- −10% Construction cost
- +1 Possible advisor
- +10% Morale of armies
- −10% Development cost
- +10% Fort defense
- +1 Diplomatic reputation
- +25% Hostile core-creation cost on us
- +1 Yearly prestige
- +1 Attrition for enemies
- +10% Production efficiency
Chachapoya is a small 6-development country in the Peru region. Along with Ichma, it has the joint-lowest development of any country in the region. Chachapoya's starting economy is particularly weak, with low-value trade goods and no intrinsic advantages.
Historically, the Chachapoyans were known by the Incans as "Warriors of the Clouds", a name derived from their martial prowess and the cloud forests in which they lived. They were conquered by the Inca Empire during the late 15th century, some decades prior to the arrival of Spanish conquistadors.
Tawantinsuyu, the Empire of the Incas
If the country is AI-controlled then it:
Inca does not exist.
Chachapoya's immediate neighbours Cajamarca and Huyla are the obvious targets for early conquest. To that end, Chachapoya should seek allies which are adjacent to one or both of those target countries: Chimu / Quito / Ichma may be good candidates. Wanka is also worthy of consideration, although they are the riskiest potential ally as they may be attacked by their powerful neighbour Cusco.
While alliances are important at this point, it is also worth remembering that allegiances can change quickly in this region. If Chachapoya wishes to form Inca in future, it will be necessary to seize provinces from multiple Andean countries. With this in mind, it may be wise not to form too many royal marriages, since declaring war on a royal marriage partner would reduce Chachapoya's stability. Muisca may be a safer choice for royal marriage, since they are some distance away and do not need to be annexed in order to form Inca.
Managing economy and armyEdit
Chachapoya starts the game with a castle in its capital province. Unfortunately, maintaining this castle would put enormous strain on the tiny Chachapoyan economy. Mothballing the castle or (perhaps ideally) destroying it outright could free up some scarce income.
Chachapoya's initial economy is poor, and the player will only be able to draw tiny loans initially. Rather than relying on these loans, it may be prudent to save up some ducats before going to war. This could be achieved most effectively by destroying Chachapoya's castle (to eliminate maintenance costs), hiring no advisors initially, and lowering army maintenance while at peace.
Before war is declared, the player may consider exceeding Chachapoya's forcelimit by training some extra regiments. This may grant Chachapoya a numerical advantage in early battles. If employing this strategy, it would be very helpful to spend a few years saving ducats first, so as to absorb the increased army maintenance cost (and the normal cost of reinforcement) without relying heavily on expensive loans. If costs become unmanageable later in the war, the extra regiments could be consolidated or disbanded to return the army to the forcelimit.
Long term strategyEdit
With sufficient territory, Chachapoya could form Inca and thereby gain numerous benefits, such as Empire status.
If Chachapoya is to achieve this impressive feat, military technology is likely to be a key factor. Administrative technology will only become particularly useful to Chachapoya at level 4 (due to unlocking the first Idea Group), while diplomatic technology will be slower still to provide tangible benefits. In contrast, every military technology level is extremely important for Chachapoya - for offensive wars, for defense of Chachapoya's territory, and for dealing with the many rebellions associated with Inti religious reforms.
Furthermore, since all New World countries start at tech level 1, there will be no ahead-of-time penalties for a long time. Each country can simply acquire new military technology as quickly as their monarch points permit - and Chachapoya must keep up.
Maximising military competitivenessEdit
Some (or all) of the following measures may prove useful:
- Setting a National Focus to prioritise military monarch points. This can be done from the start of the game, and later revoked after Chachapoya has achieved its military ambitions.
- Hiring a military advisor. Chachapoya may not be able to afford any advisors for a while; but when they can, a military advisor would be a good first choice.
- Using the 'Demand Military Support' estates interaction, as often as possible.
- Where possible, only using military monarch points to acquire technologies. Certain actions, e.g. direct recruitment of generals, cost military points which could otherwise have been spent on the next military technology. Consider alternatives which do not cost military points, e.g. the 'Grant Generalship' estates interaction, or making Chachapoya's ruler a general.
- Disinheriting Chachapoya's current ruler, if an heir with superior military skill is available.
- Drilling the Chachapoyan army. This may not be economically viable at the start, but is likely to become viable after Chachapoya has annexed a few provinces.
Regardless, it is likely that Cusco will be ahead of Chachapoya in military technology at some points, due to their strong ruler and heir. When Chachapoya eventually shares a border with Cusco, this neighbour should be treated with particular caution.
Note that the Chachapoyan culture is part of the rare Marañón culture group, rather than the Andean culture group shared by most of the region. It may be worthwhile to promote one of the nearby Andean cultures to become an accepted culture in Chachapoya, after sufficient provinces with the target culture have been taken. The Quechua culture of Chachapoya's immediate neighbours is likely to be the most convenient choice in this regard.
If Chachapoya forms Inca, a cultural union will occur. To take full advantage of this, it may be wise to further promote one of the Andean cultures to Chachapoya's primary culture, prior to forming Inca.