ChocolateShake
Prince
- Joined
- Dec 28, 2016
- Messages
- 525
I'm pretty sure that they will be the first civ I play with, food overload
I do love building massive cities and a nice-looking and good UI is always something I enjoy

I'm pretty sure that they will be the first civ I play with, food overload
Inca PVP must be interesting, hide your UUs behind mountains and try to trap and kill your enemy in 1 turn!
Once your UU being attacked it becomes too weak.
They need an aqueduct to get more prod... this is going to be one fat civ filling slots with amenity cards. With all that mountain and hill around they will be difficult cities to take, and they may be 1 range slingers but on hills that’s all they need, heaven help them getting 4 promo’s for a triple shot. Sort of a civ you just leave to wallow there. Quite a novel and immersive civ to play with a great Incan flavour by the looks.
I can see the Spanish appearing over the saddle and turning away cursing that there is no gold in them thar hills.
Similar to what I said to Trav'ling Canuck, there are two lenses in which people seem to see Civ.
One is the notion that the game is all about some kind of exercise in efficiency, executing an optimized script for beelining to victory. If you find yourself making choices, something in the script requires fine-tuning. Civ's are "strong" or "weak" based on how well they compliment the script.
The other is the notion that the game should present players with options to suit a variety of strategies. From this perspective, civ's that make an otherwise discarded mode of play viable are appealing.
Yup, that loyalty loss through starvation AND unhappiness combined with the rough and restrictive terrain means Incas are likely a noob trap. Starvation + unhappy = -10. thats a rebel in 3 turns situation with no easy way out.starve down
I'm pretty sure this isn't true. There are already 20 different ways to play and win.While this is correct, I think there's a generalization that can be made. Both sets of players want the same thing.
The max/miners don't only want max/min boosts. I'm sure they would be very happy with there being twenty different ways to play and still beat Deity provided you thought your strategy through and executed it correctly, but that isn't how the game is made.
Indeed, the Great Andean Road of Civ V.The paths weren't hidden, though. They were the imperial roads. I think it makes more sense for tunnels and paths to be public in the game. Otherwise, it's unbalanced.
If a civ has ample production and population, then they have anything.I agree, but, as you mentioned, I think they will favour a peaceful playstyle, hence science I think. But it is true that they have the tools to potentially get aggressive
Weirdly I am. Not a civ to win quickly with but also not a civ thats gonna die fast either. They have tunnel toys very early (ever wanted to get to that hidden valley?) and getting a slinger to triple shot has got to be tried. It sort of looks good so I think the immersive side is great. Just accept you are going to be very large and have to use slots for amenities. The best way to take the civ is probably pillage and flip a city a few times until the pop is reduced enough for you to go in happy and fed.i'm not really impressed
I do not quite understand why anyone would devote time to devise the optimal strategy for beating a game that is not able to pose an exciting strategic challenge. Rather, it would make more sense to find a different game.Unfortunately, civ VI is so imbalanced right now that a few strategies are about 4x more effective than casual play. The skill floor and ceiling produce a massive chasm. This is great for competitive games or games where the AI can handle it, but civ is neither.
The AI doesn't have the same skill as a player, which means it inevitably falls closer to the floor. Inflating their yields raises them up a bit, but with the balance the way it is, greater boosts just make those super OP strategies the only way to win, which in turn makes the rest of the game seem unusable and highlights the problems.
I'm sure everybody would be happy for food and housing to have value.
My experiences listening to such deity players usually does not give the impression that they are open to exploring numerous stratagems before deeming some to be the best and others to be weak. Instead, once a consensus has been reached on what works, their minds are made up.
Wish I could like this twice.Everything is evaluated against the accepted status quo.
You misunderstand... its not about the winning, it is about the speed of winning. And in a game that can get quite boring and long later on, speeding things up is what they want to do, nothing wrong with that... it's the willingness to consider alternatives that is important.for beating a game that is not able to pose an exciting strategic challenge.
You cannot gain a third attack, that promotion is unavailable.Weirdly I am. Not a civ to win quickly with but also not a civ thats gonna die fast either. They have tunnel toys very early (ever wanted to get to that hidden valley?) and getting a slinger to triple shot has got to be tried. It sort of looks good so I think the immersive side is great. Just accept you are going to be very large and have to use slots for amenities. The best way to take the civ is probably pillage and flip a city a few times until the pop is reduced enough for you to go in happy and fed.
Governor + ecstatic = +14
Governor + happy = +11
Governor + unhappy and starving = -2
big diff
Well, you can't really, but it's just a human tendency towards jumping to conclusions, and believing that people who don't share our priorities are doing so out of ignorance. Dunning-Kruger effect and all that.How could you possibly form even a remote idea of what courses of action lead to higher yielding empires if you don't try different approaches to see how they each turn out?
...For units of the recon category, that is.You cannot gain a third attack, that promotion is unavailable.
Wish I could like this twice.