First, I get what you mean with the Khmer trade routes now, and it makes sense. Second, I really liked your comments about the Cherokee. But, before I show you my rewrite, I want to explain something. The Chickamauga appears as a barbarian only outside your territory, so other civs won't try to kill it in your territory. The reason I have them look like barbarians is because it adds a war-like element to what's otherwise a really peaceful civ. So, you can still by good diplomatically as you're razing, pillaging, and generally terrorizing your opponents. Their promoted versions don't look like barbarians anyway, so it's relatively short-lived anyway. I don't want to seem like I'm ignoring you, because I'll fix everything else, but I want to keep the Chickamaugas generally as they are. I hope you like the other stuff I changed.
The Cherokee
Leader: John Ross
Capital: New Echota
UA: Five Civilized Tribes. Tiles that border a different civilization or city-state yield +
. If you have an open borders agreement with the civ or are friends with the CS, those tiles provide an additional +
, and the city receives a 15% production boost to building science buildings. (Not 15% for each, just in general.) If you have a declaration of friendship with the civ or are allies with the CS, each tile yields and additional +
and a 5% boost to science in the city each.
UU: Chickamauga. Replaces longswordsman. Appears as a barbarian longswordsman outside of your territory. Has a promotion that gives it double movement and +15% combat strength on river tiles.
UB: Stomp Grounds. Replaces amphitheater. A Great Work of literature placed in the Stomp Grounds gains +
and +2
for each era since it was written. The Great Work only gets this bonus if it was created by the Cherokee.
I think that's a little more complex, but it means that each city can produce a hefty amount of science, with increases depending on how friendly you are with the civ. I did the math a little, and if you expand right and you make friends with your neighbors, that's maybe 15 science per city, with a 25% science boost and the 15% science building production boost. It has the drawback that cities on distant islands or cities in your empire's center don't receive these bonuses, but you really can avoid it if you plan your expansion correctly. It's a natural balance check anyway. What do you think now? If the drawback is too big, I could buff it a little bit. I also could tinker with the Stomp Grounds a little, because I do have some other ideas for it.