Sid Meier's Civilization VI

Sid Meier's Civilization VI

Pacal's Maya
21 Comments
choijanggyu 1 Nov, 2020 @ 7:59am 
@lola Then can you allow me to convert this mod to New Frontier Version?
lola  [author] 1 Jun, 2020 @ 3:42pm 
I can't - I don't own the DLC, sorry.
choijanggyu 1 Jun, 2020 @ 10:13am 
Can you convert this mod's Unique Unit, Unique District to official Maya civilization? please~
lola  [author] 4 Sep, 2018 @ 6:24pm 
To anyone wondering about R+F compatibility, I'm very sorry but I don't plan on buying R+F and even if I do there's certainly no guarantee that I will port my mods to it. In the meantime, please feel free to share and discuss your own updates/fixes that make them R+F compatibile. Cheers everyone.
Angryr 22 Jul, 2018 @ 7:37am 
Please update your civilizations to support R&F. If you're not sure how I've done the modification myself and can inform you on how to do so.
taw.audie 1 Jun, 2018 @ 4:02pm 
When will this support R&F?
wasphitman 5 Jan, 2018 @ 4:20pm 
Wanted to say that this might be my single favorite modded Civ for Civ 6 so far. The leader ability if plan for is amazing and completely changes the way you play the game. The balance between having to sacrifice ideal city placement between having super powered cities and access to early extra housing is pretty genius.
Mr_PeaCH 10 Dec, 2017 @ 3:13am 
lola, thanks for the response. Well, you won't be surprised but after a lengthy play as the Maya I have come to agree; 6 would be too good. 4 forced me to make choices. In the end I got some great synergy going off of first five cities placed in five of the six 4 tile positions around the capital but i can see where opening it up farther would have been simply overwhelming. Cheers.
skaz88 9 Dec, 2017 @ 5:58pm 
Not a fan of having to have my cities clustered around the capital to get the leader bonus, would have liked a LA that was more beneficial.
lola  [author] 9 Dec, 2017 @ 2:04pm 
It's the closest a city can be, like your first example.

It was initially 6, but this was too good - the player almost never had to make a choice between fresh water and getting the sun shield bonus. 4 tiles ensures that a meaningful choice must often be made.
Mr_PeaCH 8 Dec, 2017 @ 5:10pm 
Sun Shield bonus for cities within 4 tiles is giving me fits. First, how are you measuring 4 tiles? :-)

Like... City - x - x - x - City... (4 tiles TO the next city; within 4)

or like... City - x - x - x - x - City (4 tiles BETWEEN the cities; within 5 actually).

The typical adjacency bonus in the game for effects like this is 6 tiles (e.g. Factories) and I always took that to be the first example above but within 6 tiles of the factory...

Factory - x - x - x - x - x - City... Count 5 tiles between and the city itself is the 6th. "Within 6 tiles."

Sorry for being pedantic. But I hate having to cluster cities so close. 6, even 5 would be so much better than 4.

PS - LOVE the mod... have gone and gathered I think another of yours and some others and am setting up games against the computer with all Pre-Indo-European "Americas" Civs. Thanks!
lola  [author] 25 Nov, 2017 @ 1:31pm 
Ah, good catch, dunno how I didn't include it there. I'll update it now.
Sapphire Bullets 25 Nov, 2017 @ 12:51pm 
Aha, I was going by your workshop entry rather than the screenshot. :check: Carry on.
lola  [author] 25 Nov, 2017 @ 12:49pm 
It does scale, that's why it says "per era" and (Standard speed).
Sapphire Bullets 25 Nov, 2017 @ 5:23am 
Just 50 for each yield sounds a bit weak and probably doesn't scale. How about something like a burst of 5-10 turns worth of per-turn yields for each era.
lola  [author] 23 Nov, 2017 @ 5:33pm 
@Kojox: Thinking about it, yes. Can't give you a timeframe though.
chef 23 Nov, 2017 @ 4:50pm 
will this ever potentially support YnAMP TSL?
lola  [author] 18 Nov, 2017 @ 4:44pm 
It does, yes.
Raim 18 Nov, 2017 @ 2:37pm 
Does the bonus apply to the capital itself once you have Theology?
lola  [author] 17 Nov, 2017 @ 12:37pm 
Not at this stage, sorry.
Eden Elvis 17 Nov, 2017 @ 8:50am 
Is this TSL enabled for the default map?