Minor Native Civ Techs Reference Guide
Posted: 19 Jul 2021, 19:48
I just wanted to compile this list mainly for my own sake, as a reference to become more familiar with what the native minor civs get you with trading posts, and since other lists make you click through different civs and many pages to find the info you want. I wanted to be able to see it all at once. But instead of making it a word document I figured I would post it here.
All these techs basically cost between 100-500 res, so I didn't bother listing their costs. If you want to make a build that features really tight macro to get one of these techs, I imagine you can look it up yourself. Normally I find myself getting a nat tp in mid-late fortress when it looks like the game is a stalemate and is going to go into later stages, so I generally don't think much about the resource costs.
I've commented on some of the techs that seem truly worth it and even OP, to me. Let me know if I've missed anything or if anything is out of date.
I've also listed which maps of the 1v1 standard map quicksearch map pool have which natives. Nootka and Klamath are not currently available on any of the 1v1 maps in quick search. Sufi, Shaolin, and Comanche are the most numerous natives, featuring on 3 maps each. Udasi, Navajo, Maya, Jesuit, Huron, Cree, Cheyenne, and Apache all feature on 2 maps each. Bhakti, Carib, Cherokee, Mapuche, Seminole, Tupi, Zapotec, and Zen all feature on 1 map each.
From my calculations, it seems like the best maps to go natives with in general are Baja California and Mexico. These two maps are incredibly weighted toward the best natives with the best techs. They get you the incredibly powerful Maya, Navajo, Apache, with Zapotec as well on Mexico. Ozarks also gives you a lot of options with Cherokee, Cheyenne, and Comanche, but these aren't quite as strong except for Comanche, which is definitely S or A tier.
Florida is a good map for archer civs, with Seminole and Carib.
Huron is a must on Saguenay and New England, for water booming.
American Natives
Apache: on Baja California and Mexico
units: Apache Cavalry, dragoon unit
-Villagers get +15% hit points and +15% speed
-Military units get +5% speed. Seems very worth it.
-Apache Cavalry get +2.0x multiplier against villagers
Carib: on Florida
units: Carib Blowgunner, short range skirmisher unit.
-Melee infantry and archers get +10% attack -Decent for some civs
-Archers get +1.0x multiplier against villagers
-Heroes can train Carib Ambushers
-Upgrades Carib Blowgunners and Ambushers to Feast Warriors (+50% hit points); requires Champion Carib
Cherokee: on Ozarks
units: Cherokee Rifleman, skirmisher unit.
-Native warriors get +20% speed
-Ships 4 Settlers - seems nice, not sure if worth 200w 200c + 200w for cost of TP though.
-Dock, Market, Mill, Farm, Rice Paddy and Plantation improvements (except Selective Breeding, Armor Plating, Carronade, Percussion Lock, Ship's Howitzers, Large Scale Gathering, Deforestation, Excessive Tribute and Big Buttons) cost no wood
Cheyenne: on Great Plains and Ozarks
units: Cheyenne Rider, a melee cav that does decently against light infantry, and has multipliers vs. cavalry.
-Ships 12 Bisons - Can be very nice if you're turtling or contained.
-Cavalry, light infantry, and Forbidden Army train time -25%; Standard Army, Mongolian Army, Ming Army, and Imperial Army train time -12%
-Cheyenne Riders get +2.0x multiplier against cavalry
Comanche: on Ozarks, Colorado, and Great Plains
units: Comanche Horse Archer, an anti-cav mounted archer.
-Improvements cost -10% coin
-Cavalry and light infantry get +10% hit points
-Cavalry get +10% speed - Both these cav techs from Comanche seem really good.
Cree: on Dakota and Saguenay
units: Cree Tracker, a skirmisher unit. Also, cree CDBs are French villagers with a limit of 5.
-can train Cree CDBs, which is the main reason you get this nat tp. Great for greedy play.
-Infantry, cavalry, and light infantry get +5% hit points
-Native warrior and Cree Coureur des Bois train time -45%
-Buildings cost 10% less resources, build time -25%
Huron: on Saguenay and New England
units: Huron mantlet, high siege unit with high ranged resist.
-Huron Mantlet train limit +200%
-Ships 1 Huron Mantlet for every 2 minutes the game has passed, up to 30 minutes
-Fishing Boats, Caravels/Galleys/War Junks/Fune, Canoes, War Canoes, Tlaloc Canoes, and Marathan Catamarans gather 20% faster. This is only 75w, 75c, really insane tech for fish booming.
Klamath: not on any current 1v1 qs maps
units: Klamath Rifleman, a skirmisher unit.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 5% faster - Decent
-Ships 100 food for every 3 minutes the game has passed, up to 30 minutes
-Klamath Riflemen get +25% attack
Mapuche: on Pampas Sierras
units: Mapuche Ironwood Clubman, a pike/halberdier style unit, and Mapuche Bolas Rider, a dragoon unit with a slow effect and area damage.
