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Civilization VI: Rise and Fall - title

Civilization VI's first expansion, Rise & Fall released earlier this year, and it introduced a few leaders and civilizations that are making their first appearance in the franchise. I hope to be able to write strategies for every one of the expansion civs and leaders, but I'm going to start with the ones that are new to the franchise, and the ones that most utilize the expansion's new features (Era Score, governors, loyalty, and so on). This month, I will be tackling the Cree, lead by Poundmaker.

The Cree are a group of Algonquian-speaking North American First Nation hunter-gatherers. Their numbers have reached hundreds of thousands, and their territory has covered much of mainland Canada (stretching from Newfoundland all the way to western Alberta) and parts of modern-day northern Montana. They were divided into several subgroups based on region and dialect, but their social structure was mostly uniform. They grouped together into a "lodge" consisting of two families related by marriage. Several lodges would hunt and migrate together in a "band", with lodges routinely coming and going between different bands, or forming new bands.

As Cree bands migrated into the Great Plains, those bands began taking up buffalo hunting and herding. The leader of one such band, Pîhtokahanapiwiyin, became famous for his "divine" talent for using song and drum to attract buffalo into a walled pasture called a "pound". This talent, earned him the name Poundmaker from English-speakers. With the numbers of buffalo dwindling in the late 1800's, Pîhtokahanapiwiyin lead his people to Battleford to reaffirm his loyalty to the Queen and to negotiate for food and supplies. The townspeople, fearing an attack, holed up in the fort for several days, refusing to speak to Poundmaker, even though a spy had verified Poundmaker's peaceful intents. Canadian troops arrived a month later and attacked the Cree. The Canadians were routed, but Pîhtokahanapiwiyin ordered his warriors not to pursue, as he did not want a massacre. Despite not having instigated the conflict, Pîhtokahanapiwiyin surrendered to authorities in order to avoid further bloodshed. He was convicted of treason, and sent to prison. His sentence was only for seven months, but he died shortly after release due to a lung hemorrhage that he suffered in prison.

Pîhtokahanapiwiyin's actions, and his many alliances with other native tribes, and treaties with the Canadian government, have earned him a reputation as a skilled negotiator and a man of peace and wisdom. Today, the descendants of Pîhtokahanapiwiyin and his band live in the Poundmaker Cree Nation, a reservation in Saskatchewan, which was founded by Pîhtokahanapiwiyin himself.

DISCLAIMER:
Civilization VI is still very early in its life-cycle (particularly the Rise & Fall expansion. Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the July 2018 "Red Shell" patch (ver. 1.0.0.262)

Poundmaker had front-loaded bonuses that encourage him to be a trade-based peacemonger in Civilization VI: Rise & Fall, who gains additional bonuses from trade routes (either domestic or foreign) with cities that contain camps or pastures.

Civilization VI - Poundmaker of Cree

Poundmaker of Cree's uniques in Civilization VI: Rise & Fall

Cree capital start bias: none.

Civilization VI - Cree flag

Cree civilization unique: Nîhithaw

"Gains +1 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves over them."

Researching Pottery grants the Cree with a very early (free!) trade route and Trader unit. If the map is safe, this Trader can be sent to a city state or a rival civ's city in order to generate some very early gold, as well as possibly some production, food, culture, science, or faith.

This Trader (and every Trader created thereafter) will also claim any unclaimed tile(s) that it enters which are within the bounds (3 tiles) of a Cree city. By sending Traders out to different cities (in multiple directions), the Cree can claim a lot of territory without needing high culture generation and without having to spend any gold to buy tiles. External trade routes can allow you to extend your reach to claim tiles that might otherwise be contested by other players or city states. Internal trade routes, on the other hand, will allow the Cree to fill in their territory, potentially closing off their borders to rivals who do not obtain open borders rights from you.

As far as I know, the number of tiles than any one Trader can annex is unlimited.

