Incas

[ AOE2 CIVILIZATION ]

Incas

Meso infantry flex — two unique units (Kamayuk anti-cav + Slinger anti-infantry) cover every ground matchup without cavalry.

Tier A infantry kamayuk eagle warrior slinger

[ IDENTIDAD ]

Incas are the most flexible of the three Mesoamerican civilizations. Their economy rests on two ambient wood-savers: starting with a free llama (-100 food walking time essentially, ~7 min of food guaranteed without sheep scouting), and houses that support 10 population instead of 5. Across a game those two bonuses save ~400 wood outright, which funds an earlier second TC, an extra range, or a tower rush. Their military identity is the two-UU triangle: Kamayuk is a 1-range anti- cavalry infantry that hits adjacent units (including through friendly bodies, so it works in tight formations); Slinger is a ranged infantry that does pierce damage with a +5/+6 bonus vs Spearman-line (Pikemen, Halberdiers). It HARD-COUNTERS cheap infantry but does NOT bypass pierce armor — like any archer it's blocked by it, so vs Huskarl (12 PA Elite) Slinger only does the minimum-damage floor (~1/hit). The right counter to mass Huskarl is Onager + Eagle + Kamayuk (Slinger covers the Pikeman screen). Eagle Warriors replace cavalry for scouting and raiding. They lack everything cavalry-adjacent: no Stable at all, no Scout Cavalry, no Knight, no Light Cavalry, no Hussar, no Camel, no Battle Elephant, no Steppe Lancer. They also lack Hand Cannoneer, Bombard Cannon, Bombard Tower, and Cannon Galleon (standard Meso gap). They DO have Supplies, Squires, Arson on militia; full Halberdier; full Arbalester WITHOUT Thumb Ring (standard Meso gap on archer); Siege Onager; Siege Ram; all monastery techs except Redemption and Illumination. Team bonus: Farms built 100% faster (instant-ish farm queueing makes Incan allies' transitions smoother). UTs: Andean Sling (Imperial — Skirmishers and Slingers have no minimum range), Couriers (Castle — Kamayuk, Slinger, Eagle Warrior get +1/+2 armor depending on patch; these are the anti-Meso-counter techs).

Datos clave

Mejor mapa
Arabia / Arena (flex civ)
Peor mapa
Team Islands / any pure-water map
Estrategia firma
Eagle + Archer (Castle) → Kamayuk + Slinger (late Castle) → Elite Kamayuk + Elite Eagle + Champion + SO (Imperial)
Pro icon
TaToH historically on Arabia; MbL and Nicov on Arena; Hera for finesse Eagle/Kamayuk/Slinger

⚡ Civ bonuses

Team bonus

Farms built 100% faster (take ~half the time to construct).

Unique bonus #1

Start with a Llama (free food source, ~100 food).

Equivalent to starting with an extra (partial) sheep — no wood needed, no scouting needed. Villagers can slaughter it immediately at the TC for a head-start on food. Saves ~30-45 seconds on early food gather time.

Unique bonus #2

Houses support 10 population instead of 5.

Halves the number of houses a player needs to build across the game — saves ~5-7 houses by Castle Age = 125-175 wood saved, plus significant villager time. Compounds to the equivalent of an extra Town Center worth of wood by Imperial.

Unique bonus #3

Villagers are affected by Blacksmith infantry armor upgrades (receive Scale/Chain/Plate Mail armor benefits).

Villagers are tougher to raid — Scale Mail + Chain Mail + Plate Mail gives vils up to +4/+4 armor. Against scout/knight raids, Inca villagers take ~20-30% less damage per hit. Huge QoL for no-cavalry civ surviving the feudal/castle transition.

Unique bonus #4

Unique Castle-age tech Couriers makes Kamayuks, Slingers, and Eagle Warriors +1/+2 armor (approx — specific values vary).

Significantly boosts the two UUs + Eagle durability. Couriers is typically researched when committing to a UU-heavy composition in late Castle/Imperial.

Unique bonus #5

Unique Imperial-age tech Andean Sling removes minimum range from Slingers and Skirmishers (they can fire at adjacent targets).

Slingers and Skirmishers can shoot melee-range targets — a major micro buff, especially for Slinger in close infantry engagements.

Unique bonus #6

Team Bonus: Farms built 100% faster.

See team_bonus above.

⚠️ Key tech the civ DOES NOT have
  • · Entire Stable (building)No Scout Cavalry, Knight, Light Cavalry, Hussar, Paladin, Camel, Battle Elephant, Steppe Lancer, Winged Hussar. Incas cannot produce any cavalry under any circumstances. Scouting in feudal must be done with villagers/militia/eagles (Castle Age).
  • · Thumb RingInca Arbalest has 85% accuracy and slower firing rate. Not a main-army unit — archer plays are supplementary. This is a significant handicap on pure xbow strategies; Slinger fills some of the role.
  • · All gunpowder (HCC, BBC, BBT, Cannon Galleon)No Hand Cannoneer, no Bombard Cannon, no Bombard Tower, no Cannon Galleon of any tier. Fortified/walled opponents in Imperial are a serious problem — must rely on Trebuchet + SO + Siege Rams.
  • · RedemptionIncan monks cannot convert siege/rams. Limits monk flexibility vs siege civs; Atonement + conversion works vs units only.
  • · Illumination[VERIFY] — Incas believed to lack Illumination, slowing monk faith regeneration. Double-check current patch; impact is monk micro efficiency.
  • · Plate Barding Armor / Bloodlines / HusbandryN/A — no cavalry, so these techs are simply absent from the tech tree. Noted only because coach bot may compare tech trees across civs.
  • · Siege Engineers[VERIFY — believe Incas HAVE Siege Engineers; confirm]
🛡️ Unique unit · Castle Age

