Sid Meier's Civilization V

Sid Meier's Civilization V

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Colonialist Legacies: The Inuit
By Ashardalon125 and 1 collaborators
One of the most unorthodox civs, the Inuit focus on living in the harshest environment in both real life, and in civ. With the ability to overcome a variety of environmental obstacles, the Inuit can make the best out a terrible situation.
   
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Introduction
The Inuit are a particularly interesting mod civ. With a unique batch of coding, and an ability that just about maxes out the character limit, the Inuit are based towards playing a long game. With a powerful Scout replacement and an even more powerful tile improvement, the Inuit are a force to be reckoned with.

Download Links
CivFanatics Link: http://forums.civfanatics.com/downloads.php?do=file&id=23140
Steam Community Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=301782501
History
Inuit history is hard to place, and generally only known in terms of order. The actual tribe known as the Inuit came long after the first arctic settlers, who came over from Russia on the Bering Straight. The Tuniit, as they were called by the Inuit, were the first to arrive.

When the Tuniit arrived, they began hunting the native wildlife of the region, spreading across the vast tundra fields. They even reached Greenland, though were forced to abandon it after a time. They eventually reclaimed it, but were forced to struggle to survive as the climate got warmer and the animals they hunted moved elsewhere.

When the Inuit came, they began to war against the Tuniit. The Tuniit, though more physically powerful, were outmatched by superior Inuit weaponry and the possession of dogs. At the same time, the Vikings began their arctic exploration, and began conquering the east most Tuniit lands, though were forced to retreat as the Little Ice Age struck, which cemented Inuit grasp of the northlands.

The early European communication with the Inuit was fairly uneventful, with trading being common. The Europeans viewed the land as unsuitable for habitation and instead let the Inuit do the hunting, trading iron and weapons to the Iunit for furs and fish. The Inuit prized iron highly, and would often raid trading posts for it. As a result, missionaries from Europe were sent in, spreading both iron and prayers.

When the Dominion of Canada was formed, the Inuit lands, once again, were left largely alone. Considered an Indian tribe, negotiations were performed by the federal government when need be, but that rarely occured. As time went on, and available space shrank, the negotiations with the Inuits broke down, and eventually, programs were made to force the Inuit into permanent settlement, at first by coaxing, but eventually with starvation and brutality.

When WWII rolled around, the use of the lands was delegated for an early defense line, should any boats or planes be sent that way. With faster air travel, the land became accessible year round. As a side effect, the cultural and political reach grew stronger, suffocating Inuit culture. However, texts about ethics and human rights reached the Inuit, prompting a cultural revolution amongst them. Today, many Inuit work as activists for their traditions, often working in the goverment to preserve their people and lands.
UA: Until the Ice Breaks

Just above and to the left of the city is the seal resource. All the tiles south of this city were later claimed by another city.

The Inuit UA is actually very heavily coded. When it first puts you into the game, it sets you down like normal, but then immediately sends you to a remote part of the world, generally snowy, and drags a bunch of resources with you. Additionally:
  • Gain food from Snow, Tundra and Ice outside of working range.
  • Improved Fish tiles next to Snow, Tundra, or Ice turn into luxury seals, that, when improved, give a boost of production.
These two abilites combined balance for early and late-game strength. Early one, not only will the fish tiles be a vital source of food, they will provide for happiness, as some luxuries (citrus, elephants, etc) are unlikely to spawn in the north. Additionally, the more fish turned into seals, the more you'll have to trade, and as the only purveyor, you can be assured of a trade monopoly. When setting up early cities, the production boost will help get the needed buildings online.

Late game, your seal tiles will have powerful bonuses from all the sea buildings, and a good amount of cash inflow will find its way into Inuit gloves from seals. But when the tiles extend beyond your working range, as they inevitably do, you still get benefits from them! Tiles beyond your range provide extra food, meaning that late game, one can support more specialist, and shift tile use around a bit. To assist with this...
UI: Inuksuk


Inuksuk were stone arrangements used to denote the position of things in the tundra, either caches of tools, or geographic. In game, once Calendar is researched, they provide a little bit of a yield on snow and tundra, but cannot be placed adjacent to one another. Additionally, they provide +1 food and production to the tiles adjacent. These bonuses do not stack, but they do apply to city tiles, so feel free to take up a space with one. It's worth planning Inuksuk ahead, but don't worry, unlike some unique improvements, they can be removed and replaced. The food on the Inuksuk tile improves to +2 when Banking is discovered.

Additionally, the Inuksuk will begin claiming tiles within two tiles of it, allowing it to pave way for more Inuksuk. In the picture under the UA segment, all the land was claimed with Inuksuk, improving the land significantly even before I had any cities down there, making it easy for them to grow quickly.



As an added humrous note, the Inuksuk ignores borders, adding benefits to the tiles of anything next to it. This tends to bug the AI a bit, as shown by their forts here. The AI wanted to improve any tile that gave a yield, and only forts could be built there. It's actually fairly useful if that city state is allied with you, since it ups their and your defense.
UU: Unaaq

Normally, UU's come first, but the UU plays second fiddle to the UI. It still has its place in the grand scheme though. As a rare scout replacement, the Unaaq gains the following:
  • One tile ranged attack instead of melee.
  • Abiilty to embark immediately.
  • Upon discovering sailing, may be consumed like a fishing boat.
  • Double movement on snow.

In addition, it also keeps the ability to ignore terrain costs, making it amazing at moving through snow hills. In the frozen north, there are likely to be a number of islands, making it hard to exist if one can't hop between them. The Unaaq can do precisely that, snatching up ruins in addition to scouting out potentially great sites for cities.

