Sid Meier's Civilization V

Sid Meier's Civilization V

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Colonialist Legacies: The Cree
By Ashardalon125 and 1 collaborators
A heavily terrain based civ, the Cree rely on their ability to wage focused wars, while building up powerful cities.
   
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Introduction
The Cree ability is focused on settling, and in particular, where you settle. The abilities gained from the terrain heavily impact your war abilities, and as such, the UU is also a very game-changing factor in warfare. The UB also helps support the empire by giving food, something traditiona war mongers have trouble with.

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History
Only one of flag of the many Cree nations.


Much of Cree history is unrecorded, due to their diverse culture. SImilar to the Dene, the Cree were more of a cultural identity. Native Americans across the east coast, from Canada to Florida, could call themselves Cree.

What is known about the Cree is that they were the first nation of Canada, holding a large section, particularly in the Quebec region. When Europeons came to the Americas, the Cree helped and harmed in various degrees. For example, the James Bay Cree assisted the explorers in their skirmishes against the Iroquois, but the more northern Cree remained generally passive, or ignored them so long as they didn't pose a threat.

With the creation of the United States of America and the Dominion of Canada, the Cree were forced into smaller and smaller living areas. This negatively impacted the culture, as was observed by social scientists with the Cree in Quebec. The suicide rates of the Cree people living in modern society were five times higher than the average person, and various other behavioural issues arose due to their restrained life style. After this realization, the Cree were allowed a little bit more freedom, but still were forced to adapt to a modern society, losing a large portion of their identity as a result.
UA: The Iron Confederacy
The Cree's UA is very terrain based, and its effectss vary by locale. In order to preserve the intention of the creator (that is to say, keeping them hard to find) I have decided to give a former warning. The following section will contain un-marked explanations about the ability, including effects and manner of attainment for the effects. If you do not wish to have this spoiled for you, please select the UU option on the side bar to skip to the next segment.











First up are the Woodland Cree

The first terrain type is the Woodland Cree. If a city is settled with a forest or jungle directly adjacent, the city will inherit the trait of "Woodland Cree." This gives all units trained in the city a +10% bonus in rough terrain (hills, jungles, forests). This is one-third the bonus of the Jaguar (Aztec Unique Warrior), but also applies to hills. This can make it powerful when used in conjunction with the Alhambra stack, as units built in that city will also be better in rough terrain. A special note of caution, if the last forest or jungle next to the city is chopped, the bonus will change, so plan carefully.



Next are the Swampy Cree.

The Swampy Cree will set up home wherever water and land are found in equal presence. This means that they will spawn when the city is settled in predominately Marsh or Flood Plains. This can mean that a Flood Plain stretch can be colonized to get the bonuses without having to keep the sub-par Marsh tiles instead. The bonuses given include extra sight and cheaper upgrade costs. The extra sight is useful on seige weapons, since it allows them to take their own shots, possibly allowing you to remain futher out of range. The cheaper uprgrade is great for any unit, though it can make the UU a bit easier to upgrade.



The next are the Metis people.

The Metis are one of the hardest bonuses to get, but the actual ability is pretty useful. Metis will only show up when none of the other abilities activate, so that means Deserts, and Snow, but not Tundra or Flood Plains. The lack of any kind of food means Metis cities must be fed remotely, but the UB helps with that. Instead, they can focus on production to churn out more units, which are more cheaply upgraded.



Now past the mid-way, the James Bay Cree.

Requiring coasts, the James Bay do not offer any bonuses to actual aquatic travel. Instead, James Bay Cree are better far from home. All units trained in James Bay Cree cities gain enhanced healing outside of friendly territory. This makes them excellent advance soldiers, probably best paired with naval strikes, since they'll be able to heal faster upon landing.



Nearing the end, the Plains Cree.

Upon settling on Grassland or Plains, you will find perhaps one of the best bonuses the Cree have to offer. All units trained in Plains cities can ignore enemy ZOC, making them extremely powerful. This can apply to mounted units (including the UU) making them devastating at taking out enemy forces behind the main lines. This bonus is probably the best one, simply due to its flexibility.



Finally, the Innu.

The Innu round out the list by taking the Tundra lands. The Innu provide a more pangaea based ability, which is that they use no extra movement to pillage and also do extra damage against fortified enemies. This is useful against tall enemies, since they tend to have many improvements, and a hold the line tactic. Further, mounted units take the most advantage of it, since they have large amounts of movement, and can attack the fortified units, then retreat out of range.





End unmarked discussion.
UU: Gunstock Warrior/Kihtockinikiwak

The non-mounted version.


The mounted version.

The UU of the Cree replaces Longswordsman, and it gains a number of powerful abilites. In addition to getting the city dependent bonuses like all other units, it also has a bonus while wounded, as well as a bonus against gunpowder units.

In addition to these strengths, the Gunstock Warrior can permanently "use" a tile of horses to become a mounted version with an additional 2 combat strength. However, this also elimates the tile, and adds the city combat penalty of other mounted units. This brings their effective strength down to about 13 when involving cities, which is less than the 18 of the base unit. Not only that, but it still requires the Iron to make them initially, so it drains from two strategic resources. Still, when raiding enemy lands, you can destroy their access to horses, making you the only one with horses left.
UB: Sabtuan

The Sabtuan building.

Replacing the Caravanasary, the Sabtuan offers some solutions to some traditional problems for warmongers. The first is food, which the Sabtuan can help ease the edge of. The +1 food can make it so that more citizens can be dedicated towards production. Additioanlly, every trade route made with a major civ (other full players), gives +3 XP to units made in that city. This can be used to stack the power of the Alhambra build to an even higher level than other civs. Since eight trade routes is the standard max, this can be +24 XP in a city, more than enough for a promotion, like extra movement, or something equaly useful. Petra and the Colossus also help this, adding another 6XP, for a total of 30XP
Strategy: Trained Professionals
Early on, building scouts is very important, since it allows you to scout for the terrains you'll need to maximize your city placement. More than any other civ, getting city locations is highly important, since you have to get to the good places first, or be forced to take suboptimal locales in order to get the ability. Building up a trade partner is important early on, as the Sabtuan requires a FULL civ to get its bonus. Additionally, try to locate a desert city spot so that you can try for Petra, as it not only makes the desert city more useful (nice for the otherwise trapped Metis) but makes it so you can maintain another trade route.

Towads the middle of the game, you need to begin making a very focused army. Horse resources are important to locate, particularly outside your own territory. Since the Gunstock Warrior requires horses for its "upgrade", without them, you can't get any of them without equines. It is around this time that you'll get the actual XP building build up to get powerful units right out of the bat. This makes this a good time to start conquering, but again, maintaining a trade partner is important.

Towards the end of the game, your units, if you grab Alhambra and Brandenberg, will be more powerful than any singular unit in the game, and they will adapt to certain strategies based on the city of origin. Any trade routes shipping production should be sent to the city that manufactures the units for the current war, as mentioned in the actual terrain ability section. If you continue the conquering, eventually all the people of the world will bow before the Cree Nation, recognizing your varied culture and powerful weaponry
Thanks!
As per usual, a thanks goes out to:
Zigzagzigal, who inspired these guides with his excellent vanilla guides.
TPangolin, who made these wonderful mods, full of cultural reference and flavor.
And you for reading!

Please rate and favorite if that's your thing, and spread the word of these wonderful mods.