Sheiyksh I of The Tlingit Stands the Test of Time(?)

dostillevi

Prince
Joined
Sep 16, 2009
Messages
309
The Tlingit: https://forums.civfanatics.com/threads/colonialist-legacies-tlingit-for-vp.639512/

The Tlingit are a trade focused civilization with no incentive to go to war and UUs that provide marginal support for the overall Tlingit playstyle. However, strong UA, UI, and UB more than make up for this. The Tlingit are generalists who will need to choose between scientific or cultural victory.

145

UA - Ku.Éex':
  • +100% :c5culture: Culture, and :c5science: Science from :trade: International trade routes.
  • :trade: Internal Trade Routes provide the Target City with 2:c5food: Food for each Fishing Boat, and 2:c5production: Production for each Noow worked by the Origin City every turn, Scaling with Era.
The Tlingit UA favors trade, both internal and external. External trade is best done with other civilizations to capitalize on science and culture gains, so there's no particular benefit to trading with or maintaining relationships with City States.

Notably, the UA pushes food and/or production along internal trade routes regardless of the type of internal trade route.

145

Noow
- UI
Unlocked at Engineering
Can be built on any tile with access to Water (coast, river, etc.), not on a resource, and not adjacent to each other
10% :c5strength: defense
+1:c5food:, +1:c5production:, +1:c5culture:, +1:c5science:
+1:c5production: for every adjacent Forest/Jungle tile
Units on a Noow Receive the 'Survival March' promotion
+1:c5production:, +1:c5food: at Machinery
+1:c5production:, +1:c5science: at Navigation
+1:c5production:, +1:c5culture: at Combustion

Survival March Promotion
Gained by Land units standing on a Noow, and lost by moving off the Noow
+40%:c5strength: Defense vs :c5rangedstrength:Ranged Attacks
100% chance to withdraw from melee combat

On Communitu79, the Noow placement restriction is fairly lax, although it does mean choosing between farm triangles and maximum Noow in some cases. The forest adjacency bonus favors a temperate or jungle start, and avoiding desert and the arctic.

The defensive qualities of the Noow will take some careful unit placement consideration. The 100% chance to withdrawal in melee combat strongly favors having ranged units stationed on Noow, while also being careful to allow room for retreat. A Tlingit empire with abundant Noow should prove a formidable opponent to invade, but retreating off of a Noow gives the aggressor the chance to pillage it while simultaneously drawing the enemy unit perhaps a bit further into enemy lines than desired.

Noow also synergise with the UA to push additional production along internal trade routes. Noow should be built as often as possible to maximize their benefits, but unfortunately they don't unlock until Engineering.

145

Xaa
- musketman
unlocked at Metallurgy
325:c5production:
25:c5strength:CS, 31:c5rangedstrength: RCS (+5 CS, +2 RCS from musketman)
2 Range
2 movement
Embarkation with defense
+1 vision when embarked
'Tidal Raid' promotion
(Costs 1 movement to embark or Disembark)

The Xaa is somewhat stronger on defense and slightly stronger on offense than the Musketman, which it replaces. In my game, the Musketman has 22CS and 30RCS, so the Xaa isn't as significantly stronger as is indicated in the unit description above. However the promotions are what make the Xaa stand out and make them a formidable and highly mobile assault force. Hard to kill while embarked and quick to disembark, the Xaa can move through coastal waters with less or sometimes even no naval escort, while escaping naval threats or moving to raid quickly with just 1 movement to disembark.

Notably, the Xaa have no bonuses to crossing rivers.

Overall I don't expect the Xaa to play a significant role for the Tlingit. They have a marginal bonus over the Musketman, and they have no bonuses against cities, so conquering of any sort still requires siege equipment, or more likely naval support. They do not get any bonus from pillaging. The Tlingit have no incentive to go to war or maintain a significant standing army, so it's unlikely that I'll have enough units to spare in a defensive war to send Xaa into foreign lands just to pillage resources. They don't have enough movement to do this effectively anyway.

145

3UC - Duk
- Fishing Boat - Esquiah-ah from Chinook Civ mod
Unlocked at Fishing
No unit maintenance

70:c5production: (+30 from fishing boat)
5:c5strength: CS, 12 :c5rangedstrength:RCS (-1 CS, -3 RCS from Dromon/Penteconter)
No :c5gold: unit maintenance
1 Range
3 Movement
Cannot end turn on deep ocean
Can build fishing boats (like polynesian melee boats)

The Duk replaces the fishing boat and is not consumed when creating work boats. It is very weak to the melee naval units of the classical era, but has a strong ranged attack. Overall it is moderately weaker than the Penteconter, but comes 1 tech earlier and can be built en masse to control coastal waters. Even with these capabilities, it is a very situational unit that will fall quickly to any other naval focused civilization, and it's benefit is only well realized when the Tlingit have multiple sea resources.

