[GS] Inca Discussion Thread

I didn't realize they were they skirmisher replacement. I made a comment in the new units thread. As mentioned above me, the melee strength is concerning, even with the increased movement. Too bad you can't move after attacking. I'm worried about counter attacks from fast units.
Two attacks per turn also means twice the XP per turn. And there is that policy that gives scouting units double XP, don't know when it expires though.
 
Two attacks per turn also means twice the XP per turn. And there is that policy that gives scouting units double XP, don't know when it expires though.
Survey obsoletes at exploration, which is a healthy window of time.
I'm pretty surprised they haven't thought to add in some extra cards to that line, because recon units have no production card or anything. Even just taking the bonus exp and making it "+5 melee strength and bonus exp" would be an improvement. It takes a whole military slot, after all.
I didn't realize the Inca skirm has a faster exp trait. Maybe ambush is in reach after all.
 
I really don't understand all the hype. From a role play POV they seem pretty interesting but from a deity POV<...>
That’s your problem, right there. Deity is rarely a factor when it comes to hype of the general player base. Neither should Deity be the focal point of balance, especially when the idea behind it is just “give AI more pre-built stuff”.
 
Are you kidding?!! This is a great civ for warmongering! Look at all those early guaranteed hammers! Especially on deity you need good food tiles and production for your capital otherwise you might need to click restart. Unless you just get a really bad map roll, these guys should have plenty mountains in range and can always get a reliable 2 hammer tile to work. Even a crappy desert mountain is going to give 2 hammers.

This is like playing India with a fair extra amount of hammers and even more food.

I will say these guys are good for any victory condition obviously, but warmongering is absolutely strong just from the production bonuses without needing Industrial Zones.

This civ is like the Tim Duncan of Civ6. Might be a bit bland, but they have strong fundamentals.

Gotta agree. This civ is darn strong.

I know some people feel food is not a great resource... but imo its a fantastic resource. More food = more tiles worked = more production and more districts.

I believe they said terraces add 1/2 housing each, not 1/2 of farms. And hills have production.

These guys will have a mountain bias start.

They will bloom fast.

And x2 attacks? A few of these together will be nasty.
 
I see Ottomans as more standard-issue though.

I'd agree, sort of a more generically all around empire. Also a fan favorite request, which they seem less likely to be risky with - though unlike Inca their Civ 5 actual implementation wasn't terribly well liked, so that's a bit more leeway.

I think Sweden is actually one they could get more out there with, especially in terms of the leader (i.e. something Kongo-esque). Phonecia as well definitely.

Mansu Musa seems like more straight forward, though the still-missing gold luxury could hint at something more creative there.
 
I play Civ to have fun and relax, not worry about which civ is the most OP or how crap the AI is. To each their own I suppose, but if what you want is some gruelling challenge then the civ series has never been the place to look for it.
 
But what will they excel at? You can't win by being 'left alone'.
No, but you can certainly win without interacting with other civ's.

The Inca look cool for a lot of reasons, but ranking high amongst them is *not* having a ubiquitous UI that generates extra culture or science.
 
This looks like mix of Cree and Khmer. Aqueduct bonus (hammers instead of food; + to Inca), traderout food (mountains instead of resorce; = depends on map) and UI food on hammer tiles.. do we need IZs..?

World age set as low as possible.. FUN.

One minor issue that terrace farms will compete with campus for best spot.

BTW.. additional food to TF is one time if close to mountain or it stacks for each mountain tile..?
 
But what will they excel at? You can't win by being 'left alone'.
They seems like a strong military civ because they will most likely have great production.

Large cities are very good at production because production is a local resource, small cities wont be able to produce anything really which basically mean their production is completely wasted. Inca ability to get so much food from their trade routes and their ability to make use of mountains will help their production game. Their mountain mobility help them move their army so that is nice for warfare.
 
BTW.. additional food to TF is one time if close to mountain or it stacks for each mountain tile..?
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Neither should Deity be the focal point of balance.

If you're not balancing the game rules around what's most effective, then what are you balancing them around?

Would you really have less fun playing the game if the value of specialists was boosted in Civ 6 so that generating food was stronger than it is now?

The only downside I can see to the casual player is that if the game was better balanced, the AI would automatically become better, as fewer decisions it could make would be suboptimal. But the same is also true for the new player trying to pick up the game, so it's still likely pretty much a wash.
 
They seems like a strong military civ because they will most likely have great production.
Well, production is useful for just about everything.

I wonder if the district system will inhibit them, though. Hug a bunch of mountains and build terrace farms....Now where does the campus or encampment go?
 
The TF description is really oddly worded . . .
How so? It produces 1 food, each adjacent mountain tile gives +1 food, +1 production if adjacent to fresh water or +2 if adjacent to aqueduct, +1 housing for every two TF built and +food for adjacent TF at certain techs.
 
How so? It produces 1 food, each adjacent mountain tile gives +1 food, +1 production if adjacent to fresh water or +2 if adjacent to aqueduct, +1 housing for every two TF built and +food for adjacent TF at certain techs.
Terrace farm gives housing for every two terrace farms. Adjacent? Counting itself? I don't know, at first read it was odd to me.
 
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