Maya First Impression - Civ 6 New Frontier Pass Civ reveal!
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- เผยแพร่เมื่อ 5 ก.ย. 2024
- Link to video: • Civilization VI - Firs...
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Laconic Granny Kevin MacLeod (incompetech.com)
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Noticed that on the same frame as the new bonus resource “maiz” in the upper left you can see what I presume is bees as a new luxury
I think it will be named honey... but yeah... good eye there. ;)
Beads?
Yes
Looks like a camp improvement?
I guess maiz is corn in Spanish
@@itskyledavid2826 Kind of, Maiz (pronounced Mah-éez) is the corn plant while Elote (El-ó-teh) is the corn itself. But yeah, it's also correct to call it Maiz when generalizing.
Notes:
►I missed the "Appease the Gods" new world competition, looks related to the Apocalypse mode, very exciting.
►There looks to be two new resources: Maize and Honey.
►Yes, Bananas are improved by plantations, I had a brain fart moment!
►I forgot to save my changes to make the video louder in the rush to upload it. I'll make sure that doesn't happen next time!
Someone else pointed out on the official video that if you look in the top left corner when they're showcasing the Observatory's unique adjacency bonus, you can barely make out another new resource; current speculation says the icon is supposed to be a pair of bees, and the resource is going to be Honey as a new luxury.
Next time could you put the video louder please ?
Just to help the pronunciation, Maiz is pronounced Mah-éez, I hope you don't forget it xD
At 0:55 you can also see the notification for a forest fire (and its conclusion)
Will honey be farms or plantations?
Civ6: releses a new Civ
PotatoMcWhiskey: Gotta go fast
In the next video Firaxis will review Potato's first look!
Ya lol I noticed too
He literally ended the last stream as the mongols ~a minute after someone in chat mentioned the maya video, this came out edited and all a few hours later.
More like: Civ 6 - releases a new Civ whose leader's only qualification was vagina.
The devs just did exactly what Potato told them to in his video on how to make civ 6 better. He is the mastermind behind the entire game :)
But seriously though, feedback from a dedicated player & pillar content creator is valuable.
Can you expand on which points exactly?
My friend said he wanted Climate Change before Gathering Storm was even announced.😂 I thought it was ridiculous, too🤣
To me the only way to improve the game is to make ia less dumb : they are thinking too slow and make bad use of the advantage of the map or their civ bonusses. also making plague events like the environment events will be cool
thezacmn I totally agree, I could probably make a better AI
Wooo cant wait
Edit:
Imagine capturing city states with this, with their farms and stuff you immediately have a powerful city at a high pop and housing
Except its probably gonna have trash yields because its most likely not going to be 6 tiles from the capital
@@uoilo You've never spawned within 6 tiles of a city state before?
uoilo but city states usually have a high population so the growth doesnt really matter that much
When the frontier pass comes out can you please make a video on how to optimally settle the most cities within six tiles of your capital, because it seems quite essential to this civ.
Yes
I'm really curious about this, can get 11 in range of colosseum but they can overlap in the middle for that situation and not with a city centre in the same spot
Really liking how their loss of fresh water housing but reliance on farms plays into how you wanna be setting up all your cities close to each other. Suddenly not having that fresh water bonus means you can be a lot more liberal with your cities placement around the capital. And given how science is one of the more powerful yields a civ can boost it makes perfect sense that they'd have downsides the way that they do to balance it out. I mean I like civ's like Korea don't get me wrong but they arn't exactly the most difficult to play ever.
The video you are watching is really quiet so it's sometimes hard to follow what you are commenting on. Also, btw, bananas is a bonus resource that's improved with a plantation.
Oops, I forgot to save the boosted volume.
Potato harvest all his bananas, not surprised he forgot it
I wonder if the Mayan cities will receive full housing from fresh water if they get an aqueduct - if so, they will all get insane housing as soon as you unlock and build that district.
My guess is that it won't because the aquaduct modifies the housing gained from water value, rather than adding housing. The mayans probably have a fixed value for housing gained from water.
I think they do get the aqueduct bonus. At around 5:07 you can see a city with an aqueduct, 4 farms, no governor and 15 housing.
Historically the Maya actually built a lot of aqueducts all over the place (which is partly how they were able to terraform entire valleys). It would only make sense for them to get aqueducts bonuses
Hard to say because at one point it show's 11 housing (aka it does nothing) but the next frame it shows it's 15 (Working as it should) (~5:05)
Given the dependence on farms and plantations powerful Industrial Zones will be more important. If Aqueducts don't provide housing that hurts housing AND production.
