Welcome to part 4 of my Inca: A Sun God play through.
It’s 1575, and we’ve just completed our westernization and a brutal war against Spain that seemed like it would never end. After 12 years I lucked out and managed to make peace for a handful of ducats while keeping all of my territory intact. I still have no idea how that happened, but hey, I’ll take whatever luck I can get. Anyway, here’s an overview shot of my empire, immediately after westernizing and making peace with Spain:
All things considered, I’m actually pretty well off, despite all the bullshit that war with Spain is making me have to deal with. I’ve almost got Columbia and Brazil sealed off from the Europeans, and wimpy little Brittany is the only one colonizing Argentina. Even better, now that I’m western I should be safe from European aggression for the time being. Their colonial conquest cb no longer applies to me, they can’t fabricate claims, and since I don’t directly border them they can’t use their holy war cb’s against me either. They shouldn’t really be able to get a cb against me until imperialism shows up at diplo tech 22, but by the time that rolls around I will be much stronger and better able to defend myself.
As usual, here is the customary Tour-of-Europe-Right-After-We-Discover-It picture. Nothing terribly out of the ordinary here. Austria got the Burgundian inheritance and seems to be doing well. Spain got the full Iberian wedding stuff and controls Naples, the Commonwealth is blobbing out, Russia has formed and is also blobbing out, Norway and Sweden have declared independence from Denmark, and the Ottomans are kicking some serious ass in the Middle East. England and France actually seem to be a little bit behind, as Scotland and Brittany are still independent, but it’s probably only a matter of time until the AI’s fix those problems. Brandenburg also seems to be blobbing out in the NE corner of the Holy Roman Empire. Overall, I’d say this is a typical Europe.
Back home, now that I’m western I can finally start seriously researching techs for myself. I have enough points to reach admin tech 10, diplo tech 11 and military tech 10, with a 20-25% discount remaining for each category. I’m still way behind Europe, but with these discounts it won’t be long until I’m competitive with them.
Hitting admin tech 10 unlocks the third idea group slot, for which I choose the Quantity idea group. Aside from quantity probably being the best military idea group in the game (running out of manpower has been a chronic problem for me this entire game so far) this group actually unlocks a nifty policy when finished that gives an extra colonist, which I definitely want. If you’re playing any country that wants to colonize a lot, Exploration -> Expansion -> Quantity is an opening combo that can’t be beat.
While being western now is all fine and dandy, we are actually exposed to a new problem now…
We control a LOT of gold provinces, and now that we’re not primitives anymore we’re getting the full amount of gold generated from them, which in turn produces a LOT of inflation. 0.18% per year, wow. While there are no immediate solutions to this, it IS something to keep an eye on. No matter who you’re playing as, the major inflation threshold to watch out for is 15%. Being above that number opens up some very nasty economic events, so make sure you stay below that, and try not to take out any loans.
Actually, I like this game’s inflation mechanic very much. I studied economics in college, so I have a strong understanding of fiscal and monetary policy and how all of that fits together and affects the overall economy, and Europa Universalis IV is one of the few games that gets it right. In its simplest form, inflation is nothing but the steady destruction of a currency’s purchasing power, which is mainly caused by an increase in the money supply in circulation without a corresponding, equivalent increase in the real “wealth” (goods and services produced) of an economy. The two main ways inflation is generated in this game is by owning gold mines and taking out loans, both of which represent cash infusions without corresponding productivity increases, and all inflation does is make everything that costs money more expensive, so this accurately represents the real world. Nice job Paradox! Anyway, I’m getting off topic, so there’s your economics lesson for the day.
About a year after I unpause the game, I get a giant stroke of luck: the “Monopoly Company Formed” event pops up, and they’ll pay me huge sum of money. Thanks guys, you just paid off all the debt I had to take on during the war with Spain! Here I was just talking about cash infusions and inflation, but this event generates no inflation.
Oh boy, here is comes: France and Portugal waste no time in declaring me their rivals. Really guys? Am I really that threatening to your power? So much for ever scoring any European alliances.
