Inca

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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Inca
Inca.png
At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Tribal Democracy
Technology group New World
Capital province Cuzco
Center of Trade None
State religion Animism
Primary culture Inca
Other accepted cultures None

Sliders

Centralization <▪▪▪▪▪▫▪▪▪▪♦>
extremely decentralized
Decentralization

Aristocracy <♦▪▪▪▪▫▪▪▪▪▪>
extremely aristocratic
Plutocracy

Serfdom <♦▪▪▪▪▫▪▪▪▪▪>
extreme serfdom
Free Subject

Innovative <▪▪▪▪▪▫▪▪▪▪♦>
extremely narrowminded
Narrowminded

Mercantilism <♦▪▪▪▪▫▪▪▪▪▪>
extremely mercantilistic
Free Trade

Offensive <♦▪▪▪▪▫▪▪▪▪▪>
extremely offensive
Defensive

Land <♦▪▪▪▪▫▪▪▪▪▪>
extremely land oriented
Naval

Quality <▪▪▪▪▪▫▪▪▪♦▪>
very quantity oriented
Quantity

Divine Wind

As of Divine Wind the challenges faced when playing as American Indian nations have been increased. The only hope is to encounter the Europeans and Westernise as quickly as possible. Especially since the native troop types are not even a bad joke when facing high level European opponents with artillery. Take advantage of any diplomatic opening and hope that European opponents get drawn into other wars to distract them.

Game Version 1.2.1

Important things to keep in mind

  • You will never be able to build boats as long as you're not westernized
  • Pagans cannot convert to Christianity. However, you may in time achieve this by event.
  • You are out of reach from European powers for some time; this may be a boon or a bane.
  • European powers colonization strategy is limited by range; most of South America is safe for some time
  • This strategy is good with agressivity set to low; otherwise, you're going to have wars even with 200 relationships. That is one of the strange AI behavior.

Strategy: 1399-1520

Up to around 1520, you'll be relatively safe. You must use up this time wisely. The first thing you want is a new National Idea, so that you'll be able to explore around! So put all your research on government in order to reach level 1 as fast as possible. During this time, you have very little to do except goble up the Chimu. Don't forget not to mint: your yearly taxes are more than sufficient for your needs and you're already going to be hit by inflation due to your high number of gold mines.

As soon as you have a free idea (somewhere around 1480), take Quest for the New World and immediately buy 3 or 4 conquistadors (some are bound to die early), and then immediately change to Colonial Ventures! Those +1 colonists per year are going to come handy! You'll be hit by a -3 stability hit, but you don't care. You'll get back fast enough at +3. Once this is done, you can even out your research, leaving government and naval alone.

Strategy: c. 1520-1550

Now, send one army north and one army south, each with a conquistador. Your purpose is to explore as much of South America as you can! You should explore the whole southern continent with no trouble, but are unlikely to explore the whole northern one. Obviously you'll need to walk over the Maya, Zapotec and or Aztec, depending on who is still there; send diplomats one after the other; you'll want to annex all those countries as fast as possible, possibly diplomatically, otherwise with your armies. You're much bigger than they, so this should not be a big problem. In the meantime, you'll begin to colonize the strategical points; all of Central America, and as far east as you can in the northern part of South America; you want all that coffee for you! On the coastline, you can live with colonies of 100. Don't be afraid to destroy natives if you feel the need; you don't have a colonist to spare.

Strategy: c. 1550-1700

At some point, you'll begin to see European ships (likely Castilians) cruise along you coastline. And inevitably (it is even quite welcome), one colony will settle besides one of yours. As soon as this happens, you must play another diplomatic ballet. You want very good relationships with whomever you have contact with. If more than one country is present, don't let bad relationships settle. You don't want a war! You cannot afford it: you'd just lose all your colonies and probably worse. Continue this as long as necessary until you get the event that tells you that you have been inflenced by the western world (being random, this may come soon or late, hope it doesn't come too late!). While I don't know what can influence this, I believe that building up your colony next to the European country to city size can speed up the process. In the mean time, use up all your colonists to secure the rest of South America, in particular Brazil if you can reach it. Build a city in Maracaibo or east of that and you should be in range of northern Brazil.