3:51 You can improve bananas with a plantation
I am dumb.
@@PotatoMcWhiskey But you're cute anyway
He either harvests bananas or settles them, so it's kind of justifiable to forget what they upgrade into :D
@@shynggyszhumagali2994 Yeah well, that habit might need to change when playing the Mayans
@@PotatoMcWhiskey Now you are lying
It’s hard to place this civ. I feel like there might be a large lack in production in the early game with lower populations and needing build charges. The observatory bonus is interesting, but I don’t know if that will make up for the slow early game.
Their unique archer and 5+ damage bonus from 6 tile ´s of their capital would help them defend themselves early, better than korea can.
niIIer1 will they have the production early on to make them fast enough? Generally unique units take more production to make so they will be stronger, but will the production and lack of housing be a small deficit to overcome?
Suddenly, the Mayans want ... the Pyramids. A shame Chicken Pizza---a Mayan Pyramid---doesn't give you better builders, for theming's sake.
Thus far I've found the early game with them is very different. The lack of housing early on is a big problem, almost tempts me to go with a builder instead of a scout because the growth penalty in the capital will be so big otherwise. Not sure at all how one should play them.
The observatory bonus is sort of screwing with my thinking of farm triangles and mountain adjacency bonus. At least it's fun with a different mechanic and something to spice things up.
Hooray! A tall civ so you can work all those crap specialist slots!
Oh well, at least it's something different.
mods ¯\_(ツ)_/¯
Not really. Based on the penalty for settling further away from your capital, you're forced to clump your cities together, limiting your growth and population. Maybe you could overcome that with the food based pantheons/beliefs and grow tall(er). But you could do that already with civs like India and the Khmer without need of those specific pantheons/beliefs.
ETA: Also, your starting position really dictates how well or poorly you do. If your capital is in an area that's not conducive to creating at least 3 cities within 6 tiles of your capital (ie, you spawn near the coast or near a mountain range), you're boned. It'd be like playing a game roughly ~1 - 2 difficulties higher than the one you're currently at, as most of your cities will be hamstrung.
That bonus, imo, should extend to 8 tiles.
@@BrandyBrandalia Simple, make the core cities your producers and the periphery internal trade route slaves. Use governor to buy a commericial hub or harbor on those cities fast and get an internal trade route going to keep boosting up your main producers until they have huge populations, using communism and governors to get per population production and science/culture. If the Maya unique ability lets us get more housing than a normal city (it will be interesting to see what aqueducts do), Maya could get higher populations than any of the other tall civs.
With Pingala's Culture for Population upgrade, they can have a good start in culture, considering their pop can rocket since early game
not to mention a probable plantation bias, meaning plantation pantheon
Always go for the culture upgrade over the science one with Pingala first. Helps you unlock the other upgrades faster.
You mentioned a tier list for the leaders, you should definetly do something like that once all the season pass DLC packs come out
so in a year from now lol
So in 2021.
Actually, about the “condensed empire” in the majority of games I usually have max 6 cities
(That’s why I always took tradition in Civ 5)
I normally play with 3_5 very tall close nit city's on immortal and works fine for me
@Johannes Nyholm I know but I like the challenge of having less city's I will let the ai settle next to my large city's and then raze the city's slowing the ai down massively
* laughs in 27 cities in my latest America game *
Tall games are kinda viable for all victory types but domination and culture I've found
@Johannes Nyholm having more than 15 cities makes me ruins the game for me because it's all so frustrating to manage. I usually hover around 10 or so
Imagine colosseum with them
Its easy: you won't cover all of your 6 tiles span cities with colosseum.
You can fit 11 cities in range of colosseum normally but I'm not sure how that would change with a layout based around a city centre as they can't overlap in the middle
If you have the max number of cities in range of the capital (12), you can fit all but 3 cities (so 9+capital) in range of the colosseum. But I suspect this wouldn't be the optimal playstyle. I'd guess ~7-9 cities total including the capital would be the best case scenario, fewer if there's a lot of mountains or coast.
Imagine Jerbal too
This does mean you can get some unique placements of cities, as you don't need to aim for water for everything
4:05 in the top left there is a new luxury or bonus recource as well, pigs I think if you look at the way the animals are stuck in some sort of surrounding fence
HONEY
@@PotatoMcWhiskey Yeah that makes more sense. I don't think pigs would be considered a luxury ressource
@@rasmusjanssen2477 maybe truffles
@@jackmaull5104 Truffles are already in the game. Based on the Icon and the improvement i think Honey would make sense. Even though i dont know how you improve it. Cattle, plantation, farm, mine i dont know
@@rasmusjanssen2477 I totally forgot about truffles I always see amber for some reason
So much good stuff coming out this month.
