OK, so here are my designs for two Native American civs we really miss from Civ VI: the Iroquois and the Inca.
As in any of my designs, I present a civilization with two unique units and two leader options.
Iroquois:
Civilization ability: Mourning Wars – an Iroquois unit will withdraw from battle if it is about to get killed unless it starts the battle with very low health, when an Iroquois unit kills an enemy unit there is a 50% chance to add +1 to the nearest city’s population
Unique unit 1: Tomahawk Warrior (swordsman) – +1 movement, does not require iron
Unique unit 2: Ambusher (musketman) – +1 movement in forest, is invisible to enemy units when in forest, +10 combat strength when attacking from a forest tile
Unique infrastructure: Longhouse (neighbourhood) – available at guilds, +4 housing (+1 for charming and +2 for breathtaking appeal after discovering urbanization), +4 food
Leader 1: Hiawatha
Capital: Onondaga
Ability: The Great Peacemaker – upon founding a religion all cities and nearby city-states are converted, having a different government will not cause a negative reaction from other leaders, spreading the state religion in a city gives it +5 loyalty for 5 turns
Agenda: Great Law of Peace – dislikes leaders who have disloyal cities, likes leaders who have loyal cities and especially those who have converted cities of other civilizations
Leader 2: Alliquippa
Capital: Monongahela
Ability: Key Ally – alliances grant one copy of one luxury and one strategic resource the Iroquois do not have and the other civilization does
Agenda: Mingo Queen – dislikes leaders with nothing to trade with her or gift her
Inca:
Civilization ability: Mit’a – roads are automatically constructed between cities with holy sites, food producing improvements adjacent to a holy site provide +1 food, mines and quarries adjacent to a holy site provide +1 production, land military units and workers are produced 25% faster in cities with a food surplus of at least 5
Unique unit 1: Chaski (scout) – +1 movement, starts with the alpine promotion, is more likely to trigger a eureka or an inspiration from tribal villages
Unique unit 2: Chanka Clubman (pikeman) – +5 melee strength
Unique infrastructure: Andén – must be built on plains or grassland hills, +2 food, +1 food when adjacent to another andén or farm, +1 science with civil engineering
Leader 1: Pachacuti
Capital: Qusqu
Ability: Son of the Sun – +10 combat strength on hills, +10 combat strength to units defending in friendly territory, receive a settler upon conquering a city
Agenda: Earth Shaker – dislikes civilizations that have lost cities to other civilizations, likes civilizations that have successfully withstood an attack or a siege on their cities
Leader 2: Huayna Capac
Capital: Qusqu
Ability: United Four Regions – may build two government plazas, domestic trade routes provide +1 food for every farm or andén they go through
Agenda: Mother Qullqa – likes civilizations with many granaries and surplus food
As in any of my designs, I present a civilization with two unique units and two leader options.
Iroquois:
Civilization ability: Mourning Wars – an Iroquois unit will withdraw from battle if it is about to get killed unless it starts the battle with very low health, when an Iroquois unit kills an enemy unit there is a 50% chance to add +1 to the nearest city’s population
Unique unit 1: Tomahawk Warrior (swordsman) – +1 movement, does not require iron
Unique unit 2: Ambusher (musketman) – +1 movement in forest, is invisible to enemy units when in forest, +10 combat strength when attacking from a forest tile
Unique infrastructure: Longhouse (neighbourhood) – available at guilds, +4 housing (+1 for charming and +2 for breathtaking appeal after discovering urbanization), +4 food
Leader 1: Hiawatha
Capital: Onondaga
Ability: The Great Peacemaker – upon founding a religion all cities and nearby city-states are converted, having a different government will not cause a negative reaction from other leaders, spreading the state religion in a city gives it +5 loyalty for 5 turns
Agenda: Great Law of Peace – dislikes leaders who have disloyal cities, likes leaders who have loyal cities and especially those who have converted cities of other civilizations
Leader 2: Alliquippa
Capital: Monongahela
Ability: Key Ally – alliances grant one copy of one luxury and one strategic resource the Iroquois do not have and the other civilization does
Agenda: Mingo Queen – dislikes leaders with nothing to trade with her or gift her
Inca:
Civilization ability: Mit’a – roads are automatically constructed between cities with holy sites, food producing improvements adjacent to a holy site provide +1 food, mines and quarries adjacent to a holy site provide +1 production, land military units and workers are produced 25% faster in cities with a food surplus of at least 5
Unique unit 1: Chaski (scout) – +1 movement, starts with the alpine promotion, is more likely to trigger a eureka or an inspiration from tribal villages
Unique unit 2: Chanka Clubman (pikeman) – +5 melee strength
Unique infrastructure: Andén – must be built on plains or grassland hills, +2 food, +1 food when adjacent to another andén or farm, +1 science with civil engineering
Leader 1: Pachacuti
Capital: Qusqu
Ability: Son of the Sun – +10 combat strength on hills, +10 combat strength to units defending in friendly territory, receive a settler upon conquering a city
Agenda: Earth Shaker – dislikes civilizations that have lost cities to other civilizations, likes civilizations that have successfully withstood an attack or a siege on their cities
Leader 2: Huayna Capac
Capital: Qusqu
Ability: United Four Regions – may build two government plazas, domestic trade routes provide +1 food for every farm or andén they go through
Agenda: Mother Qullqa – likes civilizations with many granaries and surplus food