Inca team Bonus

As if they could execute the BO even without the Inca ally, lol. Depends on how much elo u consider as low. Below 1000, most of the players maybe don’t even know what BO is. 1000 - 1200 elo, try to execute BO and fails, above 1200 can do the BO.

True. Which is why I think adding farm upgrades (or Mill techs if you prefer) are also +100% faster will be better than completely changing the bonus.

Not interested to do for Handcart. Unless you are Slavs, farming rate is maxed cap at 24 food/min and no matter how hard you try, you can’t pass this limit. This is where those 0.4% - 0.5% numbers come which can be easily neglected.

I like farms are 2x2. Since farmers already walk around in a 2x2 square, it won’t boost their rate. Incas were known for their complex farms in small hilly areas. It’s nice to have a bonus that’s historically accurate.

it actually would. just unsure how much.
since they currently farm in the middle square of the farm, they no longer have to walk through the outer layer to drop off. furthermore anyone on a second layer of farms only has to walk through 2 tiles of farm land to drop off at the TC or mill, instead of walking through 4.

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way, way too efficient. Without a doubt the most thoughtless and ridiculous idea proposed in the thread. That’s saying a lot.

That would decrease the effective size of a farm by more than 50% (going from 9 tiles to 4 tiles) meaning in the same spit of land which housed 16 farms, you could fit 36 farms. Not only would that make dropoffs faster, especially later on, but it’ll also make Incan economies way too compact.

One of the most important aspects later on in games is finding good spots to farm, and oftentimes, due to a lack of map space players will spread farms out in every direction. If you were able to fit ~30 farms (which I think is a reasonable number) in your central areas by your TC’s and starting mills as another civ, an Incan player may very well be able to fit 60+ and have an extremely compact, easily defendable economy that need not expand into open pastures to be secured.

If that was all, it would just be mostly absurd. Then you consider this is a team bonus. Absolutely not.

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The whole point of the bonus IS to make the farms compact around a TC so you aren’t as vulnerable to raids. They are a defensive civ and this bonus does exactly just that. This civ is not picked in TGs at the top level so I don’t think this team bonus would be good enough to justify picking Incas.

I didn’t think about how the fewer tiles for drop off and how that would make it slightly more efficient. I would like to know how much more efficient it would make them after various upgrades. The more eco upgrades you get the less efficient this bonus becomes. I think it would affect farmers insignificantly in the later stages of the game since by that point you would have handcart and heavy plow but if it’s too much then you could make it a civ bonus and use another idea for the team bonus.

Being able to fit more than twice the number of farms in the same general location means less locations to raid. Regardless of the efficiency inherent in being closer, being closer is an incalculably large benefit.

How about something like stone walls +20/30% hp, similar to the Cumans’ one. Or castles/tc +20% hp, or even walls/buildings +2/+2 (or some other random number) armor.
Or something totally different like militia line +10% speed.
I don’t know, probably these are just stupid useless ideas. :thinking:

I 100% think that the last bonus, Coinage being available for free, is the wrong bonus considering the Incas didn’t actually have money natively, it was introduced with colonialism.

But yeah, I 100% think that they should have a bonus for say, extra HP on stone walls, since Incan architecture is famous for its interlocking stones that made it resistant to earthquakes.

The Incas aren’t a weak civ right now, I think they’re the highest win-rate Meso-American civ, so I’d hope that a buffed team bonus didn’t bring one of my favourite civs into nerf range. But I do agree the current bonus is ■■■■.

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@soyunidolo

I don’t know if you want to add these, but again if the llama bonus was the team bonus, you could give them something powerful instead, like free infantry armour. People will complain about it giving them too strong a power spike, but considering Aztecs and Mayans all things equal should be up faster, it’s fair, and worth a try.

Though I still know many people that want eagles to cost +5 food (or even +10, though its definitely much smarter to do a small charge and see how it goes). So keeping the cost the same for incas would be better than the armour bonus in my opinion.

I Don’t know if i would say “many people”. i see just a few.

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It wouldn’t be the right bonus anyway, as it would encorage annoying sling tactics. Everyone bans slinging at the first occasion for a good reason 11

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Yes, well these people don’t post here so you can’t see them. They are people I know through discord and discussions we have on the GB discord for example. High level players, who don’t hang out here.

Just throwing the idea out there. What about Treadmill Crane like bonus starting in Dark Age instead? Farms still built faster but effects everyone? Still allows them to drop buildings faster but will save villager time on everything that is built instead of just farms?

I would think it would have to be pretty small though, 5% im thinking maybe 10%. (worried about team tower rushes). Will help with castle drops in Age 3+ if the civ has treadmill crane.

Or team sheep offer +25food.

Out of the existing recommendations I personally like the Eagles LOS the most.

Houses built 50% faster
Houses +5
that’s quite good.

You mean the Spanish bonus?

Chinese tb is a good tb for incas :stuck_out_tongue:

All are worth to be a civ bonus imo.

Spanish bonus in small scale for all the members of a team? Not a fan of this.

Again half of Tatars bonus for everyone. Too good to be a TB.

I have done my testing and edited the above result. For everyone I’m sharing the result here too.
No eco upgrades - Incas farmer almost 1.8% faster.
Wheelbarrow & Horse Collar researched - Incas farmer 2% faster.
Handcart & Heavy Plow researched - Didn’t do the test as no matter how good the bonus is, farming rate is same for everyone except Slavs.

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Hi,

I come with an idea, hoping to bring my stone to the edifice and discuss if its too weak or too strong or just duh … useless.

Villagers and infantry units gains +5% movement speed on seeded farms held by an ally.

What is my though process ?
The current TB tried to adress the agricultural prowess of the inca Empire in their civilisation’s sheet. Then I remembered that the Inca w ere renowned for their roads and communication system which loomed across their farmsteads, helping both in their defense and their logistic.

With that, Farms can be integrated as an active element of the defensive grid of an inca or incan allied player, making their spears and eagles even more reliable against cavalry raider with an early downgraded and conditionnal squire like effect, while allowing a safer retreat for the vills.

Besides that, it’s also a fringe eco boost for the farmers, half the effect of the berbers’ bonus, which is not that great netherwise ( expected +1.5% on the farming rate teamwide)

Gimmicky bonus: incentive to steal the farms of your opponents ? prolly not

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I like the Farmers regenerate HP while farming idea