I worked on a Caral Culture proposal for the ancient era, and I quite like what I came up with (though I am by no means an expert), they are very fascinating. Attempted to distinguish them from the Olmecs and the peaceful nature of the Harappans. Wouldn't mind if Amplitude stole this btw

(hint hint
@Catoninetales_Amplitude jk)
-Ancient Era.
Why? Easy, they disappeared many centuries before the typical classical age.
-Orientation: Agrarian.
Why? Research shows that Caral population centers were massive, possibly rivaled only by those in China during the same time period. To do this would require a lot of food - there's competing evidence here of a developed maritime food culture, as well as possible maize cultivation (previous research shows there was never a staple crop but that has been eroded in recent days). I almost went with builder because of their massive monumental architecture, but honestly having some of the highest potential population counts in the ancient world shows me that I think Agrarian is perfect.
-Ability "Maritime Staples" - +1 Food on Coastal Water, +1 Food on Lake, -50% Harbor industry cost.
Why? As above, the large evidence of maritime culture points to something needing a buff for food from the sea. I added the Industry cost reduction to encourage harbor creation and settling near the coast. This also distinguishes them a bit from the Harappans who are focused on rivers and the land.
-Emblematic Quarter - "Temple Complex". +3 Food. +1 Farmer Slot on City or Outpost. +1 Food from adjacent Farmers Quarter. +10 Stability (OR just +3 Stability for each adjacent quarter). Acts as a Farmers Quarter for bonuses. Exploits Food.
Why? Keeping with the theme of well-organized, high population centers, this encourages high growth and also covers the inland agricultural production. The Stability boost acts as a way to help keep these larger population centers together with more districts earlier. There isn't really a good name I found for these, so if anyone else has an idea for the name that would be cool.
-Emblematic Unit - "Balsa". replaces Pentekonter, costs 70 industry, 1 Upkeep, 1 Population cost, 20 strength, Moves 4, range 1. Coastal Raft: Destroyed by spending more than 1 turn in deep water; +2 moves if starting turn in friendly coastal water.
Why? Balsa is the word used for Peruvian rafts, which were used for thousands of years up to even just a couple hundred years ago. it seems like they had incredible range for a raft, so I created an alternative "Coastal Vessel" type that gives bonus moves to the raft if starting in friendly coastal terrain, but dies after a turn in deep water. It's cheaper than a Pentekonter (appropriately), but since there's no evidence that the Caral were warlike (and it likely wouldn't stand up to a full ship in combat), I've also made it weaker. It might need another point or two off, but I think it fits best for any possible Unit for them, rather than taking a leaf from the Harappans and making another Scout replacement.
Cities: Huaricanga; Caral-Supe; Aspero; Pativilca; Porvenir; Vinto Alto; Shaura; Upaca; Lurihuasi; Huaural
EDIT: And if anyone has suggestions, please feel free of course. It was fun researching these people.