Thule Inuit - Exploration Age Civ Concept

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Now that civs have been decoupled from leaders, this might be our best chance to get an Inuit civ in the franchise. I am holding out hope an arctic civ will be added eventually - we've had tundra-focused civs before, but those have been relatively modern and with the three-age system, ancient and exploration tundra civs would be required to make a full branch, although this here is more a rough vision for how I could see this working out than a detailed pitch.

Dorset (Ancient)
Could be replaced by Thule, but the Dorset fit the Ancient timeframe better.
Abilities: Since the tundra will presumably be a fairly unproductive tiles and the extent of Dorset expansion, I think it's fitting for the Dorset to be suited to an expansionist, wide gameplay style to maximise yields through a large number of settlements, as well as potentially a cultural second trait. Subsequently their abilities would be geared towards establishing large numbers of comparatively low-population towns in the tundra and increasing yields on primarily coastal tiles through improvements and civics.
Wonder: Deltaterrasserne - Must be built on tundra adjacent to coast, provides two free settlers, towns within a certain radius do not count towards the settlement limit. Not technically a Dorset site, but is Pre-Inuit. Any abandoned large settlement site would be fitting thematically (there's unfortunately not a lot else that could be a Dorset wonder), Deltaterrasserne is just the most interesting imo.

Inuit (Exploration)
Abilities: Similar to the Dorset, one of the Inuit traits would be expansionist. May be impossible due to how the game is coded, but a unique dog-sled scout (qamutik) with highly limited ability to traverse ocean tiles but then an ability to climb onto and cross polar ice would provide an alternative way to cross the ocean in the Exploration age (or alternatively a qajaq which significantly reduces damage from ocean tiles when adjacent to ice), with the ability to build a unique inuksuk improvement, providing sight on adjacent tiles and healing for units outside of territory, or bonuses to adjacent yields within territory. Generally the Inuit would gain improvements geared towards improving yields on tundra tiles, allowing them to move inland from the coastal tundra Dorset or settling in the (likely vacant) tundra areas in distant lands.
Wonder: Inuksugalait (Inuksuk Point) - Must be built on tundra, provides increased sight range for scouts, increased sight for all units on tundra tiles. Again, not many other likely candidates for an Inuit wonder, so I'd be curious if they go for this or pick something else if the Inuit are added.

Iceland (Modern)
Although I initially considered Greenland as the Modern civ in the arctic branch, especially as it would allow a Norse civ to be an alternate default route into Greenland, I couldn't think of how to make it an interesting civ. Iceland is a more significant geographic and cultural jump, but easier to design! Canada could also be a more appropriate alternative modern civ, although I'd hope they'd be less caricatured if they show up in Civ 7.
Abilities: Hard to come up with much as we don't know much about the modern age yet, but Iceland would break the trend of being expansionist (it is just one island irl after all) and focus on turning all the settlements from previous ages into geothermal-powered tourism-attractive cities.
 
About time I updated these to a full concept now that Civ 7 is out and I know how the game works - well, except for how ice is meant to work. Sometimes my ships seem to be able to move through it, sometimes they can't!
Also altered the Inuit a bit to more accurately be the Thule Inuit, which describes the period from 1200-1500 CE. Sources for this is primarily the chapter Thule (Early Inuit): Whaling Ancestors of the Inuit in the book The Other Ancient Civilisations and a scattering of wikipedia articles/papers for little bits of info such as Inuktitut words. Although I'm interested in arctic peoples, I'm not massively knowledgable so it's very possible I'm incorrectly mixing in details from other groups or periods!
This civ is very heavily themed around resources, as the Thule were adept at acquiring them and developing all kinds of specialised tools for/with them. Although they're Expansionist/Scientific, they could have Economic or maybe even Militaristic attributes instead.

