I actually really like the unique scout. A little slower to produce but the free promotion makes it a lot faster than regular scouts and they are a lot better for early defense against barbs and AI warrior rushes.
Few tips about The Cree:
1. Try and settle a city near a bunch of pastures and camps and build the government plaza in that city. Your internal trade routes to that city will be absurd, something like 9 food/3 production in early game.
2. One of the few civs that can get the classical golden age without too much luck. Definitely start with two scouts to get as much era score as possible! There are two possible strategies to benefit from this:
A) Go for a religion with a strong faith pantheon and use the faith to kickstart your expansion with Monumentality. Use Ancestral Hall to boost expansion even further. Good on maps with a lot of room to expand!
B) Build two campuses, rush to Currency and get Free Inquiry for the science per commercial hub. Build the Oracle around turn 60 to get most of the early Great Merchants and maybe even scientists. Most likely, you are going more tall than wide and make use of those high food trade routes. Audience chamber is a great boost for this because even the housing from Mekewaps will be too slow. Cities grow too fast.
3. Cartography and Civil Service should be research priorities because Mekewaps get boosted quite a lot by those techs/civics.
Three screenshots from my current game to show these strengths. On this map I went for option A (Religion + Monumentality + Ancestral Hall) because I made contact with two religious city states and got the +faith per adjacent rain forest pantheon.
1. This is what two early Cree scouts and the free trader can do! 8 envoys on turn 37, standard speed. Those militaristic city states add +4 production for building settlers and builders in my capital! A massive buff and I could quickly expand to 3 cities and build a holy site near rain forest in each of them. For faster culture progression I also bought a monument in the 2nd city! Very important to get Amani (for era score from being first suzerain) or Magnus earlier.
2. Empire on turn 88. With all the faith I bought like 6-8 builders (in Liang city) in addition to all the free builders from Ancestral Hall. I produced the settlers because of the +100% production boost from Ancestral Hall and the +50% card. Also I used the religion (+culture from shrines/temples) to rush to Feudalism to get a couple of +5 builders. So now I have 8 cities with very developed land and a bunch of districts already. Nubia captured Valleta, so I quickly settled a city near iron and captured it. It was a militaristic CS but I felt like keeping the city was better than liberation.
3. Empire on turn 163 to show the power of Mekewaps. 500 gold per turn (with
Reform the Coinage golden age). Not as high as in my Egypt game but still very very good. All cities are settled peacefully. Unfortunately I had trouble to get more than one alliance. Probably because of constant holy wars against Nubia
. Made heavy use of the reduced warmonger penalty from razing cities in a holy war (it's the same -50% penalty as capturing!!). Currently Reyna is hopping from city to city and is rushbuying campuses for roughly 1200 gold each
. No culture CS and no science CS on this map though. Very unfortunate. I also built the
Venetian Arsenal just for some navy fun later in case a potential runaway needs a few coastal cities razed or captured
Also two screenshots about the district discount mechanism which can be used heavily with this strategy! With 3 holy sites, the first 2 campuses and commercial hubs were discounted (-50% production cost). After that the first 2 theatres/camps etc as well.
On turn 47, the discounted campus only costs 55 hammers! That's not even possible when you rush to Writing and build it asap.
Same with the commercial hubs. On turn 78 it's still almost as cheap as a monument. The power of the discount mechanism