There is no upgrade to fishing boats, so the long term benefit of building many Duk is questionable.

In my game, the Penteconter is 7CS and 16 RCS, making the Duk -2CS and -4CS, a significant penalty for a unit that has marginal combat utility. I do not expect Duk to play a significant role for the Tlingit, aside from giving the appearance of having a stronger army than I actually have in the Ancient and early Classical eras. It could serve as an early naval scout, however the preponderance of barbarians in my game will likely put a swift end to any adventurous Duk.

145

4UC - Hit -
Lighthouse - Plankhouse from Chinook Civ mod
Unlocked at Trade (1 Tech Earlier)
Can be built anywhere (Does not require Coast)
120:c5production: (-30 from Lighthouse)
1:c5gold: maintenance
1:c5war: Unit Supply
+2:c5food:, +2:c5production:
+1:c5food:, +1:c5gold: from Coast and Ocean tiles
+1:c5gold: from River tiles
Can form city connections over water
+4:c5food: to Internal :c5food:Food :trade:Trade Routes from this City
+4:c5production: to Internal :c5production:Production :trade:Trade Routes from this City
Allows :c5production: Production to be moved from this City along trade routes inside your civilization.


The Hit synergizes with the Tlingit UA to provide an additional boost to internal trade routes and open up production trade routes earlier. This is a critical early building for the Tlingit and will have a significant impact on early city development. Founding a second city early on and building a Hit in it to send production back to my capital should help drive wonder production for quite a while.

I use a lot of mods, some of the more impactful are listed below:

Enhanced Air Warfare
Leugi's Barbarian Immersion Enhancements (modified by TwoPodRay)
Barbarians Evolved (modified by TwoPodRay)
City States Evolved
Unique City States
Enlightenment Era
Even More Resources
4UC
Enhanced Naval Warfare
Lategame War Rebalance
Logistics Skirmishers
New Beliefs
Pineapple Dan's Unit Tweaks
Permanent Pantheons

Configuration Notes:
I play on a modified huge map (150x100) at epic speed with 17 AI players.

The Barbarian leader from Barbarians Evolved is disabled. Raging barbarians is off (not needed) but GG/GA Points are on for barbarians, who are numerous and challenging.

City States have two new properties. Each city state has a unique bonus given to allies, and they may also settle new cities and establish trade routes.

Religion is modded to support 10 total religions, and pantheons are always kept even when adopting a foreign religion.

Game Setup (note increased starting visibility):
upload_2021-10-5_16-12-45-png.610874


The Tlingit look like they'll benefit most from a strong capital with many auxiliary cities sending production to it via trade routes, however they also need to build Noow all over the place and benefit greatly from doing so. I'm weighing Tradition vs Progress for the Tlingit, and I think Tradition wins out due to the relatively late unlock of Noow at engineering. The Tlingit have no particular focus between science and culture, but with no significant warfare capabilities and no bonuses of any kind to tourism, I believe Science is the most likely victory condition.

Despite poor combat capability, the Tlingit have significant production and should be prepared to fight other civilizations who are more focused on the scientific victory route. I expect Tlingit cities to be large, well developed, and with a solid mix of tile workers and specialists with a focus on scientists.


This is my second journal to give me something to do while Nubia is on hold.
 
Spoiler Starting Location :
upload_2021-10-8_17-7-36.png


The Tlingit favor water and forests, so this is a decent start. I'm particularly happy to see ocean and a river at the edges of my city limits to support Noow. The lack of a sea luxury resource is unfortunate, but the happiness from Furs will somewhat help to offset the rapid growth I should expect, assuming I find some fish. With all the production around I expect there should be one or two nearby (I used Really Advanced Setup to add a single fish resource within 3 tiles of my starting city). Also I don't need to chop my forests to benefit form Firs, which will play well into the Noow adjacency bonus.

It's not a huge difference right now, but moving one tile to the west might give better positioning for a future city to the southeast, without impacting my Noow count in the capital and also giving me a slightly better resource in the firs. There's also no particular reason to want to settle out on the peninsula to the west, since that area would have limited Noow. I'll send my scout that way first.

If I find a neighbor with a sea resource, I might consider an early war with Duk to try and claim their lands.

The Tlingit don't have any bonuses to early faith, and since they want early trade as soon as possible and will likely be working a fair number of specialists, I'm going to try for the Pyramids before teching Pottery. Who knows, maybe I'll get it from a hut.

