Yes, just so you all know, I LOVE making AoK civs. It's fun and I enjoyed it long ago. And now I still do.
Incas
An infantry civ
-Infantry upgrades cost no gold.
Historical Basis: What the Incas lacked in technological advances, they made up for in numbers and their ability to quickly ready themselves for coming combat. Though it may look a bit out of place to give a bonus to research for primitive warriors, the fact that wooden swords were common makes the idea of gold seem a bit odd. This raises strange questions.
-Houses 2X population and +1 LOS, but cost +33%.
Historical Basis: Economic Bonus? Incas built upon the rugged mountains of the Andes. Building space may have been just a bit limited and with over a million people to support, the need for space was vast.
-Farms +3/3 armor, and benefit from Town Watch and Town Patrol.
Historical Bonus: Inca society was heavily farm based. It was a very important source of food to grow the natural crops.
Team Bonus: Research 10% faster. Does not include Age Advancement, or unit line upgrades.
Examples of stuff affected by this bonus: Squires, Bloodlines, Blast Furnace, etc.
Examples of stuff not affected: Advance to Castle Age, Upgrade to Cavalier, upgrade to Elite Skirmisher, etc.
Historical Basis: The Inca system of Quipu Cords for all. It was the Incan style of historical record keeping.
UU: Bolasi - Ranged infantry with an onager style spread attack and even an attack ground option. Has rather light damage, but deals bonus vs cavalry because the Bolas wounds horse legs and wraps around them. Weak defense vs archers, its a bit sluggish and slow to strike. It also has a minimum range, so be sure you drop the Cataphracts before they reach them! Deals +5[+7 elite] vs ALL cavalry! Phracts, Camels, Eles are no exception to this, so be sure to utilize this bonus, and its bonus vs buildings is +2[+5], it gets a +11[+16] bonus vs walls and Pallisides, which melds nicely with their area striking. Recieves infantry upgrades, including Tracking, Squires, and smithing.
Stats[elite]: 45hp [55], 6 damage [8], 4 range[5], 2/0 armor[4/1] armor. Movespeed: Slow - Swordsman. Training Cost: 40g/50f. To Elite: 1050s/725f.
UT: UT: Fortress Storehouse - Infantry and archers attack 5% faster. Bolasi +1 range. A very nice upgrade for your units, but very stone pricy to research.
Cost: 1150w/1325g
Historical: Armies were supported on the march by fortress-storehouses in which weapons, clothing, and provisions such as potatoes were stored. With these advantages, Inca armies could probably move faster than any others prior to the age of steam.
Missing Techs: Obvious gunpowder and cavalry units will not be mentioned because like all civs in the Americas, they are absent.
Barracks: None. Full Barracks and the incas save gold on research too. A very good place indeed. They are the only civ with full barracks unitry, which makes them very strong. Interestingly enough, you dave 1745g with the civ bonus, that is the same savings as the Spanish Blacksmith!
Archery Range: Arbalest. The Inca archery range is a bit lacking. Aside from only having the usuals of an american civ, they miss out on Arbalests. Skirmishers will be important to protect the Bolasi, Halberds and Champions you will be fielding. Crossbowmen are okay in the Castle Age though.
Stable: Do I NEED to say it?
Blacksmith: None. Aside from a game of Horseshoes, the footman armies of the Incas are well rounded troops. You'll want to buy upgrades, and can use the money saved on infantry upgrades to buy stuff here. Without cavalry armor in any form of demand, you still get to have 350g left over.
Siege Workshop: Capped Ram. A weak point. The Incas are poor against walls. In this way, you rely on Trebs and Petards, which can be a bit pricy and sluggish at the job. Hope for a good ally, and those Siege Onagers will keep villagers from building stacks of difficult to break walls.
Monestary: Atonement, Heresy, Theocracy. The lack of Heresy is that of the premise of balance. It exists under the thought that an Inca will mass Eagle Warriors and smash all monks in sight easily with the boost of the UT. Other than that, monks are monks, and always good to have. No atonement is no big deal, simply because nobody ever uses monks for combat other than aztecs.
Dock: Heavy Demo. Well, lookie here! No Cannon Galley! No worries, for the Incas have mighty fireships with perhaps enough range that enough of them can be suitable to counter demo ships, which they can also train, but not make into Heavy.
University: Siege Engineers, Architecture, Treadmill Crane. The Inca defenses are decent, with Keeps and heated shot to help fireships defend the shorelines. How can you go wrong?
Economy: Two-Man saw. Incan economy was rich with minerals, farming and surprisingly, trade.
Castle: Sappers. Uh, the Castle is the Castle. Make Bolasi and research the UT, oh and make trebs! You'll need them without any good rams.
