Maya First Impressions - Civilization VI Frontier Pass

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  • Опубліковано 13 тра 2020
  • The first look for the Maya released today, so I figured I'd give some general impressions on it! I think this civ will be fairly strong, probably in the range of B or A tier. They've got the ability to grow quite tall through the housing that they acquire from their farms. Their unique campus seems like it could be decent, but I don't believe it'll be a significant upgrade over a standard campus.
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КОМЕНТАРІ • 177

  • @Excalibaard
    @Excalibaard 4 роки тому +201

    Observatory science bonus from plantations - let me just look at these bananas reeeeeal close and unlock the secrets of the universe

    • @zachsileo1300
      @zachsileo1300 4 роки тому +43

      Studying bananas directly correlates to giant death robots

    • @gingerale2131
      @gingerale2131 4 роки тому +13

      Potassium in the bananas help the Mayans understand chemistry because if they’re reaction with salt and this discovery reveals how to give energy to robots

    • @zachsileo1300
      @zachsileo1300 4 роки тому +6

      @Caleb Sommers so your suggesting some sort of weaponized super banana, with the strength of millions packed into 1?

    • @skyeplus
      @skyeplus 4 роки тому +3

      Bananas naturally accumulate radioactive K-40 isotope. You could study it's decay products. Even catch positrons. Banana power.

    • @rogaldorn7016
      @rogaldorn7016 4 роки тому

      @@zachsileo1300 it is called nuclear bomb.

  • @ryanhouchen7580
    @ryanhouchen7580 4 роки тому +64

    Half production Campus by itself is huge in it's own right so just having a unique Campus is still pretty powerful imo

  • @tonyvu3235
    @tonyvu3235 4 роки тому +89

    Damn the maya AI is gonna be really OP since the ai is really stupid and will settle off water but then they get the housing bonus from farms

    • @TheSaxyGamer
      @TheSaxyGamer  4 роки тому +27

      Its true, they really love to settle stupid cities and then spam their farms lol

    • @l0remipsum991
      @l0remipsum991 4 роки тому +4

      doesn't matter. more farms to pillage = more heals

    • @CAjokeRCA
      @CAjokeRCA 4 роки тому

      The Casual Gamer I’ve witnessed them build over many times

    • @drewbakka5265
      @drewbakka5265 4 роки тому +1

      Ok THANK YOU. I have been playing this dam game for years and never understood why the fuck the AI just settled away from rivers or even within aqueduct distance from a mountain. I was starting to think it was a bad idea to only settle next to rivers, lakes, or mountains.

    • @Lankpants
      @Lankpants 4 роки тому

      @@drewbakka5265 The bad idea would be copying anything the AI does. They're dumb as hell and they only get by through their huge natural advantages. Their crappy cities will be about as good as a kinda meh one you settle since they can get huge boosts to their yields (on high difficulties, on low they're just crap). If you try to mimic this you'll just have a ton of tiny, unproductive, useless cities.

  • @ProtonCannon
    @ProtonCannon 4 роки тому +90

    About Ix Mutal Ajaw .You can fit way more cities in that 6 area mathematically 12 to be precise if we completely ignore the terrain.
    i.imgur.com/ebkvAEd.png
    Of course this is NOT a realistic scenario but there should be an inner circle and and outer circle possible if one wants to squeeze in the maximum number of cities.

    • @VII89
      @VII89 4 роки тому +1

      up you go

    • @Lankpants
      @Lankpants 4 роки тому +3

      Obvious downside of this being that your inner 7 cities would have almost no decent tiles to use, especially your capital. Still seems like it could be interesting to try to get as close to as possible though.

    • @RockiesSweden
      @RockiesSweden 4 роки тому +6

      At least without the fresh water restriction, settling cities geometrically will be more viable.

    • @harjutapa
      @harjutapa 4 роки тому +4

      There's a much better 9 non-capital arrangement if you set minimum distance from the capital at 5 and allow non-caps to be within 4 of each other (and assuming perfect terrain).

    • @harjutapa
      @harjutapa 4 роки тому +4

      (using free version of hexographer, dark grey is capital, light grey trees are non caps)
      imgur.com/a/fQr5jVb

  • @avalen5515
    @avalen5515 4 роки тому +41

    Percentages bonuses definitely get stronger and stronger the longer the game goes on and the bigger the cities get. About the -15%. Cities producing 85% is still better than 0%. So even with the Maya having more cities is better than not having them. Someone on Civfanatics did some maths and thought that with the 10% bonus and the -15% bonus, Maya have an advantage over other civs until you reach around 15 cities. After this other Civs have an advantage

    • @GoldfishLiberty
      @GoldfishLiberty 4 роки тому +2

      how accurate is this ?

    • @alexsamurai1230
      @alexsamurai1230 4 роки тому +2

      @@GoldfishLiberty The precise cutoff is that you receive an advantage as long as your 'core' cites provide at least 60% of your total yield. I can't say how many cities that is likely to be in an actual game.

    • @presidenttogekiss635
      @presidenttogekiss635 4 роки тому +2

      So it's better in smaller maps with less cities per civ.

