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Austria & Polynesia Civ Guides Published. Population and City Growth
Civ 5 Mayan Civilization
Civ Bonuses, AI Info, Strategies, Unique Units and Buildings
Updated for Gods and Kings and Brave New World DLCs
Civilization's Leader: Pacal
Civ Bonus: Long Count
After Theology is researched, you'll receive a free Great Person of your choice after each Mayan Long Count cycle (394 years). You may only choose each Great Person once per game.
Unique Unit: Atlatlist
The Maya begin with the Atlatlist, an Archer replacement - which means they do not need to research Archery to get their first Ranged unit. The Atlatlist costs 36 Production vs the Archer's 40, making it 10% cheaper to produce.
Unique Building: Pyramid
The Pyramid replaces Shrines and provides +1 Faith over the basic building (+2 total), along with +2 Science. Building this early in all your Cities will help you have a technological lead in the early-game.
|Other Info||Pacal has a strong tendency toward Science, Religion, and Wonder production. Their bonus can lead the Maya to be competitive in many victory conditions.|
Strategies/Ideas for playing the Mayans:
The Atlatlist is not particularly impressive, but removes the need for your Civilization to research Archery in order to get an early ranged unit, which is important.
The Mayan Pyramid giving +1 extra Faith and +2 Science over a regular Shrine makes it a building you'll want to squeeze in early. For this, I recommend you go with the Liberty Social Policy Tree for some rapid land grabbing. You can throw up Pyramids in your 4-5+ Cities to help with Science output and Faith. The Maya will naturally get a Religion this way, and it will probably give you an early pick, particularly if you can somehow build Stonehenge. The Great Library works wonderfully on earlier Difficulties, as it will let you take Philosophy or Drama and Poetry as a free tech.
The Mayan Long Count bonus is not huge. You will get about 5 Great People, even if you rush it. The Long Count begins when the game does, and triggers at predictable turns, every 394 years in-game:
Turn 62, 72, 86, 101, 117, 133, 152, 183, and 234. That means you can get a maximum of nine Great People, and all must be a different variety. You should push to at least get it before turn 101, so that you can have a Great Scientist, Engineer, and Merchant before turn 134. Couple this with the free Great Person you'll get for maxing Liberty, and you'll find the synergy here. You can have two Academies fairly early, or rush two World Wonders with Great Engineers. Later, use the Great Merchant for a Trade Mission to help you secure a City-State Ally. The Long Count is OK, but you will play the Maya like most Civs. I suggest either a Scientific or Diplomatic Victory with them, as spreading Religion is not difficult if you can get set up and use a free Great Engineer to get Religious Wonders.
Use the Turn counts above to help you decide if you can push out Theology before the next Long Count Bonus pops up. Get it fairly early, but don't rush too much or you will cripple your Civ in the mid-game, for you will need those Luxury techs to keep a wide Civ happy. Get Construction as soon as possible to build Colosseums, and Trapping to build Circuses if you have access to Horses in some of your Cities.
For Religion, I loved Feed the World, Tithe, and Pagodas to help the Wide Civ grow. If you want to guarantee a Religion, then go for a Pantheon that generates Faith, assuming your nearby terrain allows it. Playing Maya is all about the start and taking advantage of those bonus great people intelligently.
|Sid Meier's Civ 5 is a deep strategy game. I created these individual Civilization Guides to highlight the strengths of their specials and unique units. If you have an opener or tip for playing this Civ that you would like to share with other readers, please use the comments form below. Some Guides are in need of update and will be improved to a new standard of quality or altered to reflect gameplay changes in G&K and Brave New World.|