Wow, REALLY? A few months earlier I had a pretty unlucky event pop up that gave France a free claim on one of my provinces. I didn’t take a screenshot of the event because I didn’t think it was important enough, but France wasted no time in using that claim to declare war on me. I am so not ready for this war. It’s only been four years since the war with Spain ended and I haven’t recovered yet. I was able to pay off my loans thanks to that awesome monopoly company event, but I haven’t been able to build very many ships yet to defend myself and my land army still leaves a lot to be desired, not that I would stand a chance at beating France in a land war at this point anyway. France has unlocked all of her national ideas, so France’s famous Elan combined with their prestige, army tradition and tech bonuses my armies would start a battle with half of France’s morale, and there’s no way in hell I could beat that. For now I’m just gonna have to bend over and take whatever France sends my way.
As it turns out, it wouldn’t really matter much even if I had a fleet capable of sinking the French’s right now, as that exploring army of 20k men is still running around and will soon be unexiled. This could get ugly.
To make things even more fun, France called their inexplicable ally Brittany into the war too!
Here’s the situation a couple of years into the war. I’ve pretty much tried to avoid fighting the French, as (like I said before) they would slap my armies silly and there’s not really any point to engaging them other than to waste manpower and money. Just like in the Spanish war I’m being attacked in both the north and in the east, so all I can really do is try to take down whatever Breton stacks (who are much weaker than France) show up and reclaim what I can. As you can see, things aren’t really going well for me.
Wow, not long after I took that last screen shot I get what I would call another bout of luck. As it turns out, despite occupying quite a bit of my land, even land adjacent to their colonial nation, all France wants out of me is war reparations and the province they lucked their way into a claim on. Fine, they can have it, as long as they leave me alone so I can build up. That’s twice now I’ve made it through wars with the Europeans with relatively few losses on my part.
Actually, despite all the bullshit of getting slapped around by Spain and France, at this point I’m feeling really good about this play through. I am 100% positive that I’ll succeed in getting the achievement now, and even though it might not seem like things are going so well, they actually are, all things considered. So, having said that, I think now would be a good time to talk about the Incans themselves as a country (which I’ve neglected to do so far, shame on me.)
Here are the Incan ideas (courtesy of the wiki, which I “borrowed” this picture from) which, by themselves, I would call only an average set. While they may not have the raw power of the more popular nations, there is actually a pretty strong theme to them, and they synergize well with the situation we Incans find ourselves in. First of all, the Incan traditions are very good. Extra force limits and discounted idea costs are excellent and really are a boon towards conquering the Andes and filling out that exploration tree ASAP. As far as the military goes the Incans get an extra free upkeep leader, 10% reduced attrition, 10% extra manpower, and 2.5% discipline. Keep in mind that in addition to these we also get the bonuses from the Inti reforms, adding an extra 10% manpower recovery speed and 10% army morale to the mix, AND we also have the Royal Guard buff for even more discipline and morale. There are a lot of moving parts here, but it is entirely possible for the Incans to have a competitive military once tech parity is attained.
The rest of the national ideas are all economically focused. The passive prestige and the building power and money cost reduction scream to me one thing: you are a builder. Not a trader, or a conqueror, but a builder. Building up your provinces also ties into another aspect of the Incan situation: the trade network in South America is really weak for countries actually in South America. Obviously, the continent is *supposed* to be conquered and colonized by the Europeans and the layout of the trade nodes fits into that view:
All of the trade from the western half of the continent flows towards the Caribbean, while all of the trade from the eastern half flows towards the Ivory Coast, so unless you expand outside of South America, you will never be a great trading power. The solution to this, of course, is to go with the Economic idea group and focus on boosting the tax and production money you make, which happens to synergize perfectly with the 10% tax boost and 10% production efficiency the Incans enjoy.
Finally, the Inti reforms give a free colonist, really helping out with settling the continent, and also give a 10% discount to coring costs. It would seem to me that this set of national ideas, when combined with the Inti reform bonuses, are practically begging you to take exploration, expansion, economic and a couple of military quality boosting idea groups and focus your game around colonization, internal development, and late game conquest. As it turns out, that is exactly what I’m going to do.
