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pre-release info New Civ Game Guide: Mississippian

pre-release info
Not only the cultures/polities were gone, but also most of the people. European diseases apparently arrived with the Spanish expeditions, and whereas they reported villages as far as the eye could see on both sides of the river, by the time the next 'wave' of Europeans arrived (French explorers after 1690) they found the area on both sides of the Mississippi depopulated and practically deserted.

An aspect of the real-world age of exploration that most certainly won't be modelled in Civ 7.
 
Best that could be done is a setting where the "New World" part of the map only had Independent Peoples (like a Terra map)
Not necessarily impossible - at least, while it may not be the 'standard mode' for the game, I don't think anything they've said so far makes it impossible.

- Minus, of course, the Plague Mechanic that empties the New World right after you find it.
 
- Minus, of course, the Plague Mechanic that empties the New World right after you find it.

I'm pretty sure about this is one of the finest example to show "more historically accurate" not actually means "more funny".
 
There are tribal oral traditions that clearly describe groups from mound cities becoming band and divisions of tribes alive today. "Isolated earth people" who left to let the sun cleanse the place of death, disease and chaos. The Big Osage division was originally an Isolated Earth people and were originally the people of a mound city in the Missouri area. Which these stories were documented by authors and missionaries from time of contact before the mound cities were "discovered". Most of which are consolidated at the
University of Oklahoma on their internal research website.

There are traditions that the chaos was caused by that type of living. That purification required a closer contact with the natural world and involved discarding materials that through extraction hurt grandmother earth. Which is the core of Tecumseh and others, message.



Fire was used in war, hunting and agricultural. Brush piles were stacked in certain areas that goes back into time immemorial. Fire ambush's multiple times, every year on buffalo hunts. Make the vegetation grow back until the invention of the lawn mower. :) There was a specific person in charge of sparking the fires at just the right time, a scout. But they probably had short bows too. To defy this person meant ridicule, but still a misdemeanor. Don't get to wild with the birdman he was a holy man.
 
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A lot is going to hinge on the range their unit has. If it’s meant (as I suspect) to be an archer replacement with 2 range I think it’s the best unit in antiquity. Looks like it can kill units and fortifications with ease and is probably available reasonably early.
 
I watched a short video on Youtube talking about towns and cities. And they showed towns with names of Missouria and Apalachee. I assume those will be Mississippian town names?

 
I watched a short video on Youtube talking about towns and cities. And they showed towns with names of Missouria and Apalachee. I assume those will be Mississippian town names?

Yes. I don’t see what else that could be. It’s the settlement UI.
 
Those are settlement names, and apparently taken from tribes. Although the Missouria weren't a Mississippian people, according to their own accounts. They lived in Canada until the 1500s.
 
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Mississippi - Background art
 
I would've like the artist to depict the actual "mounds" the Mississippians were known for building, to be honest.
 
Something I've seen YouTubers doing with the Mississippians, which I think is a mistake, is placing warehouse buildings (particularly the granary) in spots with multiple resource adjacencies, because those tiles give the extra Food. That might be beneficial in the short term, but you can't overbuild warehouse buildings. Those spots are better used for Science or Production buildings.

Example:
On a tile adjacent to 2 resources, you could have a Granary with +3 Food... or a Library with +4 Science and +2 Food... or a Barracks with +4 Production and +2 Food. The Granary is a mistake.
 
Something I've seen YouTubers doing with the Mississippians, which I think is a mistake, is placing warehouse buildings (particularly the granary) in spots with multiple resource adjacencies, because those tiles give the extra Food. That might be beneficial in the short term, but you can't overbuild warehouse buildings. Those spots are better used for Science or Production buildings.

Example:
On a tile adjacent to 2 resources, you could have a Granary with +3 Food... or a Library with +4 Science and +2 Food... or a Barracks with +4 Production and +2 Food. The Granary is a mistake.
Maybe, but a lot of early Food can set you a-steamrollin'.
 
Something I've seen YouTubers doing with the Mississippians, which I think is a mistake, is placing warehouse buildings (particularly the granary) in spots with multiple resource adjacencies, because those tiles give the extra Food. That might be beneficial in the short term, but you can't overbuild warehouse buildings. Those spots are better used for Science or Production buildings.

Example:
On a tile adjacent to 2 resources, you could have a Granary with +3 Food... or a Library with +4 Science and +2 Food... or a Barracks with +4 Production and +2 Food. The Granary is a mistake.
I'm not really a fan of your historic town centers being eternal granaries and saw pits but those ancient amphitheaters, monuments, and altars get lost.
 
I'm not really a fan of your historic town centers being eternal granaries and saw pits but those ancient amphitheaters, monuments, and altars get lost.
To be fair, the amphitheaters stick around if they're from a particularly proficient cultural power, and the others are optional to remove (and will likely have their parts placed in a museum in the Modern Age if you do.)
 
I'm not really a fan of your historic town centers being eternal granaries and saw pits but those ancient amphitheaters, monuments, and altars get lost.
Yeah, the whole "select buildings last forever" thing is a little weird. Thus, you have to be very careful where they go, because on one hand, you don't want to take a spot that will be good for a wonder or adjacency quarter. But on the other hand, you do actually want to expand your borders through any means necessary.
 
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