- +20% Land force limit modifier
- −10% Idea cost
- +1 Yearly prestige
- −10% Development cost
- +10% National tax modifier
- +10% National manpower modifier
- +2.5% Discipline
- −10% Construction cost
- +10% Production efficiency
- −10% Land attrition
- +1 Leader(s) without upkeep
Cusco is a landlocked country in the Andes. The northern neighbour is Wanka, the southern neighbour is Colla. Cusco is the strongest of the Andean countries and is therefore suitable for forming Inca and Sun God achievement run.
- 1 Events
- 2 Missions
- 3 Decisions
- 4 Strategy
- 5 Footnotes
Cusco has several country-specific historical events.
Fall of the Chanka & the Rise of Cusco
This event fires only once.
It is before 1450.
|Mean time to happen
Long live Pachacuti, he who makes the Earth Shake!
While the manpower and material needed for this project are readily available inside our new borders mobilizing the various chiefs under our control entails a generous use of gifts and feasts. That is however a price we will have to pay for our new capital.
|Trigger conditions||Is triggered only by
the event ‘Fall of the Chanka & the Rise of Cusco’.
Let us create a worthy capital!
Cusco (808) gets the modifier “Restructuring of Cusco” for 20 years, giving the following effects:
Our resources are better used for other things.
If Cusco has a stability of less than 3,
Reconstruction of Cusco Complete
The city is built to be the capital of an Empire rather than a small kingdom and is organized into four regions matching the way which we divide our realm in the Andes. The royal centre is located at the junction of the regions of Antisuyu, Qullasuyu, Kuntisuyu and Chinchaysuyu and these regions divide the Cusco valley as well as our empire.
This event fires only once.
|Mean time to happen
Cusco (808) gets the modifier “Cusco” for the rest of the campaign, giving the following effects:
||Mean time to happen
Let us build a great city!
Cusco (808) gets the province modifier “Machu Picchu” for the rest of the campaign, giving the following effects:
Let's not get carried away.
If this country has a stability of less than 3,
There is a single country-specific mission for Cusco.
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
The kingdom of Wanka guards the valleys between us and the rest of the northern Andes. As the Wankas have flatly rejected any offers to join our kingdom peacefully we must use military force to secure this strategically important location.
All provinces ownd by Wanka.
Base weight: 3000
Cusco has a ruler:
Wanka does not exist.
Any of the following:
Cusco gets claims on all target provinces.
If the country is AI-controlled then it:
Inca does not exist.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.14.
Cusco is one of the strongest starting nations in South America, and well positioned to form the Inca empire. Its ruler is young, and a strong general. Its neighbors are relatively weaker, allowing for fast early expansion. Further, South America is one of the first colonization targets of Castile and Portugal, allowing for relatively early westernization.
Cusco is surrounded by weaker countries, but will need allies to expand initially, to counter its rival's allies. There are only two directions to expand: north (via Wanka and Huyla) and south (via Colla, Pacajes and Charca).
It makes sense for the player to first rival their immediate neighbors, Colla and Wanka, and ally their enemies. It is better not to marry any ally at this time, as it is quite likely that the alliance will need to be dissolved before too long. Then it is time to fabricate claims - or accept missions that give claims - and start conquering.
As it is important for the Incan empire to colonize quickly (in order to westernize as early as possible), it is best to rush for the exploration idea group first by focusing on admin, and saving diplo points after unlocking tech level 3. It is also important, however, to keep up with Cusco's neighbors in terms of military technology. Before westernization, the player will not need to go beyond admin technology 5 (unlocking the first idea group) and diplomatic technology 3 (extra colony growth and range).
Forming the Incan Empire
The player should expand north and south, as alliances allow. There is no direct threat to the Andean nations from outside for the early game, so there is no need to rush. Take note that increasing autonomy (to prevent separatist revolts) lowers religious authority significantly - in order to pass reforms quickly, the recommended approach is to only take 2-3 provinces without lowering authority and vassalize the remainder of the enemy. Diplomatic technology is not important at this point in the game, so the player may go over the relationships limit and annex vassals as quickly as possible. As soon as all necessary provinces are directly owned, the player can then form the Incan empire.
