Boom’s Maya Tweak

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Author: boom

Last revision: 14 Nov, 2021 at 04:25 UTC

File size: 8.19 KB

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Description:
Boom’s Maya Tweak

Maya is a pretty neat civ. In a game where settling more cities pretty much helps you no matter what, the Maya are incentivized to build farms, a typically underpowered improvement, as well as cluster cities closely together. Even their unique district gains adjacency from improvements rather than terrain features or other districts. However, they feel fairly limited in my opinion. The capital not gaining the extra yields of the other cities within 6 tiles causes it to sometimes fall behind, which is thematically wrong to me. The capital also begins with a mere 3 housing, forcing you to build a builder and forcing a slow start, which does not make sense to me since a civ like the Maya which existed long ago should have early game bonuses, like Sumeria. Late game they also struggle since closely clustered cities do not have many tiles to work and so they lack high production.

Changes
  • Buffed Ix Mutal Ajaw to include the capital

    This helps Maya to get over some of their slow start by granting their capital a free builder to get their housing up, as well as some extra yields to keep up with your satellite cities throughout the game.

  • Buffed Ix Mutal Ajaw to 15% and extended radius to 7 tiles

    To me, 10% yields always seemed underwhelming. Yes cities in the radius also receive a builder, which is very strong, but 10% is just not very high and not very meaningful. I would almost rather simply settle more cities outside the radius. Thus, I increased the percentage and increased the radius to give the player a little more wiggle room in settles.

  • Farms gain +1 Production at Replaceable Parts

    Although Mayan farms are quite nice tiles to work early and midgame, they do not scale into the late game, while mines and other unique improvements such as the Mekewap scale through the roof. This is even more of a problem since Mayan cities generally do not have many tiles to work since their cities are so close together, and many of the tiles available are covered in districts or farms to buff said districts. This buff simply allows Mayan tiles to scale better into endgame.

  • Farms can be built on hills starting at Construction

    Hills are generally a boon for most civilizations since they are sites for mines, which are the major source of production. Mayans, on the other hand, often work farms for production, and farms are necessary for housing, and hills block them. Earlier farms on hills allow Mayans to make up some lost production with hilled farms and also allow Mayans to settle in hilly areas without being stuck with no housing.

Notes

I KNOW OF A BUG WITH THE INGAME AND LOADING SCREEN SHOWING A BUGGED CIV ABILITY DESCRIPTION AND A SPANISH INTRODUCTION. This is caused by a localization issue which is caused by my mod and I have not found any way to fix it. If you know how to fix this please contact me, in the meantime I apologize for the descriptions but it does not impact gameplay in any way that I have found.
LOCALIZATION AND DESCRIPTION ISSUES HAVE BEEN FIXED WOOOOO! Huge thank you to p0kiehl, Fuzzle07, Zeganzani, and Ciar Aon in the comment section for the help with this issue.
I am also working on an idea for a more through Maya rework which will make them less spawn dependent, so this mod is just a bit of a stand-in until I complete that.

Compatibility

This mod should be compatible with pretty much all other mods. It may not be compatible with other mods changing tile yields but try them together first, most mods should work fine with this mod. Again, if you run into an incompatibility, please tell me and I will update this description as well as work on fixing it.

Special thanks again to p0kiehl, Fuzzle07, JNR, and Firaxis for taking the time to make their code so easy to model off of.
Please feel free to leave feedback about compatibility, balance, bugs or anything else you would like to say to me :). Please enjoy my Maya rework!