Links:
Current Pata-Pata:
1 2
+1 per adjacent Pata-Pata or mountain
+1 on adjacent Farms
Civil Service: +1
Fertilizer: +1
Robotics: +3
Now the only problem is that the yields are BORING and not unique. The tech boosts completely follow Farms, but buildings and Imperialism that boost Farms don't also boost Pata-Pata. The latter should deserve more unique tech boosts as a unique improvement that's supposed to be better than farms. The thematic identity to Farms can be represented by shared adjacency.
Proposed Pata-Pata:
2 2
+1 per 2 adjacent Farms, Pata-Pata, or Mountains
Farms get +1 per 2 adjacent Farms or Pata-Pata
Civil Service: +1
Chemistry: +1
Fertilizer: +1
Ballistics: +1
Combined adjacency is already implemented waiting to be merged. Pata-Pata gives and receives less yields from adjacency, but has a higher base yield and doesn't rely as much on mountains.
Now giving more than just food from techs. Ballistics is where everyone can build roads on mountains and part of the Incan UA obsoletes.
UB - Qullqa (replaces Granary)
Unlocked at Pottery
Standard costs and maintenance
+1 +2
+25 Food on completion
15% of Food is carried over when a new Citizen is born
+1 Food to Bananas, Wheat, Rice, and Maize
Enables Food Internal Trade Routes from this City
+5% Production and Gold to City Connections
Garrison heals 5HP regardless of action
Growth cannot drop below 1
Total non-specialist Food consumption cannot exceed Food production
(Basically no starvation if the city does not work specialists)
For an early building, the current Qullqa is trying to do too much.
Free garrison heal is very powerful early on when limited units can attack the city (especially for Inca in a mountain range), so it's removed.
The anti-starvation/stagnation is changed to no starvation only for non-specialists.
- The ability was originally designed to handle the early food problem for starting in a very hilly region.
- But with the current implementation, there's a late game use of making all citizens specialists when the city has reached a desired population. It has to be limited, especially when it goes against the UI's food focus.
- Stagnation is allowed purely for easier wording. It doesn't make much difference.
The City Connection bonus is increased to 5%. It roughly equates to 200 Production and Gold in total for a 20-city empire of 20 population each, all with an Industrial Connection. It's still not a big number, and it's not supposed to be, being on an extremely early building.
UU2 - Inti Maceman (replaces Longswordsman) - icon and model from this mod
Unlocked at Steel
Standard costs
Requires 1 Iron
23 (+1)
Discipline
Sentinel of the Sun (+25% Combat Strength in Hill and Mountain. +15 Hit Points.)
Note: This is new code since it works in featured Hill tiles as well! If added to a ranged unit, it counts the tile it's on for both attacking and defending.
Giving a unique recon unit to a civ with innate movement bonus is a waste. This unit functions like Pictish Warrior, but focuses more on holding key hill/mountain locations, and uses a less confusing table.
[DLL] - (8-NS) 4UC Inca
This is a thread for discussing the addition of 2 more unique components to the Inca civilization. The only change to the base kit is the change from 1:c5food::c5gold::c5science: on mountain tiles to 1:c5production::c5gold::c5science:
forums.civfanatics.com
(8-20) 4UC Inca - Tap Into City Connections, Diversify Yield Bonuses (Less Overall FOOD)
Original proposal: https://forums.civfanatics.com/threads/8-20-4uc-inca.689993/ Counter proposal: UA - Great Andean Road Units ignore terrain costs of Hills and Mountains. Cities, Roads and Railroads may be built on Mountains, which produce :c5food: Food, :c5gold: Gold, and :c5science...
forums.civfanatics.com
[DLL] - (8-NS) 4UC Inca - Make Terrace Farm A Common Improvement and Other Changes
Current : Pineappledan's version of 4UC Incas can be checked here. Proposal : - Make the Terrace Farm (currently name Pata-Pata within the Incan kit) a common improvement working like follows : Improvement - Terrace Farm (unlocked at Masonry) Improvement time - 900 (1,5 the time of a Farm)...
forums.civfanatics.com
Current Pata-Pata:
1 2
+1 per adjacent Pata-Pata or mountain
+1 on adjacent Farms
Civil Service: +1
Fertilizer: +1
Robotics: +3
...is what I would've said some time ago, before Engineers were buffed to be better than mines, and the Food on mountains is going to change to Production.Pata-Pata only gives Food from adjacency and tech. Inca is stuck with at most 4 Production on all hills for the whole game, unless they forgo some Pata-Pata for mines.
Now the only problem is that the yields are BORING and not unique. The tech boosts completely follow Farms, but buildings and Imperialism that boost Farms don't also boost Pata-Pata. The latter should deserve more unique tech boosts as a unique improvement that's supposed to be better than farms. The thematic identity to Farms can be represented by shared adjacency.
Proposed Pata-Pata:
2 2
+1 per 2 adjacent Farms, Pata-Pata, or Mountains
Farms get +1 per 2 adjacent Farms or Pata-Pata
Civil Service: +1
Chemistry: +1
Fertilizer: +1
Ballistics: +1
Combined adjacency is already implemented waiting to be merged. Pata-Pata gives and receives less yields from adjacency, but has a higher base yield and doesn't rely as much on mountains.
Now giving more than just food from techs. Ballistics is where everyone can build roads on mountains and part of the Incan UA obsoletes.
UB - Qullqa (replaces Granary)
Unlocked at Pottery
Standard costs and maintenance
+1 +2
+25 Food on completion
15% of Food is carried over when a new Citizen is born
+1 Food to Bananas, Wheat, Rice, and Maize
Enables Food Internal Trade Routes from this City
+5% Production and Gold to City Connections
Growth cannot drop below 1
Total non-specialist Food consumption cannot exceed Food production
(Basically no starvation if the city does not work specialists)
For an early building, the current Qullqa is trying to do too much.
Free garrison heal is very powerful early on when limited units can attack the city (especially for Inca in a mountain range), so it's removed.
The anti-starvation/stagnation is changed to no starvation only for non-specialists.
- The ability was originally designed to handle the early food problem for starting in a very hilly region.
- But with the current implementation, there's a late game use of making all citizens specialists when the city has reached a desired population. It has to be limited, especially when it goes against the UI's food focus.
- Stagnation is allowed purely for easier wording. It doesn't make much difference.
The City Connection bonus is increased to 5%. It roughly equates to 200 Production and Gold in total for a 20-city empire of 20 population each, all with an Industrial Connection. It's still not a big number, and it's not supposed to be, being on an extremely early building.
UU2 - Inti Maceman (replaces Longswordsman) - icon and model from this mod
Unlocked at Steel
Standard costs
Requires 1 Iron
23 (+1)
Discipline
Sentinel of the Sun (+25% Combat Strength in Hill and Mountain. +15 Hit Points.)
Note: This is new code since it works in featured Hill tiles as well! If added to a ranged unit, it counts the tile it's on for both attacking and defending.
Giving a unique recon unit to a civ with innate movement bonus is a waste. This unit functions like Pictish Warrior, but focuses more on holding key hill/mountain locations, and uses a less confusing table.
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