Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
Ryanjames: Cherokee Civ
By Ashardalon125 and 1 collaborators
Balancing tourism with science, this civ takes a unique approach to the weakest victory of the game and allows it to aid the strongest victory in the game.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Like the Olmec, the Cherokee take a unique approach to the use of trade routes, but it takes second fiddle to the primary thing that the Cherokee do well: read.

The UA of the Cherokee allows them to hybridize two victories, culture and science, into one focused effort in order to bolster both. Their UU is focused towards offensive combat, allowing them to spread around the mid-game, while the UB allows them to help shorten down the late game.

Steam Workshop Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=493246111
CivFanatics Link: http://forums.civfanatics.com/showthread.php?t=541619
Cherokee History

Early Cherokee history is largely unknown to historians, largely carried on through verbal traditions or early written documents. The formation of the Cherokee can be dated back to the late 13th century, making them a late-comer in terms of tribal structures in the area.

Society around the time of formation is largely described in the papers of the writer John Howard Payne. According to his descriptions, the society of the Cherokee was split into two parts; the "white" elders, who were viewed as saintly and holy men in charge of purification and healing, and the "red" youth, who engaged in the more violent aspects of life, such as warfare. This caste system had largely disappeared by the 18th century, and is largely believed to have dissolved because of a revolution against the Ani-kutani.

The earliest theorized contact between the European powers and the Cherokee is attributed to to 1656, where the Spanish explorers reported meeting hundreds of "Mahocks, Nahyssans, and Rechachercrians." The first two names are known to be alternate names for the Sioux, but the last one is argued to bear resemblance to "Eriechronon," a term given to a break-away section of Iroquois who are believed to be the original Cherokee.

Through the 17th century, the Cherokee acted as the primary indian tribe that the European settlers interacted with in the region, being the largest and most organized. The Spanish traded well with the Cherokee, and occasionally travelled with them through the region. Initially, the Cherokee traded furs for European technology, but focused on alcohol later on when the Indian slave trade began.

The 18th century marked a period of violence and warfare for the Cherokee. Allying with the British, the Cherokee helped the imperial colonies to fight pesky tribes. These efforts culminated in 1730, when the Cherokee were convinced to "elect" Moytoy of Tellico as Emperor of their nation, and recongize the sovereignty of King George II. A delegation of Cherokee, including Attakullakulla, were sent to sign the documents that sealed the deal. The later half of the century marked a period of decline as a smallpox plague struck them. Further, the growing imperialist powers attempted to head off plans of a united Indian nation, which lead to the Second Cherokee War, where the Cherokee were largely defeated.

The 19th century is infamous in Cherokee and American history because of the Trail of Tears. As one of the few tribes to have adapted towards the invading Western culture, the Cherokee believed that they were perfectly capable of living in cohabitation; this ideal was not reflected by President Andrew Jackson. In 1830, Jackson attempted to move the Cherokees from their land. John Ross, one of the chiefs, brought a case before the Supreme Court to claim that their claim to the land was righteous. The Supreme Court, in the Cherokee Nation v Georgia case, ruled that the Cherokee had rights to the land, but Jackson ignored the decree, evicting the tribe anyway, infamously being reported as saying; "John Marshall has made his decision; now let him enforce it!" John Ross tried once more to get the nation recognized, leading to the case of Worcester v. Georgia, which stated that the government could not extend its laws over the native peoples, and were allowed to resist the actions of the Georgian government without fear of federal offense. Further, his efforts were also are attributed to the creation of the Supreme Court ruling that the Indian Nations were a dependent state; ie they acted as a protectorate state but a sovereign entity. Thus, the recognition of Indian tribes across the United States can be attributed to his actions on the legal front.

Despite the horrendous nature of the removal, the Cherokee nation continued to have a rich, but divided history in the later half of the 19th century. A band of Cherokee had been successful in maintaining their homes in the east due to their isolation, and thus an Eastern Cherokee nation was formed and recognized by the states of Georgia, Tennessee, and Alabama. During the Civil War, a large part of the Cherokee fought for the Confederacy, though many also fought for the Union. After the war, the Cherokee granted "freedmen" status to all the slaves they had previously owned. Despite this turn around and their service to the South, the Cherokee themselves were often placed under the same restrictions as Blacks under the Jim Crow Laws. Thus, in the Civil Rights era, they were one of the minorities supporting the movement.
UA: Acculturation

The boost to early science was appreciated in a relatively bad start.

The Cherokee UA can best be broken down into three parts:
  • Gain 5% of the science generation of foreign cities that you have a trade route to
  • Scientist specialists yield +2 GW points
  • Great works of literature yield +2 science

Great Writers (GW's) have always been considered the best of the GWAM trio. Its secondary ability to produce a massive amount of culture in one sitting is helpful to warmongers, and the ease of which literature slots are obtained is great for culture games. In this case, however, they provide another, more important benefit: science.

Science, as any Deity player will tell you, is second only to food, and only by a little bit. The main benefit of the ability is the fact that it makes these kind of investments even more powerful. In a lot of games, the culture side of things is neglected, since it is widely acknowledged that the culture victory is hard to impossible to achieve on higher difficullties, and especially in multiplayer. However, the Writer's Guild comes a full 3 columns before the first building to have scientist slots (the university). If one were to beeline Drama and Poetry, followed by beelining Education, there are 11 techs between them. In the time it takes to get to Education, the Cherokee can already have a couple of great works of writing up, which provide +2 science a piece.

