Maya: Lady Six Sky (WIP)

INTRODUCTION
I am Lady Six Sky, a warrior standing above my defeated foes.
The Mayan Empire led by Lady Six Sky is a civilization specialized for Science
Victory. She relies heavily on favorable initial conditions, i.e. needing
enough settleable land and Plantation Resources close to her Capital, on top of having an obstacle of no Fresh Water
Housing in all cities. Despite her humble beginnings, extra
Housing in Farms and a +10% multiplier to all yields allows the Maya
to overcome the disadvantages and potentially surpass other civilizations at
an exponential pace. She is the epitome of efficient city planning and
micromanagement due to having to extract the most out of a limited territory.
This may be to the dismay or joy of players depending on their preferred
playstyle.
The vulnerable start can be defended with Hul'ches armed with extra Combat Strength around the
Capital while the Observatory unlocks stronger upgrades ahead of other
civilizations for later homeland security. Overexpanding the Empire either by
settlement or conquest results in some diminishing return on investment—though
satellite colonies may be necessary as part of a strategy. Other victory types
are reasonably achievable, though it is recommended that she focuses on her
specialty in Science Victory while keeping vigilient on opportunities for
other victory types.
Many stars have to align for Lady Six Sky in order for her to be successful; but, once they do, she can expect to cast away her earthly confines soon enough and finally expand the Mayan Empire on towards the outer worlds to achieve a Science Victory.
SUMMARY
CIVILIZATION ABILITY

Mayab
Settling adjacent to Fresh Water and Coast do not provide extra Housing; instead, each Farm provides an additional +1
Housing and +1
Gold. +1
Amenity for every Luxury adjacent to the City Center.
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Aqueduct district provides full +4
Housing as if normal civilizations settling adjacent to Fresh Water, plus +2
Housing it provides.
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Mohenjo-Daro's suzerain bonus does not provide additional
Housing.
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Settling on a Luxury Resource does not count for +1
Amenity bonus but still grants immediate access to that Luxury Resource.
UNIQUE UNIT

Hul'che

Archery

Archer
60 ![]() |
240 ![]() |
120 ![]() |
1 ![]() |
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— |
*Available to purchase with Faith if the Grand Master's Chapel building is built in the
Government Plaza.
Upgrade Path | |||||||||||||||||||||||
![]() Slinger |
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![]() Hul'che |
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![]() Crossbowman |
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Technology / Civic |
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![]() Archery
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![]() Machinery
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Base Production Cost |
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Base Gold Cost |
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Base Faith Cost |
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Strategic Resource |
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Maintenace Cost |
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Statistics |
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Usual Attributes
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−17
Ranged Strength vs. district defenses and naval units
Special Attributes
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+3
Ranged Strength compared to the Archer unit
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+5
Ranged Strength vs. wounded units
UNIQUE INFRASTRUCTURE

Observatory

Writing

Campus
27 ![]() |
108 ![]() |
54 ![]() |
— ![]() |
25 ![]() |
Placement Rule: Any land with removable features (if any)
*Available to purchase with Gold and
Faith if Reyna with Contractor promotion and Moksha with Divine
Architect promotion are established in the city, respectively.
Yields
+2 ![]() |
Science for every adjacent Plantation Improvement |
+1 ![]() |
Science for every 2 adjacent Farm Improvements |
+1 ![]() |
Science for every 2 adjacent Districts |
+1 ![]() |
Science if adjacent to a Government Plaza |
+1 ![]() |
Great Scientist point per turn |
Specialist Yields
+2 ![]() |
Science per ![]() |
Domestic Trade Yields
+1 ![]() |
Food |
Foreign Trade Yields
+1 ![]() |
Science |
Projects

25 ![]() |
District-based project which provides Science every turn and
Great Scientist points once finished.
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Generates
Science equal to 15% of
Production spent every turn
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Grants
Great Scientist points equal to 15% of
Production spent throughout the project upon completion
Special Attributes
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−50%
Production cost compared to the Campus District
- Adjacency bonuses are not provided by Mountains, Geothermal Fissures, Reefs, or Rainforests but instead are provided by Plantation and Farm Improvements.
STARTING BIAS


Starting Bias
Tier 1 |
Grassland, Plains |
Tier 2 |
Luxury Resources
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Tier 3 |
— |
Tier 4 |
— |
Tier 5 |
— |
LEADER ABILITY

Ix Mutal Ajaw
Non-capital cities within 6 tiles of the Capital gain +10% to all yields. Other non-capital cities
receive −15% to all yields. +5
Combat Strength to units within 6 tiles of the
Capital.
- The 6 tiles are counted between City Centers with the Capital's being point zero.
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"All yields" means
Food,
Production,
Gold,
Faith,
Science, and
Culture.
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+5
Combat Strength bonus is based on the tile where the battle is initiated.
Solitary
Keeps her cities clustered around her Capital, and likes civilizations who settle far from her. Dislikes those who encroach upon her borders with cities or troops.
PROSPECT
VICTORY SKEW

