Civilization VI - Lady Six Sky of Maya

Firaxis will be releasing Civilization VI DLC packs with new game modes, new civilizations, and new leaders through March of 2021. The first such "New Frontiers" pack released in May of 2020 and included two new civilizations: the Maya and Gran Colombia.

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For future releases that include multiple leaders or civilizations, I may put up polls on Patreon to let my Patrons decide which civ or leader to cover first (if Firaxis gives enough advance notice). I may also put up polls asking if my Patrons would prefer that I make guides focused on the new game modes. So if you would like to vote on which content you would prefer to see sooner, I hope you'll consider supporting the creation of this content on Patreon.

The group of peoples collectively known as the "Maya" occupied the Yucatán region of Central America. The Maya never unified under a singular state, instead consisting of a variety of theologically-governed chiefdoms and city-states, whose elites engaged in court intrigue against each other. Despite never being unified, the culture is well-known for its sophisticated writing, architecture, mathematics, astronomical observations, and its calendar system.

Civilization VI - Lady Six Sky portrait

The Maya are perhaps most famous in popular culture for their "mysterious" disappearance, but this is mostly the result of popular misconception. It is true that large, classical Mayan cities were abandoned in the 8th and 9th centuries, but the decline is more gradual, and the civilization did not suddenly collapse overnight. Its population and power centers simply migrated north, where the Maya continued to flourish until the Spanish conquistadors conquered them. Though the exact cause(s) of the decline and migration is still a hotly disputed topic of modern archaeology. It is very likely that environmental factors played a large role, as the Maya built many of their cities in dense jungle, with thin soil and limited access to water, where they would be highly susceptible to drought and disease. In fact, the decentralized nature of the Maya allowed many remote Mayan villages to survive the Spanish conquests barely aware that anything had happened. Because of this, more than 6 million Mayan descendants still occupy the ancestral lands and speak Mayan languages.

Wak Chanil Ajaw (also known as Lady Six Sky) was the daughter of the chieftain of the city of Dos Pilas who's marriage was arranged with a prince of Naranjo in order to bring Naranjo into the Calakmul–Dos Pilas alliance. In the meantime, however, Naranjo engaged in its own conquests, and by the time Lady Six Sky took over as ruler of Naranjo (possibly as an informal regent for her son), Naranjo already had its own small empire going. As queen regent, she is believed to have acted as a warrior queen, and went on to successfully conquer several other Mayan city states. Her victories are depicted on several surviving monuments.

DISCLAIMER:
Civilization VI is still a "living game". Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the release of the "New Frontiers" August 2020 Update (ver. 1.0.4.8)

Lady Six Sky likes to build a tightly-packed core of highly-defensible cities improved with farms and plantations to feed her population. Cities that she builds or conquers beyond this tightly-packed core will less productive.

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Civilization VI - title

I really like Civilization VI! Of course, it has its share of nagging problems (some of which have been resolved already) - any game of this size and scope is likely to have issues at release. I've already been thinking of some ideas for how the game could be improved in expansions and DLC, and I'd like to spend a few posts to share some of those ideas with you now.

In my review of the game, I mentioned that oceans feel like they've regressed a bit since Beyond Earth: Rising Tide, in that they've returned to feeling like lifeless dead space on the map. Even though they're more important for Holy Sites and Campuses, mountains are also still mostly dead space on the map. They act as obstacles, and that's basically it. In expansions and DLC, I would like to see some of this space become more alive and useful. I'd like to spend this first suggestion post going over some ideas that I have for expanding the ocean mechanics, and for taking advantage of more of the map's dead space.

I have posted a link to this blog on Civfanatics at:
https://forums.civfanatics.com/threads/using-more-of-the-dead-space-in-the-map.610171/.
Feel free to discuss through the comments on this post, or via the linked forum topic!

Improve coastal cities

I'm very underwhelmed with coastal cities right now. Water tiles have very little utility. They provide small yield, can't have districts (other than a single harbor per city), and generally lack production. Coastal cities with lots of water are, thus, very unproductive and not really worth building. I think there's a couple ways to resolve this.

Harbors could provide a small amount of production. Or perhaps Harbors could act similarly to lighthouses from Civ V and provide production on sea resources. Or they could provide production on all adjacent sea tiles (so that placement is still important, and more of those empty sea tiles become useful and worth working, and you actually have to work them in order to get the benefit (as opposed to the Harbor just having an adjacency bonus). If we want to only use adjacency bonuses, then another alternative might be for Harbors to provide +1 production per adjacent coastal resource and +0.5 gold per adjacent water tile. That way, even cities that don't have clustered water resources can still have valuable locations for harbors.

Civilization VI - island city
Coastal and island cities lack production and have limited space to build districts.

Another way to improve coastal cities would be to have some more early policies that benefit coastal cities. Perhaps the Maritime Industries policy could be changed to "+1 production in coastal cities, and +1 production from Harbors". Alternatively, Maritime Industries could be similar to the Veterancy policy, and it could provide "+33% production towards Harbor districts and buildings for that district". Or we could have policies that do both! A new policy could be added that provides the bonus production for early naval units. Maybe there can even be a whole extra early-game civic (maybe called "Seafaring" or "Way-finding") that has some policies and buffs towards coastal and island civilizations.

The lack of production for coastal cities could also be offset by giving them more gold and/or food for growth (in order to support a specialist economy)...

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Grid Clock provided by trowaSoft.

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