-All units cost -10% coin
-Melee infantry get +50% siege attack - Could be great if you're going for halbs, rods, pikes, changdao, skull knights, etc. For super siegers.
-Ships 100 coin for every 2 minutes the game has passed, up to 30 minutes
Maya: on Baja California and Mexico
units: Holcan Spearman, a pike unit with good siege.
-Melee infantry get +20% hit points - That's a pretty beefy boost to melee infantry. Seems really good for China with Changdao or Spain with rods.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster. Pretty great as well. Maya seem top tier.
Navajo: on Baja California and Mexico
units: Navajo Rifleman, a skirmisher unit.
-Infantry and cavalry get +5% hit points - Pretty decent.
-Livestock fattens 100% faster, and 30% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 30% faster when tasked to Sacred Fields; Japanese livestock contributes 35% more to Shrines' resource/XP trickle. Situationally pretty good.
-All coin gathering (but not trickles) is 20% faster. Holy shit, this is basically like a Royal Mint card that stacks on top of other coin gathering upgrades. Nutty.
Nootka: not on any current 1v1 qs maps
units: Nootka Clubman, a pike/halberd style unit.
-Villagers get +50% hit points. Fun for troll builds with France going this + northwest passage + pioneers + wilderness warfare.
-Nootka Clubmen cost -10% and train time -50%
-Spawns a Nootka War Chief, and enables Nootka Settlements, Native Embassies and Heroes to retrain him.
Seminole: on Florida
units: Seminole Archer, an archer / aenna style unit that can be made good a sieging with a tech.
-Seminole Sharktooth Bowmen get +3.0x multiplier against buildings
-Archers get +15% attack. Decent for archer civs.
Tupi: on Gran Chaco
units: Blackwood Archer, an archer unit with modifiers vs. heavy infantry.
-Archers get +10% attack - Good for archer civs.
-Buildings cost -20% wood
-Town Centers can train Buttercup the Pet Cougars
Zapotec: on Mexico
units:Lightning Warrior, works like a Jaguar Prowl Knight. Multipliers vs. heavy infantry and cavalry, and good siege.
-Ships 100 wood for every 2 minutes the game has passed, up to 30 minutes
-Melee infantry get +20% attack - Really great for Spain/China/Aztec, other civs with melee units.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster - Also quite nice.
Asian Natives
Bhakti: on Himalayas
units: Tiger Claw, a hand shock infantry, like a coyote runner.
-Infantry, light infantry and cavalry get +5% attack
-Tiger Claws get +50% hit points
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather from Berry Bushes 40% faster. On Dhaka it's extremely good, idk about anywhere else
Jesuits: on Korea and Malaysia
units: Conquistador, a dragoon unit.
-Buildings get +20% hit points
-Gunpowder units get +30% siege attack - This seems like a pretty great overlooked tech, if you're going for muskets or skirms. It's basically like that Russian card that gives your infantry more siege damage.
-Villager train time -15%
Shaolin: on Central Plain, Manchuria, and Mongolia
units: Rattan Shield. A fast hand shock infantry unit like a coyote runner. Good against skirms.
-Ranged infantry get +25% melee attack Here's the answer for cassador melee attack being too weak, I see you breeze
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather wood 20% faster - Pretty good, basically just a free exotic hardwoods card.
-Rattan Shields get +50% attack - Good for China if you ship them.
Sufi: on Mongolia, Fertile Crescent, and Malaysia
units: War Elephant, similar to a mahout lancer.
-Ships 1 Fattened Goat for every 2 minutes the game has passed, up to 30 minutes
-Villager (and Fishing Boats) get -40% hit points but Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 10% faster. Good once you are walled up with mills and estates and don't need to worry about being raided.
-Villager train limit +10% - Also good for lategame
Udasi: on Punjab and Himalayas
units: Chakram. Ranged heavy infantry unit, with area damage. 50% ranged resist. Multipliers vs. heavy infantry, negative against light infantry. Kind of a grenadier unit.
-Heroes get +50% hit points - Could be quite nice, possibly an underrated tech for big fights where you slam that explorer in cover mode.
-Settlers, Coureurs des Bois, Settler Wagons and Villagers gather from Mills, Farms, Rice Paddies, and Plantations 10% faster; Livestock fattens 10% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 10% faster when tasked to Sacred Fields; Japanese livestock contributes 10% more to Shrine's resource/XP trickle - Quite a nice lategame boost.
-Chakrams get +4 LOS and +4 range
Zen Temple: on Hokkaido
units: Sohei, a pike unit.