Victory | Score | Rationale | |
Main | Sub | ||
Science |
10/10 |
10/10 |
Technological Advancement
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10/10 |
Productivity
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Culture |
2/10 |
7/10 |
Cultural Development
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1/10 |
Tourism Business
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Domination |
4/10 |
7/10 |
Military Superiority
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2/10 |
Commanding Loyalty
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Religion |
3/10 |
2/10 |
Foundation and Evangelization
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4/10 |
Fostering Faith
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Diplomacy |
7/10 |
7/10 |
Diplomatic Favorability
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8/10 |
World Leadership
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POWER SPIKE
Era | |||||||||
Ancient | Classical | Medieval | Renaissance | Industrial | Modern | Atomic | Information | Future | |
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Era |
Commentary |
Ancient |
Busy, Busy from the Get Go
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Classical |
Continue Growing Big Cities
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Medieval |
Industrialization in the Middle Ages
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Renaissance~Modern |
Communism |
Atomic~Future |
asdf |
IDEAL ADMINISTRATION
GOVERNMENT & POLICIES
Form of Government / |
Details / |
Civic |
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Tier 1 |
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Classical Republic |
0
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![]() Political Philosophy
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asdf |
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Audience Chamber |
asdf |
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Tier 2 |
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Merchant Republic |
1
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![]() Exploration
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asdf |
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Intelligence Agency |
asdf |
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Tier 3 |
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Communism |
3
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![]() Class Struggle
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asdf |
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Royal Society |
asdf |
POLICIES COMING SOON
PANTHEON & RELIGION
Tenet |
Details / |
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Pantheon |
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Fertility Rites |
This Pantheon is a more attractive choice for the Maya with respect
to other civilizations since an extra Builder can build Farm and
Plantation for Observatories adjacency and |
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Goddess of Festivals |
Choose this Pantheon for substantial amount of early |
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Religious Settlements |
An free Settler is always helpful in jumstarting any civilization but especially for Lady Six Sky since she would want to send them to the outer-most bound to establish a border before others settle too close. Faster border expansion will help claim tiles in the bordering territories. |
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Founder Belief |
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Cross-Cultural Dialogue |
The Maya will have little issues with |
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World Church |
This Founder Belief will partially replace the need to build Theater
Squares that would have occupied valuable real estate space in
close-packed cities. Even keeping the religion within the Empire
yields a substantial amount of |
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Follower Belief |
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Feed the World |
This Follower Belief will expand the |
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Work Ethic |
Choose this belief if there are many high-adjacency Holy Sites for
an increased |
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Enhancer Belief |
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Defender of the Faith |
This bonus stacks with the +5 |
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Worship Belief |
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Gurdwara |
This Worship Belief will expand the |
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Meeting House |
This Worship Building will add a small amount of |
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Stupa |
High |
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Wat |
This Worship Building will add a small amount of |
CITY-STATES
GREAT PEOPLE
WONDERS
Era / |
Details / |
Technology / Civic |
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Ancient |
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Hanging Gardens |
Placement Rule: Any land with removable features (if any) adjacent to a river
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![]() Irrigation
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The growth bonus is multiplicative to the +10% |
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Temple of Artemis |
Placement Rule: Any land with removable features (if any) adjacent to a Camp Improvement
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![]() Archery
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ASFD |
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Pyramids |
Placement Rule: Any flat desert with removable features (if any)
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![]() Masonry
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asdf |
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Classical |
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Colosseum |
Placement Rule: Any flat land with removable features (if any) adjacent to an Entertainment Complex with an Arena
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![]() Games and Recreation
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ASFD |
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Mausoleum at Halicarnassus |
Placement Rule: Any land with removable features (if any) adjacent to a Coast and Harbor
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![]() Defensive Tactics
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ASFD |
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Medieval |
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Angkor Wat |
Placement Rule: Any land with removable features (if any) adjacent an Aqueduct district
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![]() Medieval Faires
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asdf |
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Kilwa Kisiwani |
Placement Rule: Any flat land with removable features (if any) adjacent to a Coast
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Machinery |
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asdf |
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Renaissance |
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— |
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Industrial |
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Oxford University |
Placement Rule: Any land Grasslands or Plains with removable features (if any) adjacent to a Campus with a University
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![]() Scientific Theory
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asdf |
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Ruhr Valley |
Placement Rule: Any land with removable features (if any) adjacent to a River and an Industrial Zone with a Factory
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![]() Industrialization
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asdf |
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Modern |
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— |
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Atomic |
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Amundsen-Scott Research Station |
Placement Rule: Any Snow or Snow Hills with removable features (if any) adjacent to a Campus with a Research Lab
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![]() Rapid Deployment
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asdf |
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Estádio do Maracanã |
Placement Rule: Any flat land with removable features (if any) adjacent to an Entertainment Complex with a Stadium
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![]() Professional Sports
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asdf |
STRATEGIES & TECHNIQUES
BUILDING THE EMPIRE


Founding the Capital
Build Order
Conurbation
Observatory Module

Industrial Zone Module

Entertainment Complex Module

Entertainment Complex Module

Encampment Module

-
Farm tiles should be swapped in pairs or with other Improvements that
provide
Housing since 0.5
Housing remainder , especially when Housing
- Grouping cities into clusters to form a Metropolis is an efficient city planning.