Terraria- 16th
New Killers Album- 26th
This
So, here's the thing about the Mayab:
When the Maya settle, their capital has 3 housing. When any other civ settles, on the coast they get 4 housing, and on a river they get 6 housing.
What that means is that the Maya HAS to expand a builder on farms just to have a similar housing cap as a city settled on river.
It's only after expanding a second builder on farms that the Maya will start seeing a bonus in housing, and none of this will matter unless they have a good source of food. Farms aren't good in the early game, they just give +1 food. They are just there to boost housing if you happen to have enough food yields. You usually want to use your builder charges on chops or improving strategic resource.
Lady Six Sky's ability is also of dubious value. You are really dependent on the map. (Coastal start? Just restart.)
Thei observatory is pretty awesome though, and the unique archer also. Between the archer and the combat strength near the capital, if you spawn near them you are in for a horrible time. I guess that gets them past the hurdle of developing their civ, but I would say the Maya probably has a bit of a slower start.
Mayans also get +1 gold to farms. It's not amazing, but it's something.
100k, congrats! I always enjoy watching smaller channels, not in reference to my own channel, reach such a big milestone!
I love how they used the red corn to represent the Maiz. Many people outside mesoamerican countries don't know that corn comes in many colors, such as yellow, red, white and even blue.
You forgot moldy. Yellow, red white, blue and moldy.
@@AnsticePalo Ah, yes, the huitlacoche shroom
I didn’t know corn could be yellow!
corn is just grass seed lol
Java Hikage here I thought that they made blue corn chips using blue dye.
Potato 🥔 in the video from the devs first look you can see a ressource that seamed to be corn 🌽 and I’m excited for it and again a big thank you for posting these wonderful videos and streams. Quick thing after watching the video twice in the news icons on the bottom right side it kinda looks like a forest burning. love your tier list hope you make leader, great people, unique units and unique districts and buildings. plus beside one of the cities you can see rice burning out of lady six sky’s land, another leak to forest fires
We’re finally getting a tall civ! Yay!
Inca: Am I a joke to you?
@@javahikage I'm not sure if I'd classify them as tall. Centralized, maybe, but there isn't an incentive for staying put like the Maya have.
I've done the math and it seems that you can have up to 13 CITIES (counting the capital) within 6 tiles. Of course, you would have to perfectly plan everything and make sure there are no mountains nearby.
Ernesto José Rodríguez García how did you come up with 13?
Seth Williams If you make a six-tile-radius hexagon, you can put six cities on each corner: east, southeast, southwest, west, northwest and northeast. These are all six tiles away. Then you are left with 6 spots for 6 more cities exactly three tiles aways from the capital: north, NEE, SEE, south, SWW and NWW.
Seth Williams It’s easier to explain through an image. I tried my best
Ernesto José Rodríguez García Lol you’re good. That actually makes sense.
here's the diagram of all 13
imgur.com/ebkvAEd
The Colosseum is actually the perfect wonder to supplement the Maya.
There seems to be an unstated bonus to the observatory that gives it +4 housing: At 4:14 you can see the farm on the resource only gives 0.5 housing, but earlier we see a farm on a non-resource tile gives 1.5. This seems to imply the housing bonus only applies to non-resource farms. At 5:04 you can see a city with an aqueduct, granary, 3 resource farms, 1 non-resource farm and a plantation which is equal to 11 housing, and that's what the city information says. However, when the observatory is placed it jumps to 15 housing.
Someone on Reddit mentioned that she shares the exact same animations as Amanitore of Nubia. Like the exact same. Just felt like mentioning it. Great video!
Is it me or the animation of the leader kinda resembles Amanitore from Nubian civ?
reskin, even their unique units are similar
@@l0remipsum991 Prety disappointing actually. Hope it's just a placeholder.
reaction animations are the same. voiced animations are different.
With not getting bonus housing from fresh water it also makes placing cities much more flexible because they can place cities anywhere and aren’t reliant on rivers or lakes
Bananas: Am I a joke to you?