Note: Originally, I was going to put in a big, long discussion of how I go about constructing buildings and internally developing my land in this game, but since I played this run and wrote this part Paradox released the “Common Sense” dlc expansion, which happened to completely overhaul the way countries develop internally. After messing around with the new mechanics I’ve concluded that all my advice has been rendered obsolete, so I will now only do a brief fly-over of what I did and why. Who knows, maybe some of my advice can still be carried over to the new system.
Here are the buildings from the old system (sorry for the workshop covering up a bunch of them, but this was the only picture I could find, and the wiki has changed their site to cover the new buildings.)
Under the old system, provinces could have as many buildings as they want from the basic buildings section, but only one set of buildings from the special buildings section, so you sort of had to choose how to “specialize” your provinces.
From the government row, I build temples in every province. They give a flat base tax which directly increases your income and force limits. The rest of the government buildings I would build only in my capital, and only for the espionage defense, in case the AI’s actually used any espionage missions against me (they usually don’t.) The special buildings from the government tab, particularly the Cathedral, give extra missionary strength, so I would build those in high base tax provinces that I’m not able to religiously convert without the extra boost.
From the army row, I build all of the basic buildings in every province, starting with same culture, same religion provinces. They give a flat boost and later a percentage boost to manpower, and when built everywhere can dramatically increase your manpower pool. The special buildings are more focused in their use. Ideally what I would do is designate around ten provinces to be my “recruitment center,” build these in those provinces, and recruit all my troops from them as they significantly reduce the cost of unit recruitment, which in turn reduces the upkeep cost, so you could make armies much cheaper to maintain with a little planning.
From the navy row, I almost never build any of these, except (similar to the army buildings) for about ten or so provinces where I will build all of the buildings and use them as my naval recruitment center, for the same reasons as the army buildings.
From the production row, I build the first two buildings (constable and workshop) in every province. They give a flat and percentage boost to the quantity of goods produced in a province, respectively, which gives more money and also increases the trade value in their node, so you can make more money that way too. The rest of the buildings, including the special buildings, I build only in gold producing provinces, as they are usually the only provinces worth getting all that extra increased percent good production in. Also, (I almost forgot) I build all of the basic production buildings in my army recruitment centers, as the fourth building lowers recruitment costs.
From the trade row, I build all of the buildings only in provinces that already have a significant boost to trade power (important centers of trade, estuaries, etc.) You can completely dominate a trade node simply by controlling the important trade provinces and buildings these buildings in them.
From the fort tab, I almost never build forts, anywhere. In this game I’ve just been using them for the “fortify x province” mission. Generally, if your own provinces are getting sieged, you’re losing.
None of the unique buildings exist anymore, but I always build all of them (except the march) as soon as I can afford it. So there you have it: Shoot the Moon’s guide to constructing buildings in EUIV (prior to Common Sense.)
Anyway, back to the game.
Here’s another overview shot of the continent after the war with France. Not much has changed from the earlier shot, but you can see I’m slowly making progress in locking down the continent. I’ve actually sealed off the interior of the Amazon basin, but there are still a handful of provinces between me and Spanish Brazil that I can claim.
Ugh, there is one consequence of these wars: all the money I’m having to pay out in war reparations. I’ve having to fork over 14 gold a month to France and Spain! That’s 20% of my total income. Oh well, its only money; one of the less important resources in the game. Manpower and monarch points are more precious to me than mere cash. Actually, I once saw somebody on reddit claim that, when you get down to it, money is more important than manpower and monarch points. After all, this is a war game, and you can’t field an army if you don’t have any money. The only limit to how big of an army you can field is how big your income is. Force limits are only a soft cap; the real cap is when you go bankrupt. Money can also be converted into manpower, via mercenaries. Money can also be converted into monarch points, although only a few, via high level advisors. I suppose in the end they are all important, but money is the easiest to get and the easiest to recover from a loss of. Manpower takes forever to recover naturally, and there’s no way to get it beyond letting it grow back on its own, and I’m sure we’ve all had to deal with the frustration of a 0/1/0 monarch that won’t die. Heh, just look at some of the leaders I was getting towards the end of my Timurids game.
