[GS] Inca Discussion Thread

One of my goals with incas will be to find one of those spots completely circled by mountains, build a Inca tunnel

I don't think that will work because you need a builder to build the tunnel exit on the other side.
 
So I’m very glad the Inca are in, but TBH their design is a little... basic. They basically play very similarly to how they played in Civ V (they even have the same leader) and the food bonuses seem kind of lame. At least they’re fairly versatile I suppose.

EDIT; Come to think of it if the Inca had Carthage’s old ability to cross mountains from Civ V they’d be infinitely more interesting.

Then again, the Maori kind of set my standards high for civ designs... and I know Firaxis often has trouble making interesting asymmetrical designs for their civs.
 
Also noteworthy that the Warak'aq will accumulate experience quite a bit faster. So getting to those fun recon promotions farther down the promotion tree should be more feasible.
 
This kind of agenda would be fun if the AI was better at conquering. Imagine the Inca Empire expanding following the mountains, taking anything on its path.

So if an enemy pillages the tunnels, they become unusable until repaired? That would be cool.
 
Wow! I am excited for Gathering Storm and very happy to see our community so engaged!

So will the tunnels work as access 'across' a mountain tile or is movement made 'along' them? The unlocking of Mountains as both a workable tile and still a blocking terrain for other Civs brings some interesting choices to the game!
 
I don't think that will work because you need a builder to build the tunnel exit on the other side.

We need to know how the tunnel system work, but if you have a mountain range one-tile-large, I think that if you build this improvement on one moutain, it will count as a portal from your side and the other side (since the tile where the portal is communicates with both sides).
At least I don't know how they would manage to verify you build the tunnel entrance on only one side of the mountain, and I think it's this way it work with what we've seen in the First look.

Guess we've just to wait till Thursday to have the livestream.
 
I really don't understand all the hype. From a role play POV they seem pretty interesting but from a deity POV I imagine you would pretty much ignore everything except the food from domestic trade routes and possibly the mountain tunnels.

Leader Ability: Food from domestic trade routes can be strong in the very early game but that’s about it. Mid and Late game you mostly focus on international trade routes and food stops being as useful. I’m going to reserve my judgement on the early mountain tunnels until we learn more but seems like that will be hit or miss depending on the map.

Civ Ability: I think it’s cool/unique that you can work mountain tiles but I can’t imagine a scenario where this will be that strong. Even if Terrace Farms were worth building (they are not) the best mountain tiles would still only be 2/2 tiles (equal to a plains farm), which is nothing special in the mid game. They really need to buff Terrace Farms as well as give mountains increased yields as you go through the tech/civic tree so it keeps up with improved tiles.

Unique Unit: I want to reserve judgement on this as well since we don’t know the usefulness of the unit it replaces (Skirmisher). If I had to guess though it will be nothing game changing. Compared to a crossbow it has 10 less melee strength but can attack twice. Strong on paper but you also need to build scouts over archers and don’t have access to the very powerful ranged promotion tree. If you look at the list of the best unique units, most are simply stronger versions of already powerful base units (Legions, Pitati Archers, Immortals, Mamluks, Cossacks) and it appears that the Warak’aq will fail this litmus test.

Terrace Farms: This will be the crux of the problem since the civ ability really relies on being able to spam these. On paper they look good but they have to be placed on hills adj. to mountains which are some of the best tiles in the game. The best Terrace Farm spots will also be the best campus/holy site spots. Not sure you can even argue that they are better than a simple mine. Food just isn’t that strong a yield past the very early game IMO, as housing and amenities are the real bottleneck to growth and even then growth doesn’t have much use once your city grows past pop 10.


Food is the yield with by far the most diminishing returns, and they seemed to have doubled and then tripled down on food bonuses for this Civ. Don’t get me wrong, I am very excited to play what is an interesting and unique civ. I just think that if you are trying to play efficiently on deity you will basically ignore the civ ability, unique unit and unique infrastructure.
 
Looks nice civ , another non-warmongers which is nice for a change , really like that mountains are almost must have with them plus mountains can be worked. And atleast its not another half naked muscular men , this time only muscular :P
If you like peacefull gameplay I think this Civ is No1 at that. I hope you can choose jersey colors , coz from video its really simmilar to Spain colors.
Prob best Civ so far from all GS announced.
 
I really don't understand all the hype. From a role play POV they seem pretty interesting but from a deity POV I imagine you would pretty much ignore everything except the food from domestic trade routes and possibly the mountain tunnels.

