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The Classic Maya 2016-10-05

Amusing screenshot; Calakmul's last city is on the Pacific coast:

Pacificmul.jpg
 
In-game, I think the Chasquis looks rather too advanced next to the Warrior and the Militia. Does anyone have another suggestion off the top of their heads?

The only I can think of immediately is Kinboat's Incan Slinger. Unfortunately, I have no idea whether slings were in use among the Classic Maya.

Edit: "Advanced" isn't the right word. Flashy, more like - it's the headgear I feel is a bit too glorious.

Addendum: The new scouts are much more useful than the old ones, particularly if you resist the temptation to attack barbarians with them.

I dropped the cost of the first-tier techs by a third. This is probably as far as I'm willing to go, since AI Tikal had both Corvée and Trade in twenty-something turns.

I'll be adding a patch with the changes to the first post. Consider it a BETA^2 patch. :)
 
The Last Conformist said:
In-game, I think the Chasquis looks rather too advanced next to the Warrior and the Militia. Does anyone have another suggestion off the top of their heads?

The only I can think of immediately is Kinboat's Incan Slinger. Unfortunately, I have no idea whether slings were in use among the Classic Maya.

Edit: "Advanced" isn't the right word. Flashy, more like - it's the headgear I feel is a bit too glorious.

Addendum: The new scouts are much more useful than the old ones, particularly if you resist the temptation to attack barbarians with them.

I dropped the cost of the first-tier techs by a third. This is probably as far as I'm willing to go, since AI Tikal had both Corvée and Trade in twenty-something turns.

I'll be adding a patch with the changes to the first post. Consider it a BETA^2 patch. :)

The Mayans did have some pretty flashy military outfits, but I think thats post-classical (like the Ah Kuy for example), during the Toltec influence period of the Mayans.
 
Well, it looks like I'm sticking with the Chasquis.

Classic warriors of rank carried fancy enough gear - what I'm not very happy with is the look of th Chasquis next to the pretty neolithic-looking Meso Warrior.
 
If you'd like to do Maya-specific units, I'd be thrilled.

There are alot of Andean units used currently - the Scout, the Militia, the Sajal, and the Raider for the Maya, plus the Fighter for the Mexicans. Ideally, all of these would be replaced with Mesoamericans. The Chasquis for the Scout is probably the one I like the least of them.

In a perfect world, one'd also replace the Yajaw K'ak' with something with a more appropriate weapon, and the Toltec with something looking less AoK.
 
I'd agree actually, the Chasqui one fits the least with the other units of the scenario. On the other hand, given the Classic Maya penchant for display and general craziness I wouldn't put it past them to wear something ridiculous for this scenario :)
 
I've got a lot of mesoamerican sound files myself but my one attempt at making civ music ended in disaster.
Re: tech icons. Sword should take whichever ones he wants and I'll look after the rest. I'm still only operating on quarter capacity with my work P.c. so it'll be next week when I get some results.
 
Well, a bit late but continuation of my report.

508 : Calakmul recapures Uaxactun (closer to their capital).
They refused peace and I lacked the troops. Sell Stone working and stupidly buy Teotihuacan connection for a huge price when it is due in 4 turns PLUS I cannot trade with Mexicans. --> architecture

522 : many skirmishes start well for me but eventually I cannot keep up with his number of troops. They still demand the same city.
526 : Calakmul + Piedras Negras TE / me
! Screenshot ! at 526 AD
534 : Palenque demand Teotihuacan connection. I refuse --> war. Calakmul pillage at will near my capital city.
554 : Calakmul Mexican allies appear !
558 : I destroy a first large Calakmul attack force. Piedras Negras demand 21g, I accept. Palenque attack my spice city. Their army kills 1 militia then dies :) :)
562 : end of embargo with Mex against me, Calkmul sign in Caracol instead. Architecture --> blood cult. Got 70g + Script for architecture from Mex. New Calakmul attack wave.
570 : second wave diverts from my capital towards Xultun, isolated north and with little defense (1 militia). I send my now hardened troops to cut the only way. Sign peace with Palnque for 80g.
574 : got leader, kill 3 warriors and signed peace + architecture for peace + 27g. I was close to defeat so not a bad deal. Sell architecture to everybody (except Tonina and Copan too poor) else, get 150g + 2 workers.
Calakmul then demands (his turn right after peace was signed) 32 g ! I bow.
578 : palace produces army. I have 2 !
582 : 11 turns to blood cult. I regroup and build up.
590 : Piedras Negras (city & civ) builds Royal Trade Network. I was too much on military defense to even try to compete. Glad it pays their airport costs ;)
Apparently there is a war in the East since I see some ruins (very nice BTW) and I discover a new dialogue box I had never seen before in Civ3 relate to troop movements... ????
 

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598 : Just saw Pelque and Piedras Negras fighting off my borders. Good, keeps them busy.. A Caracol army parades along my borders... not good !
602 : culture expans in most cities. I get 2 precious feathers. Copan demands 32g. I refuse, they were bluffing....
604 : lots of trade embargoes vs me.
614 : my scout spots ANOTHER Caracol army in the mountains.
622 ; blood cult --> divine monarchy. Upgrade warriors. Bug : one keeps name "warrior" (the one who gave a leader).
630 : Calakmul moves Mex allies army and Caracol moves in agressively to settle around me. Both will eventually surrond me as I think I am already well-developped and build units instead.
! Screenshot !
634 : Calakmul moves its army near my city of Rio Azul. Guess I have to expect another ROP rape. Calakmul declares and loses its army (I had just moved a javelin thrower army inside !).
638 : Mexico demands blood cult. I refuse but plan on selling when the trade embargo is over to get Mex allies. The TE ends. In my turn I sell and get incense, obsidian, ROP + gold + they accept TE against all other civs except Carakmul which means Mex allies of other civs won't come knocking on MY door.
646 : finish building up + celebrations (<-- luxuries). Palenque starts Long Count. My main problem is I meant to build up against Caracol and once more I am in a war with Carakmul.
 

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652 : Divine Monarchy --> Ball Game
656 : armies prepare a bait for Calakmul
! Screenshot !
660 : Sajal (Calakmul) attacks militia (and dies BTW). Falgged as offense too ?
662 : anarchy ends. Switch to Divine Monarchy (short on gpt).
664 : 2 other civs go for Long Count. 5 gpt deficit. Calakmul lost 4-5 Mex allies + 5-6 warriors against my armies (attack and retreat, attack and retreat,...) so they go for Xultun instead... and in droves ! while my offensive troops are West.
 

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Nice report. :)

Yes, Sajals (and Guardians) have offense flagged. This is intentional, since it encourages the AI to bring 'em along in its offensive stacks, which protects against counterattacks and makes it more likely to pillage your turf. The backside is the odd stupid assault with them, but the AI mostly only attack with them when it's got a decent chance to win. A 2.3.1 Sajal has decent odds of killing off a 1.2.1 Militia.

What happened with the upgraded Elite* wasn't a bug per se - what will have happened is that, when prompted whether you wanted to rename it, you hit enter instead of clicking cancel, which means the unit was given "Warrior" as a custom name, which of course isn't changed when the unit is upgraded.

Tikal getting punched up by Calakmul in the 6th and 7th centuries is pleasingly historically accurate. :) This is the time of Tikal's "Hiatus", during which little public architecture was built in either the capital or its dependencies. Jasaw Chan K'awiil (your in-game alter ego) rectified things by putting Calakmul's hegemony to an end in the 690s.

Ballgames is a dead-end tech, but the Ballcourts are very useful. If you can grasp the Grand Ballcourt, so much the better.
 
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