Kamayuk

anti-cavalry 1-range infantry (castle unique unit); hits units adjacent to primary target through friendly bodies

  • · Primary anti-cavalry tool for Incas (replaces Halberdier in practice for most compositions)
  • · Hits units adjacent to primary target — effective vs cavalry clumps; strong in narrow chokes
  • · Core Imperial unit with Couriers + Blast Furnace — Elite Kamayuk anchors infantry lines
🛡️ Unique unit · Castle Age

Hondero

ranged gold-cost anti-infantry. Pierce damage like any archer (NOT armor-bypass — blocked by pierce armor). Hard-counter to Spearman-line via +5/+6 bonus damage; vs high-PA infantry (Huskarl 12 PA Elite) damage drops to the 1/hit minimum floor and Slinger underperforms — pair with Onager.

  • · Anti-infantry ranged unit — especially effective vs Huskarls (Goths), Eagles, Jaguars, other infantry UUs
  • · Trains from Archery Range (not Castle) — fast mass production without castle commitment
  • · Support role vs infantry civs: small groups wreck infantry armies, larger masses soft-counter to cavalry
⚗️ Unique tech · Castle Age

Chasquis

Kamayuks, Slingers, and Eagle Warriors gain +1/+2 armor (melee/pierce — specific values vary by patch).

When: Committed Castle Age play when Kamayuk/Eagle/Slinger mass is the main army comp. Skip if going pure Arbalest + Skirm (non-UU comp).

⚗️ Unique tech · Imperial Age

Honda Andina

Slingers and Skirmishers gain no minimum range (can fire on adjacent targets).

When: Imperial Age after Bracer, if Slinger or Elite Skirm is part of main army. Skip if going pure Kamayuk + Champion infantry mass.

🎯 Recommended build order

Flex Opener (M@A-Archer or straight Archer) with UU scouting

Bracket 1300-1600

Choose between M@A-archer opener (pressure) or straight archer boom based on scouting. Castle Age: Kamayuk vs cav, Slinger vs infantry, Eagle+Skirm vs archer.

Alternativa

Tower Rush Arabia (Nacho-school)Arabia vs scouted unwalled FC opponent — commit 2-3 forward towers ~10-11min

❌ Common mistakes playing Incas

  • Trying to click Stable in feudal

    Incas have no Stable. Muscle memory from other civs wastes 5-10 seconds of confusion and delays military production.

    fix:Memorize: Barracks + Archery Range + Blacksmith in feudal. No Stable, ever. For Castle Age Eagles, build another Barracks (Eagles train from Barracks, not Stable).

    Over-building houses

    Incan houses support 10 pop vs standard 5. Building houses at the standard rate wastes ~150-200 wood that should fund second TC or military.

    fix:Build half the houses you think you need. Track pop closely; you'll need houses less frequently. The saved wood funds earlier military.

    Ignoring the free llama at start

    Starting llama provides ~100 food with no wood investment. Ignoring it means slower food gather + wasted starting bonus.

    fix:Assign 1 villager to slaughter the llama immediately at the TC. Food flows faster than a pure-sheep start.

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Incas vs Burmese

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🛡️ Cuidado con estas unidades

Mangonel / Siege Onager (opponent with siege bonuses) HIGH

AoE damage deletes Eagle/Kamayuk clumps; Inca has SO but weaker eco for siege race.

Paladin (Franks, Lithuanians, Teutons, Persians) at mass HIGH

Heavy cav with HP bonuses overruns Kamayuk screen if opponent gets mass before Kamayuk scale.

Camel Archer (Berbers, Gurjaras) HIGH

Kites Eagles and Kamayuk; out-ranges Skirms without matched Bracer; Slinger irrelevant (camel archer is cav class).

Bombard Cannon (gunpowder civs) HIGH

Out-ranges all Inca siege; Inca has no BBC mirror.

Leitis (Lithuanians, relic-fed) MEDIUM

Bypasses armor — Couriers UT negated. Melts Kamayuk/Eagle with armor-ignoring damage.

Arbalest + Skirm (Thumb Ring civs — Britons, Mayans, Ethiopians) MEDIUM

Out-ranges Inca xbow without Thumb Ring; forces Eagle+Skirm attrition; Slinger irrelevant.

🗺️ Performance por mapa

arabia
A

Free llama + 10-pop houses fund an aggressive feudal OR a fast castle with Kamay…

arena
A

No-cavalry drawback neutralized by walls. FC Kamayuk + Monk + Siege composition …

nomad
B

Free llama helps starting food, 10-pop houses save wood in early setup, but no e…

black forest
A

Late-game infantry + siege comp suits BF. Kamayuk + Champion + SO imperial is st…

fortress
A

Walled map. Infantry siege push works well; no cavalry deficit matters little. T…

hideout
A

Similar to Arena. Kamayuk defense + Slinger counter-infantry + siege push = top …

four lakes
C

Water element hurts — no Cannon Galleon, no FFS. Land play viable but always spl…

team islands
D

Pure water map — Incas are among the worst naval civs. Avoid if possible; pivot …

islands
D

Same issue as Team Islands. No Cannon Galleon is decisive in long naval games.

mediterranean
C

Mixed water/land. Inca land army viable but naval weakness limits.

migration
C

Transition from water to land is costly — Incas want the land phase, but navy ca…

mongolia
B

Open steppe map. No cavalry is painful for map control; 10-pop houses + free lla…

runestones
A

Open map variant; similar to Arabia but with relics on map — team bonus (farms f…

megarandom
B

Variance cuts both ways — on naval rolls Incas suffer; on land rolls they shine.

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