It is very wise to expand through diplo-annexing not only to save precious administrative points at the cost of less useful diplomatic points but also to quickly increase authority. By the time a vassal has been diplo-annexed, the province will have around -11 unrest. This allows the player to reduce autonomy and gain a very large amount of authority without incurring significant unrest and rebellions.
It is recommended to choose the native colonist reform as the first, both to get closer to the future European settlements in Brazil, and to grow the empire and thereby increase ticking religious authority. Taking the one of the two military reforms is an alternative strategy allowing quicker military supremacy. While the player is still expanding, a coexistence native policy is recommended. Once there are no more enemies to conquer, they may switch to the more aggressive colonization for the extra colony growth. It is also possible to go over the colony limit if the economy can support it. Take note that there may be events that will spawn random rebels, which also will need to be taken care of.
The player will be able to westernize as soon as they has a core province next to a Western core province. As such, it is important to colonize quickly and strategically: north along the Pacific coast towards Central America, east towards Brazil, and south-east towards the southern Atlantic coast. It is important to "cordon off" as large areas of land as possible, to minimize the land that the European colonizers can take, by settling along coast lines and wasteland.
While waiting to reach the colonizers, the player can also colonize towards and attack the remaining nations in South America, such as the Muisca. They can be easily conquered by taking all their money, vassalizing them and forcing religion if needed in 1-2 wars.
As completing all religious reforms brings the player up to 80% of western technology, the monarch points are usually best spent completing the first idea group and improving the provinces if the cap is reached, instead of spending them on technology. If the player expanded fast enough, after reforming their religion, they should be strong enough so that the first European nations he meets (likely Portugal and/or Castile) will not directly attack them, despite the deficit in military technology. If the colonizers do attack, it is likely an unwinnable fight for the player, as they are far behind in technology and will most likely have almost 0 army tradition. In that case it is best to give up some territory, to be conquered back after westernization.
After westernizing, the player should focus first on growing their empire in South America and on catching up in diplomatic and military technology before attacking any European nation - unless, of course, opportunity presents itself. Administrative points can be spent on the Expansion idea, for the extra colonizer and colony growth, and for the policy enabling extra settler growth.
It is also advisable to secure a strong ally in Europe, ideally with a strong navy, who can fight Castile, Portugal and other colonizers on the European continent while the player attacks their colonies.
After cordoning off as much colonizable area in South America as possible, they can then expand in Central America, and conquer the Maya and Aztec. Take note that it is possible to force religion on them, so taking their money and vassalizing them may be an option instead of straight-out conquest.
After Central America, the player can pursue a similar strategy in North America as he used in South America - cordon off as much colonizable land as possible by colonizing up the Pacific and Atlantic coasts, to minimize the amount of provinces that can be colonized by European powers.
Sun God Achievement
If the player wishes to go for the Sun God achievement, they should make sure to also colonize the islands that are part of that achievement as soon as possible, to prevent Europeans from colonizing them. It will also mean fighting all colonizers who have colonies in South America - this usually includes Castile / Spain and Portugal, but may also include England / Great Britain, France and any of the Dutch countries or Netherlands.
It is advisable to go after the bigger colonizers first while allying their enemies (even if those also have a few colonies in the area). A war goal in South America and a strong navy with a significant amount of updated heavy ships will help achieve the necessary war score. If opportunity presents itself, the player may also support the independence of one of the colonial nations, only to later back-stab them as soon as they are independent (and the 5-year truce from dissolving the alliance is over). Once most of the continent is secured, it is likely time to back stab some of the player's allies to get the last remaining provinces in South America.
- Cuscoan events are located in .
- Cuscoan missions are located in .