bengalryan9
Emperor
- Joined
- Nov 13, 2018
- Messages
- 1,076
We’re almost to the end of the antiquity age civs! Next up are the Mississipians. The Mississipians are an Economic and Expansionist civilization with a starting bias towards Flat land near Rivers. Their associated wonder is the Monks Mound (adds food and increases the resource capacity of the city in which it’s built) and they unlock Hawaii, Inca, and Shawnee in the Exploration Age (but nobody extra in the Modern Age).
Their unique ability is Goose Societies, which gives all buildings +1 food adjacency for resources.
Their unique military unit is the Burning Arrow, an archer replacement that has +3 bombard strength, +3 ranged against siege units, and applies the burning status to tiles for two turns.
Their unique civilian unit is the Watonathi, a merchant that gives 25 gold per resource acquired when founding a trade route.
Their unique infrastructure is the Potkop, which gives +1 gold and +1 food for each adjacent resource.
Mississippian civics are:
Earthworks – unlocks the Potkop and gives +10% production towards constructing buildings. At mastery is unlocks the Monk’s Mound, the Shell-Tempered Pottery tradition, and gives +1 settlement limit.
Cah-nah-ha – unlocks the Gift Economy tradition and gives +2 resource capacity in the capital.
Waahih – unlocks the Atassa tradition and allows Burning Arrows to pillage within 2 tiles for 1 movement
Mississippian traditions are:
Shell Tempered Pottery – all buildings receive +1 gold adjacency for resources
Gift Economy – gives +1 gold and happiness for every imported resource
Atassa - +4 combat strengths for ranged units when defending
What do you think of the Mississippians - strengths, weaknesses, changes you'd like to see, strategies you like to use, etc. What leaders do you like pairing with them and who do you look to transition to in future ages?
Their unique ability is Goose Societies, which gives all buildings +1 food adjacency for resources.
Their unique military unit is the Burning Arrow, an archer replacement that has +3 bombard strength, +3 ranged against siege units, and applies the burning status to tiles for two turns.
Their unique civilian unit is the Watonathi, a merchant that gives 25 gold per resource acquired when founding a trade route.
Their unique infrastructure is the Potkop, which gives +1 gold and +1 food for each adjacent resource.
Mississippian civics are:
Earthworks – unlocks the Potkop and gives +10% production towards constructing buildings. At mastery is unlocks the Monk’s Mound, the Shell-Tempered Pottery tradition, and gives +1 settlement limit.
Cah-nah-ha – unlocks the Gift Economy tradition and gives +2 resource capacity in the capital.
Waahih – unlocks the Atassa tradition and allows Burning Arrows to pillage within 2 tiles for 1 movement
Mississippian traditions are:
Shell Tempered Pottery – all buildings receive +1 gold adjacency for resources
Gift Economy – gives +1 gold and happiness for every imported resource
Atassa - +4 combat strengths for ranged units when defending
What do you think of the Mississippians - strengths, weaknesses, changes you'd like to see, strategies you like to use, etc. What leaders do you like pairing with them and who do you look to transition to in future ages?