7 cities of gold! Very fitting ;)
I'm pretty sure we can see "Honey" at 3:33 top left. New luxury resource :)
My First thought with city center boost was, great a tall civ... Well, you have to place everything correctly, but that is the game regardless of the Civ... This is a Science, and tall focus Civ... The Archer Unit will definitely be a good boost to defend the empire.
I feel as though this civ suits my playstyle perfectly. I love building tall in the early game and then bleeding into the rest of the world. Also, the leader has a very "take off her sandal and beat your ass with it" mom energy.
Gave you a like, thanks for the consistent great civ 6 content.
Im so Happy that they are adding more content to civ 6.
I noticed that several of the Mayan cities had Aqueducts, which would be considered reduntant with the Mayans lacking a freshwater bonus. However, the aqueduct might loophole an extra 4 houses, along with industrial adjacency bonuses, since it only grants an extra 2 housing with preexisting water.
its funny to see the mayas fighting the aztec with cannons, given how history was in rl
I’m not sure if you caught it, but each farms gives its bonuses PER luxury resource next to the city center. So if you settle adjacent to lots of luxury resources you get crazy powerful farms.
So, now only Babylon is missing from the holy trinity of Civ V Science Civs.
C. Nek it’s likely they will be added too. Or Assyria but I’d be surprised if neither is included
In the same frame as the bees and the corn, in the notifications bar, there is an icon that looks like a forest fire and another one that looks like trees stripped of their leaves.
I think it would be cool if they implemented the ability to choose how to grow the max workable tiles from your city center, but only if you sacrifice tiles on either side of your city. For instance, you could grow six tiles away from your city and it would still be workable, but only if you stop growing on the other side of your city. So, your city center would be one tile away from your border on one side, six on the other (or any combination adding to the max workable tiles).
In order for natural city growth to not get in the way of this, you'd have to also implement the ability to specifically choose what tiles you want to snatch up when your city grows. That would be really powerful, and it would allow you to have really unique playstyles for early defensive or expansive strategies. For instance, you could hole-up in-between very defensible mountain tiles, or grow island cities to catch more offshore bonuses and amenities. You'd have to make sure that nobody could block other civs' movement via enforced borders by making the maximum you can go in any direction six, but that's still a viable strategy.
It would also be cool to see the ability to change mountain tiles to be workable tiles as a sort of Inca Empire civ. Or, in the case of the island cities, to be able to create artificial land as a late-game special ability.
I'm down with any housing that can be pillaged massively by light cavalry
You could play them wide as long as you're watching your amenities. Ecstatic gives +10% non-food yields, so that translates to -5% yields to cities more than 6 tiles away from your capital, which isn't really anything. That translates to losing one for every 20 yields which really isn't much at all. They can also settle cities in less optimal and more dense fashion allowing for things like Zoo and Factories to apply to more cities.
In terms of counter-play, pillaging will actually feel really useful against this civilization, you'll be able to set them back quite a bit.
Interesting civ. The dynamic of having to decide between the immensely powerful farms vs districts and even wonders sounds soul crushing though. However, they synergize pretty well with Magnus as you will want to chop to make room for farms. Getting bonuses to build charges and production thereof is going to be super important to them I think.
They also seem like an extremely good defensive civ, with those combat bonuses near your capital. On one hand, it’s going to be very painful attacking them, but on the other, you will have plenty of farms to raze for healing. Interesting civ definitely.
The fact you don’t get any vital bonuses from fresh water frees us the city centre placement. Like you can place your cities like the AI and not suffer, and free up other valuable tiles for districts. Gonna be really interesting.
100k baby! Well deserved always great content congrats!
Boy it seems like the Maya might be a great civ to consistently rush Temple of Artemis. They want to go for archery early anyways, but think of the extra amenties you could have early just from the Temple + the Mayan ammenity bonus. That's crazy good. With the proper city placement you could have like +6 amenties just from having three camp/pasture resources next to your city. That is kind of nuts for growth potential. With rushing the temple you would basically be guaranteed a classical era golden age too considering they will get points from the unique unit very easily as well.
will be hard to rush Artemis with 3 pop though
Much more flexible than the Congo and bonuses kick in at the start. Very good.
I see myself playing this civ a lot because I always forget to settle early and try to expand quickly in the classical and mideival era
Same I play tall on immortal and it is very rough should be fun
Jack Maull that’s why I play mostly Poundmaker
I think this is spot on. This is a civ that we can play differently from the established "Build a fuckton of cities" meta. You go hard on expansion once you have archery, get to that 5-7 city sweet spot, and lay down observatories like its your job
Bit weird that Maize doesn't provide bonus food, only gold, to a tile, which is strange to me, but interesting to have some more ways to boost the gold production. Probably not a resource you'd want to chop.