A couple of years after the war with France I decide that I’m teching up my military tech too slowly. I need to be ready to handle the Europeans if any of them come knocking, and my zero military skill monarch is really hurting that effort, so I swap my national focus to military, and I’ll probably leave it there until I’m caught up in tech and finish the quantity idea group. I had hoped to keep it set to admin to help with teching up, coring and paying down inflation, but like I said my monarch’s incompetency is hurting me and being able to defend myself always takes priority over economic stability and technological progress (if you have to choose.)
After I get my empire back on its feet and enter what will hopefully be a golden age of peace, prosperity and colonial expansion, I take another look around Europe and see something alarming: Portugal’s unholy network of alliances. They’re allied with Spain, France AND England. How is that even possible? Don’t tell me that this is going to be the one game where the western Europeans aren’t constantly beating each other up and instead decide to hold hands and sing Kumbaya. The Europeans weaken themselves by constantly being at war with each other, and more importantly stay distracted from me, so hopefully this alliance network won’t hold for long. Note to self: don’t attack Portugal.
Praise the Sun! In 1589 my craptacular heir dies. The only problem now is that my king is 58 years old with no heir. Will he be able to sire a new heir before his own demise, or will a new dynasty take the throne?
Later in 1589 I finish filling out the Expansion idea group. I now have an overpowered cb against Asian nations I have no intention of using, but more importantly…
…having completed the Exploration and Expansion idea groups opens up a useful policy: The Colonial Expansion Act. For the mere cost of 1 diplo point a month, I get an extra +20 annual global settlers, which is a pretty substantial boost to my colonial growth rate. This is definitely one of the most useful policies, at least if you’re playing a colonial game.
As it turns out, my king could not sire a new heir, so when he kicked the bucket in 1591 a new dynasty took the throne, tanking their legitimacy in the process. On the other hand, the new king (named Huayna Capac, right on!) as pretty decent stats at 3/3/4. Huayna Capac was the leader of the Incan Empire in Civilization IV, which is probably my favorite game of all time, so just imagine that this is the guy running my country right now: (this is his leader head from Civ IV)
He’ll play ceremonial ball with you, if you’ll play ceremonial ball with him, if you know what I mean.
In 1594 I research the pivotal military tech 12. As I’m sure you know, this doesn’t only mean an increased tactics level, it also means a new unit model:
Aw yeah, check that out. If I had to imagine what Incan musketeers would look like, this would be it. Actually, they look really similar to Huayna Capac’s portrait’s outfit. Nevertheless, I think we can all agree that my troops are definitely rockin’ a new groove.
As it turns out, new uniforms wasn’t the only significant thing to happen in 1594. This year is the year I managed to officially seal off the interior of northern South America from the Europeans, and I can now colonize this land at my leisure with no pressure from the rest of the world. Now to focus southwards.
Here’s a shot of what the southern half of the continent looks like. I’ve got almost the entire Chilean coast under my control, and my tentacles are closing in on Breton La Plata. It’s amazing how quickly you can colonize land with four colonists running around the clock.
Seeing how I’m closing in on Breton La Plata, I get curious about where Brittany is diplomatically, just to get an idea of how easy they might be to conquer. I pull them up on the diplo screen, and to my horror, they also have an unholy alliance network of their own, being allied with France AND England. Seriously, what is going on? France and England, you guys are supposed to hate Brittany! Looks like Breton La Plata is off the (dinner) table for now too. Something’s gotta happen to break up these lovefest alliances.
While I was scoping things out diplomatically I check out the military page on the ledger, and to my surprise learn that I actually have the fourth largest army in the world. No wonder France and Portugal were quick to rival me; my army is even bigger than France’s! Spain is still stronger than me though, and Austria and the Ottomans have massive armies. I might look good on paper, but I’m still behind in tech and the Europeans still have way better troop quality than I do.
In 1587 a new heir pops up, this one named Cavillaca with pretty decent 4/3/4 stats. I’m happy with him; may he live forever.
God dammit, in 1600 France somehow lucks their way into another event-generated claim on my territory and, as usual, they immediately declare war on me for it. I’m still not 100% confident that I can take the Europeans on in a war, let alone France, but I *am* a lot stronger now than I was the last time we tangoed.