    • @jimmym3352
      @jimmym3352 4 роки тому

      I always felt like Scotland's bonus was pretty strong. People act like they are the worst civ (their uu might be the worst though). But Scotland's bonuses you really have to work for, the Mayans will get those bonuses pretty easy. And with half price campus districts, and a strong uu, they will blow Scotland out of the water.

    • @presidenttogekiss635
      @presidenttogekiss635 4 роки тому +1

      @@jimmym3352 They do have great bonuses, but I don't think they will blow Scotland out. Scotland still has one big advantage: It can actually conquer cities and fully use them, unlike Maya.

  • @harjutapa
    @harjutapa 4 роки тому +15

    I could see the Mayans really dominating by going after areas most couldn't settle easily. I've seen many places I'd LOVE to settle due to great resources, etc, that get absolutely no water supply. They're going to play completely differently, and I love that.

  • @andrewplehn4805
    @andrewplehn4805 4 роки тому +33

    After some thought, it seems like the Maya are going to be a fantastic Civ for beginners. There's nothing complicated at all, the unique unit is really simple, and most of the bonuses encourage a small defensive, close-knit Empire, with decent science bonuses, and a lot of early game power to propel you through the rough early game.

    • @Keygentlemen
      @Keygentlemen 4 роки тому +2

      On the contrary, I don't find a mechanically different civ a good starting point for beginners. I think they should learn the default before branching out into something more unique, and the Maya getting nothing from fresh water and staying within a perimeter is quite different than other civs.

  • @matthewsommerville88
    @matthewsommerville88 4 роки тому +17

    Most importantly, the new DLC means more Saxy content.

  • @benbridgesgm
    @benbridgesgm 4 роки тому +19

    Finally playing tall looks like a really fun option, it’s gonna be impossible to lose

    • @TheRoguesource
      @TheRoguesource 4 роки тому +2

      Not really lol. On deity it may be difficult to succeed with this civ if you spawn next to the ocean

    • @levsonc
      @levsonc 4 роки тому

      @@TheRoguesource probably they wouldn't spawn by the ocean as long as map allows that.

  • @plasmaelk
    @plasmaelk 4 роки тому +4

    4:49 The base strength for the Hul'che is 28, +4 for Deity AI, +5 from Ix Mutal Ajaw, +5 for a wounded opponent, and if combined with the Garrison promotion it receives an additional +10 for a grand total of 52 combat strength!

    • @LordKnt
      @LordKnt 4 роки тому

      @TheOdd Apple It's a ranged unit, not a melee one

  • @aidyg
    @aidyg 4 роки тому +1

    Looks interesting. I also like how game style seems different. Cant wait to try her out

  • @anq_b13
    @anq_b13 4 роки тому +8

    15:37 Bottom right corner. Forest Fires works like regular Natural disasters (perhaps)

    • @jasondaveries9716
      @jasondaveries9716 4 роки тому

      Oh hey nice eye. I'll bet forest fires will increase the yields of forests like volcanos and floods. Also I wonder if urban fires will be a thing

  • @ausnik
    @ausnik 4 роки тому +1

    You can settle 12 cities around the capital for a total of 13 but it requires a perfectly flat and open start, with no lakes, mountains, coasts or city-state/civs nearby. Reddit has quite a few diagrams of the layout. Based on the bonuses for cities being built in close proximity to the capital you'll want to build this civ in a grid-based pattern away from coasts and mountains. Combine this with their campus not having mountains, reefs or geothermal fissures as a bonus, and you get a pretty clear indication that they'll have a spawn bias away from mountains and water, and possibly rivers, and near plantation resources, of which there seem to be a few new ones of. They seem to make for a fantastic turtling science civ!

  • @marquisofmanatee
    @marquisofmanatee 4 роки тому +6

    Achievement:
    That's a Mouthful: As Six Sky, settle six cities six tiles of the capital

  • @2gtomkins
    @2gtomkins 4 роки тому +2

    The devs are continuing their experiment (as with Mansa Musa and Kupe) in civs that only get bonuses in exchange for giving up maluses. You get a yield bonus for cities 6 hexes. You get extra housing (and a bit of gold) for farms, but lose the freshwater housing bonus. Your campus equivalent gets plantation and farm adjacency bonuses, but (apparently, I'm not 100% clear on this) lose the mountain and rain forest adjacency bonuses.

  • @parrot1442
    @parrot1442 4 роки тому +1

    Cant wait for Gran Colombia
    I've been waiting for "El Líbertador"(Símon Bolívar)

  • @tonydeveyra4611
    @tonydeveyra4611 4 роки тому +11

    I wonder how much additional housing the maya cities get from aqueducts

  • @logankevitt8401
    @logankevitt8401 4 роки тому +1

    If you can get two plantations adjacent to the observatory then that’s 4 already or you can get a bunch of farms next to it and they act like districts for adjacency, so I feel like that is ridiculously strong, since you can choose how to shape the land and get great bonuses

  • @gzaf187
    @gzaf187 4 роки тому +1

    6-8 city science victory. Sounds good!