They look really awesome! But I feel like they will struggle with production, but idk
They should be fine; it's not like they have a penalty like the Mali. Just make sure to have some spots for mines/lumber mills
nah, they will be heavy speccing into governors since they'll cover most cities in their empire. they can just go for the last tier upgrade to make all production overlap for a city.
I do love civs where district planning and such is a thing
Colosseum and Jabal works perfectly with Maya!
Thank you potato.. a good new science civ is really exciting news
Well this came out pretty quick. The original video only dropped 2 hours ago.
If the terrain allows it, it seems you can surround your capital with up to 8 cities with production bonuses. That's pretty nuts in terms of potential.
i think their housing being tied to farms could be handy in the early game. each builder is potentially 4.5 housing, but you have the chose yourself. in tight situations where you just need a bit more housing but at the same time you can't waste too much production on a building with housing it could be need. but at the same time it is sort of a clutch for how rapid you can expand, because with this you want to have a worker ready/almost ready for the next city you found.
Going for a scientific victory really wants you to play around observatories which could be fun, unlike campus which is often place and forget. It might be cheaper than the campus but a standalone campus is stronger, it is only when you spent production/builder charges on tile improvements that observatories gain significant strength.
i dont see culture benefits you alot, i think you want to have alot of production and build alot of smaller cities at locations where you can surround observatories with improvements, with the extra amenities from luxury resources it will become easier to get a new cities started.
their unique archer unit compliments them well, a strong unit that allows for defense or aggresion against strong aggresive early game civs, and they can last until they get a good scientific lead against their opponent.
Now I just wanna see how Bolivar makes his grand entrance into the civ franchise.
Always wanted to do Aztec vs Maya vs Inca. Should be fun on a huge true start map.
If this civ has a bonus on spawning close to plantation ressources, just get yourself the +1 culture for plantations Pantheon. That can probably kickstart you even harder.
Here's to getting builders from tribal villages and beelining craftsmanship!
New Best Girl!
How to Play Maya:
Pantheon: Religious Settle or Culture type
SCI: Pottery, Writing, Plantations, ...
CULT: Ilkum, Builder Rush, Early Empire, settler rush, early conquest with unique archers, stop at 12 cities, grow high?
*Use Pengala for CULT/SCI
Dams, Aquad, Indust-Triangles from close cities?
Would Flat tiles be better chopped and turned into farms (maybe if farm-tri)?
Thank you for doing what you do, Potato!
I do like placing loads of farms and yes I agree that the main drawback is that they don't give enough housing. I can see this chic being one of my favourites 🐻
Another thing that they might struggle with is late game domination. With a smaller empire, sure they may get to late game units first, but they could be lacking the niter, coal, oil and especially aluminium and uranium if they need to make that last minute push or need to defend themselves.
Now yeah the civ is probably going to play (post classical era) as generally a more pacifistic tall turtler in SP, but MP there's no reason not to hound these guys down once you have crossbowmen and/or knights
3:45 Potato completely forgot about bananas
8:38 Please do a leaders tier list next!
if you get luxury settling next to it you dont need to put worker on it to get it so it is nice bonus
I could see the Mayans really dominating by going after areas most couldn't settle easily. I've seen many places I'd LOVE to settle due to great resources, etc, that get absolutely no water supply. They're going to play completely differently, and I love that.
The Hul'che doesn't do extra damage when attacking wounded units; it's a combat strength bonus - which probably isn't as powerful imo. You're gonna be firing on a guy with more than one archer more often than you're gonna be intentionally taking melee hits with them. Anyway an observatory of all things losing the mountain adjacency is pretty funny.
Pyramid wonder will be a must-have
I LOVE how quick you are
I think the Maya look like so much fun! My only complaint based on this is that Lady Six Sky's feathers aren't as dramatic as I wanted.
Hey Potato,
you can navigate frame by frame with "," and "." keys, when the video is paused. No need to hit spacebar lightning fast :)
Yeah I know, I just have my way
+10% yields without housing means you'll only be capped faster. -15% on further cities mean you'll be very limited in your expansion, which is crucial. Maybe a good civ in Duel and small games, but rather unplayable in large and huge. It can be simply balanced by patches, though. Adding half housing from fresh water can be enough. Also 1gpt from farms will not pay the costs of having to buy a worker for your city to grow anything (You'll always be lagging behind until having the Governor Plaza settler infrastructure). It can also render your UU less impactful, as you'll have to plot so many builders to make up from this severe penalty. Remember: You'll use up at least one builder per city just to make up for losing fresh water bonus. That's without improving other tiles, as strategic resources. Also, micromanagement of tiles seems very important, as you want your capital to work the fewer tiles possible. However, if you can get past these problems, it has potential to be an incredibly powerful civ with such science bonuses.