Poundmaker's leader unique: Favorable Terms

"All Alliance types provide shared visibility.
Your Trade Routes grant +1 Food for Poundmaker per Camp or Pasture in the receiving city.
Trade Routes grant +1 Gold for Poundmaker per Camp or Pasture in the receiving city.
"

Civilization VI - Poundmaker portrait

Poundmaker's "Favorable Terms" ability seems to be poorly-written and is a bit difficult to understand. It also seems to have changed at some point since Rise & Fall's release -- though I can't find anything in the patch notes specifying whether the ability changed, or if only the text of the ability changed. In any case, may sources (including the Civ VI wiki) still show the original text of the ability. The original ability description is as follows:

"All Alliance types provide Shared Visibility.
Trade Routes grant +1 Food in the sending city and +1 Gold in the receiving city per Camp or Pasture in the receiving city.
"

This text implied that it may provide reciprocal benefits depending on who owned the sending and receiving cities. This would be similar to the "Mediterranean's Bride" ability of Cleopatra, or the "Gateway to Africa" ability of Civ V's Morocco. This does not seem to be the case, and the ability text was revised to what is shown at the top of this section. The new text does clarify that only Poundmaker receives the benefits of his ability, but it is still a little bit confusing with regard to which city gets which benefit. Here is how I understand Poundmaker's ability to work:

"All Alliance types provide shared visibility.
Poundmaker's Trade Routes grant +1 Food in the source city for each Camp or Pasture in the receiving city.
All Trade Routes to one of Poundmaker's cities grant +1 Gold in the receiving city per Camp or Pasture in the receiving city.
"

The trade route bonuses apply to both domestic (internal) trade routes and to international (external) trade routes. It can be used to rapidly grow your cities, as well as provide wealth. By sending your trade routes to cities that have camps or pastures (whether they are your cities or another civ's cities), Poundmaker's cities have much greater growth potential than most other civilizations, which means they can potentially work more tiles (for more yields) and/or assign more specialists if you don't have worthwhile tiles to work.

Civilization VI - shared visibility
All alliances provide shared visibility, allowing you to see large chunks of the map.

Normally, military alliances would allow civs to share visibility, but Poundmaker (and his allies) receive this bonus from all alliance types. Unlike with the trade power, this part of Poundmaker's ability does provide bonuses toward the other civilization, and can allow both parties to more quickly reveal the map, and to share in the discovery of natural wonders, ancient ruins, barbarian camps, and other civilizations' territory.

It also complicates some historic moments, such as being the "first to circumnavigate the globe", "first to discover a natural wonder", and "first to meet all other civilizations" historic moments, since multiple civilizations can potentially earn it simultaneously. I'm not sure of the exact rules for how these conflicts are resolved. I tested it in Hot Seat and had an instance in which Poundmaker was given credit for being the "first" to circumnavigate the world, even though the circumnavigation was completed by another allied player's unit on that other player's turn. I also had another instance in which the other allied player was given credit for the "first" circumnavigation when it was completed on that player's turn. It didn't seem to matter which player's unit actually achieved the circumnavigation. In both cases, Poundmaker was the first player, so it's also not resolved in player order. If anybody knows how these simultaneous historic moments are resolved, please let us know in the comments! In the meantime, I guess the only hint that I can provide is that if you are counting on getting the era points from such an historic moment (such as the 5 era score for being the first to circumnavigate the globe), maybe it's safer to not be allied with anybody.

Unique improvement: Mekewap

Game Info:

"Unlocks the Builder ability to construct a Mekewap, unique to Cree.
Provides +1 Production and +1 Housing. +1 Gold if adjacent to a luxury resource. For every 2 adjacent bonus resources, +1 food. Additional Production, Gold, Food, and Housing as you advance through the civic and technology tree. Must be placed next to a bonus or luxury resource. Cannot be built adjacent to another Mekewap.
"

Civilization VI - mekewap

 

Requirements: Pottery technology,
must be built adjacent to a bonus or luxury resource,
cannot be built adjacent to another Mekewap.