I made a few references to the game Dark Souls during the first part of the write up, and with all these European powerhouse war declarations beating down on me, this run is starting to feel more and more like a Dark Souls game.
Spain would definitely be the Asylum Demon, the tutorial boss that takes you completely by surprise and pounds you into the ground without you being able to do anything about it:
Then I would say that the first war against France and Brittany was like the Gargoyle fight, still early on before you know what you’re doing, and kind of cheesy since it springs a 2v1 fight on you.
Hehehe, the gods must be angry about France’s war declaration on me, because later that year they make Huaynaputina erupt, spitting so much ash into the sky that it completely tanks the value of all that French wine. At least it does for two years.
Anyway, back to the actual game itself. The reason why I have a fighting chance this time is around is because all of France’s troops are in France, so they’re going to have to ship them all over here to wage war on me. By this point, I’ve had all the time I need to build a navy of my own (around 60 ships, with 30 of them being heavies) so what I need to do is hunt down the French and Portuguese navies and sink them. Hopefully I’ll be able to hit them separately, as they would own me if they combined forces, but if I can manage to sink all their transports I can siege French Columbia’s land and they won’t be able to do anything about it. For a few months after the war started all I did was slow the game speed down and constantly scan the coasts of South America for any signs of enemy ships. In January of 1601, the main French fleet shows up along the coast of Chile.
Victory! While I wasn’t able to sink the French fleet before their first wave of invading armies landed, I was able to position my own armies to intercept them as they made landfall, slamming them with the nasty -2 landing attack penalty. My armies emerge victorious, and all I had to do was outnumber them two to one. It also helped that their army didn’t have a general leading it. Look at the casualties from that battle screen. The French have so much more morale than me that they almost fought down to the last man before finally breaking. At least this stack will be easily wiped in the next province, and now that I know where their ships are, they won’t be landing any armies a second time.
Just as I expected, my fleet engages the French fleet as they make their return trip near the Magellan Strait, and I sink all of their transports and 16 of their heavies while losing only a few ships of my own. This war just ended: France loses.
Here’s a show of the war screen, and on it we can see that France has no transport ships left. Portugal itself only has 7. The only enemy combatant that can even send a meaningful number of troops to attack me is Portugal’s colonial nation Caraibas, and so far there’s no sign of them anywhere. Hey guys, it doesn’t matter if your land army is twice the size of mine if you can’t get to me!
A few months later I spot the Portuguese fleet moving along the coast of Brazil, and I engage and sink their fleet too. I’ve got complete naval dominance now, and I should be completely safe from their attacks now.
A couple of years go by without much in the way of action, and then I notice these guys causing trouble down in Brazil, way far away from where my armies are. I have no idea where they came from. Did France actually have a few guys in Columbia and they took the scenic route through Brazil to get to me? Has France constructed a new toy fleet and is sending token amounts of soldiers to fight me? They’re never going to beat me that way, what are they thinking?
Well I guess I spoke too soon, because while I was marching my armies down to Brazil from Venezuela (take forever why dont’cha) France did reinforce that little stack with another little stack from their new fleet they built. In a foolish move I attacked them without my full strength into a couple of combat penalties and, well, I paid for it. Beating that first French army doesn’t mean that my troops are now invincible. Silly mistake on my part, and I knew before the battle started that I probably should have waited for a better opportunity to attack. Never gamble on battle outcomes in this game. If you are playing in what I would call a correct manner, you should already know how each battle is going to end before it even begins (unless you get EXTREMELY unlucky with the dice rolls.) Anyway, letting my armies be defeated opens me up to…
Another long retreat! It still blows my mind how far defeated armies will run in South America. Its going to take months to recover and march all the way back to Brazil. If you look closely at that picture, though, in the corner you can see that my fleet is engaging the second French fleet.
There we go, the second invading French army is wiped out in 1607, only two years after my blunderous lost battle. It took that long for my armies to recover and then get back to the front lines. Don’t carelessly lose battles!
