You got it. You are now the proud owner of a 24 food, 14 gold Karambit warrior.
Wait it was a UU discount? You said UU tech discount…
You’re right. I got hung up on the dumpsterfire that is another post on unique unit costs
Team Bonus: all allies receive a llama
Civ Bonus: A small amount of gold is obtained when collecting food from farms
Sad Mongolian throat singing
Personally, I could see the bonus being economic buildings constructed faster (anything that isn’t a production building, basically). Blacksmith, market, mill, lumber camp, farms,even potentially TCs. 25% faster economic building construction. Would be a decent bonus without breaking things and allow for some adaptive builds (FC with one villager on the market instead of 2).
i guess if youre a real 150 APM micro player and can pull of lames consistently you could make a case for the mongolian being the strongest one. if you’re a 20 APM macro player like me who cant micro for ■■■■ but gets great use out of having 60 extra wood (per farm) for like 2 minutes after it would normally be reseeded, i dont think theres much reason to assume any of the other TBs are as good in the early game as the chinese one.
I consider mongolian TB to be one of the best, if not the best one. Mongol scout bonus makes starts so smooth, so consistently, you’ll be extremely hard pressed to not find all your resources well before you need them, it’ll make finding good walling spots easier, it makes it easier to keep your scout safe from both other Scouts and enemy TC’s, and it makes it easier to keep track of what your opponents are planning and tracking any military they have from a safer distance.
There’s just so, so many things that the Mongol TB does that you really can’t replace it with another bonus at all. Laming is the least of the justification. Hell, if you did get lamed, if you were Mongols you’d suffer less from having to push Deer because your scout was more efficient when it was working, and will be more efficient with scouting once you catch up.
Chinese TB is nice, but it really doesn’t show any benefit until Feudal, which is fine, but it’s hard to really compare that with the Mongol TB, which does all of its work instantly.
It is the best, that extra scouting is amazing.
Teuton TB is also pretty good. I’m probably overselling it, but it’s one of the best 1v1 TB’s.
i actually really like the Teuton team bonus period.
You can’t really decide a best team bonuses, how can you possibly compare the value of Cumans extra Palisade HP with Spanish trade bonus? The team bonuses all do very vastly different things, for the most part.
that’s the way you do it. Honorable mentions to Bulgarians with lightning fast allied archer fletching
Well in theory it might actually be the best team bonus in the game.
Practically it isn’t cause monks play a very minor role in current teamgame meta.
anyways, I don’t think incas team bonus is a bad one. It looks neglectible, but it helps all team members with any strat and therefore it is actually not that bad in comparison to some other bonusses.
honestly, after all this, I SERIOUSLY AM STARTING TO LIKE THIER EXISTING BONUS. It makes getting down those farms and getting everyone to actual farming so much faster, especially if you mass vills when u build first farms so they all build the farms faster, and the extra ones get to building other stuff or chopping wood much sooner. i feel like the original is fine and they should not change it, especially since inca are a strong all round counter civ and that is thier greatest impact to team games, so no need for OP TB like spanish. spanish need that because they suck at everything else, and having a 1 trick pony on your team needs some compensation if ya know what i mean.
Team Bonus: up to 5 Llama buyable at mill for 10 gold each
Depending on how many Llama would be the limit, the gold cost can be increased - I’d place unlimited Llamas available somewhere between 30-50 gold per Llama
First of all I didn’t read all the 150+ replies. So I’m not sure if someone already posted this.
I think I belong to the remaining 5%. It is a bad team bonus but not terrible. Having ~1% faster farmer for the whole team does not sound too bad for me.
I have used above farming layout for a test. 15 farms, no upgrades, farming for 15 minutes, each farms is built twice (one initial built and one reseed), didn’t consider the foods on villagers’ hands as you don’t actually forced drop off farmers. I ran the test total 12 times and trimmed the minimum and maximum ones for more precise result. I used Magyars as the generic civ and compared it with Incas. I found 1.797% more food for Incas. (4174 vs 4249).
Secondly I used this layout. 32 farmers, wheelbarrow and horse collar researched, farming for 15 minutes, each farms is built twice (one initial built and one reseed), didn’t consider the foods on villagers’ hands as you don’t actually forced drop off farmers. I ran the test total 12 times and trimmed the minimum and maximum ones for more precise result. Again used Magyars as generic civ and compared with Incas. I found 2.012% more food for Incas. (9519.5 vs 9711).
I agree. At least players will consider Incas over other 2 American civs in that case. Also it kinda replicates the removed effect of couriers which is probably inspired from chasquis , the runners in Inca Empire who were known for their ability to travel at long distance to deliver messages. Not related with trades though.
For staying safe, Trade units move +10% faster will be good.
The problem isn’t necessary that the bonus is terrible. There are many weak teamboni in the game but usually they are seen as kind of useful / nifty. But as I mentioned earlier in this thread some people get really annoyed if they forgot they had an Incan teammate and mess up they horse collar research / farm building in the feudal age and don’t get the additional food on the farms because they complete before the research finished…
Yes, of course you could say that’s on them forgetting to change their timing but still it just isn’t a fun game mechanic in that situation…
I really like your idea but I think it might be too strong and to similar to the Spanish bonus (which is the strongest teambonus in the game).
I would propose changing the castle age unique tech (skirms no minimum range) to the teambonus and reinstating “Couriers → trade units move 10% faster” as (new) unique tech.
This has the following benefits:
- it should not affect their winrate in 1v1 matches much (there they are doing fine already)
- teammates are no longer annoyed by the teambonus and rather enjoy that their skirms are easier to handle
- Incas struggle a lot with their gold income in the very lategame. This will help them out in long post imp teamgames.
Honestly we have bonuses way more similar to this one.
Debatable but I won’t necessarily disagree.
Sounds really good but
probably it will. Skirmish still attacking while getting attacked (scouts/knights/eagles 99% of the time) might come up more useful than we expected. On the other side, team game should be fine. Skirmish is probably the least trained trash unit in team games and not having a minimum range won’t be a big deal.
If the UT is limited to Inca players only, I won’t mind increase it to 15% honestly.
The problem with the current team bonus of the Incas is that their teammates may not realize the team bonus and may mess up by accidentally finishing Farms just before Horse Collar gets researched. Therefore, the best solution is to replace it with the following team bonus:
Farms are built 100% faster and Farm upgrades are researched instantly