Furthermore, the Unaaq can be used like a fishing boat, so if one has too many Unaaqs, or ones that aren't being used for a purpose, they may help a city get its footing, particularly new cities. This is one of the better uses of an Unaaq: guarding a settler to a destination, then helping it improve immediately. And finally, its ranged attack makes it slightly more survivable than a standard scout, though the weak strength means it is mostly a step between scout and warrior. Still, if one could level a Unaaq to have the Medic promotion, it might not be the worst back liner.
Strategy: Bold People
Early in the game, you'll want to really power out the food, as generally, the tiles will be fairly useless early on. With more citizens, you'll be able to reap a wider variety of tiles, gathering better benefits than smaller cities. Teching to Calendar is practically requisite, as the Inuksuk bonus to all tiles around it helps improve already good tiles, and helps speed up border expansion. Additionally, Pottery unlocks the Granary, which will help with growth, and the Shrine, possibly for Dance of the Aurora. Since you'll likely spawn in a winter wonderland, you might have to stretch for good spots, but don't worry too much about finding the perfect spot. If you find a tactically advantageous spot, take it. You can always force it to be better.

Mid-game, you'll begin to either recover from the early game rush, or you'll find yourself in a jam. The Inuit are foreceably expansive, yet not enough to justify Liberty, at least at first. Luckily, the Seals from your ability provides a free resource. Use your extra Seals to trade for more resources from your warmer neighbors. Ironically, one of yout worst aspects (the terrain) will also be your best friend: the icy islands prevent boat and land unit alike from doing a proper invasion, and your land isn't worth as much to the enemy as a more standard civ's might be. As a note: Don't neglect defense. Your monopoly on Seals will attract some ire from people who might want to claim it as their own.

Late-game, you should have rocketed ahead due to your long term preperations. Every tile will give that little bit more, and your cities will have borders well beyond their use. It might not be a bad idea, that if one has the happiness, to expand a few more cities. Consider taking Order: most tundra areas, or snow areas, have plenty of hills. Each hill, if supplied with an Inuksuk, will also produce +1 food and +1 production, along with the base +2 once Chemistry is reached. With the 5 Year Plans, the total yield of a hill mine will be +4 production, and +1 food, which, when stacked with Factories for Worker's Faculties, will have each city producing loads of production from the priorly barren lands. With a large population, extra science from production buildings, and culture to protect from any foreign pop musicians, the Inuit can hold up in the North, waiting for the Ice to Break to launch into space.
Thanks!
As always, you wonderful folks, I'd like to give thanks.
  • Zigzagzigal, for inspiring the style and beginning of these guides.
  • TPangolin, for creating the mod in question, along with all the others who worked on it.
  • And you for reading!
See you next time!
10 Comments
TotallyNotADentist 8 Nov, 2014 @ 8:33pm 
Otherwise I thought the guide wa amazing, totally reminded me of zigzagzigal which I believe that you were going forcongrats on a great guide

Ashardalon125  [author] 5 Nov, 2014 @ 8:46pm 
@SteelBird22

Added the download links to Inuit and Dene guides. Will add to LS guides in near future. Any other comments whilst you are here?
TotallyNotADentist 2 Nov, 2014 @ 3:20pm 
I didn't see it, may have missed it, but I think it would be a god idea to add a link to the page to download the mod
Ashardalon125  [author] 30 Oct, 2014 @ 7:04pm 
@LegacyofOwnage
Thank you for the compliment! Zigzagzigal is part of the reason I'm doing these guides. He's doing the main game civs, so I thought I wouldn't cut in on his work if I did mods civs, especially since there's so many of them and no one had done them.

@Periwinkle
It's been a while since I looked at civ nights, and the last time I played it, it didn't work quite properly. Now, with BNW out, I've had less reason to go back and look at it (since it's G&K exclusive). Between the mods civs I've yet to write for, the need to ask permission of the mod maker to do an expose on it, and version preference, I don't think I'll be covering it any time soon. If it's any help, I would recommend you look at its CivFanatics page, where they have a number of the parts displayed.
LEMS505 29 Oct, 2014 @ 7:17pm 
It isn't a civ or anything, but could you please explain civ nights, thank you.
Oliver Covfefe 29 Oct, 2014 @ 6:32pm 
This was a good guide. I was very much reminded of Zigzagzigal when I read.
Ashardalon125  [author] 29 Oct, 2014 @ 4:38pm 
@Bracey

If you want to take a look at all the mods available, and maybe pick one that fits your style better, I recommend looking at the CivFanatics forum. Here's a link: http://forums.civfanatics.com/forumdisplay.php?f=399
I've gotten permission to do LS Civs and Colonialist Legacy civs, so expect guides for those in the future. Feel free to try ones I've covered, like LS Civ Sets 1 and 2.
Bracey 29 Oct, 2014 @ 12:58am 
Nice one, thank you!

I'm quite new to all this, i usually just load steam, play my game and thats that. Only recently been snooping about the community inbetween turns on Civ hehe.
Ashardalon125  [author] 27 Oct, 2014 @ 7:57pm 
@Bracey

I'm glad that you enjoyed the guide! I highly recommend trying mods, especially by the big name guys, since they tend to be of very high quality. Just a word of warning: The Inuit can be a tad luck based, but you can make them work even in the worst of situations. So if they don't work out, don't let that turn you off mods.
Bracey 27 Oct, 2014 @ 7:36pm 
Good read, thanks :)

Never tried a mod before, might make these my first.