Leader Ability: Food from domestic trade routes can be strong in the very early game but that’s about it. Mid and Late game you mostly focus on international trade routes and food stops being as useful. I’m going to reserve my judgement on the early mountain tunnels until we learn more but seems like that will be hit or miss depending on the map.

Civ Ability: I think it’s cool/unique that you can work mountain tiles but I can’t imagine a scenario where this will be that strong. Even if Terrace Farms were worth building (they are not) the best mountain tiles would still only be 2/2 tiles (equal to a plains farm), which is nothing special in the mid game. They really need to buff Terrace Farms as well as give mountains increased yields as you go through the tech/civic tree so it keeps up with improved tiles.

Unique Unit: I want to reserve judgement on this as well since we don’t know the usefulness of the unit it replaces (Skirmisher). If I had to guess though it will be nothing game changing. Compared to a crossbow it has 10 less melee strength but can attack twice. Strong on paper but you also need to build scouts over archers and don’t have access to the very powerful ranged promotion tree. If you look at the list of the best unique units, most are simply stronger versions of already powerful base units (Legions, Pitati Archers, Immortals, Mamluks, Cossacks) and it appears that the Warak’aq will fail this litmus test.

Terrace Farms: This will be the crux of the problem since the civ ability really relies on being able to spam these. On paper they look good but they have to be placed on hills adj. to mountains which are some of the best tiles in the game. The best Terrace Farm spots will also be the best campus/holy site spots. Not sure you can even argue that they are better than a simple mine. Food just isn’t that strong a yield past the very early game IMO, as housing and amenities are the real bottleneck to growth and even then growth doesn’t have much use once your city grows past pop 10.


Food is the yield with by far the most diminishing returns, and they seemed to have doubled and then tripled down on food bonuses for this Civ. Don’t get me wrong, I am very excited to play what is an interesting and unique civ. I just think that if you are trying to play efficiently on deity you will basically ignore the civ ability, unique unit and unique infrastructure.
But I'm wondering if the value of food will be different post expansion. I hope so.
 
https://twitter.com/EdBeach23/status/1075055336338403328?s=19

Agenda Sapa Inca.

Likes to build adjacent to mountains. Dislikes other civs who do that. Likes civs that stay away.

I like these kinds of "constraint" agendas a lot better than "respect" agendas - i.e., agendas that punish you for doing something good, rather than agendas that reward you for doing something good. You should be punished for excelling, not awarded, thus making the game even easier.
 
Not really good designed Civ ... its like some of Civs in basic game, except that tunels they have. Also I dont think they will be some powerhause, only when they have really really good spot on the map - but without hills and Mountains they are worst Civ in game
 
Btw for those of you that were concerned about the unique infrastructure count, Ed admitted on Twitter half an hour ago that they forgot to add Qhapaq Nan into any of the improvement/infrastructure counts. (If someone already said this, sorry!)
 
Btw for those of you that were concerned about the unique infrastructure count, Ed admitted on Twitter half an hour ago that they forgot to add Qhapaq Nan into any of the improvement/infrastructure counts. (If someone already said this, sorry!)

That makes sense.
 
I like the Inca, always one of the best builder civs. I don't think they've gone as far as they did with the Maori design, though I thought the Inca would be one of the candidates for that type of unique design - certainly workable mountains is similar to that. I think my most likely candidates now for a design as unique as the Maori would be Phoenicia and possibly the Ottomans. Looking forward to seeing how that works out.
 
I like the Inca, always one of the best builder civs. I don't think they've gone as far as they did with the Maori design, though I thought the Inca would be one of the candidates for that type of unique design - certainly workable mountains is similar to that. I think my most likely candidates now for a design as unique as the Maori would be Phoenicia and possibly the Ottomans. Looking forward to seeing how that works out.
I see Ottomans as more standard-issue though.
 
They really need to buff Terrace Farms as well as give mountains increased yields as you go through the tech/civic tree so it keeps up with improved tiles.

If Mountains could achieve like, 3 prod in the midgame, I'd be pretty happy. I think the intention was that you'd have so much food that you could afford to work the extra mountain spots.
In practice I doubt at a high level you'd do much more than Surround an aqueduct with terraces (assuming terraces get hit by drought) and call it a day. Maybe add an extra terrace or two to round out the food triangle. +2 production from aqueduct is no joke.
IMO either they could have done +1 food and prod to mountain for adj terraces, or made the TR bonus production, or at least not pure food. Terraces should probably give a full point of housing at some tech if they are supposed to be a super food civ.
 
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