Preflight All right. Let's take a look at the world. Hey, looks like some very respectable micromanagement has been committed here. I rush a couple of harbors and tweak a tiny bit to squeeze out a few more pennies, but things are really in pretty good shape.
Hit Enter.
IBT Inca Dude uses his cannons to fire on a few dromons, to no effect. He moves some troops towards Beach Head. Looks like he just drafted some rifles in Cuzco, as pop has dropped to 5. This can't be a very happy Inca empire these days.
1160AD Use cannon to redline a cav outside of Beach Head, then use our cav to kill it. (1-0) Upgrade the catapults at Beach Head to trebs, since cats are effectively useless against what Inca Dude has now. One of our cav armies moves west, killing a redlined longbow, a redlined cav, and a yellow musket. This last kill gets us an Inca cannon and promotes one of the army cavs. I then move the cannon into a waiting dromon and move the cav over to where some Beach Head troops can provide cover. (4-0) Send some hurtin' cavs back to Beach Head to heal. Use the healthy troops there to clear out Inca Dude's attack force (10-0) Move a stack of troops and trebs towards the site of a potential second Byz city in Incaland.
IBT Inca dude tries his luck against our forces in the field. He wins one and loses one. (11-1) We get two palace expansions!

We must be doing
something right.
1170AD More skirmishing. (16-1) Some dromon bombardment works, most doesn't.
IBT War with the Koreans must be over, 'cuz Inca dude now has plenty of cavs to start sending our way. We come out even on the fighting again. (17-2)
1180AD Not the most dramatic turn. Nobody really in range to kill. We have minor success with dromon pillaging. I notice that nobody's landed troops at all so far. Dromons rule the seas!
IBT Inca Dude's attempts at skirmishing get him nothing. Well, nothing but a dead Inca cav. (18-2) We get Theology and I dial down research to zero. The Koreans are still alive and so the GLib might be worth something after all.
1190AD We build Fort Defiance where it can serve as a launching pad for an assult on Huamanca, the new Inca capital. Rush walls.
Dromons redline a cav outside Fort D's walls, and then we kill it. (19-2) Spend the rest of the turn attempting to pillage roads that connect the two halves of Inca Dude's empire (mostly successful) and that hook up his saltpeter (unsuccessful).
Getting ready to do some damage to Huamanca.
IBT Inca Dude sends some troops to take the trebs and cannons parked between Hua and Fort D. It hurts him to do it but he takes 'em. (21-5) What this gets us is our bombardment stack moved one tile closer to Hua, in immediate reach of our own troops, and where they can now be used to bomb Hua one turn earlier than they would have otherwise. Heh. It's almost like I planned it that way. Well, if I'd planned it that way, I would have left the stack undefended and not lost some troops.
1200AD A vet cav retakes the bombardment stack. Dromons, cannons and treb do some hurtin' on Hua's defenders. Trebs turn out to be the most successful.

Take care of a hurt rifle outside Fort D, putting him out of his pain. (22-5) Then take a shot at Hua itself. First our armies have a go at it, taking out two damaged rifles. (24-5) Then we unload cavs from dromons in Fort D. (Remember those guys that were healing in Beach Head?) Unloading in a city means they have full movement, and Hua is in range. Kill a healthy conscript rifle (25-5), then lose against a yellow elite rifle. (25-6) Twice. (25-7) Three times. (25-8) Four times, and now that cursed elite rifle is at least redlined. (25-9) Kill him on the next attempt. (26-9) Have at it boys! Kill two more redlined rifles, then a yellow cav. (29-9) There's one more redlined cav inside Hua and we have no-one in reach to take him out.
Move our workers towards the core in anticipation of getting rails. Yeah, you heard me. Rails. There's nothing left to do on our continent, and I have plans for that GLib.
IBT Inca Dude moves some troops to shore up defenses in Hua and to try his luck with Fort D, but no attacks. Cutting roads has really slowed him down.
1210AD Inca Dude did a little drafting too, it appears. There are two new conscript rifles in Hua. I let loose with the dromons, trebs, and cannons, and take everything down to red. Then the assault begins again. Here's what it must have looked like to the little pink men.
End result? Two new Inca Cannon, five new Inca slaves, and five dead Inca defenders. (36-9) And a rockpile where the capital once was.
Do a little more tidying up. (37-9)
IBT Well, the little pink guys get lucky. They kill off the cav that was guarding our slaves and steal the cannons that we stole. (37-10) Oh, and they manage to kill a musket that was on his way to guard Fort D. (37-11)Time to improve the kill ratio, I think.
1220AD Woot! I finally cut the saltpeter road on the western Inca continent. Too much to hope that that was his only supply, but you never know. Do some more road-cutting to slow down Incan reinforcements, but it's slow work. Kill a couple of stragglers, take back the cannons and workers, and start moving troops to Cuzco. (40-11)
IBT Pink guys take back the cannons and a worker. We lose some, we win some. (41-13) Get another palace expansion.
1230AD Throw rocks and cannonballs at the rifles in Cuzco, and then go in with our armies. It works. (46-13). We now own the Pyramids, Sistine Chapel (would be useful if we actually had cathedrals), Copernicus, Smith's, the Temple of Artemis (will work for us till we get Education), and Knights Templar (ditto Steam Power). Apparently Smith's is ours even though we're ignorant of Economics. And it's functional, too. Not bad for a day's work. I think we'll keep this one, as there are only two native citizens left and I think we can hold it.
Clear out all the offending pink guys within reach. (49-13) Recapture those cannons. Move some troops to take out Vilcabamba next.
IBT Pink guys take out a couple of AC's. (49-15) Inca dude moves cavs in to reinforce. Resistance in Cuzco ends before it even really began.