Strategy: c. 1700-1800

As soon as you're in the Latin tech group, you know you have a good chance of survival. You will very soon see 7 or 8 levels of technology pile up within the next months, giving you access to European troop quality; not exactly because you're still behind for quite a long time, but now you have the advantage of homeground which should be sufficient; you build your troops in America while they have to bring them oversea. Even with slightly lower quality, you should win by number any small war you may have.

Still, you're far from really secure, in particular because as a pagan, your cities (not only colonies) can be seized as soon as occupied! So you should still strive at good relations against European powers; you don't want a war targeted against you! On the other hand, you may more or less safely ally with a big European power (best if this is the one closer to you); European wars should not affect you much provided you built forts on the exposed provinces and that you react fast on any menace. You should then be able to relatively easily get away with white peaces.

Also, protect your two centers of trade as much as possible from European meddling. After a war, your centers are open (even with white peace) to your opponents; you may have to place embargoes; don't be shy! Never accept any request for opening!

Except for this, the game now becomes to be remarkably like any other. You compensate your relatively weak armies with a good, isolated position. You will now concentrate heavily on colonization, always trying to keep Europeans happy, and pulling out of wars as soon as possible. Now, you want to peacefully enforce your legitimate claims on most of South America through colonization. Contain any colony that European may have built: build a wall of small colonies to prevent the European from seizing too much. If you were fast enough, northern Brazil should be safe. The southern part of South America should be trickier, but it is also much poorer.

At some point, the game will offer events of Christianization. The consequences are not fully understood. Obviously, at some point, it will let you become a Christian country; this is highly prized as now opponents will not be able to claim your cities as their own even when at war! You do not have to accept this. While the advantages of becoming Christian are obvious for that reason only, you'll still have a lot of pagan provinces to convert. On the other hand, at that point you should get enough money for that. The general consensus is that it is worthwhile because at that point, you won't fear a serious conflict against a European power; you should be more or less at their Land Tech level (don't forget that you can mostly ignore Naval Tech).

Strategy: c. 1800-1821

When you're confident in your power, it will be time to claim America as yours! Now, you'll engage in conflicts you decide to root out Europeans from America. This will not be an easy task, because you'll probably have to invade Europe to secure any significant level of victory. You won't be able to do this without a significant fleet, and probably a not too shabby naval tech level. But now, you're on your own! If you're Christian, you may even engage in European politics (the Curia, the Holy Roman Empire), and even vassalize and diplo-annex your neighbours. You have a strong economic base, a hundred of provinces all connected to your capital; that's a power that nobody else has; Use it!

Game Version 1.1

Important things to keep in mind

  • You will never be able to build boats as a pagan.
  • Pagans cannot convert to Christianity
  • The most important goal here is to have a European province next to one of your provinces so that you can create their troop types in your provinces that they have claims on.

First steps

Hire advisors. Any technology advisor is best. If you see any government or land advisor hire them first. Set the religion sliders all the way to the right for the Christian and pagan religions. Eastern, Muslim and others don't matter yet and probably never will. Start colonizing your colonies that you started with.

Set your treasury slider so that you your inflation change each year is 0.0. Let the mouse pointer hover over this slider long enough to see the information. Lock this slider. Set the rest of the sliders to 0.0 funding and set the government economy slider as far to the right as you can. Keep the sliders this way until you get a new idea. Choose Quest for the New World. Then set the government slider to 0.0 and set the land slider as far as you can to the right with everything else at 0.0 but do not change the treasury one.

Once you get the quest for the new world idea hire an explorer. Start exploring to the south of the Inca provinces a bit and then explore all the eastern parts of South America. Your goal should be to colonize all the gold mines that you can. At this point, do not colonize anything you already own until you get at least 100 population in each gold mine. Do not let the Europeans have them. You may need to kill the natives to have a better colonization chance. You should hire at least 3 more armies. If you feel ambitious, hire 9 more which will give you 12 total armies. Those armies should be put into 2 groups of six or 1 group of six depending on how many you hired. Once you get all the gold mines (5 total other than what you already own, not including Central America) either colonized or at least ready to colonize (explored and with the natives killed), you should explore the northern part of South America. Keep colonizing your gold mines.

Once you are able to build fort level one, change your economy sliders (not the treasury) so that only government is being researched so you can get more ideas. The next ideas you want is national conscripts and then military drill.

