Thanks for the replies. Many are stating that they think they are very good as I do, and question where I came to the conclusion of there being no love for the Cree. After picking up R&F, I wanted to see what people thought about how the different civs compete in that environment, so I looked at
@Archon_Wing 's thread "Power ranking the civs" In that there were several posts with a tier graphic. Now I apologize if I'm taking it out of context as some people have a tier meaning all are equal on that tier, while others have the tiers ranking the civs from left to right, but here's what was listed there:
MonsterCat has them 4th out of 6 tiers, 24th out of 36 overall
LordLakely has them 3rd out of 5 tiers, 23rd out of 26 overall
weraptor has them 4/5 tier, 32/36
archon wing has them 3/6 tier, 19/36
Lily lancer has them 3/5 tier, 20/36
Jewelrunna has them 18/36
So 3 people have them about smack-dab in the middle of the pack, 2 people have them about 2/3 of the way down, and 1 person has them in the bottom ninth of the ranking.
The description of how to use them at the top is quite a specific scenario and to me limits their strategy.
Not really, the whole tradehub thing can apply to any map, it just means you have to organize your districts for one city in a particular way, which means that one of your cities probably won't have your victory condition district until much later in the game. But all your other cities will have it, so the tradeoff of missing it in one city for the benefit of having all other cities get a big production boost is worth it to me. Also for new cities, settling them and then building or buying a trader somewhere else and sending it to the new city to send to the tradehub to get a big production boost and minor growth boost helps them hit the ground running, and our approach to evaluating decisions in the game usually incorporates how quickly you can get a return on your investments.
It's also noteworthy that I'm currently playing emperor difficulty to get a feel for the mechanics of R&F, but I am definitely no stranger to the deity game. This approach is more suited towards lower-level play, but the Cree's bonuses are advantageous, IMO incredibly advantageous at Deity. One of the main differences between deity games and emperor games is that deity requires you to spend much more production on units, you need some infrastructure to not fall even further behind, but too much emphasis on infrastructure will get you steamrolled. Emperor games you can usually just build the initial city-conquering group and upgrade them as the game progresses while your production is dominantly or even exclusively on infrastructure. This being the case, the ability to add hammers to a flat tile is quite beneficial.
Also, don't get me wrong, they aren't my fave civ, Persia gets that nod. It's just, again, after looking at some of those tier lists on that thread, they seem pretty out of place. Some of the other more-or-less consensus evaluations I also have some disagreement with (like Scythia's drop - she used to be hand's down everyone's top civ, and now she is somewhere in the top quarter of the rankings. I know she took a nerf, but still, 2 for 1 fast units, that bonus applying to a ranged unit that can actually keep up with your cavalry, the most consistently applied combat bonus of any civ, some healing on kills and a UI pumps more gold and faith in... should be really high up. oops-tangent), but the Cree's evaluation, by quite a few, seems the most out of place to me.
The other thing that bothers me about the argument that they don't have a victory condition specific bonus is that they have a bonus which is the derivative of ALL victory conditions - production. Space race games need high science - so how do you get more science? By building more cities, campuses, and campus buildings. And how do you do that? With production. Domination games need stronger units and more units - so how do you get those? With production. Religious games need more faith - and how do you get more faith? More cities with holy sites and their buildings.... which needs production. And culture games need more great people points, culture, or science and resorts (my favorite VC because there's different routes to it) EITHER WAY, how do you get more of the things that will bring you to victory? Production. I'm not saying that the Cree can out-science Korea, but they have an easier time generating more when they find themselves lacking (bad example because of the 1/2 priced districts, but I hear that's going away soon.) Also, space games aren't just about beakers. Culture games aren't just about tourism. In every game, you have to deal with DoW's, increase your science, build defense, and so on. Having more production, or more gold/faith to supplement your production, helps every aspect of the game, and they get bonuses to both.