Louis knows I have my eyes on him and decides to gift Economics, I'll take it. Also we got our GP for the Golden Age and it's nicely timed with Biology. I also get Medicine with the rest of the points for trade-bait (we're beggining to catch up to some of the old world AIs)
Spoiler :

Turn174Gift.png

Turn174GoldenAge.png


And these will be my final civics unless United Nations screws with me (spoiler alert - it does)
Turn174Revolution.png

 
So now we're pretty much almost over with the second phase.
We got IA, courthouse and SB in most of the cities, we settled the entire continent (decent spots for late-game production)
We switched into the right civics and made some friends in the old world
We catched up in tech and are now able to trade/steal our way into the late game
I'm posting a few screenshots with latest progress until we reach the next phase (I'm just posting a few so you get the idea because I don't want it to get too repetitive)

Spoiler :

Turn178tech.png

Turn180Levee.png

Turn181AL.png

Turn188Indus.png


We keep stealing until we reach Computers (luckly...again, only Elizabeth and China has it)
Turn196Comp.png

 
The Internet race is between me, Enland and China. England has literally no production and it takes 20+ turns to complete, however China came really close (he just picked the wrong city for the project)

I've put some spy points on China as well to be able to see what he's doing and also switched my point to Peter after Computers steal because he is tech leader and close to Fusion already. He also started to build the spaceship so we have to hurry a bit.
At this point there are 3 civs trying to finish the game:
Russia - Spaceship
France/China - Culture

Spoiler :

Turn198Intrace2.png

Turn198Intrace3.png

Turn201Peter.png


At this point I'm struggling a bit with health/happiness but I can't be bothered with that, I'm building barracks everywhere for the +2 happy with Nationhood and also we need troops to stop the Europeans winning this game.

Turn203Overview.png

 
After I grab the Internet I realize I can build the Space Elevator so I'm going for that + Apollo Program + SDI (all in ~10 turns) since Peter is building tons of nukes and we already know a war is imminent.

Spoiler :

Turn205Russia.png


Also, I'm camping my spies in Visegrad now since I'm only going to be stealing from Russia

Turn206Spy.png

Turn206Tech.png


I also decided to build GT in my IW city. The reason is get a super-production city that can work all its tiles (since I'm having so much trouble with happiness)
We also finished building about 20 - 30 tanks and I'm constantly shipping them to Europe along with more spies. Now I'm running wealth so I'm able to put more point on Peter

Turn212Domestic.png


First we take out the Security Bureau and then we're able to steal Superconductors.

Turn212SB.png

Turn212Superconductor1.png

 
As I continue shipping units into Europe, I also switch all my production cities to Laboratories (for the extra spaceship production). That with SpaceElevator should give me enough to finish it. We just need to stop the others from getting the win before we can launch.
Also note that Peter capitulated Saladin and starts plotting. I beg 1g and sign a 10 turn peace deal. He continues plotting so at this point I know I'm pretty safe.

Spoiler :

My convoy full of tanks/spies
Turn213Convoy.png

Turn214Domestic.png


Sadly, the UN forces me to adopt a few civics that don't really do anything for me...except maybe dealing with happiness issues (which is ok because I don't have to run my culture slider - however I lose ton of production)

Turn216Resolution.png


Also, getting some bad luck rolls with Peter when I try to take our SB but eventually I get it + Composites(for Modern Armor otherwise I would get Genetics first)

Turn216SB1.png

Turn219Composites.png

 
We're now in the final stage and we're starting to build the space-ship while keeping an eye on our rivals. I have my spies and army in Europe ready to strike at the right time. I'm aiming to attack just one turn before any of them win and it's fairly easy to calculate. Peter - 9 turns from launch, Louis - we can see in the victory screen

Spoiler :

Turn220Spaceelevator.png


Another worldwar starts and Peter actually attacks Louie. Not sure if this is good or bad and I'm trying to asses the situation.

Turn221WW3.png


I continue with building spaceship parts

Turn222Spaceship.png


Just a few turns later Peter launched and he should win turn 234. I'm planning to attack his capitol from Louie territory turn 233

Turn224PeterLaunched.png


Biggest problem now is Louis has actually conquered Visegrad for a turn and Peter used nukes to take it back which killed all my spies, now I'm back to building spies on my mainland because I still need to steal Fusion (we also have 2 GS in reserve).

