Let's talk about the Incas

That shipments fine, the aztec javelineer shipment is way stronger and can be sent twice.

I think kancha houses are a little bit hard to balance because unlike other resource generating houses, they provide 15 population. If a 100 wood house provides 10 pop, you can say that a standard house provides 1 pop per 10 wood. Using this to subtract the pop space cost from the resource generating houses, you get that a shrine trickle costs 25 wood, a manor house villager costs 35 wood, a torp trickle costs 35 wood. A kancha trickle costs 30 wood (subtracting the 150 wood worth of pop space it provides). Of course when booming you don’t build them for pop space but you can’t ignore it as well. If you make a 15 pop kancha house 150 wood, there would not be an additional cost for the trickle. Reducing the default cost of a kancha house would perhaps require reducing the pop it provides. And of course reducing the pop would make it harder to get 200 pop with Inca.

I like your idea of making chinca brewing reducing the cost making it like an age 2 heavenly kami. Having a cost reduction card may be enough to make a more viable kancha boom
option.

Slightly unrelated I think the house design is probably my least favorite amongst the early resource generating buildings. Unlike torps/shrines, they aren’t exposed on the map. Unlike manor vills, they can’t be raided. Unlike Dutch banks that also exist in their base, they provide pop so you don’t have to waste additional wood on houses and it’s harder to get housed. In addition, when they were more spamable they provided decent walls/choke points. I think all that makes it hard to balance as well.

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Good post, worth noting that incas can’t reach 200 pop from houses alone though. Also the cost for the trickle is very expensive if comparatively a vill is worth 35 wood or a torp 35 wood, being only 5 wood less than those but much weaker eco wise.

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Can we also nerf the chicha raft? I think having 20 of those bad boys is too strong. It would be better if they only had a limit 5 and then only had canoes like the rest of the natives.

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I don’t understand why they gave Incas only one ship type. There’s no way a single unit can fill the roles of the entire navy without being either overpowered or underpowered.

Balsa boats made of reeds like what are depicted in one of their upgrades would be more fitting than canoes. They could have similar stats to canoes and free up Chincha Rafts to fill the position of more powerful ships that aren’t so spammable.

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literally every single design point of incas can be described as “I don’t understand why they gave Incas…”

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Convert and garrison are “let’s copy mechanics from aoe2 to attract aoe2 players”.
Chincha raft is just another example of the “lacking many unit types then have one unit that does all the job” design which the first two DE civs follow. Good thing this design is no longer seen in later civs and hopefully it will not happen again.

Just like how they gave crossbowmen to Swedes so that caroleans no longer need to counter dragoons.

It’s really annoying that all their units are like this.

Maceman = Skull Knight + Battering Ram

Huaraca = Abus Gun + Grenadier + Culverin

Just give them Rams and Light Cannons so that the roles can be:

Maceman = Skull Knight

Huaraca = Abus Gun + Grenadier

The mechanics lifted from AoE2 would also fit other civs much better. Conversions should be the ability of Missionaries, not Priestesses. Garrisoning could be a unique feature of a Maori Pa if they ever get added as a civ.

Yeah that’s why I think Incas and Swedes are the poorest designed civs.
Aztecs used to be a civ that look very weird at a glance, but then you look at the unit roles, and they actually have a melee cavalry and a dragoon. The only thing they are lacking is artillery. They also have a strange culverin-mortar combination but that’s kinda fine as both two units are uni-role artillery. Skull knight functions somewhat like a cannon but it is basically the heavy melee infantry many civs have.
Now Inca has no dragoon. No culverin/mortar. They have a dragoon-musketeer hybrid, and an abus gun (ie skirmisher)-culverin hybrid. Maceman ironically makes a little more sense as it is just a less cost effective skull knight.

I guess the lesson is however weird your eco and stats are, the existing unit roles should be followed and hybrid regular unit is not a good idea.

also water dance is an issue on incas