Worked out · AoE3: DE 100.19.18309
Inca builds
For the Inca in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Jungle Bowman, Maceman and Plumed Spearman: between them they beat 96% of the 119 regular units of all civilizations out by then (average edge ×1.59). Colonial rush (Colonial Age): Jungle Bowman and Plumed Spearman, 52%. Boom (Industrial Age): Jungle Bowman, Maceman and Plumed Spearman, 96%. Treaty (Imperial Age): Bolas Warrior, Jungle Bowman, Maceman and Plumed Spearman, 96%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best Inca army in AoE3?
- Colonial Age: Jungle Bowman and Plumed Spearman (beats 52% of 77 units); Fortress Age: Jungle Bowman, Maceman and Plumed Spearman (beats 96% of 119 units); Industrial Age: Jungle Bowman, Maceman and Plumed Spearman (beats 96% of 123 units); Imperial Age: Bolas Warrior, Jungle Bowman, Maceman and Plumed Spearman (beats 96% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Inca Fortress Age army?
- Jaguar Prowl Knight (its best answer, Jungle Bowman, is at ×0.75), Veteran Halberdier (its best answer, Maceman, is at ×0.78), Levied Gunner (its best answer, Maceman, is at ×0.83), Poruchik (its best answer, Maceman and is at ×0.97).
- Which cards should the Inca send first?
- For the fast fortress: 2 Fattened Llamas, 3 Villagers, 4 Fattened Llamas and TEAM Inca Bridges.
- Which Inca age-ups hand over the most?
- to the Colonial Age: The Wise Woman (≈ 600 resources); to the Fortress Age: The Warrior (≈ 840 resources).
Colonial rush · Colonial Age
Army
Jungle BowmanInfantry · answers 3 enemy units
80
25
Plumed SpearmanInfantry · answers 37 enemy units
100
20
Beats 52% of the 77 regular units out by the Colonial Age (average edge ×1.17), training the right one of them against each.
Age-ups
- II
The Wise Woman≈ 600
Cards to send, in order
- 1.I
2 Fattened LlamasEconomy · hands over ≈ 700 net - 2.I
3 VillagersEconomy · hands over ≈ 300 net - 3.II
6 Jungle BowmenArmy · hands over ≈ 630 net - 4.II
5 Plumed SpearmenArmy · hands over ≈ 600 net - 5.II
11 Renegade SpanishArmy · hands over ≈ 500 net - 6.II
TEAM Inca BridgesUpgrade · helps Jungle Bowman, Plumed Spearman - 7.II
Ranged Infantry AttackUpgrade · helps Jungle Bowman
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Jungle BowmanInfantry · answers 1 enemy units
80
25
MacemanInfantry · answers 71 enemy units
100
100
Plumed SpearmanInfantry · answers 42 enemy units
100
20
Beats 96% of the 119 regular units out by the Fortress Age (average edge ×1.59), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.75
Veteran Halberdier×0.78
Levied Gunner×0.83
Poruchik×0.97
Age-ups
- II
The Wise Woman≈ 600 - III
The Warrior≈ 840
Cards to send, in order
- 1.I
2 Fattened LlamasEconomy · hands over ≈ 700 net - 2.I
3 VillagersEconomy · hands over ≈ 300 net - 3.II
4 Fattened LlamasEconomy · hands over ≈ 1,400 net - 4.II
TEAM Inca BridgesUpgrade · helps Jungle Bowman, Maceman, Plumed Spearman - 5.III
8 Plumed SpearmenArmy · hands over ≈ 1,080 net - 6.III
5 MacemenArmy · hands over ≈ 1,000 net - 7.III
8 Renegade SpanishArmy · hands over ≈ 1,000 net - 8.III
CouriersUpgrade · helps Jungle Bowman, Maceman, Plumed Spearman
The full deck (25 cards)
Boom · Industrial Age
Army
Jungle BowmanInfantry · answers 1 enemy units
80
25
MacemanInfantry · answers 74 enemy units
100
100
Plumed SpearmanInfantry · answers 43 enemy units
100
20
Beats 96% of the 123 regular units out by the Industrial Age (average edge ×1.61), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.75
Veteran Halberdier×0.78
Levied Gunner×0.83
Poruchik×0.97
Age-ups
- II
The Wise Woman≈ 600 - III
The Warrior≈ 840 - IV
The Chiefa bonus
Cards to send, in order
- 1.I