When a European country makes a colony, declare war on them and take all of their colonies if you have enough stability to do it. Do not let them get land. Also pay attention to who their allies are. If they have strong allies, maybe you should wait longer to see if they loose those allies or maybe just gamble and declare a war.

Accept all Boundary Disputes. You need to have a CB on all the South American countries, including Aztecs, Zapotec and Maya.

For every 5000 maximum manpower you have hire 6 armies and put them in a group. if your manpower is low or if you loose manpower and are not gaining troop reinforcements every turn then you need to disband a few armies.

At some point, once you get your gold mines colonized and some forts up (your outside provinces should have forts before the internal colonies), you should let one European country colonize in peace near you (if you had to let them because you could not overtake them it is ok). Once they get a colony bigger than 1000 population they will eventually get a Boundary Dispute and claims on your land. It is even ok if a second European country has a colony bigger than 1000 population. Get as high relations as you can with any Europeans who colonize South America if you are not able to push them out. Take any agreement you can with them. With the diplomatic mapmode regularly check to see which provinces of yours are claimed by other nations. Anytime a European has claims on your land click on the province they have claims on and hire new troops to replace your crappy spearmen. When you get enough, delete your old troops. Keep doing this until you have 100% European troops. This is the only way you will have a chance in this game with the Inca.

Middle of the Game

If you think you can accomplish it, you should invade the Maya and gradually either make vassals of the Maya, Zapotec and Aztec or annex them. If you make them vassals, be sure to get them to ally with you and increase your relations to 200 so you can eventually diplo-annex them.

You will never be able to make ships so do not let your provinces be separated unless you have military access.

Ignore any colonies that Europeans establish in the south part of South America as long as they do not touch your borders unless there is nothing else for you to attack.

Generals should not be hired unless you have 20% Land Tradition or more, unless you need the extra slight edge in battle. They die too quick to waste money on bad generals.

Once you have annexed or vassalized all of South America, there will most likely be Europeans near your provinces in the south part of North America. If there is a clear path then explore all the way to Alaska. There are two gold mines you can colonize or conquer there. Once that is done focus on conquering the south part of South America or ally with the owner if it is possible unless you have issues in the south part of North America (if so, focus there).

The Late Game

At this point conquer who you can and gain good relations with the others.

If there are any European colonies left, they may revolt and change into Brazil and other nations. This is a good opportunity to conquer or ally with the new countries.

Europe:

Aachen • Alsace • Aragon • Austria • Avignon • Bar • Bavaria • Berry • Bohemia • Bosnia • Brandenburg • Brittany • Brunswick • Burgundy • Byzantium • Castille • Crete • Croatia • Cyprus • Denmark • England • France • Genoa • Germany • Granada • Great Britain • Hamburg • Hansa • Holland • Hungary • Ireland • Italy • Lithuania • Lorraine • Mainz • Mazovia • Mecklenburg • Milan • Modena • Munster • Münster • Muscovy • Naples • Navarra • Netherlands • Norway • Novgorod • Poland • Pommerania • Portugal • Provence • Prussia • Ragusa • Rev. FranceRomania • Russia • Savoy • Saxony • Scotland • Serbia • Sicily • Siena • Spain • Sweden • Switzerland • Teutonic Order • The Knights • The Papal State • Tuscany • Utrecht • Venice • Wales • Wallachia • Yaroslavl
European minors • Dutch minors • French minors • Irish minors • Russian minors • Turkish minors

Asia:

Aceh • Ayutthaya • Bali • Bihar • Brunei • Golden Horde • Hindustan • Japan • Kazakh • Korea • Malacca • Manchu • Minamoto • Ming • Mongol Khanate • Nogai • Oirat Horde • Orissa • Pegu • Qin • Rajputana • Ryukyu • Vijayanagar • Wu • Xia
Indian minors • Southeast Asian minors

Near East

Ak Koyunlu • Jalayirids • Khorasan • Najd • Oman • Ottomans • Persia • Qara Koyunlu • The Mamluks • Timurids • Trebizond • Yemen

Americas

Aztecs • Chimu • Haiti • Inca • Maya • USA • Zapotec 
American Natives

Africa

Adal • Algiers • Ethiopia • Morocco • Mutapa • Songhai • Tunisia