Turn230Europe.png

 
Well, one big mistake on my side and this happened:
Spoiler :

Turn 232 - France capitulates and it makes the border impossible to strike Kiev and destroy Peter spaceship. It was a bit too greedy to wait for the last turn and because of that Peter takes the game. (noted he didn't capture any Legendary France cities so Louie would win turn 236 culture victory if I manage to capture Kiev)
It was a pretty bad call to wait so long and I decided to reload turn 228 and try to attack faster and see if it's actually possible to win
Turn232Gamelost.png

 
Now, let's see if we can win this one
Spoiler :

Contrary to what I did in the other save, I decide to try and get Fiber Optics and succeded. Last time I waited to grab it with the internet and use my point for fusion. Turns out the 2x Great Spy in reserve were enough for both techs
ZTurn228FiberOptics.png

I also put my fleet into Viking lands which is China vassal and safe from nukes
ZTurn230Fleet.png


Even though we still have 4 turns I decide to take the opportunity and attack turn 230 because Peter foolishly left the city undefended. (it was pretty lucky because there were ~10 Mobile Artillery in there a few turns ago)

ZTurn230Lastchance.png


After a long battle we manage to destroy Peter spaceship, now we need to survive the war and also raze one of Louie legendary cities. Louie can still take this one because I'm still lacking Fusion.

ZTurn230Success.png

ZTurn230Victory.png

 
So the strategy is to run away with the rest of my army/fleet into London. After Peter caps Louie, raze Paris and then get out of there
I lose 5 full transports with spies/modern armor, but managed to get a few through (2xGSpy + 5 spies in total) - They were sent earlier to Cairo because of shorter route

Spoiler :

ZTurn231Transports.png


I now have enough points to get Fusion

ZTurn233Fusion.png


I got Fusion and need about 18 turn to win. The port are all building Missile Cruiser and inland we're building wealth so we can rush-buy

ZTurn235Domestic.png

ZTurn235Parisattack.png

We easily take Paris and raze it to the ground. This takes out Louie
ZTurn235Parisattack1.png

 
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Even though I lose most of my destroyers and a few more transports in my retreat, Peter want a peace deal turn 238. I'll gladly take it

Spoiler :

ZTurn238Peace.png


I also use the last of my spy points to sabotage a project, just making sure he can't launch before me.

ZTurn240Spy.png


We finally launch turn 242

ZTurn242Launch.png


We will also have some fun now with "spread culture" back home and take the land away from England
ZTurn241Culture.png

Below you can see that China was also pretty close to culture (the fact that it didn't show on the Victory screen until they got the first Legendary could've cost me the game)

ZTurn243Victory.png

And this is how my land looks after the 3rd "spread-culture" run (roughly 10 spies in total, only 1 survived in the end but we got the land back)
We're 4 turns to victory here and we're pretty safe

ZTurn245Spread3.png


The last WorldWar is in progress now as Russia goes for Domination (He also launched the spaceship again)

ZTurn251WW.png


And there it is, turn 253 Deity victory with Inca on World Map 1000AD scenario. I'm really a bit sour that I had to reload once, but the idea was to showcase it can be done, and I'm sure better players can do this even better.
I hope you enjoyed!

ZTurn252Victory.png
 
Last edited:
Even though I lose all my destroyers and a few more full of tanks transports, Peter want a peace deal turn 238. I'll gladly take it

Spoiler :

View attachment 565000

I also use the last of my points to sabotage a project, just making sure he can't launch before me.

View attachment 565001

We finally launch turn 242

View attachment 565002

We will also have some fun now with "spread culture" back home and take the land away from England
View attachment 565003
Below you can see that China was also pretty close to culture (the fact that it didn't show on the Victory screen until they got the first Legendary could've cost me the game)

View attachment 565004
And this is how my land looks after the 3rd "spread-culture" run (roughly 10 spies in total, only 1 survived in the end but we got the land back)
We're 4 turns to victory here and we're pretty safe

View attachment 565005

The last WorldWar is in progress now as Russia goes for Domination (He also launched the spaceship again)

View attachment 565007

And there it is, turn 253 Deity victory with Inca on World Map 1000AD scenario. I'm really a bit sour that I had to reload once, but the idea was to showcase it can be done, and I'm sure better players can do this even better.
I hope you enjoyed!

