - Multepal: Increased gold but decreased influence per urban tile.
Puuc
• Tier 1: Unlocks the Ek' Na' unique building. Unlocks unique 'star war' war declaration, which grants a period of bonus war support followed by a minor period of reduced war support. Unlocks 'Chak Ek'' tradition.
• Tradition - Chak Ek': Killing an enemy unit grants happiness.
Chenes
• Tier 1: Unlocks the Sak'be unique building. Improving rural tiles grants an immediate production boost. Rural tiles adjacent to urban tiles have reduced food. Unlocks 'Slash and Burn' tradition.
• Tradition - Slash and Burn: Settlements gain increased production, but require more food to grow population.
Tula
• Tier 1: Settlements conquered in this age provide increased yields. Reduced town food output to cities. Unlocks 'Chacmool' tradition.
• Tradition - Chacmool: Increased combat strength for each settlement conquered in this age.
Rio Bec branches off into Puuc and Chenes, branches recombine into Tula (in reference to the Toltec capital, as Maya-Toltec is a bit wordy). All names of architectural styles, names don't correspond to the abilities really except for Tula.
Unique Infrastructure
Kun: Unique Quarter. During a war, gains science and culture per positive war support. If war support is negative, reduces yields. If quarter yields become negative, applies additional happiness penalties.
Ek' Na': Unique Building. Science base. Culture adjacency for quarters, doubled for unique quarters.
Sak'be: Unique Building. No base yield, even if overbuilding. Gains the highest yield from any adjacent tile, per yield.
Platform (in reference to the levelled ground platforms, not sure if I've used the right word though), observatory (attempted translation of 'snail house', in reference to El Caracol because I couldn't find an actual/better translation for obervatory, but I probably botched that) and 'white road' (authentic translation) respectively.
Unique Civilian Unit
Bak: Unique unit created by the unique general. Can be activated in a settlement to provide happiness or to grow the population.
Captive. Can basically either be sacrificed or made into a worker.
Unique Military Unit
Batab: Unique general. Upgrade to existing general. Is able to create Bak units from attacking cities.
I'm not sure if this quite the correct word for general.
Associated Wonder
Temple of Kukulkan: Increased happiness and gold during wars.
Naturally
The overall effect is that this civ can be very powerful - if managed well. The negative effects can compound to cripple your civ, especially once the crisis hits. Conquering is rewarded, but overextend yourself and it'll come back to bite you. Cities can be grown to grant incredible yields, but become difficult to grow with food and maintain with happiness - both of which conquering can help alleviate, so you see where the problem arises.
I also thought it'd be interesting to allude to the Maya 'collapse' with abilities that might be powerful now, but could become dangerous in the long run if managed poorly. Most significant here are warfare and overpopulation/taxation of the land, I wasn't able to figure out how to incorporate drought and trade disruption - but too many aspects might've made it feel more overcomplicated than it already is. Many design elements were inspired by information about Chichen Itza, so this could also be an Itza empire.
Unique Ability
Rains of Chaak: New buildings retain the base yield of the buildings they have overbuilt.
Name parallels the Skies of Itzamna ability of the Ancient era Maya. Doesn't really have much to do with the ability itself.
Attributes
• Scientific
• Militaristic
Civic Trees
Río Bec
• Tier 1: Overbuilding grants minor production proportional to cost of original building. Unlocks 'Multepal' tradition.
• Tradition - Multepal: Increased gold but decreased influence per urban tile.
Puuc
• Tier 1: Unlocks the Ek' Na' unique building. Unlocks unique 'star war' war declaration, which grants a period of bonus war support followed by a minor period of reduced war support. Unlocks 'Chak Ek'' tradition.
• Tradition - Chak Ek': Killing an enemy unit grants happiness.
Chenes
• Tier 1: Unlocks the Sak'be unique building. Improving rural tiles grants an immediate production boost. Rural tiles adjacent to urban tiles have reduced food. Unlocks 'Slash and Burn' tradition.
• Tradition - Slash and Burn: Settlements gain increased production, but require more food to grow population.
Tula
• Tier 1: Settlements conquered in this age provide increased yields. Reduced town food output to cities. Unlocks 'Chacmool' tradition.
• Tradition - Chacmool: Increased combat strength for each settlement conquered in this age.
Rio Bec branches off into Puuc and Chenes, branches recombine into Tula (in reference to the Toltec capital, as Maya-Toltec is a bit wordy). All names of architectural styles, names don't correspond to the abilities really except for Tula.
Unique Infrastructure
Kun: Unique Quarter. During a war, gains science and culture per positive war support. If war support is negative, reduces yields. If quarter yields become negative, applies additional happiness penalties.
Ek' Na': Unique Building. Science base. Culture adjacency for quarters, doubled for unique quarters.
Sak'be: Unique Building. No base yield, even if overbuilding. Gains the highest yield from any adjacent tile, per yield.
Platform (in reference to the levelled ground platforms, not sure if I've used the right word though), observatory (attempted translation of 'snail house', in reference to El Caracol because I couldn't find an actual/better translation for obervatory, but I probably botched that) and 'white road' (authentic translation) respectively.
Unique Civilian Unit
Bak: Unique unit created by the unique general. Can be activated in a settlement to provide happiness or to grow the population.
Captive. Can basically either be sacrificed or made into a worker.
Unique Military Unit
Batab: Unique general. Upgrade to existing general. Is able to create Bak units from attacking cities.
I'm not sure if this quite the correct word for general.
Associated Wonder
Temple of Kukulkan: Increased happiness and gold during wars.
Naturally
The overall effect is that this civ can be very powerful - if managed well. The negative effects can compound to cripple your civ, especially once the crisis hits. Conquering is rewarded, but overextend yourself and it'll come back to bite you. Cities can be grown to grant incredible yields, but become difficult to grow with food and maintain with happiness - both of which conquering can help alleviate, so you see where the problem arises.
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