  • @vaarmacht6888
    @vaarmacht6888 4 роки тому

    Looks awsome

  • @sterlingbuck967
    @sterlingbuck967 4 роки тому

    In regards to the empire layout, including the capital you can at max fit 13 cities all with the 10% boost. So on a more hypothetical note, if you perfectly place the cities, every city has an Industrial zone powered with a factory, and Magnus with Vertical Intergration in the capital, you will get (if I did the math right) 85.8 production in the capital (78+10%) and if you also can get ruhr valley in the Capital, that brings it up to 102.96 production from just the factory adjacency alone with it being 6 tiles away if you placed them on the closer side to your capital (This does not take into consideration the Power plant or any other production yielding tiles) I think shes going to be ridiculously strong, plus if you place a city you can literally just place an observatory anywhere and surround it with farms and get a very easy +3 campus adjacent with 9 housing, which I personally feel makes it just as strong as the Seowon just because she still gets a minor adjacency bonus from having a district next to the observatory where Seondok would get negative bonuses to it, plus plantation spots are fairly common (at least in my experience so far) which provide a major so if you happen to find a place where there are three bananas surrounding it that is a +6 adjacent with still being able to place other districts or farms nearby. The only downside is there is no bonus for reefs or geothermal fissures but if they still provided major bonuses it would probably be far too strong. She looks at least an A tier for Tall play which could go up to an S if you start in an open area with plantation spots or a D tier if you start super close to the coast and can only fit like 2-4 cities within 6 tiles. It really depends on the start location as with all other civ but I would be surprised if she didnt have a plantation Starting Bias like how Seondok has a hill start bias.

  • @fireballgarcia1281
    @fireballgarcia1281 4 роки тому +8

    I think it’s interesting how they seem to be a direct counter to the Aztecs

    • @jasondaveries9716
      @jasondaveries9716 4 роки тому +2

      How so?

    • @seadog1334
      @seadog1334 4 роки тому +2

      Jackson DeCourcy they encourage you to settle around plantation resource( most of them are luxuries) and other luxuries.
      so it transgressed against montezuma’s agenda and instead of wide conquer of the Aztec,
      the Maya are more of a restrictive warfare and capital defender.
      In fact when I first seen their leader’s ability I immediately though of Ethiopia from civ 5

    • @jimmym3352
      @jimmym3352 4 роки тому +1

      @@seadog1334 Also Aztecs are a wide civ where Mayans are a tall civ. Mayans also have a counter to the Eagle warrior which will get torn to shreds with the Mayan UU.

    • @seadog1334
      @seadog1334 4 роки тому +1

      Jimmy M I think that Maya’s uu can counter almost all early UUs though,except maybe the war-cart rush but they doesn’t have light cav promotions and will be at disadvantage in rough terrain and they will become a short work for the maya if they are injured
      So yeah the Maya’s UUs have a lot of potential for both defense and offense.

    • @jimmym3352
      @jimmym3352 4 роки тому

      @@seadog1334 The biggest problem on higher difficulties are keeping the AI at bay until you get archery. So the Eagle Warrior could pose some threat, though the +5 home defense should help until you get archery. I'm not the biggest fan of Eagle Warriors because of their high cost. War Carts are even more a threat since they too can be built from the start, but Gilgamesh can instantly be befriended, so usually not an issue. If the human player can keep the AI off their back long enough, they should be just fine. They aren't as "safe" as Canada, but they certainly rank pretty high for safest civs starting in the ancient era.

  • @EstrellaViajeViajero
    @EstrellaViajeViajero 4 роки тому

    I'm guessing the idea of the plantation adjacency is that one plantation could give bonuses to multiple observatories since all the cities will be so close together. Also, one doesn't need mountains, which is good, because the cities will be grouped close together meaning there are already less tiles per city, so unworkable ones would be worse than normal.

  • @josdelijster4505
    @josdelijster4505 4 роки тому

    Thank you saxy.. i canot wait to get stuck in....

  • @biggee316
    @biggee316 4 роки тому

    In actuality the Hul'Che should replace the Slinger, because when the bow and arrow came along it made the Hul'Che javelin obsolete. The 1.5 housing is actually on point to how Mayan archaeologists mention that they formed households directly in the middle of their work areas in this case plantations, I think the science from plantations is accurate, because the Maya relied heavily on the cycles of the Moon (Astronomy) to know when to plant their crops... So I guess the devs figure that the more they practice this the more it increased their knowledge through the movements of the moon... so it does make sense to me that Plantations next to the Observatory would yield some science...

  • @samischultz5571
    @samischultz5571 4 роки тому

    If you stagger your cities in a zigzag around your capitol (3ish tiles, then 6ish tiles, then 3ish, then 6ish, etc) you could fit like 9 or 10 in there

  • @Madmuli
    @Madmuli 4 роки тому

    You can settle 12 cities within 6 range of your capital. Exactly extend 6 tiles in the 6 straight directions, and you'll have 6 spots (within the just created triangles) in which you can put another 6 cities. Now all of you total of 13 cities are as close to each other as possible, which is counter intuitive when playing tall, as the Maya seem to emphasize, but it's possible. another option is to create a ring around your capital, at the maximum range of 6, where only those cities are 4 tiles from each other. This way you can settle 9 cities around your capital, and they have some more room than in my first example. All of this is, of course, possibly limited by the surroundings, since any mountain, lake, ocean, city state or rival civilization can wreck your precious plans ;)