View attachment 565008

Excellent work! Perhaps I will try this as Inca on deity, except without espionage. Perhaps if I conquer the Aztecs, I'll have enough land to out-tech Peter?
 
If you guys want the save or have any questions let me know!

Hope you enjoyed this one as much as I did!

Game overview
Spoiler :

Big score improvement when I strike the Internet
Score.png


Nothing to say here, pretty much sums up the game strategy

ScoreE.png


I'm just putting the GNP here to note how little I've put into commerce this game, went full spy/food/production this game and only relied on specialist economy. Cottages take to long to develop and you can't run your slider high with a big empire

ScoreG.png


You can see that after industrialization AKA levee/factory/hydroplant/workshops in all my cities I was actually first in production for a while. The decline is where they forced me into Emancipation.

ScoreP.png


After 17 hours of play have: 99 spies build, 70 workshops, 46 farms, 36 mines.
Only 14 out of 19 cities have complete infrastructure and contributed to spaceship build
Terrace/forge/Jail/IA is all we need for a working economy.

ScoreStats.png

Hammurabi Approves!
ScoreRank.png
 
Excellent work! Perhaps I will try this as Inca on deity, except without espionage. Perhaps if I conquer the Aztecs, I'll have enough land to out-tech Peter?
Would be fun to watch, I never rushed the Aztec in any of my Inca games. I always felt like that would crash my economy too hard.
 
Wow! I never thought about using spies.I always tried to stop Europeans from founding cities in SA and rush the Aztecs.
Well after I saw this I'm starting a game as the Inca in Earth 1000 AD and trying to win!
Great Job by the way!
 
I am inspired to try this myself. A Great Spy produces 3000 espionage points. Stealing a tech costs 1.5 times the beaker cost but wait 5 turns to get the -50% modifier. The expected value is better than scientists even considering fail chance.

How to disable events and huts for a scenario? Anyway I wouldn't want to disable the huts. The huts are left there for the Inca because their start is so bad.
 
I am inspired to try this myself. A Great Spy produces 3000 espionage points. Stealing a tech costs 1.5 times the beaker cost but wait 5 turns to get the -50% modifier. The expected value is better than scientists even considering fail chance.

How to disable events and huts for a scenario? Anyway I wouldn't want to disable the huts. The huts are left there for the Inca because their start is so bad.

Not only that, you can also get discouts for things like -20% for having open borders.
-40% for holy city, -50% for city culture, etc etc.. Things can get ridiciously cheap if you set things up properly.
 
I am inspired to try this myself. A Great Spy produces 3000 espionage points. Stealing a tech costs 1.5 times the beaker cost but wait 5 turns to get the -50% modifier. The expected value is better than scientists even considering fail chance.

How to disable events and huts for a scenario? Anyway I wouldn't want to disable the huts. The huts are left there for the Inca because their start is so bad.

You can disable events by starting "Custom Scenario" and selecting "no events" as an option.

Huts are a bit trickier as they are already placed on the map. Editing the map via WB in game or editing the WB file via a text editor are about the only options here. A lot simpler just to leave them.
 
Excellent work! Perhaps I will try this as Inca on deity, except without espionage. Perhaps if I conquer the Aztecs, I'll have enough land to out-tech Peter?

I think Astronomy is still the priority and, for "standard" play, get it from a tribal village. Without Astronomy, the Aztec cities are loss-making.

All the "wrong" options in a standard game are correct here. Serfdom is better than slavery and caste system. Free market is better than communism. Espionage is more efficient than direct research. Watermills and windmills are awesome. UN-forced civics are very welcome. The Internet is a lifesaver. Space Elevator is critical (you get Robotics from The Internet). Flight and airports to smash anyone attempting cultural victory.

Culture victory is the biggest threat. With Space Victory, just nuke and raze the capital when the spaceship is close to completion. The game turns into domination-lite anyway.
 
Great posts. I am inspired to try out food and spy economy for Inca. Can you do another post for Earth 1000AD deity for Mali? They are another backward civ in this scenario.
 
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