-Gives 1,000 XP - this is almost mercantilism, for 700 resources.
-Melee infantry get +10% attack
-Unit upgrades cost -20%
African Natives
Berbers definitely a top tier nat civ, with berber vills
units: Berber Camel Rider, a true melee dragoon. Counter heavy cav in melee, dies to skirms.
-Can train Berber settlers, which are better at gathering natural resources than farming on mills or estates
-Can train a salt camel, giving a coin mine that gathers slowly
-Zenata Riders, Berber Camel Riders and the Berber Sultan get the Musket Attack charged ability
-Villager hit points +35%; Berber Nomads get +5.0× and +3.4× multiplier against cavalry and shock infantry, respectively
-Ships the Berber Sultan
-Gives a trickle of coin based on total food and wood (0.001 coin per food + wood; min. 1 coin, max. 4 coin)
-Mills, Estates, Farms, Rice Paddies, and Fields reduce the speed of enemy military units around them by 30%
Akan gold prospector mine is really good and underused i think
units: Akan Ankobia, a heavy infantry musket unit with area damage.
-Ships the Akan Tufohen
-Infantry train time -20% and speed +5%; Akan Tufohen respawn time -20%
-Ships 1 Gold Prospector Wagon; Villagers gather from mines 10% faster
-Villagers gather from Berry Bushes and Cherry Orchards 30% faster; Villagers gather from Mills, Farms, Rice Paddies (food), and Fields (food) 10% faster
-Exchanges all food for 0.5× the wood and coin
Somalis god tier water boom / turtle / eco techs imo
units:Issa Warrior, a better version of a Gascenya, a musketeer type unit. Also can train a Darood Warrior, which is an anti-artillery and anti-ship skirm, kind of like a Huaraca or an Arrow Knight
-Trade Routes generate +30% resources; Villagers and Fishing Boats gather coin 10% faster
-Archers and rifle infantry get -35% melee ROF; Melee Skirmishers get +20% melee attack; Urumis get -20% ROF
-Outpost, Blockhouse, War Hut, Castle, and Watch Tower build limit +4; Artillery, siege unit, and warship gets +0.2× multiplier against Outposts, Blockhouses, War Huts, Castles, and Watch Towers
-Trading Posts on Somali settlements can train Askaris
-Ships 1 Red Sea Wagon; Receive 1 Fishing Boat with every future Home City shipments
-Infantry melee/ranged resistance +10%; melee infantry cost -10%
-Outposts, Blockhouses, War Huts, Castles, and Watch Towers get +10 LOS; Trading Posts on Somali settlements can use Lighthouse
Sudanese decent techs, main bonus is having access to dervishes and sennar horsemen
units: Dervish, which is basically a urumi with a longer ranged attack but no area damage. Countered by cav and artillery.
-Mill, Estate, Farm, and Rice Paddy cost and build time -30%; Field cost -30% and build time -15%
-Can be researched twice: Ships 2 Red Sea Wagons; costs 250 food, 150 coin. Ships 1 Red Sea Wagon for every 5 minutes of game time, up to 30 minutes; costs 500 food, 300 coin
-Cavalry and shock infantry get +10% melee resistance
-Trading Posts on Sudanese settlements can train Askaris and Sennar Horsemen
Yoruba probably the least useful african nat unless you're doing the cheese with the eso rider doubling tech, but I think that's been nerfed
units: Oyo Legionary, a musketeer type unit, and Eso Rider, a strong heavy cav that decays health over time.
-Yoruba Oyo Legionaries' melee attack poisons the enemy
-Each Yoruba Oyo Legionary and Eso Rider spawns a second one
-Villagers gather wood 10% faster; native warriors and civilian units regenerate hit points when close to a tree and/or Berry Bush
-Militiaman, Minuteman, Warrior, Irregular, Sentry, Levied Spearman, Levied Bowman, Levied Gunner, and Yoruba Eso Rider hit point degeneration rate -25% and stops at 25% HP
-Ships 2 Outpost Wagons; give Walls and Gates a build bounty of 1 XP and 10 XP, respectively
European Natives
Jagellion
Horse archers, 70f 60w
Hand Cav with no multipliers, and charged lancer attack with slight bonus vs. infantry and heavy cav. 10 melee and 10 ranged resist. Oromo.
-benefits: increase hand cav ranged armor.
-units and res from ageups are received again, age 3
-ships 5 tartars, units with bows get more range, especially tartars
-grants res for each present and future farming building.
-big button: equalizes resource stockpile
Hapsburg
Vet Musketeer that shadowtechs, only available age 3. Food and coin
-mounted infantry. Mounted skirmisher. Multis vs. infantry. Food and coin.
-dismounted infantry. 19 range skirmisher unit
-benefits - grants 1 hc shipment, 250 of each res
-20x for each building you own. Usually about another shipment.