In 1608, after 8 years of fighting, Portugal has had enough and is willing to sign a white peace. This is awesome, as now I don’t have to worry about any more marauding fleets or small stacks annoyingly showing up at the other side of the continent at the wrong moment. Caraibas never did send any troops (or ships) to fight me. It’s just me and France now, mano a mano.
In 1610 I make another breakthrough in the war effort: I research military tech 15, a landmark tech that gives both a tactics increase and a gigantic full point increase to morale. France already had this tech all along, and is one of the reasons why their stacks have been so hard to take down, but this will really help even the odds.
Just as soon as I thought I was safe again, and that the French armies in South America had been destroyed, another small stack gets dropped off in Venezuela. While this stack isn’t scary to me at all anymore, this does mean that France has built a third fleet somewhere and smacking down all these stacks is distracting me from being able to siege back my land. If you look closely you can see that, once again, I am completely drained of manpower. But hey, at least I’m winning the war! If you’re wondering how so much of my territory has fallen under French control, it’s because all of these colonized provinces start with level 1 forts (remember, this is before Common Sense came out) and with their Offensive tree bonus and their lucky nation bonus France starts out every siege with a positive chance to win, so they are occupying my territory hilariously fast even with these tiny stacks. And since it takes s long to move from one side of the continent to the other, that gives them the time they need to do that.
There we go, I spot the third French fleet sailing up the coast of Chile again and manage to sink it without much trouble.
Hooray! In 1611 I reclaim Darien from French occupation and them losing all that ticking warscore shifts me all the way to +21% warscore, and France is willing to make peace. In the peace treaty I take back my core that they stole from me earlier on, I make them pay me war reparations, and I also take Cartagena and Panama, both of the important centers of trade in the Panama node. This is a pretty monumental moment, as this proves that we Incans CAN win wars against the Europeans, and I doubt France’ll come back knocking on our door after this. Maybe finally we will be left alone now to build up.
Getting those war reparations is kind of a big deal, as now I’m getting 10 ducats a month from France. That’s 11% of my entire income! Getting those two new provinces are also kind of a big deal, as now I have ports I can base fleets out of on the north coast, so I can send ships into the Caribbean without all of them dying to attrition. We’re really movin’ up in the world!
If I had to give an mvp award to anyone in the Incan army, it would definitely go to this guy: Admiral Taraque Ninancoro. While he might look like he sucks with his underwhelming 1/0/1 stats, gaining and keeping naval superiority over the Europeans was absolutely critical to me winning this war, and my ships under this guy’s leadership did their job flawlessly. In those clutch naval battles, even having a crappy admiral like this guy is better than having no admiral at all, and he may have made all the difference between victory and defeat. Having said all that, I don’t need him anymore so I dismiss him from active duty. Maybe he can honorably retire to a seaside village or something.
Now that the war is over and things are calming down again I do what I should have done a while ago, and swap to an administrative monarchy.
Just as with the previous wars I’ve fought, my colonization efforts continued unimpeded throughout that whole war against France, and by the time the war ended I had finished sealing off the Northern half of Argentina from Breton La Plata. There are only a handful of empty provinces left up for grabs in the southern tip of South America now.
Here’s an overview shot of the continent after the second war with France ended:
Like I said, good progress is being made, and I’ve almost got the whole continent secured by now. That name placement is making my eyes bleed, though.
One last thing I do before cranking the game speed back up and ushering a new age of peace and prosperity is swap my trade capital to Cartagena. While I don’t have absolute control over this node like I do in Peru, trade from my empire can flow into this node, and trade from Mexico also flows into this node, so despite having less percent power here the node itself is much wealthier and I’ll actually make more money this way. Also, now that I have those Caribbean ports I can send my light ships to protect trade in this region and put them to work earning me money during peacetime.
I figured that this would happen sooner or later, but Spain also declared me to be their rival. The only western European superpower that doesn’t hate my guts is England.
A few years fly by and in 1621 I finally complete my goal of sealing off the interior of South America from the Europeans. They are done colonizing in South America and all of that empty land is mine, all mine. To get the Sun God achievement it looks like I’m gonna have to take down Brittany, Spain, France and Portugal (for those island provinces I need to get.) I actually don’t need to take any land from England, and they haven’t rivaled me, so maybe I could score an alliance with them and use their navy to help me out? We’ll see.
