[GS] Inca Discussion Thread

In Civ5 food is important, in Civ6 food is useless somehow. In Civ5 AQ is the most important building, the Civ6 nobody build AQ. That's the main difference making Terrace not that good.

It wouldn't take too much of a tweak to restore the relative value of higher populations and therefore the value of food. Hopefully we'll see some movement in this direction in GS.
 
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I wouldn't say Food is useless just because the meta for deity play goes against it.

Regardless this perspective doesn't account for how Food can be used as substitute rather than a complement. The massive amount of Food/Production from Terrace Farms, Trade Routes, and Mountains can allow you to work tiles and even specialists that would normally not be worth the opportunity cost especially in earlier parts of the game which any player can tell you is the most important phase of them all.
 
Food can be used as substitute rather than a complement
There's the words i was looking for earlier!

Only need 10 pop cities? Well you can scrape that 20 food off of like, 4 terrace farms.
Now you've got 6 citizens to work mines or whatever else. Or you can always just run one trade route for 10 food and just work tundra if you wanted...
 
Keep in mind also that all luxuries and strategic resources on hills require mines and provide substantial gold + cog bonus when worked. You will still be wanting to build some mines with the Incas, however your food production tiles will all be giving you cogs as well. They can well become an industrial powerhouse with the right religion. :)

Personally I like that mountains will remain inaccessible and only citizens can work them. It will be too much of a hassle to structure the game so that when someone conquers an Inca city they can still use any improvements/districts built on mountains.
 
So there's a Balrog under that mountain? That would explain why volcanoes are such a big part of GS...

Looks like we'll be getting Mount Doom too!
 
I thnk setting up a lot of culture early will be quite useful for Inca play, since they will have a lot of citizens quicky you'd want those citizens to be able to work high yields tiles.
 
I think when you "exit" it's kind of like flying to an aerodrome- it just drops you in the tile instead of computing crossing into it. I wonder if Qapac/tunnels also serve as road/rail hook up points.
The river crossing is ignored? Oh well. :(
Sleeping over it I think now, it is good to give the portals the same rivercrossingprivilege as entering / leaving cities to avoid being blocked because the distance between & including the portals has to be taken in one straight move.
 
Also, lots of people said that they would be very spawn dependant, but remember the map building scipt has been updated, with mountain ranges at continents borders. That means a high probability to not spwan with just five mountains and nothing else for half a continent, but actually have an already set expanion path with more mountains than you could use. I also guess they'll often spawn near continental separations, so that'll be an easy eureka, and important ones since to use rapidly their internal routes.
 
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I'm off to bed. Look forward to seen the first part of the Livesteam before I go to work, reading the comments here while I'm suposed working then catcjing up when I get home.Inca are currently my second civ to try out after Maori. But I may change my mind after Dido.
 
I'm curious to see if trade routes can also use the mountain paths.

Overall I'd say the Inca are a nicely balanced civ, the suggestions to make use of terrace farms near fresh water/aqueducts, allowing for more citizens to be dedicated to purely production tiles, is great. I mean in the video we see +3 food and production farms, that is very powerful, and they'll get better still with the farm adjacency bonuses when they unlock (and if they combine with regular farms that's great).

I think they had to limit the mountains to 2 production due to the potential power of settling near to them in the early game if they were more than that. The terrace farms are pretty flexible in their use, if you want more food you can place them next to mountains, more production near fresh water. You can setup a super terrace cluster if you find spots next to both :)

On a side note regarding the Maori, I just realized you could circumnavigate the globe with your first warrior, might be an interesting way to get some era score :D
 
Now you've got 6 citizens to work mines or whatever else.
The problem is working practically anything gives food, I can just see them not being able to stop eating the doughnuts

you could circumnavigate the globe with your first warrior, might be an interesting way to get some era score
I do this with the free Inquiry strategy currently... It is more than you think. +5 for first circumnavigation +5 for first to meet all civs +1 for each civ met, +2-3 for each natural wonder .... and so on, the problem is you will get all your age points in the ancient era if you are not careful.
You will also get first chance of all those goody huts on remote islands.
 
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In Civ5 food is important, in Civ6 food is useless somehow. In Civ5 AQ is the most important building, the Civ6 nobody build AQ. That's the main difference making Terrace not that good.

We'll see if droughts make aqueducts useful. It should provide an amenity just because that's the main reason why I don't care about population growth.
 
I wouldn't say Food is useless just because the meta for deity play goes against it.

Agreed, Food is not useless. It's just a rule of thumb to make it easier to remember on the priority scale. Maybe overstated a bit because Civ 6 is the first Civ game where more people wasn't an absolute positive. Decades of past history has led to an ingrained thinking to "grow, grow, grow", and having a contrary rule of thumb helps to check that automatic response and make you think through the specifics of your current situation.

It will be interesting to see how game play could be different with the Inca given their huge boost to potential food production but zero boost to amenities. As @pgm123 pointed out, amenities are the ultimate check on how big a city can be. As you say, higher yielding tiles may allow the Incas to generate their Food with fewer Population in the field, letting them allocate more Specialists even if their overall city population is the same. Which is why my initial comments on the Inca were that if GS boosts the value of Specialists (and I hope it does), then the Inca could be very powerful.
 
Agreed, Food is not useless. It's just a rule of thumb to make it easier to remember on the priority scale. Maybe overstated a bit because Civ 6 is the first Civ game where more people wasn't an absolute positive. Decades of past history has led to an ingrained thinking to "grow, grow, grow", and having a contrary rule of thumb helps to check that automatic response and make you think through the specifics of your current situation.

It will be interesting to see how game play could be different with the Inca given their huge boost to potential food production but zero boost to amenities. As @pgm123 pointed out, amenities are the ultimate check on how big a city can be. As you say, higher yielding tiles may allow the Incas to generate their Food with fewer Population in the field, letting them allocate more Specialists even if their overall city population is the same. Which is why my initial comments on the Inca were that if GS boosts the value of Specialists (and I hope it does), then the Inca could be very powerful.

Specialists really do need a boost. In Civ IV and before, you'd routinely re-assign citizens to be specialists at a minimum to keep them happy. In Civ V, I did it, but I rarely micromanaged it. In Civ VI, I can't even do it without laying down districts and putting in the buildings. At the very least let me have citizens work the palace or something so they don't produce unhappiness (I'm not sure how that would have to work to balance it).
 
Don't forget: food = growth. growth = loyalty pressure.

Poor Brazil. Inca hiding behind mountains and STILL loyalty flipping cities and there is NOTHING. PEDRO. CAN DO. ABOUT IT.
 
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