  • @jaydenliberty9536
    @jaydenliberty9536 4 роки тому

    I think the point of the +1 amenity DOESN’T work if you settle on top of it, because I think that’s the point.
    When you settle on it you gain the amenity you *would* have gained if you improved it. This bonus is something that you gain *on top* of the improvement amenity. Plus, if you’re going to have a tall city you need actually worthwhile tiles to work, and while some Luxury resources aren’t exactly amazing, every last one of them is better than an unimproved flatland tile. And when improved, vastly better than upgraded mine hills as well
    “Settling atop Luxury resources” is a well known strategy that’s basically always a good idea if you can do it. Having a Civ that actually works better if you leave that Luxury open works well for newer players, as well as challenging players who say it’s always better to settle on those tiles to try something new, and re-evaluate (not naming names…Potato McWhisky 👀)

  • @alexsamurai1230
    @alexsamurai1230 4 роки тому +4

    Hmm, seems like another Canada style damage-mitigation civ, that allows you to play in a bizarre and sub optimal way without falling too far behind, rather than being especially strong in its own right.

  • @TarrentHawkins
    @TarrentHawkins 4 роки тому

    You can be aggressive early with maya on diet. A lot of matches I get has players settling really close or right on top of my capital. With the ranged unit you can quickly attack and secure those close cities. Or just raze them.

  • @iammaxhailme
    @iammaxhailme 4 роки тому +3

    I think these guys will have serious housing problems lategame. You're encouraged to tightly pack your cities, so your districts will take up a lot of available room, so you won't have much room for farms to make up for the lack of fresh water. Neighborhoods may help, but... I'm not building them unless they nerf partisans.
    I wonder if this civ will get housing from aqueducts?

    • @remlapwastaken8857
      @remlapwastaken8857 4 роки тому

      Hell to the no. 1.5 housing from farms is insane. Part of the reason why farms suck so much is because they provide so little unless you're farming a resource. A single 3x3 hex of farms grants as much housing as an average neighborhood with the Maya, without having to worry about partisans pillaging your districts. Theoretically, you can have 12 cities and still get this bonus if you remove terrain limitations, but realistically you'll have about 6-8. Not having to worry about water is stupidly powerful. And again, if you're REALLY hurting for housing, that's what granaries, sewers, universities, lighthouses, barracks, military academies, and yes, even the dreaded neighborhoods, are for.
      The only thing that this bonus does bad is make Chandragupta and Gandhi even more irrelevant.

    • @iammaxhailme
      @iammaxhailme 4 роки тому

      @@remlapwastaken8857 Fresh water city from other civ with a triangle farm is 5 from water and 1.5 from triangle = 6.5
      Maya city with triangle is 2 from no water and 4.5 from housing = 6.5
      With just one triangle, it's equal

    • @remlapwastaken8857
      @remlapwastaken8857 4 роки тому

      @@iammaxhailme I get what you're saying, I do, really, but you're underestimating the potential significantly. Add one more farm. Let's pretend I just researched Civil Engineering, and that plains hill tile is looking like a snack next to my triangle farm.
      Average civ rules: 5 fresh water + 2 housing. 7 housing total.
      Mayans: 2 base housing + 6 housing. 9 housing total.
      With one extra farm, I just built a disgusting neighborhood with a builder charge, that doesn't kill a tile and doesn't spawn barbarians.
      You really want to move away from mines and start connecting hill farms with flat farms come late game anyways because of that production and, more importantly, housing. Fresh water is really good for getting a city up and running, but if the city has any kind of growth potential, it'll peter out fast.

  • @danielparel3600
    @danielparel3600 4 роки тому +9

    Looks like Amanitore's fortnite skin

  • @MagisterCobb
    @MagisterCobb 4 роки тому

    I just hope this leader isn’t as depressed as the Mayan Leader was in Civ V, man that guy was a downer. While the campus may be a side step instead of a step up, I always prefer the unique district because building that district doesn’t count against your limit. If you have a unique building, the district counts, so that’s a boost. This Civ seems like it will be geared towards the min/max player who like to plot out optimal placement of all the things. The boost of an amenity being next to a city center can come into play if you can plop a city that would be adjacent to two (or more).

  • @dymitrmisiejuk6951
    @dymitrmisiejuk6951 4 роки тому +1

    Money from Mayab will be absurd in earlygame... F. e. 4 pop working in farms is +4 gold... Mayan will be able to buy so much in early game! :O

  • @runaravenscraft5314
    @runaravenscraft5314 4 роки тому +5

    Do I get a free pass if I'm right in guessing Simón Boliver is the leader for Grand Columbia? !

    • @moviefan005
      @moviefan005 4 роки тому

      No suprise. It is almost like guessing who will lead Brazil in any civ games.

  • @haukionkannel
    @haukionkannel 4 роки тому

    Seven cities of gold!