In 1623 I research admin tech 14 and unlock my fourth idea group slot, which brings me to a kind of crossroads in this game. I need to make two major decisions, and my choices here will have a pretty big impact on how the rest of this game plays out. The first decision is whether I want to continue to play peacefully and keep teching up, or if I want to get an early start on booting the Europeans out of South America. If I choose peace, I’ll go with the economic idea group to boost income and make building buildings cheaper, but if I choose war I’m gonna need a way to deal with religious disunity.
The other choice, which I’m going to need to make sooner or later anyway, is for how exactly I’m going to handle the religious disunity that conquering the colonial nations will bring. As I’m sure everyone who reads this report already knows, there are two ways to deal with religion in this game: the Humanist idea group or the Religious idea group. Humanism is all about tolerance and Religious is all about conversion. From a pure strategic standpoint, the pagan religions (like my Inti religion) favor the humanism group, as pagan religions get access to a couple of decisions that lower global revolt risk, but get absolutely no buffs to conversion speed, which synergizes very well with the live and let live tolerance and further reduced revolt risk ideas of the humanism group. On the other hand, the religious group gives access to the awesome Deus Vult cb, which will give me the cb I need to get an early start attacking the Europeans and being able to take whatever land I want without having to pay diplo points for it.
In the end, I decide I want to start taking the fight to the Europeans sooner rather than later, and I want access to that cb now, and besides, how can you go after an achievement named “A Sun God” without taking the religious group? I might be doing a little roleplaying here, but hey, this is my game, and I do what I want.
In 1621 Cavilla ascends the throne, and as it turns out, Cavillaca is a female name. Long live the queen! I was almost excited about her heir Tupac, but that quickly fizzled out when I saw his zero admin skill. With a national focus swap he could be workable, but I think we can do better than him.
In 1628 I unlock the first religious idea, Deus Vult. With this cb I can start attacking the colonial nations bordering me whenever I want, but I’m not quite ready yet.
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In 1631 I finish the quantity idea group and pass the long-awaited Colonial Settlement Act, for an extra colonist. I’ve already got the interior of South America secured, so I get a rather bold idea and decide to head…
…into the Southeast Pacific, starting with Tahiti! Hey, the good people of the Incan Empire need a fun place to go on vacation right? Actually, most of these islands are in the Philippines trade node, which can be steered towards Panama, so settling these islands actually isn’t a complete waste of time.
In September of 1640 the big moment comes: I decide that I’m finally ready to start booting the Europeans out of South America, starting with Brittany. They’re allied with England, Scotland, and Savoy, (France broke their alliance) but Savoy won’t join in because they’re currently getting pummeled in a different war, I’m pretty sure that Scotland won’t send any troops to attack me, and I’m confident that I can take on England’s armies if they manage to land any. Tally-ho!
Back to the Dark Souls theme, I’ve got a feeling this war is going to shape up like the Ornstein and Smough fight. Players encounter these guys about midway through the game and together they make up one of the game’s toughest fights. If you can take these guys down on your own, you’ve got very solid control of the game mechanics and shouldn’t really have any trouble completing the game. That’s easier said than done though.
As expected, Breton la Plata’s army is easily destroyed and the carpet siege commences. I keep my eyes peeled for enemy fleets, and my ships are biting at the bit for some action.
Sure enough, the English land their troops on the opposite side of the continent from my own, and well out of the way of my own navy. I don’t know what it is about Panama that makes the AI like attacking it so much, but it would probably be wise to assume that European invaders are going to show up here.
This development forces me to make a tough decision: do I move my troops up to Columbia and drive the English out now? Or do I finish sieging the uncontested land in La Plata? After hemming and hawing for a bit I decide to finish sieging Breton la Plata’s land, so I have my war goal locked down and don’t have to worry about spreading my troops out. In the meantime though, my Columbian land is going to have to take one for the team and be occupied by the English until I can liberate them.