Effects: +1 Production, +1 Housing,
+1 Gold if adjacent to a luxury resource,
+1 Food for every two adjacent bonus resources, upgrades to +1 Food for each adjacent bonus resource after Conservation civic,
+2 Gold for each adjacent luxury resource after Cartography tech,
+1 Production after Civil Service civic.

 

Civilization VI - shared visibility
Mekewaps can turn worthless tiles
into workable ones.

Since the Mekewap gains bonuses from adjacent resources, you may want to resist harvesting those resources. Mekewaps can become very productive tiles if surrounded by more than 1 or 2 resources. They are often better than farms or mines (even without the tech and civic buffs). It also provides housing, which helps to support the rapid growth of Poundmaker's cities.

Mekewaps cannot be adjacent to another Mekewap, so you will want to plan out their positioning carefully. Try to leave room next to your farmable resources so that you can create three adjacent farms for the Feudalism bonus where applicable.

Civilization VI - Okihtcitaw icon

Unique unit: Okihtcitaw

Game Info: "Cree unique Ancient Era unit that replaces the Scout. Strong reconnaissance unit. Starts with 1 free Promotion."

Civilization VI - Okihtcitaw unit portrait
 

Requirements: none
Replaces: Scout.
Obsoleted: Rifling technology,
Upgrades to: Ranger.

Cost: 40 Production (+10 from Scout) / 160 Gold [Standard speed].
Maintenance Cost: none.

Attack Type: Melee, Promotion Class: Reconnaissance,
Melee Strength: 20 (+10 from Scout),
Movement Speed: 3.

Bonuses: Starts with a free promotion.

Stock Okihtcitaw have the movement of a Scout, but the strength of a Warrior, meaning that they can take a lot more punishment during exploration than a normal Scout could. They can also be used as viable military units early in the game. If you can promote one with the Ambush promotion (granting it +20 additional strength), then an Okihtcitaw will be stronger than a Swordsman. Since the Okihtcitaw starts with one free promotion, you are already that much closer to being able to promote the unit with Ambush.

Civilization VI - Okihtcitaw ambush
Okihtcitaw with Ambush are stronger than Swordsmen.

The free promotion will allow your newly-trained Okihtcitaw to immediately take either the Ranger (faster movement in woods and jungles) or Alpine (faster movement on hills) promotion. This will dramatically speed up your early exploration if your capital is surrounded by rough terrain.

The "free" promotion is actually a little misleading. The Okihtcitaw isn't simply given a free promotion; it is given the experience necessary to gain the first promotion. The amount of experience required for a promotion increases with each promotion taken. An Okihtcitaw's second promotion, therefore, will not cost as much as the first promotion normally does.

Going Camping: General Strategy for Poundmaker's Cree

Poundmaker should focus on settling cities near camp and pasture resources, as internal trade routes between these cities will help the cities to grow much faster, as well as generate additional wealth for the Cree. God of the Open Sky (+1 culture per pasture) and Goddess of the Hunt (+1 food from camps) pantheons are great options if you are able to settle near lots of pastures or camps (respectively).

Civilization VI - camps and pastures
Internal trade to cities with camps and pastures is profitable for Poundmaker.

If no camp or pasture resources are available nearby, then try to look for foreign cities (including city states) that have access to these improvements, and send your trade routes to them (assuming it is safe to do so). If you couldn't find many camp or pasture resources, or if another civ already beat you to the God of the Open Sky or Goddess of the Hunt pantheons, then Fertility Rites (+10% growth) pantheon is a particularly beneficial fall-back option for the Cree since it will combine with Poundmaker's free food from trade routes to help grow your cities even faster.

Civilization VI - Temple of Artemis wonder

This bias towards pasture and camp resources also means that the Temple of Artemis world wonder might be worth pursuing if you can spare the early production. It will provide extra food and housing to its city, as well as extra amenity from nearby pasture, camp, and plantation resources.