  • @grishy8203
    @grishy8203 4 роки тому

    I was hoping for some kind of doomsday / disasters mechanic but oh well, still seems like a cool civ

  • @huangzhenglong8985
    @huangzhenglong8985 4 роки тому

    It seems that Firaxis is attempting to encourage players to settle tall instead of wide with the Maya here. Farms that give bonus Housing allows you to stack growth and housing like crazy ( plus they give Gold ) as well as bonus Amenties to keep your large population happy, and Iz Mutal Ajaw will further encourage you to have about 6 to 7 non-capital cities, but you could probably do about another 5 or 6 outside the six-tile radius at really good locations. Observatory is almost like Korea's Camp[us, but with better synergy. Hul'che is just there to encourage you to spam early Settlers since you can easily protect then within six tiles of your capital, which is likely where you'll settle first to utilise Iz Mutal Ajaw. My guess is that the Maya will really boom in the early game, and you'll want to use their Science bonuses to carry you to the end game. They are also pretty balanced, and can likely go for other victories, including early Domination, and others due to increased yields and almost always being ahead in Science.

    • @gibbcharron3469
      @gibbcharron3469 4 роки тому

      Yeah, as a habitual tall player I appreciate the effort the devs are putting in. However Civ VI unfortunately doesn't lend itself well to true tall play as a result of various wide-favoring design decisions.

  • @bogdandimi
    @bogdandimi 4 роки тому

    Looks like a solid pick for human player. Curious to see if AI will manage to place cities in a 6 tile radius around the capital to make that trait worth.

  • @BlooJellyZ
    @BlooJellyZ 4 роки тому

    Subbed 😀

  • @FlishonyanKing
    @FlishonyanKing 4 роки тому

    I think they're better than average, but I wouldn't put them any higher than B tier. They have the potential to be really strong with their percent-based bonuses, but their reliance on farms is gonna hurt a lot early game when you're normally trying to pump out units so you have some form of defense. You're going to have to risk either an early game worker to get housing or hope you get one from a goody hut.
    Not only that, but a spawn too near the coast is going to absolutely ruin your city max, or even just spawning too near mountains or hills. Your city placement requirements are incredibly strict. You need to be inland at least 4 tiles away from the coast (preferably 8 tiles away) and you want to have as few mountain tiles as possible and a few hills, but not too many because you'll end up not having space for farms.
    I think with a good forest/jungle start they'd easily be a crazy good civ, but the chances of getting the perfect start are too low and the chances of getting one that is absolutely terrible are just too high.

  • @namelessshortperson7530
    @namelessshortperson7530 4 роки тому +1

    Viva Mexico hell yeah Mayans are gonna be great

    • @VicBaws
      @VicBaws 4 роки тому

      I'm expecting an actual México with Benito, Porfirio or even Agustin de Iturbide since Gran Colombia is being added to the game

    • @toad6565
      @toad6565 4 роки тому

      Víctor R. That makes the chances even less likely. There is know way there will be 3 American Civs in the pass, especially 2 colonial ones.

  • @beanburrito4405
    @beanburrito4405 4 роки тому +1

    10:55 But what about the Inca?? There are 2 cool Tall options now! (Mvemba doesn’t count cuz he sucks and needs a huge buff)

  • @jasonsacchi
    @jasonsacchi 4 роки тому +7

    I wonder what Mayan Civilization's unique agenda will be so I can win the game.

    • @greysaff
      @greysaff 4 роки тому

      I'd guess they would love tall civs and hate wide empires

    • @jasonsacchi
      @jasonsacchi 4 роки тому

      @@greysaff We'll find out what the officials have to say about Lady Six Sky's unique agenda is.

    • @l0remipsum991
      @l0remipsum991 4 роки тому

      loves bananas. hates civs who doesn't improve or chop bananas

    • @jasonsacchi
      @jasonsacchi 4 роки тому +1

      @@l0remipsum991 Wrong.

    • @l0remipsum991
      @l0remipsum991 4 роки тому

      @@jasonsacchi chill. have some 🍌 split.

  • @unholyxeras8182
    @unholyxeras8182 4 роки тому

    I think you are vastly underestimating how strong that campus will be...half production cost, much more reliable yields than a standard campus and potentially even stronger yields than the Korean campus. Even with no plantations at all, you can surround it with farms and districts easily for an easy +3 campus in every city...in a perfect spot (won't happen) a theoretical +12 campus is possible...realistically most will be +3 to +5 or 6...in every city...with +10% all yields (including science)… the Mayans will be a top tier science civ, potentially better than korea with a good spawn

  • @gafanhotogamer5993
    @gafanhotogamer5993 4 роки тому +1

    Honestly, I think you're underestimating the unwritten bonuses of the unique district. Not relying on mountains means that you will not be disputing the same campuses sites for your civ.

    • @sylveonguy7709
      @sylveonguy7709 4 роки тому

      It gives you a better opportunity to make more use of your turtled up cities by having less demanding adjacencies. I could see myself putting out a scout, spamming builders and rushing writing early game.

  • @bobbybee2975
    @bobbybee2975 4 роки тому +15

    Mayan need that extra housing and growth to make up for all the human sacrifices...or was that just the Aztecs...hmm

    • @Coratlan
      @Coratlan 4 роки тому +1

      its believed some mayans did human sacrifice but its debated how much/if all of them did (a lot of mayan cities were self governed but depends on era)

    • @thelivingtribunal8032
      @thelivingtribunal8032 4 роки тому +2

      I don't know about the human sacrifice was only captured nobles or kings, The Maya pricked or cut their hands to give blood.