Turn 2: A pantheon (Goddess of the Home) is founded. India is in this game and that is a strong synergy with their playstyle. If they survive early barbarians they may be a formidable competitor and/or trade partner. Founding a pantheon could be valuable, since I know I have camps and lots of forest in my future.

Turn 3: I pop a hut and discover Trapping and find 3 deer, one in my ring already. Unfortunately one of them is located where I wanted to place a Noow. Also somewhat unfortunately, I spotted Fur on the other side of a small desert. I have no desire to settle in a desert (although one city adjacent to a desert tile would be great for Petra), so hopefully there are enough Fur on my side of that desert to get a monopoly.

Spoiler Deer :
upload_2021-10-8_17-27-18.png


Note I'm building a shrine first, in the hopes of getting one of several pantheons that would really help this starting location.

Turn 7: I pop a second hut (why does my warrior always have the luck with finding huts?) and get a lot of gold.

Turn 8: I pop a 3rd hut and get land around Chilkat. Not a bad thing, but really only valuable the first time.

Spoiler Here's the land around my chill cat :
XD87D7d1d1fjZUD6c9kfivFm0b5R9zawhStVhvYXFdfX5owX8HIXaX4CIh0T0YezEcaAga8uf10rerXkJ6-sl42gHKril3ej_DkYAadmhLCvb5_xNbNZbwvt-5ljulC8PNLEQ9EEWPrKgNwqRc020rPpQVSEC6XDLkVoBBl5IPh4AcIxwAuP9Oygt6KFvvs1DNlx_GHEq0b2pILxvnSrnqUV-Iqeam8HgXVpu5Vh1wbitX9An8xidCzk885d3hrRoGpUbCb-Md7_Esq7YlJE-eTFG38MxvjnstFPcYs0R-3Ty0uiLcemIM6B2BMNWo97DG7DTAjiqwHoBNHIGjm51Dz4Q671-be9WOH8RUV4HgyUaoo7wYGM65PzMAcFwTHNBoBiRc4vblmjsgNVVj3AlV0ksvurPXbFHIJQRNBO12pHysICagAuWhQzOIYn1nzLo7G5Z_lsAN6NbppGJzTJz4yYNyMNcgl1jV1tUERf8KRSfNU_uorQQ2dv5zjQSrlwLU_NNkYb327pof1zsDc0-zxG9u7rQn-EsB7k640cI1Zq9wMOYMuOEqtaM3oeW1dko39YP-i1RHqoZROsuTzoMzDjJV5qWy8uHisMLwxtq9_6Jd-XJZ1ZKDXgZDkIRZ7rtL1g5IodeOrrYB8MJ9vUrzRtyjrpkALGUi29jJoSg2xsedZcLSje0jg5L0_K3r0RNmNFiKvWwkBr_RbrYRBWVW2EiA=w846-h1128-no


Turn 10: I meet Arabia coming up from the southeast, which is very unfortunate because his scout heads off to the east - where all my huts should be.

Turn 11: Popped a 4th hut and my warrior upgraded to a spearman. Not something I'd normally be happy about, but this increases his chances of his survival since he's being chased by at least one barbarian right now.
 

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Turn 12: I locate the Barringer crater to the east. This is a nice natural wonder for a civ focusing on science.

Turn 19: There is a lot of desert and not a lot of coastal forest near me. An inland Tlingit with forests has more production vs food compared to a coastal tlingit, and the Duk and Xaa become less valuable. There aren't a lot of rivers either. This is starting to look like a challenging location for the Tlingit.

Spoiler North :
upload_2021-10-8_18-13-27.png


Spoiler East :
upload_2021-10-8_18-14-4.png


Turn 20: I meet Israel, who has been a constant neighbor in all of my recent games. I haven't found a hut in several turns, and I'm afraid I won't find any more. That's not great on a map this size.

Turn 22: I find Arabia due east. They must have scouted directly towards me and cleaned up all the huts between us.

Turn 25: Everywhere I scout, I bump into Arabia or Jerusalem ahead of me. It's frustrating to feel "cheated" this way, and is one of the big reasons I sometimes play without huts. I don't like that one entire Civ loses it's UA without them though. Jerusalem pops a hut I just spotted.

Turn 26: I don't even see a great spot for a second city.

Turn 27: I do have many fish *near* my capital, but only one within it's borders. The other fish are not well placed for strong Tlingit cities.

Spoiler Some potential city spots. None are exciting. :
upload_2021-10-8_18-26-57.png
 
Lots of great inlets that let the coastal tiles curl in, exposing lots of tiles with water access to a 3 tile range of the city. Lots of Noow placements.
 
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