Change it to farms have +2 LOS
For real, i would like extra food for the incas team bonus, but i think 1 civ may have it already.
Maybe 1 or 2 population room for each farm, is not a lot but it would be usefull early game
Change it to farms have +2 LOS
For real, i would like extra food for the incas team bonus, but i think 1 civ may have it already.
Maybe 1 or 2 population room for each farm, is not a lot but it would be usefull early game
did I mention the farm? I donât understand you Evillord
Gold units cost -5 gold
for kerambit warrior this is strong but not stronger than genitours with Sipahi UT, in General, too much, and sometimes even stronger than the Portuguese bonus, maybe -3/-2
A few other ones would be:
All research costs - 5-20% food,
Market sales +10 resources (or 27 minimum after researching the increase, or 24 without)
All units that cost food - 5 food
All buildings - 5-10% in cost
Great idea. Saracen infinite ressources from feudal onwards. What could possibly go wrong 11
How did you come to a conclusion that Inca are weak? And how is it connected to their team bonus? Inca have top 10 winrate in 1v1 at any skill level (and even top 5 at some skill levels) as well as have above 50% teamgames winrate. They are also sometimes picked in 1v1 tournaments (and not in Bo7 settings where half of civs are used anyways). So, how did you come to a conclusion that Inca need a buff? Because you read their team bonus and itâs weak? What a flawless logic, what if we apply it to other civs? Hmm, +50 starting gold for Aztec is a really underwhelming bonus, Letâs ramp it up to +150 to make it balanced, we clearly donât want people who like playing Aztecs to be in a disadvantageous position because devs gave them such a weak bonus.
I said it, and Iâll say it again. Unless a change improves something relevant (balance between civs, variety of strategies, historical accuracy etc), itâs useless and shouldnât be implemented. Keeping all of the individual bonuses at the same power level is irrelevant, since each civ is a combination of bonuses and not just one bonus. You never play as â+100% farm construction speedâ. You play as Inca.
we did not say that the Incas are weak, just that civilization should have a clear essence, what is the essence of a useless bonus? this is only depressing, and this theme was created not for the sake of the Inca buff on the Pro scene, but for the sake of beauty and harmony
Farm upgrades are free.
Infantry + 5-10% ramming speed
are you serious? Iâm laughing and I canât stop.
like a good idea
I am quite serious
Eagle warriors and scouts + 2-7 attack vs archers
Royal Guard: unique unit elite upgrade at the castle costs -50%
(This one is for fun)
Incas team bonus: Doordash Courier Delivery Service: eagle warriorâs and scoutâs speed increased by 50% and are given doordash hats, picks up 100 food from your own market and delivers them to ally and enemy markets alike and gets paid 5 gold per delivery + tip
The problem isnât that incase are weak in 1v1, the problem is specifically that they might be weak in team games. Certainly it seems to me the core traits of Incas anti-synergise with teamgames
Also individual bonuses are allowed to be weak or rubbish, but in the design of AOE2 a team bonus generally isnât allowed to be weak. I would argue it would be preferable if strong team-game civs had weak team bonuses, but thatâs definitely not how AOE2 had been designed.
Iâd prefer a team bonus which effects eagles, or a few lama for everyone.
The former had the advantages that double-meso teams become viable rather than being stupid, and that Incas might no longer have unambiguously the worst eagles. The latter has the advantage that Inca 1v1 strength is unaffected.
For inca eagles specifically, they should regain their speed increase that they traded out for the defense increase from the unique tech while still keeping the defense increase. That on top of a team bonus of +2-7ish attack bonus towards archers for both eagle warriors and scouts would give them an edge in the area they seem to be pushing towards as a raiding unit and anti archer similar to the huskarl.
It wonât necesarrily make them better than other eagles, but it will make them more defined in their niche and thus better than they are now.
Just make so that the millâs upgrades are researched instantly 50% faster, even a bit more like 60% or 80%, so to be sure that it doesnât negatively impact your timing.
This alone would be enough in my opinion.
Since sometimes the Inca bonus makes you finish the farm before horse collar kicks in it almost feels like a downside. I think the double farm HP is a fine idea, it will only help once in a blue moon when the enemy remembers farms can be attacked too (or when the units decide to be dumb and focus them first) while absolutely not changing the civ powerâs otherwise.
You mean, for the sake of pleasing someones OCD?
And yet they have above 50% winrate in teamgames, and were picked 13 times out of ~20 in group stage and Battle of Africa 2 (this doesnât prove they are strong, since 20-60 civs are picked each matchup, but at least this proves they are neither bottom tier nor S-tier). Theoretical predictions are cool and all, but is there an actual proof Inca are weak?
When teamgames are concerned, Inca are alright in ranked ladder according to their winrate (i.e. they are decent for plebs like us), and they are used in tournaments, so pro players and their viewers donât miss out on variety (whether itâs because they are good or because tournament settings force players to pick 15+ civs).
Unless there is some kind of interview with the devs stating that, these are speculations, and nothing more. Likewise, I donât see anything in the game indicating that team bonuses are supposed to be equal. Just look at Lithuanians team bonus and compare it with Huns team bonus.
In other words, you want to improve the bonus in a way that itâs still useless to solve the problem of this bonus being useless (i.e. a non-problem). Great.