Part 2! Some quick notes: I didnt really mention in the last post but some civs i posted are represented by city-states in game, so those would have to be renamed, however, city-states that give unique improvements such as Cahokia would need to get removed, cuz i used their unique improvement (with some changes) in these concepts. Also, sorry for bad grammar (i had to correct a lot of spelling mistakes lmao).
Inuit - Kiviuq
They have a tier 1 starting bias towards Tundra and Tundra Hills, a tier 3 starting bias towards resources that can be improved by fishing boats, camps and pastures, and a tier 5 starting bias towards Snow and Snow Hills.
Inuit
(Inuit Qaujimajatuqangit): Specialty districts gain +0.5 adjacency bonus from Tundra, Tundra Hills, Snow, Snow Hills and Ice. Fishing boats, camps and pastures gain +2 faith. Can work Ice tiles, and units can travel through them.
Kiviuq
(Eternal Wanderer): Gain +50% production towards recon units. Units gain +5 combat strength if on Tundra, Tundra Hills, Snow, Snow Hills or Ice, gaining +1 movement if starting their turn there.
Agenda:
Circumpolar People: Likes settling on Tundra, Tundra Hills, Snow and Snow Hills and dislikes civilizations that do the same. Likes civilizations who settle far away from Tundra, Tundra Hills, Snow and Snow Hills.
Kakivak: Inuit unique unit that replaces the Scout. Costs 45 production, 180 gold and needs 0 gold to maintain. Has 3 movement, 5 combat strength and 2 sight. Costs 50% more production (45 vs 30) and has less combat strength (5 vs 10) than the scout, but ignores the movement cost and technological requirements of embarking and disembarking and has 1 charge, which is used to remove any bonus resource or luxury resource, giving a burst of +25 gold, +10 faith, +5 culture and +5 experience, all of these bonuses doubling if the resource was located on or adjacent to a coast or lake tile, this charge can only be used on your territory or on neutral territory and the unit isn't deleted when they are depleted.
Inuksuk: inuit unique tile improvement. Is built by a builder, unlocked with Civil Service and gives faith from plunders. Gives +1 food and +1 production, additional +1 food and +1 production if built on Tundra, Tundra Hills, Snow or Snow hills; +1 faith for every 2 adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice, becoming +1 faith for every adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice with Reformed Church, and +1 appeal to adjacent tiles. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Tundra, Tundra Hills, Snow or Snow Hills and not adjacent to another Inuksuk.
Iroquois - Jigonhsasee
They don't have a starting bias.
Iroquois (Gayanashagowa): Governments can be chosen earlier: tier 1 governments with Code of Laws, tier 2 governments with Political Philosophy, tier 3 governments with Urbanization and tier 4 governments with Cold War. Costs 0 gold to change your government configuration.
Jigonhsasee (Mother of Nations): Gain +1% culture for every major civilization and city-state that you have met, including you, that is at peace. Civilizations at war with you lose -1% culture for every major civilization and city-state that they have met, including themselves, that are at war.
Agenda:
Mediator: Will favor civilizations that haven't caused grievances to any other civilization and those that earned grievances against other civilizations. Dislikes civilizations that have caused grievances to any leader. Grievances with this leader decay at half the usual rate.
Rotisken'rakéhte: Iroquois unique unit that replaces the Musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units and against civilizations whose government is different from yours. Needs less nitre to train.
Longhouse: Iroquois unique building that replaces the granary. Costs 65 production and 260 gold. Only gives +2 housing, does not provide food. Whenever a citizen is born in this city, gain a burst of production equal to 5 times the new population of the city.
Haida - Cuneah
They don't have a starting bias.
Haida
(Potlatch): Cities with a specialty district that yields great people points have access to the Potlatch project, which, while active, invests the city's positive gold output into the project, not granting gold to your empire, but doesn't invests the city's negative gold output, such as maintenance costs, however, it grants culture and faith per turn based on the gold invested and, when completed provides a burst of culture and faith based on its production cost and a burst of great people points, of the great person type of the city's specialty districts, based on the total amount of gold and production invested into the project.
Cuneah
(Chief of Kiusta): The first great person recruited from each great person type grants a trade route capacity and a free trader.
