[GS] Inca Discussion Thread

Personally I find it pretty rare that I have cities that are actually limited by their food supply. If I settle in desert or tundra but not for "regular" cities. The housing cap is usually the limiting factor for me. Being able to work mountains is probably going to be real nice though, being able to take advantage of city locations with great campuses without really limiting yourself in terms of workable tiles might be really nice in certain cases.

I *really* want mountain tunnels to have some sort of movement thing attached to them, not just "pop in here and pop out there in the same breath", that would feel pretty bad.
 
I speculate that there is no range limit so long as the mountains are contiguous and there is a portal at the other end.

This would surprise me to no end.
AFAIK, tunnels consume two movement points. I seriously doubt, Firaxis (who added those super slow roads in Civ6) will let us teleport all over the map all of a sudden.

Canals are limited in their length, too. I expect tunnels (and their Inca counterpart) to be limited to 2 tile distances.
 
They won't be easy to play. You will have to balance mines for production, terrace farms for food and some production and districts (especially campus and a holy site for mountain adjacency bonus). This makes this Civ great for builder type of player like me.

Terrace farms also get production from freshwater.
 
They won't be easy to play. You will have to balance mines for production, terrace farms for food and some production and districts (especially campus and a holy site for mountain adjacency bonus). This makes this Civ great for builder type of player like me.

Agreed. Unlike Civ5 we have to have space for districts. These will be tough decisions whether to put holy site/campus up against those mountains or terrace farms. I wish you could also put terrace farms on flat land as well if they are against mountains. Carefully planning your cities at the start seems necessary.
 
It's so generalist. It doesn't help you specifically for any particular victory. That's uninteresting.

I'd actually argue that abilities tailored to specific victory conditions are the least interesting, in that they pigeonhole you into a specific strategy (or at least make you feel like you're playing suboptimally if you pursue a different one. This can be fun once in a while, but in general, I'd much rather play a civ that gives me a bonus that can be leveraged effectively when pursuing a variety of different strategies.
 
Qhapaq Nan was the name of the Incan road system that stretched from Colombia to Chile so whilst they may be using tunnels to represent it they shouldn't just be a means of going through the middle of a mountain range.
 
This would surprise me to no end.
AFAIK, tunnels consume two movement points. I seriously doubt, Firaxis (who added those super slow roads in Civ6) will let us teleport all over the map all of a sudden.

Canals are limited in their length, too. I expect tunnels (and their Inca counterpart) to be limited to 2 tile distances.

It's not all over the map. It's limited by the chain of mountains. And there has to be a portal at the other end, which you have to send a builder to make. Seems like there are sufficient limits to me.
 
I think the idea that you cant gross mountains is silly. In general I think they should just have some Mountain Peaks that cant be grossed. Also the Inca UI should have a road on the mountain, not a tunnel going through it.

It doesn't look like it's a tunnel, but rather the trailhead of a mountain road.
 
Well I think the Outback Station just got some real competition
 
Qhapaq Nan was the name of the Incan road system that stretched from Colombia to Chile so whilst they may be using tunnels to represent it they shouldn't just be a means of going through the middle of a mountain range.

I assumed it was the mountain roads and passes. Knowing that it literally is that makes it clearer to me. The icon looks more like a road to me too. It does need a better graphical representation on the screen, but that might be the easiest thing to mod in the game.
 
I am happy that the Inca are finally included, but I would have hoped they would be jazzed up a bit from their prior Civ5 build. What worked well in Civ5 doesn’t necessarily work well in Civ6. I would have hoped that they would have garnered either a religious or military bonus (i.e. units get bolstered by mountain proximity), just so that there was a victory focus for them.

That said, I do like many aspects of the Inca, and as others have said, the Inca are a builder civ, so I understand the direction Ed & co. are going with this. Loyalty (via quick high pop), internal trade boosts and food/production boosts are nothing to sneeze at.
 
That sounds like an imbalance, hope they set a max range, maybe depending on the type of road



I agree, a limit has to be set

How often to you find that many mountains chained together? It's pretty rare in my experience.
 
I'm not sure quite how innovative they could get with the Inca, but I find this a little bland. We just had a 'work useless tiles' civ in Canada and honestly the Inca just look like a better version - except that unlike Canada with their diplomatic favour, there's nothing to the Inca except stat bonuses. Given the way mountains are distributed in most maps it's not even going to give them much extra workable territory - they get extra bonuses from already desirable spots for campuses with lots of mountains, but so many maps have only isolated mountains in much of the map so expanding away from the home mountain range won't let the Inca leverage their bonuses, and the basic yield for mountains without enough hills to terrace farm just isn't worth the effort (especially as farming the hills offsets the mountain production bonus by costing you mine sites)..

Their main bonus seems to be to food production, but we have multiple civs which do that and which have housing benefits to support it. The Inca get a stat bonus they don't even have the tools to leverage.
 
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