Poundmaker will also receive a free early trader from the Cree's national ability, once you've researched Pottery (which should be a very early priority). This free early trade route is a nice bonus, but it does come with a lot of risk. You'll be unlocking this trade route at a point when very little of the map is revealed, civs have yet to expand (except on the highest difficulties, in which, the A.I.s get free Settlers), and barbarians are rampant, and the fog of war is extensive. This means that barbarians can spawn pretty much anywhere at any time, and can easily plunder your Trader if you do not take care to protect it. You likely won't have a second city for internal trade yet, so you'll either have to park the Trader in your capital for the time being, or send it to a nearby city state. If the city state has given you a quest to send a trade route, then this can be a source of easy envoys!

Civilization VI - free trader
The free Trader is at extreme risk of being plundered by barbarians unless you protect it.

On the highest difficulty settings, the A.I.s start with one or more free settlers, so it is possible that they may forward-settle near you. While this is annoying, it does provide the Cree with a unique opportunity. You can now send your free Trader to that forward-settled city for some extra early-game cash, and (depending on how closely the A.I. settled) the route will be much safer. Because of the loyalty pressure mechanics in Rise & Fall, the A.I.s are not typically as aggressive with forward-settling as they used to be, but they will still do it from time to time, especially if your capitals are very close to each other. This early trade route may also curry some favor from the A.I., which you might actually be able to leverage into a friendship or alliance (assuming that you don't want to conquer them as punishment for forward-settling you).

In addition to creating roads, Traders will claim territory as they move and expand your borders. You don't have direct control over the paths that your Traders take, but by switching up which cities you send them to, you can claim large amounts of territory, which can close off your borders and potentially block a rival from moving military units or settlers through your territory unless they first negotiate for an open borders agreement. Sending a Trader to a neighbor's border city can also allow you to claim tiles near that neighbor's before they can annex them, which can be used to stake priority claim on strategic locations, high-quality district sites, or resources.

Civilization VI - closing off map
Sending Traders between your cities can close off your territory, which may block other players from expanding.
Civilization VI - Colossus wonder

In certain situations, you can use your Traders to block off a rival's ability to expand. If you can seal off a portion of the map, you can effectively trap other civs on one side of the land mass or the other (at least until they gain the ability to sail around your borders).

It's generally good play to create lots of trade routes, which means that Commercial Hub and Harbor (along with their respective Market and Lighthouse building) should always be a high priority district for your new cities. This is especially true for the Cree, since they have additional powers associated with their Traders.

Civilization VI - Great Zimbabwe wonder

In addition, wonders that increase your trade route capacity are particularly valuable for the Cree. You should consider building the Colossus in a coastal city (if you start near the coast or can settle a productive coastal city early in the game). If you have cattle available, then consider placing a Market district in a position that will allow you to build the Great Zimbabwe wonder (which must be adjacent to a cattle pasture and a Commercial Hub with a Market). Both these wonders grant an additional trade route, as well as other bonuses.

Lastly, you can further boost your trade by becoming the suzerain of certain city states. Commercial city states such as Antioch or Bandar Brunei will grant gold yield to your trade routes. Cultural city states like Kumasai will provide culture yield. And Lisbon will make any water trade routes immune to plunder.

Longer-lasting Scouts!

The other front-loaded power of the Cree is their unique unit: the [so glad this is text, so I don't have to try to pronounce this] Okihtcitaw. Having both their uniques available at the start of the game means that the Cree (much like the Mapuche) are prime contenders for a classical golden age. If you delay creating Okihtcitaw or Mekewap, you can maybe let yourself slide into a classical dark age, then pull out a medieval heroic age. This can be risky if nearby civs forward settle you and are applying a lot of loyalty pressure to your cities. If foreign loyalty isn't a threat, then this strategy can potentially be very rewarding.

Civilization VI - ancient era score
The Cree have front-loaded uniques, that can be used to trigger an early golden or heroic age.

