[GS] Inca Discussion Thread

Well, consider that with any civ, you can get mountains (or water) tiles that do nothing for your cities. You can wind up not settling an area at all because there are no options for productiion. With the Inca, options open up.
With other civs, you just settle so that you get as few of those as possible - adding in a few mountain and water tiles for National Park and naval considerations. If it’s your capital - you move away on the first turn, unless it’s more beneficial to settle on the spot.

Incas, however, will face a greater dilemma, because so much of their uniques are tied to mountains. In a sense, it is similar to Canada - you are redeeming tiles with otherwise weak yields, but does this make them objectively better than more desirable land types?
 
I'm personally bored with their European quotas tbh
Well, that's a bias, not a quota. There's a bias based on a perception that European nations accomplished more and incidentally greater representation based on this merit. A way to overcome that bias is by imposing a quota of non-European civ's.
 
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You can choose not to plaster every hill with terrace farms.
This is not what is written in the sacred texts. The tenets of the Pachacult explicitly say "Go forth, and Terrace"
 
Many societies shaved/pulled their armpit hair. I don‘t know about the Inca, but I remember people complaining that Trajan and Pericles didn‘t have any, despite this being likely from a historical point of view.

The art style is cartoony in the first place.

I blame porn for this mindset. Most of you probably do not wanna hear this, but with most people mentally wired to be attracted to nubile looking women/men with no body hair you get this sterile shaved look on everything representative of human beings. Just because it "looks clean" equals to clean (good hygeine) even if that was not the reason it exists on our bodies to begin with.

Either way it's just a game. With this art style they obviously did not want realistic/immersion on leaders.
 
*sigh*

I feel the Inca look very interesting, and I love internal trade routes and such, but I'm rather disappointed and bored how all four sneak peeks so far have been male leaders. You can do better Firaxis :(

Civilization 6 is secretly an otome game.
 
I do have to commend Firaxis for significantly improving the visual appearance of Terrace Farms. It makes the Civ V version look shoddy.
 
With other civs, you just settle so that you get as few of those as possible - adding in a few mountain and water tiles for National Park and naval considerations. If it’s your capital - you move away on the first turn, unless it’s more beneficial to settle on the spot.
Well, you can't always just settle how you please. You have to play a hand the map deals you, and the Incas have some distinct options for playing that hand.

Incas, however, will face a greater dilemma, because so much of their uniques are tied to mountains. In a sense, it is similar to Canada - you are redeeming tiles with otherwise weak yields, but dis this make them actually good?
It makes them good if you have an interest in using portions of the map that others avoid. You are in less of a race to ICS.

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.
 
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They can also work the almost worthless desert hills too into their bonuses.

I'm salivating thinking of the perfect Petra desert city with desert hills and desert mountains in the mix.
 
I'm salivating thinking of the perfect Petra desert city with desert hills and desert mountains in the mix.
I've never paid attention to this in game, but do Mountain tiles have a distinction as to what base tile they are? I remember desert mountains looking different graphically, but I will have to look at the tool-tip tonight when I play.
 
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. Civ's that make an otherwise discarded mode of play viable are appealing.

I think this is a very true statement that we have multiple different "lenses" of civ players, and so that means everyone gets something different out of the game. Some people want efficient victory, others (such as myself) want to basically play at creating a 500 turn history story and could care less about how fast it takes/whether or not they win (but I still do like to win in the end!!!)
 
Very stoked to finally have the Inca! :D
 
So you think there is a range limit on how far can they "teleport" thru the tunnels? If say, there is 10 tile long mountain range and I built tunnels at each end, would we the units be able to traverse them in just one move? I wonder...
The tunnel exit has to be on an adjacent mountain to the entrance, so the range is just 2 tiles.
 
The hills-food and mountains-production bonuses tie together. You're losing mines by building farms there, so you need the mountains to give you some production.

Which strikes me as running to stay still, much as Canada's special ability turns tundra into basic grassland. There's no net production boost - all you're getting from the Inca is a lot of food. Mountain tiles are very poor to work without at least two terrace farms nearby, which is going to be very difficult to pull off for multiple mountains especially since, as you noted, you'll want districts in the spots with the largest number of surrounding mountains. What's more mines both upgrade over time and provide adjacency bonuses to Industrial Zones.

This does seem to be a civ that can get off to a strong start with a mountainous or hilly river starting position (depending on when terrace farms unlock), but past the earliest game stages I don't see that it has much going for it. A medieval scout is a rather useless UU to boot.

I think there's a big difference between Canada getting a bonus from Tundra in a way that you still won't want to settle there and Inca getting a bonus from Mountains since you're probably going to settle near mountains no matter what. Honestly, the harder part is that I still want to put stuff near the mountains (campus, holy site, possibly an aqueduct).

That's why I described them as being a better version of Canada as far as their stat bonuses go - but the civ feels pretty much as bland to me. I liked the extra hill movement from Civ V's version. And I wouldn't say it really has a strongly 'Inca' feel - it seems a very early game-focused civ, and if anything riverside hills seem more likely to be good spots to settle than mountains.
 
Well, that's a bias, not a quota. There's a bias based on a perception that European nations accomplished more and incidentally greater representation based on this merit. A way to overcome that bias is by imposing a quota of non-European civ's.
It might have more to do with Europe having a number of profitable markets for computer games, and that Civ sells better if that market's country is in the game.
 
The tunnel exit has to be on an adjacent mountain to the entrance, so the range is just 2 tiles.

I was a little unclear on this as well. Looking at the video again, their tunnel system is 2 tiles long. But it doesn't have to be in the same general direction (like North North or West West).

Actually it seems to cover 3 total mountains, but it's hard to tell which mountain that South tunnel is on.
zgevGFf.jpg
 
But IV could be brutally unforgiving.
IIRC the difficulty description for civ4 immortal was something like "only the best in the world will beat this" and deity was "good luck, sucker!"
Boy, did they live up to that. At least for younger me who didn't master the art of the whip.
 
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I love that we are getting the option to place wonders on mountain tiles. Would make them usable for civs other than the Incas. I would even go as far to tweak some of the current wonders for mountain placement (Petra always felt you built a mountain out of nothing).
 
I was a little unclear on this as well. Looking at the video again, their tunnel system is 2 tiles long. But it doesn't have to be in the same general direction (like North North or West West).

Actually it seems to cover 3 total mountains, but it's hard to tell which mountain that South tunnel is on.
zgevGFf.jpg

I don't think there's any indication that it is limited to two tiles length though.
 
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