Agenda:
Cloak Bay: Tries to recruit every type of great person, and likes civilizations that do the same. Dislikes civilizations that focus on recruiting only a few types of great people, instead of all types, and civilizations that recruit few great people.
War Canoe: Haida unique naval raider unit that is unlocked with Shipbuilding. Costs 120 production, 480 gold and needs 2 gold to maintain. Has 3 movement, 20 combat strength, 30 ranged strength, 1 range and 2 sight. Can move after attacking; ignores enemy zone of control; is invisible except when within sight range of city centers, encampments, destroyers, other naval raiders, or when there is a unit in an adjacent tile, and can perform coastal raids.
Totem Pole: Unique building of the Haida that replaces the Monument. Costs 60 production and 240 gold. Gives +1 culture, giving an additional +1 culture if its city has full loyalty, and +1 loyalty. Gains additional yields everytime a great person is recruited after its construction, based on the great person's type. Each totem pole can only have a total of 5 of each yield obtained by this ability.
+1 gold from great admirals and great merchants.
+1 science from great scientists.
+1 culture from great writers, great artists and great musicians.
+1 production from great engineers.
+1 faith from great generals and great prophets.
Potlatch Project: Haida unique city project only available to cities with a specialty district that yields great people points. While active, it invests the city's positive gold output into the project, not granting gold to your empire, but it doesn't invest the city's negative gold output, such as maintenance costs. While active, it grants culture and faith equal to 25% of the gold invested that turn. When completed, it grants a burst of culture and faith equal to 10% of the production invested into it, and a burst of great people points, based on the great person type of the city's specialty districts, equal to 10% of the gold invested and the production invested into this project. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
Mississippians - Tuskaloosa
They have a tier 2 starting bias towards rivers.
Mississippians
(Green Corn Ceremony): Cities founded adjacent to a river have access to the Green Corn Ceremony project, which grants food while being worked and a burst of influence points when completed.
Tuskaloosa
(Mabila): Military units in a city's borders gain +3 combat strength for every level of walls there. Walls can be bought with gold and give +0.5 housing and +0.5 loyalty for every specialty district in their city.
Agenda:
Equally Feared: Tries to build walls in all his cities, but dislikes civilizations that do the same. Likes civilizations whose cities don't have walls.
Falcon Dancer: Unique unit of the Mississippians that replaces the Man-at-Arms. Costs 160 production, 640 gold and needs 3 gold to maintain. Has 2 movement, 45 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units; +5 combat strength when attacking and, after defeating a unit, it gives faith, culture and influence points equal to 50% of the defeated unit's combat strength. Doesn't need iron.
Platform Mound: Unique improvement of the Mississippians. Is built by a builder, unlocked with Construction and gives gold from plunders. Gives +1 housing, additional +1 housing with Urbanization; +3 gold, additional +1 gold for every adjacent city-state unique improvement with Diplomatic Service, and +1 food for 2 every tiles located across the river if built on a river with Feudalism, turning into +1 food for every tile located across the river if built on a river with Replaceable Parts. Cities receive +1 amenity from the first Platform Mound built there, gaining +1 amenity from the second Platform Mound built there with Natural History. Can only be built on Plains, Grassland, Desert, Tundra, Plains Floodplains, Grassland Floodplains and Desert Floodplains and not adjacent to another Platform Mound.
Green Corn Ceremony Project: Unique city project of the Mississipians only available on cities built adjacent to a river. Converts 15% of the city's production into food while worked and, when completed, grants a burst of influence points equal to 11% of the production invested into it. Costs 25 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
Navajo - Manuelito
They have a tier 2 starting bias towards Desert, Desert Hills, Desert Floodplains and Desert Mountains, a tier 3 starting bias towards Plains Mountains and Grassland Mountains and a tier 5 starting bias towards Tundra Mountains.
Navajo
(Hózhó): Tiles gain +1 appeal if adjacent to a mountain and if adjacent to a natural wonder. All tiles in a city founded on desert, desert hills or desert floodplains gain +1 appeal. All sources that provide negative appeal provide an additional -1 appeal.
Manuelito
(Hashkeh Naabaah): Military units grant a burst of science and culture equal to 50% of their experience upon pillaging a tile, and gain +1 experience for doing so.
