Brett's Games

Incan War God

A Decisive Win
Took Long Enough

Beyond The Sword
Initial Game Save File

Lots of Flood plains, rock, cow, pig off to the side

A Food Rich Start


Noble Difficulty

Master Controller
  (aka Huayna Capac)

Standard World Size
Medium Sea Level

Ancient Starting Era
Normal Game Speed

No Random Events

After playing the Garden of Eden like Snake River, I wanted to play a normal game. So, this is a random map... generated after hundreds of rolls. Yeah, many of the others were likely better. But this is the one I settled for.

Game Saves and Other Errata

Final Game Save

Hall of Fame Replay File

I'm not one to brag...

OK, I am. So let me be the first to say: in this game, I destroyed the AI.

Domination Victory
Total Capitulation
5,963: Points
90,369: Score


The BAT Auto-Log File
  a detailed play by play

My In Game Notes

But all was not smooth sailing. Prior to dominating with the Incans, I had thirteen odd false starts. I can blame being sick, which I hereby invoke and thereby blame. But I'm actually not that good. So, I tend to be a bit sporadic in my play.

Anyhow, prior to switching it all over to the name: Incan War God. I was intending to play a game of Spanish Conquest.

Here are those Game Saves, including the Auto-Log Files (as one giant zip):

And those ever popular In Game Notes

My next post will be a Non-Game post in which I explain the rationale for posting data of such dubious nature.

But that's the next post...

Incan War God
Game Analysis

Commerce Graphs

A graph showing the commerce (gold, research, culture, espionage) for the first 100 Turns

Commerce for the first 100 Turns
Commerce graph encompassing all 261 turns of this game

Commerce for all 261 Turns of this game
A simple graph showing population over time for the first 100 turns of the game

Cumulative Population for the first 100 Turns
Cumulative Population for the entire 261 turns of this game

Cumulative Population for all 261 Turns of this game

Commerce was flat for the first sixty turns or so. And is likely correlated with when I finally got cottages online (and when I wiped out the hated Aztecs). Anyway (and as I recall), pumping out warriors (to kill Montezuma) was the primary objective early game: a gambit which worked wonders, but which (obviously) stunted my early research a bit.

Population growth has a nice exponential curve. But I am not of the opinion my population growth was that dramatic. The game sets certain limits. And I doubt I ever pushed those limits to any meaningful degree.

Post Game Debriefing

Of Things Learned

Spanish Conquest

Originally, this play-through was going to be called Spanish Conquest in lieu of Incan War God. But that did not work out.

Conceptually, I wanted to 'Build a Military and Use It!'

But the problem remains: How?

More disastrously, I added a few limitation to my War Plans:

  1. Playing as Spain, I would found a religion, spread it, and defend it.
  2. While also preferentially building horse units... or later, any units with multiple movement points.
Unfortunately, founding a religion is a weak start (no matter how much it helps one mid or late game).

And not only do I not know how to research, build, or use cavalry... OK. It's not that difficult. I'm sure I could learn. So, much more important (than mere conceptual understanding), by the time I could mount a cavalry, my offensive options were more limited.

Suffice to say, I am not good enough to play with self-made handicaps... and still achieve the type of (Personal Record) scores I am looking for.

Thus, the Incan War God was born: a decision to start over and concentrate on war. I mean, at first I was going to call it Huayna the Horse God. But like I said, those sort of self-imposed limitations were not working for me

This is a screenshot of the capital city, I could not begin to tell you how it ranks in the grand scheme of things, but I am happy enough Second city at 1130AD, same as capitol, both are cranking out the wonders

Mid Game
The Spoils of Victory

Capital (and starting city) on left, captured Aztec Capital (and second best city throughout the game) on right.

capitol near the end of the game, a city screen shot, Now, here is a nice city, with all the trimmings, Wall Street coming on line, with two religious shrines, and a Corporate HQ, this sucker is cranking out the cash, scrolling down in the build queue will show that I have not built all my national wonders, which means I have not optimized that part of the game yet, so much to learn, also, neither of these cities are particularly specialized, both are simply as Tall as possible: i.e. are large, have sizeable populations

Late Game
Only Gets Better Over Time

Both cities spent most of the game cranking out wonders.

