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Sure, the scout replacement is marginally more useful than what it replaces and the Cree have no real bonuses to science, faith, or culture, but they can still perform adequately well at anything you put them to.
great feedback thanks man
They're actually my favorite civ to play as. Using trade routes to snag key tiles from encroaching enemies is a beautiful thing.
The gain the trade routes bring are not even remotely worth the hassle. They need to rethink poundmaker and give a bonus to his traders otherwise he's ♥♥♥♥.
You don't even need to send your free trader out as soon as you get it. Hold onto it until a more opportune time.
Note long trade routes early game are a fools errand
Destination cities of Cree trade routes gain +1 gold per camp and pasture they control.
- This is the main power of the Cree (with the mekewap), played well it can boost your cities with additional food, getting large cities fast. The Cree can become powerful if played well.
Build 1 or 2 orkihtcitaw or slingers to protect the trader, don't lose him. Search and kill the barbarians near.
The internal trade route hub will have
magnus 2
gov plaza
diplo district
beyond that, you will generally prefer districts that add prod rather than food to internals (comm hub, encampment, industrial). All other cities just go comm hub first to always have a trade route ready as the next settler founds a city. And then campus or theatre 2nd district depending on whether you want to SV or CV.
It's one of the best civ for flexible gameplay. It's similar to Rome or Persia albeit a little more work to get rolling. But once you get like 6-8 food 3-6 prod internal trade routes, it's gamebreaking.
It's nerfed in the civ player's league MP mod to not receive the trader on pottery because it gives too much early game tempo. But then the mod also makes magnus2 give 2food 2 prod instead of only 2 food.
The civ is also particularly strong on a few map types that are housing-depraved. Like inland sea or highlands, due to their unique improvement.
I've assumed here you have all the content. If you are strictly Vanilla, I think the general gameplay remains internals even without magnus but it's been quite a while.
I do pretty much all of the above with great success but the protection of the trader is just a hassle and way too much micro management for what it's worth. I liked the race but got sick of these barbarian units making impossibly long detours just to go unnoticed and BAM! Whack my trader a turn before I can move my warrior to protect it. Nothing I can do and the timing is often terrible.
The ability to get a trader so early is a waste, basically (and confirmed in some of the comments above), keeping a military unit in protection instead of doing it's job, and bring next to no revenue. Why put that crappy option in the first place if it's next to useless about every ♥♥♥♥♥♥♥ game then?