Haida
Unique Ability: Land’s Bounty: +1 Housing from Camp and Fishing Boat improvements. All luxury and bonus resources that provide food provide 1 additional food.
This ability allows the Haida to construct large population centers without necessarily relying on large scale agriculture. It also encourages them to look at the map differently than other civs, with more emphasis on resource access and less (comparatively speaking) on good farming locations.
Unique Infrastructure: Crest Pole (Monument Replacement): Each city that constructs this building gains the benefit of an additional pantheon belief of your choice. You may select beliefs claimed by other civilizations but must select a different belief for each city.
As one of the most iconic examples of Pacific Northwest art and culture, I wanted not only to include totem poles but also to give them an ability more distinctive than a simple faith/culture boost. This design highlights the unique character of individual poles, and, like the civ ability, it encourages Haida to look at the map differently than other civs. Furthermore, it allows the creation of cities with unique specialties, whether in utilizing specific resource types, building units/wonders, generating great people or even serving as strategic healing positions.
Unique Unit: Sea Canoe (Galley Replacement): This unit cannot be seen except when adjacent to it. Traders plundered by this unit are transferred to your control rather than being destroyed, unless they would exceed your trade route capacity.
While I didn’t give the civ a primary military focus, the UU was a good opportunity to reference the coastal raiding culture (I also took inspiration from the fact that a masted ship appears over the horizon sooner than a flatter ship like a canoe). It acts as something of a hybrid between Melee and Raider class naval units, and the trader ability allows the Haida to invest in an early fleet with less impact on their economic development than other civs would face.
Leader Ability: Architectural Craftsmanship: Gain .5 culture per adjacent forest tile for each of your granaries or district buildings that provides housing. Upon entering the modern era, gain tourism as well.
This ability further references the Pacific Northwest artistic tradition to create a culture civ with a distinctly different focus than Great Artist civs like Russia and Kongo or wonder civs like France. The housing specification is primarily a way of limiting the number of buildings it applies to without individually listing them, but I think it does generally reflect the sorts of buildings you might expect to be more decorated, and it adds a very subtle push towards housing/tall cities and towards building encampments.