Quechua Rush

Going forward, I expect some sort of Warrior Rush will become a default strategy for me. I mean, maybe it will not work as well in future games as it did here (and one should keep in mind, I play on Noble Difficulty). But I owe my high score to rushing the Aztecs with a half dozen Quechuas, which was more than enough to defeat the one or two warrior defenders Montezuma could field. And in fact, two warriors may have been (if one got lucky) enough to defeat the two (warrior) defenders I encountered.

I eliminated Monty from the game on Turn 41. And by turn 60, commerce was on the rise.

So, basically, I can see a future of warrior rushes followed by axe rushes and so on, as it is a relatively easy strategy (build a single worker, crank out the warriors, move towards enemy capitol, and capture: a sequence of actions) that has a high pay off.

A late game image, this might be the last turn, showing my troops waiting for transport to the front, so maybe I should have built more transports, but the important part is that the stack still contains Quechuas

Monarchy Garrison

In this game, after building The Pyramids, I switched over to Monarchy, which gives +1 happiness per garrison unit. Between the happiness and having a nice early unit (the Quechua comes with a promotion, if I remember correctly), this allowed me to concentrate on military (something I am bad at), while still building my cities.

I had so many Quechuas (and other primitive units) that even though I was flush with cash, I never got around to upgrading them all (as shown in the above image, which highlights a stack of units awaiting transport to distant shores).

In short, The Pyramids remain important to me for the early acquisition of both Monarchy and Representation.

Research Slider

I was proud of myself for having the awareness to adjust my research slider. Basically, if I was going to research a technology in three turns, I might as well bank as much gold in that time, as well. So, I adjusted the slider to the minimum value needed to keep research on track.

Ultimately, this strategy may have slowed my research down a bit, as I did not have as much overflow that way. But it kept me flush with cash without slowing my research down too terribly much (an extra turn per technology, maximum).

The Monk Economy

Ha! Let's see if I can remember the wonders in question?

No. I could not.

So, with the magic of cut and paste:

Paper -> University of Sankore = +2 research from all State Religion Buildings.

Divine Right -> The Spiral Minaret = +2 gold from all State Religion Buildings.

Music -> The Sistine Chapel = +5 culture from all State Religion Buildings.

Thus, one gets significant benefits for each and every State Religion Temple or Monastery built (+2r +2g +5c) above and beyond the normal bonuses.

Now, I did not get an early religion. But by the late-early game (or should that be early-mid game), I was the tech leader, so I got all four of the later (mid-game) religions.

I probably should have only built missionaries for the State Religion (Confucianism). But who knows, it's +1 gold with the shrine for each city with that shrine's religion, so the benefits add up.

Or in other words, two religions and a corporation make an ideal location for Wall Street... as I was in the process of building in Aztec Warriors when the game ended.

Fair Island Settlement, note how the Sumerian Civilization beat me to the punch, too bad they did not garrison their city very heavily, your settling on my island sours our relationship and has caused me to declare war On Rock Island, I settled next to two Barbarian Cities, with the Holy Roman Empire further along, given enough time, the Barbs would have flipped, as here, a few turns after settlement, my cultural boundaries are already knocking at their doors, but time is a wasting, and longbows are no match for cannons

Island States at Settlement

Fair Island has enough land for five cities, possibly more, maybe less, anyhow, it is a fair bit of land, given an extra five to ten turns, I may have settled with more liesure, picking better locations for a super city or two, anyhow, its an island, of decent size, what more do you want to know Another five cities shown on the other side of the map, one is an island unto itself, which is the best bit of land, I think it is safe to say that these cities, taken as a lot, are easily worth a loss of all the mid-game great people, if for no other reason that increasing my land and population stats so that others will capitulate quicker

Island States Further Along


I opted to get a Great Merchant by researching Economics first in lieu of beelining Astronomy. I mean, I may have been able to get the Great People for a lot of the mid-game techs along with researching Astronomy first. But what's important for me to keep in mind is that I gave up uncontested ownership of the Island States by researching so much else first. And there was a lot of land (ten cities worth, at least) up for grabs. So, I may have traded one city for each Great Person I got (as I only lost three of the settlement sites). Still, a person doesn't want to give an inch. You know how those AI's are.

