In my limited experience with R&F so far, the Cree seem underpowered. Lots of civs are underpowered, but the Cree are strange in that their bonuses aren't weak, they're just awkward. Consider: they get a scout replacement that is basically a fast warrior without warrior promotions or upgrades. It's only useful for exploring, warding off barbarians, and protecting civilian units. They get a UI that is available early but costs builder charges, and a free trader along with a bonus to internal trade routes with camps and pastures, at a time when they won't have a second city yet, and probably haven't been able to build many camps and pastures. They get an easy golden age in the classical, when loyalty pressure usually doesn't matter yet, especially if you built unique scouts instead of a settler. The unifying theme is that, while their bonuses are fun and interesting, they take too much early production to come on line, and you wind up not really collecting on them until long after they become available. That makes them easy to fix: The Cree should start the game with two Okihtcitaw, and either a builder, or an extra settler, or both, depending how much you want to boost them. I'd make these extra starting units count against the cost inflation, because the point isn't that they need to be free, but that they need to arrive sooner. This fix would be in keeping with the theme of the civ, since such an early production boost is exactly what they need to realize the strong ancient era the designers seem to have had in mind. They will get the trade route bonuses working about when they get a trader. The Okihcitaw will be worth something, since it won't be standing in the way of building either a military force or infrastructure, and it will have some civilians to protect. They can forward settle someone if they want, to get something out of the golden age loyalty. What do you all think?