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Báo cáo lỗi dịch thuật
As you did note at length in your guide, doing so gives you the maximum number of possible cities within the bonus radius but causes problems with both district and wonder placement, as well as having enough free tiles available to build sufficient farms to elevate population in most of the cities beyond populations in the high teens.
The alternative I suggest is to build a single ring of cities within that radius of six tiles, with no overlap if possible (it rarely is, so minimal possible overlap is the goal in reality). Not only does this eliminate all of the problems you pointed out, for not neutering your cities for the sake of having more of them you get:
- Up to seven cities that each have the housing and food production to support populations of 50, which provides sufficient population bonus yields to culture and science to more than make up for the lost production from science and culture districts in the cities not placed (even assuming you have room to put both a theatre square and campus in those cities)
- Up to seven cities that each can have every district without placement headaches
- a gravitational black hole of loyalty that will effortlessly flip cities founded next to them by other civs
-unassailable religious pressure within your own cities that will convert your neighbors without effort
- the farm infrastructure of supporting 7 size 50 cities will give you a tremendous gold income as a by-product
Maya are the ultimate Tall civ, because only they get enough housing to hit 50 population in all their cities every time if you support it with your play. I've even won a game with them as a one-city challenge because of it.
Two other quick notes...
Hulche's main reason for existence is two fold: to prevent rushes from other civs while you're still getting your improvement infrastructure up and running, but also primarily for the express purpose of conquering or razing any city that is placed in a way that interferes with your placement of your ring of cities. They excel at this, and no civ or city state should stand in the way of you establishing your ring of cities as soon as you unlock them.
There are other means of increasing the range of your regional buildings than just the suzerain bonus for Mexico City. Probably the most reliable is the great engineer Nikola Tesla. He's late game, but acquiring him should always be a priority as the Maya.
In the forum it will just be spammed away after at least 1 or 2 days.
Long, long ago I stumbled onto your guides for Civ5 and really enjoyed reading them. Glad to see you are still at it for Civ 6. Keep it up.
Site bookmarked.
My understanding is that the "Guides" section in Steam is for guides written in Steam. I would have to put the entire guide in the Steam topic. Instead, I write the guide on my personal website and then link to it from Steam, Civfantics, 2k, etc.. That way, I have more control over layout, and if I need to make changes, those changes all go in one place. I used to copy the guides to Civfanatics War Center for Civ V, but it was just too much work, and I didn't have time to keep it up.
Maybe I'll have to check the Guides section again and see if it's changed since last time I looked. Thanks for the advice.
@brooklyncontrivance:
No disrespect taken. Maya is one of the more complicated civs to play, and I've seen tremendous disagreement over how best to play them. Some power players seem to prefer the tightly-packed cities with bonuses. They argue that it gives Maya more of an advantage early, and their games don't last long enough for high populations and "tall" play to become relevant. It's a matter of personal preference and play-style.
Personally, I played Maya much more in-line with how you describe them, often ending up with a hybrid approach of a tight-cluster of cities on one side of my capital, and a single ring of cities on the other side. I focused more on luxury adjacency and good district-placement. But I would still try to pack in as many as I practically could.
I wanted the guide to explain that both approaches are viable, but I also wanted to show the limits of what the ability allows. I tried to emphasize that you should look for *good* cities, instead of just as many cities as possible. But maybe I didn't get the point through clearly enough.
For now, I've bolded the line "Do not let this penalty prevent you from founding or conquering cities outside of the 6-tile range." in the description of the Ix Mutal Ajaw ability. If you have specific suggestions for language that would make that point clearer, I'm open to revisions. :)
Civ VI is such a more complicated game than Civ V, and so much depends on the map, that it's very hard to cover every possibility. Otherwise, these guides would take months to write and take hours to read. Gotta edit them down somewhere. :/
@Oaks:
Glad to have you back. Thanks for the support.