The Okihtcitaw replaces Scouts, and are a bit more expensive to build. If you adopt the Discipline policy that grants a combat bonus against barbarians, then the Okihtcitaw can actually be a viable barbarian-hunting unit -- at least until the barbarians start spawning Pikemen. This is especially true if you send your Okihtcitaw out in pairs to support each other and trade off attacks and healing. Even solo, Okihtcitaw will also be much more likely to survive long exploration trips deep into the fog of war, and might even survive long enough to get the coveted Ambush promotion that grants +20 combat strength (doubling the Okihtcitaw's strength). With the Ambush promotion, your Okihtcitaws will actually be able to compete against Pikemen and other medieval units that the barbarians (or another player) might throw at you.

Civilization VI - Terra Cotta Army wonder

If you build the Terra Cotta Army wonder, then all your units (including any Okihtcitaws in the field) will receive a free promotion, which pretty much guarantees that you'll be able to take the Ambush promotion.

If they survive, these well-promoted Okihtcitaws will upgrade to become potent Rangers when you research Rifling. Just prior to researching Rifling, you may want to spam a bunch of Okihtcitaws (which at this point should be super-cheap). They can be combined with your older, highly-promoted Okihtcitaws to create some powerful corps. Even if you don't have any surviving Okihtcitaws from the beginning of the game, your new Okihtcitaws still get a free promotion, which means that you can still upgrade them into promoted Rangers and combine them into corps. Use your Ranger corps (assisted by Privateers or Submarines if you have them) to scour the frontiers of the map and hunt any barbarians that still wander.

Civilization VI - Okihtcitaw corp Civilization VI - barb-hunting Ranger and Privateer
Upgrade your Okihtcitaws into Ranger corps, then send them with Privateers to scour the map for lingering barbs.

If you send out a Privateer with your Rangers to look for coastal barbarian outposts, be sure to take the Loot promotion and then use the Privateer to perform a coastal raid to disperse the outpost. This will grant extra gold to help supplement your treasury. If you notice a bunch of barbarian Galleys or Caravels floating around, then the Boarding promotion will also give you gold for killing them.

Sharing is caring

Poundmaker's Favorable Terms ability has a small boost for alliances, but the combination of his powers and their synergy with policies and diplomacy make Poundmaker one of the game's premiere peacemongers.

Poundmaker benefits from building strong alliances with multiple civilizations. His Favorable Terms ability allows him and his allies to share visibility regardless of the type of alliance (whereas visibility sharing is normally only available from military alliances). Using your extra trader to send trade routes to other civs early in the game will help to earn their favor, so that by the time you complete the Civil Service civic, you can hopefully create alliances with multiple other civs. Doing so will reveal large chunks of the map to all civs involved. While the alliance is active, Poundmaker (and his allies) will also share in the discovery of natural wonders, new civilizations or city states, and also tribal villages (though only one of you will be able to actually claim the reward of said village).

Civilization VI - Wisselbanken
Wisselbanken provides bonus food and production
from trade routes to allies' cities.

If you do have multiple alliances going, and you are trading with those allies, then the Wisselbanken policy (and its successor Arsenal of Democracy) is a very good policy for you to slot into your diplomatic or wild card slot. This policy will grant additional food and roduction to your trade routes with your allies, while also increasing the rate at which your alliances level up. Building (or conquering) the Forbidden Palace or Potala Palace will grant an additional wild or diplomacy policy slot (respectively), and will help ensure that you have room to adopt Wisselbanken while still keeping other worthwhile policies active.

As the game progresses, Poundmaker should enjoy having multiple cities with very high populations. This will allow you to work more tiles and/or assign more citizens to districts as specialists. Which districts you build, and which great people you want to recruit will likely be dependent on your planned victory, but since the Cree specialize in trade, you'll probably have lots of Commercial Hubs and/or Harbors that can be used to produce a steady stream of Merchants or Admirals.

