Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Boom's Maya Tweak
   
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Nov 13, 2021 @ 12:46pm
Nov 13, 2021 @ 9:25pm
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Boom's Maya Tweak

In 1 collection by boom
Boom's Civilization Tweaks and Reworks
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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!
5 Comments
Nightmare576 Apr 5 @ 6:45pm 
Is there a mod that tweaks the leader ability? I hate the debuff for cities away from the capital
Resident3000X Mar 7, 2023 @ 4:03pm 
I’ve been using this mod for awhile and I just found out that it changes the language for the soothsayer.
Garfield Jul 2, 2022 @ 1:00pm 
thanks
boom  [author] Nov 13, 2021 @ 7:59pm 
yeah, it changed the localization of the mayan civ descriptions so i brute force fixed it by changing everything back to english by hand. your solution fixed the spanish civ introduction ingame, but not the "HULCH" description for the civilization trait. thank you for the suggestion though, i will continue to try to find a fix.
Madisonian Nov 13, 2021 @ 6:03pm 
I just loaded up with this mod only and didn't have any localization problems. I know a couple other mods have poorly coded text files that cause the Spanish localization problem, Harder Loyalty and Emergencies (Beta) being one of them. Usually it's because someone forgot the Language tag within LocalizedText but it looks like you have the language set in each instance so it should be fine.

I'm not an expert but the only thing I can think that might possibly be doing it, if indeed it is your mod alone that's causing the problem, is that you used a Replace in LocalizedText while the original description is defined within an EnglishText tag. Perhaps using EnglishText instead of LocalizedText and dropping the Language="en_US" from each tag might work?