    • @anonymousy8882
      @anonymousy8882 4 роки тому +1

      @Celtic Phoenix They Sacrficied a lot depening on the date. The holy mayan virgins were sacrificed in a volcano. But then again it depens a lot of what time and where the city is located.

  • @zeuswithagun
    @zeuswithagun 4 роки тому +6

    me when i try to do any city planning in civ 6:
    "say you had like a... +4 observatory or something like that ... then you would... I guess it moved down the like a plus what ... it be less than three but...it got 2.6 ... yeah ... or maybe... no wait 2.6...2.8... I cant even do math ... no none of that is right at all..."
    😂 😂 😂

  • @NoEndingInSight
    @NoEndingInSight 4 роки тому +4

    You can fit in 13 cities within 6 tiles. Although probably not the best of ideas unless you don't mind low pop cities. (Including the capitol)

    • @Ben-sp9tm
      @Ben-sp9tm 4 роки тому +1

      Cosmin Blaga nope, it’s 13 including your capital

    • @cosmin751
      @cosmin751 4 роки тому

      You're right! :D This is going to be a really fun civ to play.

  • @wombat4191
    @wombat4191 4 роки тому

    I don't know how to feel about the Maya. The leader design looks nice and the incentive to go for tall is refrehing, but the bonuses feel a bit underwhelming. Or maybe not underwhelmin, but risky.
    Best parts about the Observatory might be the lower production and the fact that you don't need to rely on dead tiles to get adjacency, but I feel like it will be harder to get a real good ones than with campus and it's really spawn dependent. It should get the fissure and reef bonuses, or maybe +1 for every farm to feel like an upgrade. Also, were they not able to find a native name for it?
    The unique unit replacing Archer is nice, especially considering Maya's defensive nature, but I can't help thinking that Pitati Archer is just better. Still, a nice unit.
    Civ bonus seems a bit dubious. It's clearly a bonus, but it's a bonus in a similar way to India's bonus in Civ 5. It will become really good later on, in the midgame, as you get to build more farms, but initially it's a hindrance. The worst part is that you need to build early farms because you need that housing to not fall behind. I almost never build early farms besides maybe one if I need the heureka for Irrigation, since the builder charges are better spent on mines or chops to get that early production. So you will easily fall behind in either pop or production in the early game. The best part about the Civ bonus seems to be that it has good synergy with that leader bonus.
    The leader bonus is a real mixed bag. The 10 % bonus is by no means a small one, and with it you can get really strong core cities that you are consistently able to defend easily. And the civ ability helps greatly because you don't have to think about fresh water. However, sometimes spawn will again screw you hard, for example if you happen to spawn on a narrow sliver of land, on a cape, or next to a big mountain range, desert or tundra. And this ability really limits your playstyle and makes the observatory even worse, because you are basically dependent on finding plantation resources within 9 tiles of your spawn.
    So all in all, I think the Maya could be maybe the best tall player and one heck of a tanky science civ if the stars align, maybe even overpowering Korea and Scotland. But having two spawn dependent inconsistencies is really harsh, and they have a hard choice between housing and production early game. They will struggle until they get their farms and plantations up.
    I can't help but compare Maya to Inca for three reasons: Both are peaceful, good at going tall, and depend on good spawn. The difference is that Inca isn't punished for conquering some enemy cities with 15 % yield penalty, they can effectively go wide as well if need be, and they can move out to an advantageous terrain if their spawn screws them up. And I think their solution to the dead tiles vs good science dilemma that haunts tall play is far superior.

  • @The-illuminated
    @The-illuminated 4 роки тому

    Please don't worry about the new Yorker. But the fact that he was in the hospital for three years and was very upset with the results.

  • @Huey1205
    @Huey1205 4 роки тому

    Fuck, I'm early on this one..
    Mayan's looking great tho!

  • @phillipfry1651
    @phillipfry1651 4 роки тому

    Missed the forest Fires!

  • @novapokerplayer207
    @novapokerplayer207 4 роки тому

    Yep, the developers definitely heard the people who were complaining about the difficulty of playing tall in Civ 6, so they created a new one specifically designed to play tall. I like that.

  • @YanLuo
    @YanLuo 4 роки тому

    Observatory is a better district than the korean one in my opinion, you should be able to realistically get 4-6 science campus instead of the 4 from korea. i think the oral tradition pantheon would pair super well with maya

  • @littlebigcomrade
    @littlebigcomrade 3 роки тому

    This is a bit off topic but I’ve had Geneva in every single Civ 6 session I’ve ever played.

  • @SuperJJAlexander
    @SuperJJAlexander 4 роки тому

    You can fit a maximum of twelve cities in the six tile radius around your capital, should the terrain allow it.

  • @med0404
    @med0404 4 роки тому

    New to Civ... it says bonuses for cities within 6 hexes of the capital. Is that six including the capital hex?