This reminds me a lot of Civ 5 Babylon and I like it
I am not a fan personally because I like building massive empires that span entire or multiple continents also noticed a new resource
I think it'd make sense for the unique ability to be 9 tiles, since that's the loyalty distance
This is actually a really interesting way to make building tall more viable in 6
Seems to be a very strategic civ that really requires you to plan out every single city you want to settle
I really hope that the range of their city yield bonus extends when the map size is increased above standard.
The devs are continuing the pattern we saw earlier in Mansa Musa and Kupe, of giving unique bonuses with one hand, only to take away standard advantages with the other. No standard freshwater housing bonus, but you do get a unique housing bonus from farms, plus an escalating bit of gold. A yield bonus for 6-hex proximity to the capitol, but a yield malus for > 6-hex distance from the capitol. It wasn't clear to me if the Observatory continues this pattern. Are the unique adjacency bonuses in addition to standard adjacency (mountains, rain forests, geothermal vents), or do they replace those bonuses?
Congrats on 100k subscribers!!!
"I think its the first bonus resource we have that can be improved with a plantation"
Bananas: Am I a joke to you?
If you look closely Potato forgot to see 3:13 that there is a new luxury resource in the top left corner, Bea's...
Edit: also in the Bottom right you see Forest Fires icon...
bananas is a bonus resoruce with plantation
Love the way you “argue with yourself” about whether the Maya is better than Korea.
I think the fact they get a bonus 10% to all yields is incredible. because I'm fairly sure that counts for science, culture and religion. and if you were to maximise the denseness you can have a total of 13 cities. and the extra combat strength from being near cap will make them really defensive
I love the flavor of the civ, but I feel like there's some tricky things to work around. Production might be a problem mainly. Considering the already limited tiles you'll have between cities, you have to have exactly the right map layout. I think you've said before, plantation luxuries aren't great because of the time it takes to tech into them. Not sure if the gold from farms would make up for it.
Also, what if you spawn on a coast tile? That could instantly halve the number of effective cities you'll be able to get. I think this civ is *potentially* A tier in the right circumstances, but it depends so much on your initial spawn, so imo I'd say Bish-Cish tier.
They have some wide incentives as well with the way the passive reads.
man i love civ 6, can wast for many hours on the game and never gets boring
@Potato congrats for the 100k subs :-)
Fantastic, love me a science Civ
The one thing that makes me a little skeptical of the Maya is variance. As most civs, if my starting region isn't fantastic, I'll tend to expand in one direction, toward the good terrain. With the Maya, you need the whole region near your start to be good to get maximum benefit from their abilities because a city more than 6 tiles from the capitol is so much worse. If you can only get one or two good cities in that starting range and cities beyond that are mediocre, it's really gonna hurt. On the other hand, if your whole starting region has reasonable or good city locations then the +10% yields and improved farms will take those cities from good to great.
At first glance I suspect this civ to be tailored towards ULTRA-tall - you literally have to settle around your capital to form a ring to not get penalized, and a second ring is not possible since the 6-tile restriction forbids that, then a potential playstyle is to settle exactly 6 tiles away from your capital so that you get an insane number of tiles to work; put down all those farms baby! It's about time you play tall more often.
The unique unit would be incredible IF it has an attack range of 2 but it really looks like it's just gonna be 1.
Good video, but the audio from the trailer was too quiet to really hear.
It doesn't have to be a tall civ. On a pangeea map you can place 10 cities within 6 tiles of your capital, so you can run this civ with 11 cities.
This is a science focused defensive civilization that will be incredibly easy to play. +5 combat strength AND a more powerful archer? Nice! Imagine a Hul'che with a garrison promotion in a city within their cap: 28 base strength, +5 from leader ability, +5 against wounded units is 38 combat strength, nearly matching crossbowman's 40 ranged.
What I'm wondering is if the aqueduct would still provide housing. It says settling next to fresh water or coast will not provide housing, but will an aqueduct then give the full +6?
Yes, thats at least what thesaxygamer said