2 Fattened LlamasEconomy · hands over ≈ 700 net - 2.I
3 VillagersEconomy · hands over ≈ 300 net - 3.I
2 VillagersEconomy · hands over ≈ 200 net - 4.II
4 Fattened LlamasEconomy · hands over ≈ 1,400 net - 5.II
TEAM Festive LlamasEconomy · hands over ≈ 700 net - 6.II
5 VillagersEconomy · hands over ≈ 500 net - 7.II
TEAM Inca BridgesUpgrade · helps Jungle Bowman, Maceman, Plumed Spearman - 8.III
6 Fattened LlamasEconomy · hands over ≈ 2,100 net - 9.III
CouriersUpgrade · helps Jungle Bowman, Maceman, Plumed Spearman - 10.IV
16 Bolas WarriorsArmy · hands over ≈ 1,920 net - 11.IV
15 Plumed SpearmenArmy · hands over ≈ 1,800 net
The full deck (25 cards)
Treaty · Imperial Age
Army
Bolas WarriorInfantry · answers 2 enemy units
75
45
Jungle BowmanInfantry · answers 1 enemy units
80
25
MacemanInfantry · answers 74 enemy units
100
100
Plumed SpearmanInfantry · answers 41 enemy units
100
20
Beats 96% of the 123 regular units out by the Imperial Age (average edge ×1.61), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.75
Veteran Halberdier×0.78
Levied Gunner×0.83
Poruchik×0.97
Age-ups
- II
The Wise Woman≈ 600 - III
The Warrior≈ 840 - IV
The Chiefa bonus - V
The Eldera bonus
Cards to send, in order
- 1.I
Chimu MetallurgyEconomy · gathering or trickle bonus - 2.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 3.I
Food SilosEconomy · gathering or trickle bonus - 4.II
TEAM Inca BridgesUpgrade · helps Bolas Warrior, Jungle Bowman, Maceman, Plumed Spearman - 5.II
Ranged Infantry AttackUpgrade · helps Bolas Warrior, Jungle Bowman - 6.II
Ranged Infantry HitpointsUpgrade · helps Bolas Warrior, Jungle Bowman - 7.III
CouriersUpgrade · helps Bolas Warrior, Jungle Bowman, Maceman, Plumed Spearman - 8.III
Melee Infantry CombatUpgrade · helps Maceman, Plumed Spearman - 9.IV
Terrace FarmingEconomy · gathering or trickle bonus
The full deck (25 cards)
What to train against the most common units
The Inca unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.4 | ||
| ×3.7 | ||
| ×1.7 | ||
| ×4 | ||
| ×1.82 | ||
| ×1.55 | ||
| ×2.6 | ||
| ×1.25 | ||
| ×2.29 | ||
| ×1.3 | ||
| ×2.4 | ||
| ×1.37 |
How this is worked out
Army: every mix of 2 (Colonial), 3 (Fortress, Industrial) or 4 (Treaty, Imperial) of the civ's own regular units out by that age is tried against every regular unit of every civilization out by then. Against each enemy the best unit of the mix counts, by its edge for the same resources (Lanchester's square law: strength = (resources ÷ cost)² × damage per second × hit points; edge = √ of the strength ratio, held between ×¼ and ×4). The mix with the highest geometric mean of those edges wins; "beats" = the share of enemy units where that edge is above ×1.
Age-ups: on the way, the choice that hands over the most (shipped units at their train cost, livestock and crates at what they hold, resources). Cards: economy first (villagers, crates, livestock, gathering and trickle bonuses), then the shipments of fighting units worth the most net of their price, then cards that raise hit points, damage, resists, range or speed of the army's units or cut their cost or train time. The Treaty plan keeps only cards that last (upgrades, gathering and trickle bonuses, building improvements), no one-off shipments. The deck adds more of the same by value, spread over the ages by the plan (an early plan keeps more early cards), at most 10 per age, 25 cards.
Not modelled: upgrades, civilization bonuses, range and speed (kiting), area damage beyond one target, abilities, maps, timing and the economy behind it. These plans are what the game's numbers favour, not build orders from top players.
Inca: bonuses, units and every cardInca deck builder← All civilizations' builds