  • @anonymousy8882
    @anonymousy8882 4 роки тому

    Cant waint

  • @harjutapa
    @harjutapa 4 роки тому

    Three different possible city configs:
    1) hypothetical maximum for city center placement within 6 of capital. 12 + capital. Clearance of 4 tiles between cities. Pretty cramped.
    2) Increase clearance from capital to 5, leave clearance between non capitals at 4. 9 + capital. Less cramped.
    3) Clearance from capital is 6, from each other non-cap is 5. I like this one best. 7 + capital.
    imgur.com/a/fQr5jVb

    • @harjutapa
      @harjutapa 4 роки тому

      of course, these all assume perfect possible placements, which is unlikely. One reason I like 3 best is that it has a little bit of flexibility built into it (not enough, most likely, but the other two have none).

  • @tarnim80
    @tarnim80 4 роки тому

    interesting and fun civ but very dependent on a good spawn location

  • @jan-okkerockmann4877
    @jan-okkerockmann4877 4 роки тому

    If they get Garrison on deity ai vs wounded Units with their archer:
    28+5+5+4+10= 52 ranged combat strength. Impossible to conquer;)

  • @slinky6481
    @slinky6481 4 роки тому

    This civ will be extra strong on smaller maps!

    • @haukionkannel
      @haukionkannel 4 роки тому

      Slinky small desert planet map... this will be op!

  • @saljm697
    @saljm697 4 роки тому +1

    Bees?
    BEES?

  • @zachsileo1300
    @zachsileo1300 4 роки тому +2

    A cool change they could make to the Maya could be decreasing the minimum distance between cities to 3

  • @leroyjenkins8954
    @leroyjenkins8954 4 роки тому

    Can someone tell my why both of the civs with unique campus districts have playstyles that favor playing tall?

    • @l0remipsum991
      @l0remipsum991 4 роки тому

      maybe both civs are isolationist irl

  • @hunterblack1542
    @hunterblack1542 4 роки тому +2

    Think the unique unit will be super good to take over early city state(s) that spawn super close to you capital. Or attack civ who forward settles. Seems like with this civ the whole goal is to create a hexagon of cities around you. If you lose 2-3 spots in that hex you will be much much weaker

    • @l0remipsum991
      @l0remipsum991 4 роки тому

      or let the city rebel and absorb it later through loyalty pressure, given that the Mayans have tall cities

  • @awptownfunk8574
    @awptownfunk8574 4 роки тому

    So does the housing from farms mean you have to work the tile to get the housing or just having the farm in the city is good enough

    • @TheSaxyGamer
      @TheSaxyGamer  4 роки тому

      I believe that you do have to be working the farm, yes

    • @Madmuli
      @Madmuli 4 роки тому

      @@TheSaxyGamer I don't think so, all other housing bonuses from improvements are instant, whether the tile is worked or not.
      I could be wrong, though..

  • @remlapwastaken8857
    @remlapwastaken8857 4 роки тому +3

    I think I've made a tall game work once, and it wasn't even my intention to go tall that game. Having a civ that's actively encouraged for going tall and gets good bonuses off of it is fantastic, and I'm hoping this is the start of stuff that shifts stuff around to benefit tall play in general.
    Side note, you can do some spicy reverse colonialism and still go wide with the Maya come the Renaissance. The colonial policy cards offset the majority of the penalties the Maya get, so you can still raid Madrid for their vast swathes of gold and kill off the native population.

  • @tonastytogrimey3888
    @tonastytogrimey3888 4 роки тому

    I'm new so is it 6 tiles from the city center or from the fully expanded border?

  • @jorgegarrediez4341
    @jorgegarrediez4341 4 роки тому +2

    She looks so damn beautiful

  • @Quasi_Terrible
    @Quasi_Terrible 4 роки тому

    The fact that they don't get like a unique soothsayer unique unit with thr natural disasters and the whole Mayan calendar thing is a HUGE missed opportunity! How was that missed?

  • @Zeriel00
    @Zeriel00 4 роки тому

    Is this the new Mr. Hankey DLC?

  • @Jondiceful
    @Jondiceful 4 роки тому

    Not A tier. Maybe B tier on average. Keep in mind how water maps and coastal spawns are going to absolutely wreck them. In fact, on water maps and coastal starts they are going to be D or F tier.
    The farms for housing is nice. Not only does it allow you to settle in places other civs would struggle, it frees up space that might otherwise have been given to Aqueducts and Neighborhoods. That actually synergizes well for rapid early growth, except that you need room for farms. Hilly and mountainous, desert, tundra, and snow, coastal and island cities are really bad places for them. So while it opens some doors for them, it slams others shut.
    The +10% is great... terrain willing, but is heavily dependant upon optimum spawns, especially as the capital gets zero boosts. You have to actually settle and grow at least one city before you begin to see the benefit. So early settling is critical and anything that throws them off that goal in the early game is going to cripple their chances at a strong game.
    The +5 attack within 6 tiles of the capital is nice, but compare that to Teddy's +5 on his home continent. It is powerful, but it can be overcome. A cunning player will try to lure the Mayan units 7 or more tiles away from the Mayan capital before engaging those units. Once the Mayan army is decimated, they will then attack the cities which have no combat advantages. I did not catch the wording. If it applies only to the original capital, then a quick attack on the Mayan capital could deal a deathblow to their combat bonus.

