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.
UA - Ku.Éex':
Notably, the UA pushes food and/or production along internal trade routes regardless of the type of internal trade route.
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%
defense
+1
, +1
, +1
, +1
+1
for every adjacent Forest/Jungle tile
Units on a Noow Receive the 'Survival March' promotion
+1
, +1
at Machinery
+1
, +1
at Navigation
+1
, +1
at Combustion
Survival March Promotion
Gained by Land units standing on a Noow, and lost by moving off the Noow
+40%
Defense vs
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.
Xaa - musketman
unlocked at Metallurgy
325
25
CS, 31
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.
3UC - Duk - Fishing Boat - Esquiah-ah from Chinook Civ mod
Unlocked at Fishing
No unit maintenance
70
(+30 from fishing boat)
5
CS, 12
RCS (-1 CS, -3 RCS from Dromon/Penteconter)
No
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.
4UC - Hit - Lighthouse - Plankhouse from Chinook Civ mod
Unlocked at Trade (1 Tech Earlier)
Can be built anywhere (Does not require Coast)
120
(-30 from Lighthouse)
1
maintenance
1
Unit Supply
+2
, +2
+1
, +1
from Coast and Ocean tiles
+1
from River tiles
Can form city connections over water
+4
to Internal
Food
Trade Routes from this City
+4
to Internal
Production
Trade Routes from this City
Allows
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):
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.
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.

UA - Ku.Éex':
- +100%
Culture, and
Science from
International trade routes.
Internal Trade Routes provide the Target City with 2
Food for each Fishing Boat, and 2
Production for each Noow worked by the Origin City every turn, Scaling with Era.
Notably, the UA pushes food and/or production along internal trade routes regardless of the type of internal trade route.

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%

+1




+1

Units on a Noow Receive the 'Survival March' promotion
+1


+1


+1


Survival March Promotion
Gained by Land units standing on a Noow, and lost by moving off the Noow
+40%


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.

Xaa - musketman
unlocked at Metallurgy
325

25


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.

3UC - Duk - Fishing Boat - Esquiah-ah from Chinook Civ mod
Unlocked at Fishing
No unit maintenance
70

5


No

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.

4UC - Hit - Lighthouse - Plankhouse from Chinook Civ mod
Unlocked at Trade (1 Tech Earlier)
Can be built anywhere (Does not require Coast)
120

1

1

+2


+1


+1

Can form city connections over water
+4



+4



Allows

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):
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.