When the University does come around at Education, it offers the potential for even more escalation. Each scientist specialist will not only produce the base +3 science, and +3 scientist points, they yield +2 GW points. Considering that each city can have a total of 4 scientist slots, this works out to +8 GW points. The Writer's Guild has two GW slots, each yielding +3 culture and +3 GW points, which actually works out to be less than what the scientists can generate. Add on the fact that you can get the Writer's Guild in addition to the scientists, and it's not hard to see why this is powerful. Even better, the scientist slot can be enhanced by taking Secularism (Rationalism) and building the Statue of Liberty and International Space Station wonders to yield a grand total of +2 production, +5 science, +3 GS points, and +2 GW points per turn.



Even more importantly, this ability allows you to adapt to the World Congress. In most games, the other AI's tend to vote towards Arts Funding, which annoyingly hinders scientist generation. However, the generation of writers is boosted, which means that while you still won't be making as many scientists, you won't be as hard hit as some other nations.

Finally, the trade route ability. This bonus is not meant to be built on by itself; it doesn't give bonuses to tourism, and the boost in science is marginal. For every 20 points of science that the receiving city generates, you gain 1 point of science. Even the highest values normally achieved by skilled players (about 600 before GS spam) will only yield 30 science a turn. The benefits of this, on its own, are two-fold. One, it has a minimum of 1, so you will get at least 1 science a turn from the receiver. In later stages, this won't matter, but considering that only one tech is required for the first trade route, an easy +1 science while stabilizing your economy is not negligible. Further, it's independent of your technological difference. As it only scales based on their tech, you aren't penalized for being massively ahead of them in tech, so it acts as a bit of a negater for the problem of giving tech to the enemy.
UB: Syllabary School
The Syllabary School is a Deity player's dream. The Public School is one of the most important buildings in terms of the science game, and the Syllabary School just makes it better. In addition to the standard benefits, the UB also:
  • Adds +10% great person generation per trade route extending from the city. (To a max of +30%)
  • Two great works of literature slots.

The second part is fairly self explanatory and simple. By the end of the game, GW generation will outpace the number of slots available, and while using them for culture isn't terrible, the science you can gain instead is too valuable to pass up. This allows more slots, and is extra helpful because it gives two slots, instead of the usual one.

The extra great person generation is the most important part here. Even without wonders, there are 8 trade routes available by the end of the game; with Petra and the Colossus as well, this goes up to 10. This gives a grand total of 100% to all great people across the nation. The designation of "ALL" is important here; not only does it boost scientists, but writers, engineers, and even artists are all increased. For Great Writers, with all the bonuses possible (minus Sweden DoF), this can work out to a 188% increase in generation, with scientists lagging behind at 163% max. Note that in either case, the other type is reduced by 33%, as these both rely on the respective Congress decisions being passed. More notably, this means that between four cities (the tradition base), there will be three with the 188-163% and a fourth at 178-153%.
UU: Aniwina

Replacing the Musketman, the Aniwina gains the following benefits:
  • Ignores enemy ZOC, gain +1 movement, and may retreat from enemy attacks.
  • -2 combat strength

The Aniwina is a dual edged sword. On the one hand, the Aniwina has less combat strength than the unit it replaces, making it weaker on both offense and defense, and it also has the retreat ability, which can cause your front lines to warp if a unit retreats when you didn't want it to. But on the other hand, the abilities it gains are usually unit to armour and tank units, so getting them all the way back in the Renaissance is important.

In higher difficulties and multiplayer, movement is crucial. Being able to outlfank your foes and reach further and faster than the enemy is powerful. While the unit isn't impressive as a defender, its strength as an attacker is powerful. In later parts of the game, it can step in to create LOS for artillery and step out without wasting too much movement. Additionally, the abilities transfer on upgrade, allowing it to pass on the ZOC and extra movement to later models. It should be worth noting that because it is Pre-Industrial, one can get it through Holy Warriors, and thereby skip having to go through the Piety tree.
Strategy: The Finer Bullets
Early in the game, the Cherokee will likely play like a tall civ, as getting the Writer's Guild working early on will take food support that a wide style cannot achieve easily. Unlike most tall civs, there is a potential diversion towards Currency and Iron Working to be had to get Petra and the Colossus, respectively. On higher difficulties, or in more competitive multiplayer games, these diversion would be ill advised. Founding a religion with Holy Warriors might be a good idea to make the best benefit of the Aniwina.

The mid-game is the flourishing point of the Cherokee. Great Scientists become available through the University, and thus science and culture production kicks into overdrive. Additionally, the strong infrastructure of the tall style will allow you to produce a few Aniwina to take over some weaker neighbors. It is worth noting that conquest should be kept to reasonable levels. The Aniwina are not strong enough to necessitate a violent style. In addition, annexed cities increase culture AND science costs, so it should actually be kept to a minimum. Make sure to keep trade routes maxed at all times, so that when the Syllabary School comes into play, the max benefit will be achieved. Additionally, use the gold from trading to keep a few city states in your pocket; you'll need them to sway the path of crucial votes both immediately (Arts vs Science funding) and later on (International Space Station).

The late game will be the time to turtle. Not only will your science generation be at threat to others, but the passive tourism generation from all your works of literature may threaten the happiness of culture of lesser civilizations; expect a large target to be painted on your back. Your scientist generation should allow you to bulb through the late techs, while you use your stored up faith to purchase Aniwina once Scientists become too expensive; upgrade them immediately. Armed with beaker and pen, the Cherokee people will advance to the stars as a pinnacle of cultured society!
Thanks!
Par for the course, I once again give my thanks to the folks below:
  • Zigzagzigal, who's excellent guides inspired my own.
  • Ryanjames, who created the mod you just read about.
  • And you, the reader.

Until next time, donadagvhoi!
1 Comments
Kalista 30 Jan, 2016 @ 1:49pm 
Thanks for the Strategy Guide for this Mod