  • @ryanjswift1
    @ryanjswift1 4 роки тому

    you can compress about 13 cities if you compress them as much as possible

  • @JohnMoore-fr5fd
    @JohnMoore-fr5fd 4 роки тому

    I think you can settle 11 within a 7 tile radius

  • @jeronimomendez1007
    @jeronimomendez1007 4 роки тому

    You are able to place 9 cities within 6 tiles of your capital. I made de drawing

  • @themagictntpenguin7611
    @themagictntpenguin7611 4 роки тому +4

    Im gonna say it. She looking thicc

  • @xarmanhskafragos2516
    @xarmanhskafragos2516 4 роки тому

    Ιs Greece good in the new meta

  • @MelonRoulette
    @MelonRoulette 4 роки тому

    It looks like devs want us to play tall as Maya, but idk. Playing tall doesn't seem to be that good in Civ6. My first thought when I saw Maya was the weaker version of Inca and love setting on land instead of near the mountain but we'll see. I may be completely wrong lol

  • @TheMuscularMuslim
    @TheMuscularMuslim 4 роки тому

    You said 28 damage when if you look in bottom tight it says 38

  • @AnAngelineer
    @AnAngelineer 4 роки тому

    Seeing this civ makes me realize how much I hate Korea (in this game! Don't freak out, real Korea! XD).
    The Maya have the potential to get really good science but they break from the norm with the observatory, and this creates a gameplay that actually requires planning and feels rewarding and interesting. Unlike Korea's Seondeok, who is not only very annoying to fight against, but also super boring to play as (just build seowon campus in every city ASAP and bam, you auto-win! ... Boring).
    I hope Firaxis will consider redesigning Korea by taking some inspiration from this. Because even if the Maya will likely be weaker, at least they will be, you know, FUN AND INTERESTING. Unlike that $%§# Seondeok! XD

  • @such_bs7965
    @such_bs7965 4 роки тому

    So apparently the maya animation and Nubia animation are the exact same

  • @SadBamboo
    @SadBamboo 4 роки тому

    So... basically they can't settle desert and tundras which have limited places for farms, or even coastal cities could be bad. Domination would be even more impossible due to dropped housing in new conquered cities. Seems like a horrible civ to me.

  • @SimaanFreeloader
    @SimaanFreeloader 4 роки тому

    Straight bottom tier, at least if you are not re-rolling for a good spawn. Extremely spawn dependent. If you spawn on or near a coast you are gimped. And they are completely unplayable on any kind of island map.

  • @denniswaters1230
    @denniswaters1230 4 роки тому

    i hope i win

  • @pirate135246
    @pirate135246 4 роки тому +2

    plantations and farms are bad, you need 2 builder charges to equal the starting housing of a river city from another civ, you get -15% to all yields for cities farther than 6 tiles away so no wide empire for efficiency, seems very overrated and could be potentially worse than vanilla civ

    • @mamode242
      @mamode242 4 роки тому

      What do you mean with vanilla civ? Those with irrelevant bonuses?

    • @pirate135246
      @pirate135246 4 роки тому

      @@mamode242 a theoretical no bonus civ

  • @guohaodou5635
    @guohaodou5635 4 роки тому

    So basically another Korea

  • @yuwish6320
    @yuwish6320 4 роки тому

    Housing is base 3, coast 5, and fresh 7.

    • @drivingrevilo
      @drivingrevilo 4 роки тому

      Incorrect: civ6.gamepedia.com/Housing

  • @EstrellaViajeViajero
    @EstrellaViajeViajero 4 роки тому +1

    Ugh, I settle all my cities 7 tiles apart for maximum yields.

  • @vince8128
    @vince8128 3 роки тому

    And still, no mexico civ

  • @rogerpaul8918
    @rogerpaul8918 4 роки тому

    Why dont you address the numerous missing units & no #pad unit movement !? Also lack of attention to the early eras.
    Not really intrested in new civs & leaders...

  • @makashicentral2920
    @makashicentral2920 4 роки тому

    FIRST COMMENT! *second*

  • @konplayz
    @konplayz 4 роки тому

    no austria and portugal civs. devs are clowns

  • @la7127
    @la7127 4 роки тому

    This civ is underwhelming

  • @danielr3587
    @danielr3587 4 роки тому

    this civ is actually really bad. Their start bias is jungle imagine your Capital being stuck at 1 housing until you get bronze working... they're observatories get a maximum of three basic adjacency which is actually not that high I would have preferred kareas four Bass adjacency. you have to be lucky and get two Plantation to actually get your bonus to become worthwhile. The 10% bonus is not worth it because the -15 bonus is so detrimental. The 10% set bonus would only apply to five cities Max while the negative 15 bonus applies to all your other City's. -15 means last production and less food by 15% which means it takes longer for these City to take off you can't go tall with a small bonus of 10%. Now imagine if you get desert anywhere around your capital or coastline anywhere close to you you lose out on so many cities and a big portion of your bonus. In the end you also limited by where you could settle since you want almost all your cities to be around that 6 tile radiesse early on. Honestly there's no reason you should be playing the Civ over Korea.

    • @LauPaSat-pl
      @LauPaSat-pl 4 роки тому

      It's different, you want to get 8-10 cities near capital and it is it

  • @Burvjradzite
    @Burvjradzite 4 роки тому

    Trash filler civ