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THULE INUIT - EXPLORATION ERA CIV

The medieval warm period of the second millenium saw massive migrations through North America and Greenland. The Thule used an enormous array of tools and weapons to become masters at hunting on land and sea, allowing vast networks of settlements to be established - even encountering Norse colonies that had crossed from Iceland. Eventually, the little ice age and increased contact with European explorers and whalers forced a change of lifestyle for the Thule, becoming the Inuit of today.
Gonna start including these in my civ concepts I think - I really like the little overviews Civ 7 provides which don't just explain how civilisations arose, but now also how they fell/changed.

Unique Ability
Sanluguvik: Resource tiles gain +1 food per adjacent tundra or ice. +1 science on each resource in a settlement per type of resource worked by the settlement. -1 food on all other tiles with a natural food yield.
Type of resource refers to treasure, empire, bonus, city and factory. From what I can tell the Thule inuit would have spoken a language related to Inuktitut, although I couldn't find a word for 'tool kit' in it, so I used an Inupiat (Alaskan Inuit) word instead.


Attributes
• Expansionist
• Scientific


Civic Trees
Ukiuq
Tier 1: Whales provide +2 resource slots. Unlocks Qulliq and Iglaak traditions.
Tradition - Qulliq: Gain sight of foreign units on or adjacent to tundra on revealed tiles.
Tradition - Iglaak:
Units and rural tiles are immune to blizzards.
Ukiuq = winter (specifically Jan-Mar). Movement into permanent winter settlements, subsistence supported by some sea fishing for whales, walruses and seals. Qulliq = oil lamp. Iglaak = snow goggles.

Upirngaq
Tier 1: All buildings recieve an adjacency for marine resources. +1 settlement limit. Unlocks Unaaq tradition.
Tradition - Unaaq:
Pillaging a marine resource grants +1 combat strength.
Tier 2: +1 movement for embarked civilian units. Unlocks Inuksugalait wonder.
Upirngaq = spring (specifically May-Jul). Mix of sea fishing (lots of seals) and smaller game hunting on land. Unaaq = harpoon. Damage bonus is stackable but only active so long as tradition is slotted, is only disabled rather than lost completely when unslotted.

Ukiassaq
Tier 1: Improving a resource that you don't currently have access to grants a technology boost. +2 settlement limit. Unlocks Ulu and Qamutiik traditions.
Tradition - Ulu:
+10% production towards constructing buildings and wonders adjacent to resources.
Tradition - Qamutiik: Recieve 1 science per traded resource.
Ukiassaq = early autumn (specifically Sept-Oct). More inland hunting and movement. Ulu = curved blade tool. Qamutiik = dog sled.
Only using three of the Inuktitut seasons, so connections to broader food and settlement changes aren't precise. Traditions are all various Inuit tools. Civics form a linear path.


Unique Infrastructure
Inuksuik: Unique Improvement. Must be built on a rough tile, cannot be adjacent to another inuksuik. +1 food per adjcent rural tile, restores movement of units.
Inuksuik were used for navigation (points of reference and route markers) and food (caches, herding, marking fishing/hunting grounds). Could alternatively be an Inunnguaq, Inuksuik built to look like a person. Potentially very powerful for moving units long distances if you can chain them right!

Unique Military Unit
Unaaq: Unique archer. Can shoot while embarked and has no damage reduction from being embarked.
Edit: Changed it to a harpooner (unaaq = harpoon) instead of Qarsoq. Thule Inuit used bows and arrows - I vaguely remember reading something about it becoming less popular afterwards, but I can't find a source for that.


Unique Civilian Unit
Qajaq: Unique scout. Can traverse water tiles with ice, is unaffected by open ocean movement and damage penalties when doing so.
Inuktitut word ᖃᔭᖅ from which we get 'kayak'. Basically can hop onto the ice and leg it over to the distant lands super quick!


Associated Wonder
Inuksugalait: Must be built on tundra. Increased vision and movement to scouts and all units on tundra tiles.
Aka Inuksuk Point, site with over 100 inuksuik. Unsure if this is 'thule' or even in the right era, not very much literature about it.

Starting Biases:
Tundra
Whales
 
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