Giant Wolfman
Warlord
Welcome to Sons of Monarchy: Round X
Our tenth round will feature Huayna Capac of Inca
Huayna Capac is:
Financial: +1
on tiles with 2 or more 
Industrial: +50% Wonder Production, and Double Production of Forge
Great trait combination. HC is a really nice leader.
Inca's Starting Techs & Uniques:
Agriculture & Mysticism
Terrace: A granary that gives +2
Quechua: A warrior that starts with Combat I and gets a 100% bonus against Archers
In my opinion the best pair of uniques in the game. Since granary is typically one of your first builds anyway, the terrace eliminates the need to build a monument to get your first border pop. Quechua rush is well documented as being very powerful on the higher levels where the AI starts with archers.
The Start:
No Huts, No Events, All Other Settings Standard
To play: I am using the same process as the Noble's Club so those familiar with that excellent series just do the same thing. Download the attached zip files & unzip into your BTS/Saves/Worldbuilder folder. Go to Custom Scenarios, select the SoM Save corresponding to your desired difficulty level, and customize game settings as desired. You will need to add techs to barbs. To do so:
Posters are encouraged to include: Thoughts on start/where to settle first and what initial tech path. Later saves can include position at 1 AD, liberalism race as a midgame checkpoint, and the final result. Players are encouraged to post as much as they desire, though screenshots/saves make receiving help easier. Spoiler details about the map and your playing for all details except regarding the opening screenshot.
Good luck, and happy civving!
Our tenth round will feature Huayna Capac of Inca
Huayna Capac is:
Financial: +1
on tiles with 2 or more 
Industrial: +50% Wonder Production, and Double Production of Forge
Great trait combination. HC is a really nice leader.
Inca's Starting Techs & Uniques:
Agriculture & Mysticism
Terrace: A granary that gives +2

Quechua: A warrior that starts with Combat I and gets a 100% bonus against Archers
In my opinion the best pair of uniques in the game. Since granary is typically one of your first builds anyway, the terrace eliminates the need to build a monument to get your first border pop. Quechua rush is well documented as being very powerful on the higher levels where the AI starts with archers.
The Start:
No Huts, No Events, All Other Settings Standard
Spoiler Map Details :
Terra Map, No edits
To play: I am using the same process as the Noble's Club so those familiar with that excellent series just do the same thing. Download the attached zip files & unzip into your BTS/Saves/Worldbuilder folder. Go to Custom Scenarios, select the SoM Save corresponding to your desired difficulty level, and customize game settings as desired. You will need to add techs to barbs. To do so:
Spoiler :
zoom all the way in, open worldbuilder, and add the appropriate techs to the barbarian civilization. This means archery at monarch or higher, hunting at emperor or higher, agriculture at immortal or deity, and the wheel at deity.
Posters are encouraged to include: Thoughts on start/where to settle first and what initial tech path. Later saves can include position at 1 AD, liberalism race as a midgame checkpoint, and the final result. Players are encouraged to post as much as they desire, though screenshots/saves make receiving help easier. Spoiler details about the map and your playing for all details except regarding the opening screenshot.
Good luck, and happy civving!

. Great short, mid, and long term love. Short term you get a lot of commerce/production and at 15 pop and Oxford it can work 10 commerce tiles combining of gold, rs grass, grass, and silk for over 300
turn. Pretty good.
units in one turn or 1.5 turn Macemen, and once I Lib Steel (projected in the 800 AD range) it can make 2 turn Cannon.


Oracled CoL pretty early while just at two cities, GS before 1000BC, then got Mids and MoM (using the marble in the North) on my way to about 7-8 cities by 1AD.