Summary: Infantry! Seriously, Inca Barracks are the most diverse in the game. It holds 3 fully upgradable units, all of which can support each others weaknesses fairly well, and ESkirms and Bolas make great support. Advancing quickly is easy with boosted houses. For 80w, you can up your population to 25, which is more than enough to get a good economy ready for the Feudal Age, and leaves you 20 more wood than a Hun advancing as well. All in all, a welcome bonus, and farms are more difficult to destroy. They can buy you some time... if your enemy is a moron.
So, what's next? Who knows? Well, actually, I do. Just be patient.
An infantry civ
-Infantry upgrades cost no gold.
Historical Basis: What the Incas lacked in technological advances, they made up for in numbers and their ability to quickly ready themselves for coming combat. Though it may look a bit out of place to give a bonus to research for primitive warriors, the fact that wooden swords were common makes the idea of gold seem a bit odd. This raises strange questions.
-Houses 2X population and +1 LOS, but cost +33%.
Historical Basis: Economic Bonus? Incas built upon the rugged mountains of the Andes. Building space may have been just a bit limited and with over a million people to support, the need for space was vast.
-Farms +3/3 armor, and benefit from Town Watch and Town Patrol.
Historical Bonus: Inca society was heavily farm based. It was a very important source of food to grow the natural crops.
Team Bonus: Research 10% faster. Does not include Age Advancement, or unit line upgrades.
Examples of stuff affected by this bonus: Squires, Bloodlines, Blast Furnace, etc.
Examples of stuff not affected: Advance to Castle Age, Upgrade to Cavalier, upgrade to Elite Skirmisher, etc.
Historical Basis: The Inca system of Quipu Cords for all. It was the Incan style of historical record keeping.
UU: Bolasi - Ranged infantry with an onager style spread attack and even an attack ground option. Has rather light damage, but deals bonus vs cavalry because the Bolas wounds horse legs and wraps around them. Weak defense vs archers, its a bit sluggish and slow to strike. It also has a minimum range, so be sure you drop the Cataphracts before they reach them! Deals +5
Stats
UT: UT: Fortress Storehouse - Infantry and archers attack 5% faster. Bolasi +1 range. A very nice upgrade for your units, but very stone pricy to research.
Cost: 1150w/1325g
Historical: Armies were supported on the march by fortress-storehouses in which weapons, clothing, and provisions such as potatoes were stored. With these advantages, Inca armies could probably move faster than any others prior to the age of steam.
Missing Techs: Obvious gunpowder and cavalry units will not be mentioned because like all civs in the Americas, they are absent.
Barracks: None. Full Barracks and the incas save gold on research too. A very good place indeed. They are the only civ with full barracks unitry, which makes them very strong. Interestingly enough, you dave 1745g with the civ bonus, that is the same savings as the Spanish Blacksmith!
Archery Range: Arbalest. The Inca archery range is a bit lacking. Aside from only having the usuals of an american civ, they miss out on Arbalests. Skirmishers will be important to protect the Bolasi, Halberds and Champions you will be fielding. Crossbowmen are okay in the Castle Age though.
Stable: Do I NEED to say it?
Blacksmith: None. Aside from a game of Horseshoes, the footman armies of the Incas are well rounded troops. You'll want to buy upgrades, and can use the money saved on infantry upgrades to buy stuff here. Without cavalry armor in any form of demand, you still get to have 350g left over.
Siege Workshop: Capped Ram. A weak point. The Incas are poor against walls. In this way, you rely on Trebs and Petards, which can be a bit pricy and sluggish at the job. Hope for a good ally, and those Siege Onagers will keep villagers from building stacks of difficult to break walls.
Monestary: Atonement, Heresy, Theocracy. The lack of Heresy is that of the premise of balance. It exists under the thought that an Inca will mass Eagle Warriors and smash all monks in sight easily with the boost of the UT. Other than that, monks are monks, and always good to have. No atonement is no big deal, simply because nobody ever uses monks for combat other than aztecs.
Dock: Heavy Demo. Well, lookie here! No Cannon Galley! No worries, for the Incas have mighty fireships with perhaps enough range that enough of them can be suitable to counter demo ships, which they can also train, but not make into Heavy.
University: Siege Engineers, Architecture, Treadmill Crane. The Inca defenses are decent, with Keeps and heated shot to help fireships defend the shorelines. How can you go wrong?
Economy: Two-Man saw. Incan economy was rich with minerals, farming and surprisingly, trade.
Castle: Sappers. Uh, the Castle is the Castle. Make Bolasi and research the UT, oh and make trebs! You'll need them without any good rams.
Summary: Infantry! Seriously, Inca Barracks are the most diverse in the game. It holds 3 fully upgradable units, all of which can support each others weaknesses fairly well, and ESkirms and Bolas make great support. Advancing quickly is easy with boosted houses. For 80w, you can up your population to 25, which is more than enough to get a good economy ready for the Feudal Age, and leaves you 20 more wood than a Hun advancing as well. All in all, a welcome bonus, and farms are more difficult to destroy. They can buy you some time... if your enemy is a moron.
So, what's next? Who knows? Well, actually, I do. Just be patient.