Yeah, they're the only new civ I don't want to play. They are never quite able to get the Ottomans right. Maybe that's why they put off their inclusion for so long.
It is interesting that no one has voted for Suleiman. He has more wins per Steam achievements than Matthias or Dido and is tied with Laurier and Mansa Musa, so people are clearly playing him. I guess he just doesn't stand out.
It is interesting that no one has voted for Suleiman. He has more wins per Steam achievements than Matthias or Dido and is tied with Laurier and Mansa Musa, so people are clearly playing him. I guess he just doesn't stand out.
Inca, baby. Massive food production without losing out on production. The Inca can pursue any victory condition and starting bias tends to open up for nice adjacency bonuses for Campus (and Holy Site).
They're literally the only civ that can buy envoys. Getting Suz is easy with Amani. Theres no luck involved.
The Inca on the other hand are heavily food focused and food is less useful in VI than past iterations with wide being better than tall in almost every conceivable scenario. India's only real strong point is their start bias. They're average.
The Inca on the other hand are heavily food focused and food is less useful in VI than past iterations with wide being better than tall in almost every conceivable scenario.
The concept is that you're leveraging production tiles (hills) into production+ growth tiles. Then you layer on the terrace farm's +2 production from Aqueducts, and +1 from freshwater. This means you're taking the best tiles - 3 yield grass and plains hills- and putting down a combination of a mine and a boosted farm. The tile efficiency is just insane. Their trade route thing is relatively useless (I wish it was +production, but then they'd be OP.) . What you should be doing is sending international routes through Qhapac nans because the math is such that you can get the double gold bonus from route efficiency on moderately long routes (~20 tiles) as long as you send it through a qhapac. Free money!
They're literally the only civ that can buy envoys. Getting Suz is easy with Amani. Theres no luck involved.
The Inca on the other hand are heavily food focused and food is less useful in VI than past iterations with wide being better than tall in almost every conceivable scenario. India's only real strong point is their start bias. They're average.
What are you talking about? The food is nice, but Inca's real power is their amazing UU that tears apart everything all the way into the Industrial era.
You obviously haven't had much experience playing with the double shot no resource cost 60-strength Incan Slingers that can be upgraded from scouts and show up at Machinery.
The concept is that you're leveraging production tiles (hills) into production+ growth tiles. Then you layer on the terrace farm's +2 production from Aqueducts, and +1 from freshwater. This means you're taking the best tiles - 3 yield grass and plains hills- and putting down a combination of a mine and a boosted farm. The tile efficiency is just insane. Their trade route thing is relatively useless (I wish it was +production, but then they'd be OP.) . What you should be doing is sending international routes through Qhapac nans because the math is such that you can get the double gold bonus from route efficiency on moderately long routes (~20 tiles) as long as you send it through a qhapac. Free money!
What are you talking about? The food is nice, but Inca's real power is their amazing UU that tears apart everything all the way into the Industrial era.
You obviously haven't had much experience playing with the double shot no resource cost 60-strength Incan Slingers that can be upgraded from scouts and show up at Machinery.
Maybe with games on small maps over a short duration and with < 11 other civs.
On large TSL maps at > Epic pace they:
(i) Don't always get as many mountains close by to kick start their empire. The Cree, Aztecs and Mapuche often tend to swamp them in that case.
(ii) Their UU isn't much help if they can't get them to many of the 20+ other civs to do damage before those civs are walled and well-armed themselves.
The concept is that you're leveraging production tiles (hills) into production+ growth tiles. Then you layer on the terrace farm's +2 production from Aqueducts, and +1 from freshwater. This means you're taking the best tiles - 3 yield grass and plains hills- and putting down a combination of a mine and a boosted farm. The tile efficiency is just insane. Their trade route thing is relatively useless (I wish it was +production, but then they'd be OP.) . What you should be doing is sending international routes through Qhapac nans because the math is such that you can get the double gold bonus from route efficiency on moderately long routes (~20 tiles) as long as you send it through a qhapac. Free money!
I get the concept but you need to set your map to "new" in order to even hope for enough hills adj to freshwater and/or aqueducts to make them even close to marigolds "most OP civ" claim. Give most civs a hill start near mountains and they're going to thrive. Theres a reason Hungary and the Maori needed a nerf but the Inca didn't. Since Hungary over the course of a game will easily gain double or even triple the number of envoys to CSs their districts will produce more of the very yields you need to turn Incan cogs into, science, culture, gold and faith.
Too squishy. It has only 1 range and gets one shot killed by nearly every other concurrent base unit unless you've been able to get the ambush promotion. Good for defense but dont spam them against anyone with a cavalry.
Farm a couple of cities with the recon card and you get the ambush promotion within 5 turns. They gain experience at the rate of 14/turn. The moment you get 2 of them promoted to ambush, the game is over. They'll kill everything. Even at level 2 they're insane as they can move, shoot, and then move back.
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