We get yet another palace expansion.
1240AD Our army kills two pink cavs, pillages the irrigated grasslands and mined wheat outside of Machu Pichu, and captures two slaves. (51-15) Not bad, eh? He's hurt, so I move him to a hill to heal. Kill off some more pink cavs, losing one. (55-16)
IBT Inca Dude would like an audience. We send the envoy home in two small boxes, with a card that says: "With all my love, Theodora."
Take out a cav on defense (56-16), with the following result:
The Koreans would also like to talk. They get their own special present from Theodora, all wrapped up in a pink bow.
We also get a crusader from the Knights Templar.
1250AD The siege of Vilcabamba begins. Dromons, cannons, and trebs make sure that no-one inside is feeling too healthy. Three dead rifles later (59-16), and we own the Great Lighthouse. I think we'll keep it. A seafaring civ likes these sorts of things. We'll starve Vilca down, and even if it flips, Inca Dude is too far away to reinforce it against our retaking it.
Use a stack of dromons to redline all reinforcements heading into the eastern half. Start moving troops to take out Ollantaytamba, home of our friend, the Great Library.
And that's it.
Here's the plan, as a monkey sees it. Take a look at this spot where Inca Dude has a chokepoint.
We have a total of 15 dromons in the area. My thought is to use those dromons to redline the defending musket in the northernmost fort, then take it with the army fortified on the hill two tiles away. He's hurt, but I believe that he can do it. If we can, redline the defender in the southern fort and pillage it. Our AC army is on its way to help. With the northern chokepoint taken and held, and no more Inca navy to speak of (has anyone seen a pink ship lately??), we can cut off all of Inca Dude's reinforcements. We then have a free hand to tear up everything east of the choke.
Next priority would be to take the Great Library in Ollantaytambo. We have a bunch of dromons ready to bombard it, some others ready to pick up reinforcements (including a couple of settlers) in Tamboccocha, and other troops moving in (including 4 healthy veteran cavs right outside Ollan's walls). I believe that we can take Ollan in the next turn or two. Then we can ride that elevator all the way to the top. Isabella may not be too smart, but the Koreans are still alive, and they're scientific. If Inca Dude has rifles, then so does Korea, and if we take the GLib, so will we. Count on it. Then all the workers now fortified in our core with literally nothing to do can go on a railroad frenzy. Even if Inca and Korea don't have Steam Power yet, if we sweep through all the MA techs we'll either get Steam Power as our free tech (oh, happy day), or be able to research it quickly. With research turned off for about 7 turns now, we've got plenty of money in the bank.
I also have no idea where the Inca capital has jumped to. It doesn't appear to be in the eastern territories anymore.
Hope this all makes sense. The next better player should have a lot of fun with the next few turns.
The roster is:
goz - ON DECK
Andronicus - Led D-day invasion and got leader for cav army
markh - took out Cuzco the first time and secured beachhead for all time
SimpleMonkey - turned pink territory red and acquired some Wonders
classical hero - UP!
The save has to come as an attachment, as upload from Civfanatics doesn't seem to be working.