Whoops. After the English landed their army in Columbia I sent my navy over there to see if I could pick off some of their ships, and while I was looking away the English navy managed to pick ME off. Winning naval battles isn’t terribly complicated; all you have to do is have at least as many heavy ships as your enemy, and outnumber them in total ships. I broke both of these rules here, and it cost me my entire fleet, which I don’t have the money or the time to rebuild. I can’t stop anyone from landing troops in South America now, but fortunately nobody I’m fighting right now is terribly strong.
On the bright side, I no longer have to pay the upkeep for those ships, and believe me, 40 heavy ships are EXPENSIVE.
This is how far the English made it into my territory by the time I finished sieging down Breton la Plata. It could have been way worse, but my armies are on the move north now and these English aren’t long for the world. All in all my enemies have landed about 67,000 troops in Panama/Columbia.
Success! A decisive victory over the English invaders, although for some reason my enemies didn’t bring all their troops to the fight. Whatever, I’m all for making things as easy as possible.
Tupac must have been seriously wounded in that last battle (he was the general,) because less than a year later he died. Now I’ve got a 47-year-old queen with no heir. I don’t know if this game takes menopause into account, but normally I’d doubt that I’m gonna get another heir out of her. Anything is possible though.
In 1645 I make another major breakthrough in military tech and pick up tech 19. This is another major one, as it upgrades tactics and unlocks new units for both infantry and cavalry, giving my overall fighting power a much-needed boost. I am officially at tech parity with Europe now.
Apparently this game doesn’t take menopause into account, because in 1647 my 50-year-old queen gives birth to a new 0 year old heir, the 4/0/2 Yahuar Hacuac. Ugh, I was hoping for better than that.
I guess giving birth at that age took a lot out of her, because less than a year later Cavillaca passed on and governorship was taken over by diplomatic-but-otherwise-incapable regency council. Man, a weakly statted 14 year-long regency followed by a king with crappy stats? This is NOT what I need right now.
One decent thing about having a regency council is the chance to get this event: Education for a king. For some reason diplomacy isn’t an option (maybe because he has a zero base stat) but usually this event lets you give your heir a free +2 boost to their skill in admin, diplo or military. I like having balanced rulers, so I go with boosting his military skill, meaning he’ll improve to a 4/0/4 king when he comes of age.
In 1650 we hit that ten-year mark of the war and suddenly all of the lesser participants are willing to white peace out. Savoy (who joined the war later on) and Scotland peace out.
In 1651 I finally stack wipe the last English army remaining in South America. Once I take all my land back from English occupation they should be willing to make peace, and then Brittany is all mine.
In 1652 the English are at last willing to sign peace, and now that I don’t have their navy looking to murder my ships, I go after my second target after all this time: Brittany’s islands in the Caribbean. My goal is to ultimately gain enough power in this node to move my trade capital here, but before I can do that I need to have naval bases in the Caribbean. I just have to be careful not to take more than four provinces, as these islands are technically considered to be “distant overseas” from me (hardy har har) and a colonial nation will form, which I don’t want to happen. I could prevent a CN from forming if I move my capital to Panama (which is considered a part of North America, along with the Caribbean,) but I looked it up and that nasty, nasty King-Gets-Ransomed-and-Executed-by-Europeans event can still fire no matter where your capital is, or what tech group you’re in, and I’m not 100% confident that I’d be able to keep Panama 100% completely safe from occupation, so for now I’ll be careful not to core more than 4 Caribbean islands.
In 1655, after a 15 year war, I’m ready to make peace with Brittany. I take all of Breton la Plata’s land and all three of Brittany’s islands in the Caribbean. That is a shitload of land, and normally nobody would be able to survive taking that much uncored land (I don’t even want to know how much overextension that would be worth,) but check this out:
All of that land,, which is costing hundreds and hundreds of admin points to core, causes me no overextension whatsoever. They changed things so that colonized land no longer gives overextension to the colonizer, but I guess that rule still applies even if somebody else conquers the land. I have no idea whether this is what was intended, nor do I know whether or not this was changed in the Common Sense patch. Theoretically, I could only have to fight three more wars to finish this achievement run!
Here’s a shot of South America after the war with England a Brittany:
Tune in to part 5 to continue this groovy adventure!