Policies like Rationalism and Free Market will also be more appealing to the Cree earlier in the game, as you'll have more large cities that can benefit from the bonuses of those policies.

Civilization VI - population historic moment
Faster population growth grants extra era score and allows more districts and specialists.

Faster population growth also means that you'll reach the threshold for building additional districts in a given city more quickly. This, combined with the various yields that you'll get from trade routes to allies, will make Poundmaker's Cree into a very versatile civilization that can compete for all victory types. Extra science and culture from trade routes, and more specialists from higher populations, will allow the Cree to progress through the tech and civic trees, giving you advantages towards science and culture victories. The increased survivability of the Okihtcitaw means you might even be more likely to get a free relic from a tribal village, giving you a head start on tourism.

The extra visibility from alliances also has obvious military benefits. Other civs can provide reconnaissance on your enemies for you (and vice versa in the case of multiplayer). Even if you're going for a military victory, it's a good idea to have allies throughout the game to help you against your foes. When you inevitably have to betray your ally to capture their capital for the win, the alliance will have provided you with 100% reconnaissance of their territory and knowledge of all of their units and positions!

Playing against Poundmaker's Cree

Poundmaker's A.I. agenda: Iron Confederacy

"Establishes as many Alliances as possible, and likes those who do the same. Dislikes civilizations that don't establish Alliances."

I've found Poundmaker to be one of the friendliest A.I.s in Rise & Fall. He may even out-peacemonger Gandhi! He will generally seek friendships and alliances with any civs who do not upset him, and he will send his many trade routes far and wide.

If you start near Poundmaker, then his Okhitcitaw may make it difficult for you to be the first to any nearby tribal villages. His Okhitcitaw will usually be able to move over rough terrain much earlier than yours, which will give Poundmaker more early bonuses from villages. He'll also get a very early trade route and a decent early-game unique improvement, which will get him off to even more of an early start.

Be careful about sending trade routes to Poundmaker. Make sure that you aren't sending routes to his cities that have lots of pastures or camps, since you'll just be giving him free gold. You won't get any extra benefit from doing so, so it's generally not worth it unless that city is vastly more profitable than any other options, or if you are playing a team multiplayer game and need to give your Cree buddy some extra help.

Civilization VI - Poundmaker agenda
Poundmaker is a peacemonger who will love you if you establish alliances -- even with his enemies!

Poundmaker will make for a loyal friend or ally, and any type of alliance with him will grant you shared visibility, which you can use to reveal more of the map, discover any natural wonders that he's found, or reveal the location of other civs and city states. If you time the alliance properly, you might get some free era points from revealing natural wonders or unmet civs or city states. These extra points can help propel you into a mid-game golden age. If you already have more than enough era score for a golden age, then consider delaying the alliance until the start of the next era, just in case the map reveal leads to any incidental era score. If you are allied with Poundmaker, then you will not share visibility with Poundmaker's other allies or suzerains; only with Poundmaker's units and cities.

Poundmaker doesn't have any direct military advantages (other than his Scout replacement being viable in combat). However, his early strengths provide him with extra gold, production, and food, which will allow him to get off to an early start. He can easily turn into a runaway that will control many cities and vast stretches of territory. If he isn't contained, he will likely become an economic powerhouse, or a military powerhouse, or both.

Discussions & Change Log

Thanks for reading. I hope this guide helps you to build a Cree civilization that will stand the test of time!

Patreon

These strategy guides for Civilization VI have been taking longer to research and write than I would like. Part of this is due to the fact that I'm not as familiar and experienced with Civ VI as I was with Civ V when I started writing strategy guides for that game, so I have to spend more time trying to learn the different mechanics and rules associated with each new civ that I play. I also have a lot more things competing for my time.

If you enjoy this strategy guide, and would like to see more like it, please consider making a contribution and become a Patron on Patreon. With some additional funding, I could dedicate more time to writing guides like this one, and can maybe even branch out into video content on Youtube.

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