Barbarian Culture Flip

I was thinking of, maybe, culture flipping a Barbarian City or two. There where several viable candidates this game. But it was simply easier to walk over their Longbows with my Rifles and Infantry. Sucks to be a bunch of backward savages. Anyhow, flipping a few Barbarian City States would have been fun.

Viking War

My first war with the Vikings was rather silly, as they were located on the other side of the globe, did not have Astronomy, and I had no interest in attacking them. Still, (I think it was) Suleiman (who) asked me to join his war. And as I wanted to be his ally in the long term, I didn't see that I had much of a choice than to declare war against the Vikings when he asked me to join his war.

Then, Suleiman was silly (or should that be stupid) enough to settle on one of My Islands (they were ALL My Islands, Mr Silly Man); and from there, future cooperation seemed unlikely. I mean, one of those island cities was undefended and another was only defended by another AI's (as in, not the city owner's) pikeman. So, they were destined to fall.

But in all this, the most important factoid is that Ragnar is a wonderful war ally. Even though backward, he was capturing Suleiman's cities (left and right). And once Ragnar capitulated to me, I gifted him all sorts of War Techs and he became a force to be reckoned with.

In fact, if I remember nothing else from this game, I should remember that some AI's make better War Allies than others. As a vassal, Ragnar was great... and Gandhi is always a pain. So I should preferentially vassal Ragnar... and burn Gandhi to the ground.


It's in the play book. I founded Sid's Sushi. But since I won the game within ten turns of founding it. The extra food had no effect on my population or score.

Steam Roller

I do not know if this is a good thing or a bad thing. But by the time I am declaring war in the end game (these days), it tends to be a bit of an avalanche. The final four AI's all capitulated in the same turn. And quite frankly, none of them were up to the challenge of mounting the slightest resistance. The slightest annoyance? Sure. But meaningful resistance? Not a chance.

like fog busting for barbarians, the intent is to fill the seas with ships, so as to see an invasion coming, and convince the AI it will blown out of the water enroute... not that I know if the AI checks for any of this, anyhow, ships filling the channel between and enemy AI, they are all enemy AI, and my continents, set on sentry, giving me advance warning... and lots of ships in the vicinity to sink any invaders

The Blockade

I built a string of ships and put them on sentry duty in the middle of the ocean, so I could see any invasion a ways off. No invasion came. The AI simply was not that advanced, having trouble enough with Ragnar.

Anyway, I liked building the Blockage (or whatever you want to call it).

And while we are on the subject, it would appear the AI has increased visibility across the ocean: somewhere between 2x movement and movement +2 (my forum research yielded conflicting numbers). But even if the AI's ships only have visibility equal to their movement, that means they do not need to move into my visibility range in order to decide future movement towards my ships is a futile mistake. So, one never knows how many invasions are eliminated simply by being prepared for them in the first place.

In the end, this is how one gets better, by learning the little rules, here and there, that change strategy and tactics, making the game easier and easier, at some point, I am guessing optics, work boats can sail over the ocean, the image shows a boat on autopilot charting such a course, which is how I discovered this was possible, last turn autopilot, and what?

Ocean Going Work Boats

Um, work boats can travel across the ocean. I never knew this. It will make sense to build work boats for the colonies in the Home Land from now on.

On the horizon looms the Desert Sands Map, which I have yet to create, while at the same time, playing a food rich Arboria Map looks compelling. But more likely, a philosophical post of sorts will be next.

Why do this?

Why post recaps of mediocre game play?

Well, I have my reasons...