Agenda:
Navajo Wars: Likes to pillage as many tiles as possible, but dislikes civilizations that do the same. Likes civilizations that don't pillage tiles.
Code Talkers: Navajo unique unit that replaces the spy. Costs 225 production, can't be bought with gold, and needs 4 gold to maintain. Has 3 sight. Can perform offensive espionage missions in foreign cities and defensive counter-espionage missions in your cities. Military units gain +1 combat strength against foreign civilizations for every Code Talker currently established in one of the foreign civilization's cities. Grants +2 diplomatic favor per turn while on a mission in a foreign city that is located on a foreign continent.
Hogan: Navajo unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, food equal to 50% of the tile's appeal (rounded down) and +2 faith, additional +1 faith if built on desert or desert hills and if adjacent to a mountain, this bonus doubling with Ideology, and additional +2 faith if built adjacent to a natural wonder, this bonus doubling with Ideology. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert or Desert Hills, on tiles with breathtaking appeal and not adjacent to another Hogan.
Mexico - Benito Juárez
They have a tier 2 starting bias towards Plains and Grasslands and a tier 5 starting bias towards Plains Hills and Grassland Hills.
Mexico
(Ejidos): Farms gain +1 culture, additional +1 culture for every 2 adjacent farms, +1 food if built on plains, plains hills or plains floodplains and +1 production if built on grassland, grassland hills or grassland floodplains.
Benito Juárez
(La Reforma): Cities gain +3% gold and +3% production for every economic policy card in the current government. Has access to the Rulares unique unit with Military Science.
Agenda:
Benémerito de las Americas: Tries to have lots of economic policy cards in his government, and likes civilizations that have the same number of economic policy cards or more. Dislikes civilizations that have less economic policy cards in their government than him.
Rurales: Mexican unique unit when Benito Juárez is their leader that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 65 combat strength and 2 sight. Has higher combat strength (65 vs 62), costs less horses (10 vs 20), gains +1 combat strength for every economic policy card in the current government and ignores the enemy zone of control.
Soldaderas: Mexican unique unit that replaces the infantry. Costs 430 production, 1720 gold and needs 6 gold to maintain. Has 2 movement, 75 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +5 combat strength on farms, this bonus doubling if on friendly territory, and needs no oil to train or to maintain.
Tianguis: Mexican unique building that replaces the food market but is unlocked earlier, with Urbanization. Costs 380 production, 1520 gold and needs 1 gold to maintain. Gives +6 food, granting +1 amenity if this city has 10 or more citizens, this bonus doubling in cities with 20 or more citizens. Neighbourhoods in a city with a Tianguis gain +2 gold for every citizen in that city. This building is unable to be powered, not being able to gain the +2 food for being powered that the food market normally gains, but gives more food (6 vs 4). Only one can be built per city, and it can't be built in a city with a shopping mall.
Shoshone - Sacagawea & Washakie
They don't have a starting bias.
Shoshone
(One with the Land): Unimproved plains and grassland tiles gain +1 food, additional +1 food after the world enters the industrial era. Unimproved plains hills and grassland hills gain +1 production, additional +1 production after the world enters the industrial era. Unimproved resources gain +1 culture, additional +1 culture after the world enters the industrial era and giving tourism equal to their culture output with Conservation.
Sacagawea
(Token of Peace): Gain a burst of 50 influence points when one of your recon units moves into a tile adjacent to a major civilization's territory or a city-state's territory, this can only happen once per major civilization or city-state. Entering a tribal village with a recon unit grants +1 era score.
Agenda:
Corps of Discovery: Likes civilizations that have met a high amount of other civilizations and city-states. Dislikes civilizations that have met a low amount of other civilizations and city-states.
Washakie
(Fort Bridger Treaties): Gain +1 diplomatic favor per turn for every major civilization that has one of your trading posts in their cities. Trade routes between you and your allies or suzerained city-states give +1 culture and +1 faith to both cities.
Agenda:
Fur Trade: Likes civilizations that send trade routes to his cities. Dislikes civilizations don't send trade routes to his cities.
Yellow Brows: Shoshone unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +5 combat strength while fighting in a tile without districts, world wonders or improvements, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Tipi: Shoshone unique improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing; +1 food for every 2 adjacent flatland tiles without districts, world wonders or tile improvements; +1 production for every 2 adjacent hills without districts, world wonders or tile improvements, and +1 culture for every adjacent unimproved resource, additional +1 culture from this bonus with Conservation. Gives tourism equal to its culture output with flight. Is not considered an improvement, tiles with it are still considered to be unimproved. Can only be built on Plains, Plains Hills, Grassland or Grassland Hills, adjacent to a resource and not adjacent to another Tipi.
Sioux - Sitting Bull
They don't have a starting bias.
Sioux
(Seven Sacred Rites): Military units can spend faith to activate one of seven bonuses to help them in battle, the faith cost is equal to half their production cost, these units can choose more than one to be active and the bonus remains after they've upgraded. These bonuses are: Inípi, Haŋbléčheyapi, Wiwáŋyaŋg Wačhípi, Huŋkálowaŋpi, Išnáthi Awíčhalowaŋpi, Wanáǧi Yuhápi, and Tȟápa Waŋkáyeyapi.
Sitting Bull
(Little Bighorn): Military units gain +5 combat strength against units with a higher base combat strength than them and heal an additional 5 HP everytime they heal.
Agenda:
Black Hills War: Likes civilizations with low military strength. Dislikes civilizations with high military strength.
Akicita: Sioux unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +1 combat strength for every one of the Seven Sacred Rites bonuses this unit has activated, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Sweat Lodge: Sioux unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, additional +1 housing with Military Engineering; +2 faith and +1 production. Cities gain +1 amenity for having at least one Sweat Lodge built there. Friendly military units on or adjacent to a Sweat Lodge heal at the end of every turn, even if they have moved or attacked, if the unit has the Inipi bonus active it heals an additional +10 HP. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert, Desert Hills, Tundra and Tundra Hills, and can't be built adjacent to another Sweat Lodge.
-Inípi: Heals at the end of every turn, even if it has moved or attacked.
-Haŋbléčheyapi: Grants +1 sight.
-Wiwáŋyaŋg Wačhípi: Grants +3 combat strength.
-Huŋkálowaŋpi: Grants +25% experience from combat.
-Išnáthi Awíčhalowaŋpi: Costs no gold to maintain.
-Wanáǧi Yuhápi: Defeating a unit grants faith equal to 50% of the defeated unit's combat strength.
-Tȟápa Waŋkáyeyapi: Grants +1 movement.
Puebloans - Popé
They have a tier 2 starting bias towards Desert, Desert Hills and Desert Floodplains and Desert Mountains and a tier 3 starting bias towards Plains Hills, Plains Mountains, Grassland Hills and Grassland Mountains.
Puebloans
(Cliff Dwellings): Specialty districts gain +1 housing if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill, and buildings there gain +1 food if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill.
Popé
(Pueblo Revolt): Gain +1 influence per turn for every city-state you have met and +0.5 faith per turn for every envoy in a city-state. Can use faith to levy a city-state's army, and doing so converts them to your religion.
Agenda:
Knotted Cord: Likes civilizations with a high influence output and that are friendly to city-states, especially ones that he is suzerain of. Dislikes civilizations with a low influence output and that attack city-states, especially ones that he is suzerain of.
Runner: Puebloan unique unit that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 5 combat strength and 2 sight. Has lower combat strength (5 vs 10); reveals all tribal villages within 5 tiles; upon entering a tribal village, you can choose a tribal village type: one of the bonuses from that tribal village type is activated, in addition to whatever bonus you would normally gain from the tribal village you entered; everytime you train one, gain a burst of 5 influence.
Great Kiva: Puebloan unique improvement. Is built by a builder, unlocked with Theology and gives faith from plunders. Gives faith equal to the total amount of non-faith yields granted by its tile and +1 food, additional +1 food for every 2 adjacent districts with Feudalism, turning into +1 food for every adjacent district with Replaceable Parts; +2 science with Education; +1 science with Scientific Theory and with Rocketry; +2 culture with Civil Service; +1 culture with Colonialism and with Cultural Heritage. Gives tourism equal to its culture output with flight. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert and Desert Hills, adjacent to at least two specialty districts, only one can be built per city and tiles with it cannot be swapped.