-about 8 mercs for 1500 coin
-big button also spawns grens
-big button: more magyar hussars the longer you wait
Wittelsbach
Mountain Trooper - Skirmisher that costs food and wood
Chevalegeur - Dragoon, counters heavy cav, but has a high hand attack as well. Food and coin.
-each unit you’ve trained refunds a fraction of their cost
-ships chevaleguers, increases their bonus vs infantry
-makes nats, outlaws and mercs cheaper to train (age 4)
-give skirms more range, especially mountain troopers
-big button: spawns more mountain troopers the longer you wait, also reveals all enemy buildings.
Wettin
Trabant: halberdier unit with charged pistol attack. 60f 70c
Saxon Cuirassier - cuir unit. High hp
-resets market sell and buy rates
-ships fort wagon and battery tower wagons for each 10 min of the game
-ageups 20% cheaper
-sends 1 giant gren and 1 with all future shipments
-big button: significantly boots cav and infantry armor
Oldenburg
Royal Huntsman - vill and counter skirmisher, can gather food. Costs food
Vet Musketeer- shadowteching age 3 musket, high attack low hp. Costs food
-royal huntsman upgraded to units
-vills and fishing boats also gather coin while hunting or fishing
-skirms counter other skirmishers more
-all warships trickle coin
Big button: hot air balloon with huge LOS
Phanar
Evzone - skirm with high hp
Boyar, vet tech heavy cav with high siege
-all ranged inf do more damage, especially evzone
-ships 2 mountain monasteries
-buildings and ships have more HP
-docks work faster and can make a battleship
-big button: spawns sacred band infantry
Bourbon - these guys don't really seem to be on any of the maps in rotation right now.
Royal dragoon - dragoon with high hand attack. Food and coin
Royal musketeer - musket unit. Food and coin. Charged pistol attack.
-grants xp for every tech and shipment you have got so far and in the future (??)
-35 coin for every building
-vills do more damage to infantry
-ships a royal horseman and adds one to every future shipment
Big button: increases all unit speed
Hanover also doesn't seem to be on any of the maps in standard rotation
Vet black brunswicker, fast musketeer - food and coin
Totenkopf hussar - fast heavy cav. - food and coin
Drummer
Ships a number of totenkopf hussars and improves their charged attack
-immediately sends a random card in your deck
-age 4, lets drummers plant inspiring flag and spawns 1 irish, scottish, and british merc unit.
-advances you immediately to imperial for about 10k food and 10k coin at the start of the game. Gets cheaper over time as you research techs and send shipments.
Big button: stun all units for 2.5 seconds
Vasa
Royal Arquebusier: Skirmisher, high hitpoints and high melee damage.
Winged Hussar: heavy cav with extra attack range and lance charge.
-All units cost -5% coin
-Ships 4 Torp Wagons
-All units get +5% hit points; warships get +10% hit points instead
-Ships 5 Winged Hussars and their Lance Charge ability gets +2 range and +1 AOE
-big button: All gather rates are increased for 30 seconds, the bonus improves the longer the player waits.
Tengri -
Tatar archer, shit against everything but cav. Food wood
Tatar wolf - basically a dog unit
-all cav and shock infantry train faster
-1 semi fat yak for every 3 minutes of the game
-mounted units and pets move and attack faster
All these techs basically cost between 100-500 res, so I didn't bother listing their costs. If you want to make a build that features really tight macro to get one of these techs, I imagine you can look it up yourself. Normally I find myself getting a nat tp in mid-late fortress when it looks like the game is a stalemate and is going to go into later stages, so I generally don't think much about the resource costs.
I've commented on some of the techs that seem truly worth it and even OP, to me. Let me know if I've missed anything or if anything is out of date.
I've also listed which maps of the 1v1 standard map quicksearch map pool have which natives. Nootka and Klamath are not currently available on any of the 1v1 maps in quick search. Sufi, Shaolin, and Comanche are the most numerous natives, featuring on 3 maps each. Udasi, Navajo, Maya, Jesuit, Huron, Cree, Cheyenne, and Apache all feature on 2 maps each. Bhakti, Carib, Cherokee, Mapuche, Seminole, Tupi, Zapotec, and Zen all feature on 1 map each.
From my calculations, it seems like the best maps to go natives with in general are Baja California and Mexico. These two maps are incredibly weighted toward the best natives with the best techs. They get you the incredibly powerful Maya, Navajo, Apache, with Zapotec as well on Mexico. Ozarks also gives you a lot of options with Cherokee, Cheyenne, and Comanche, but these aren't quite as strong except for Comanche, which is definitely S or A tier.
Florida is a good map for archer civs, with Seminole and Carib.
Huron is a must on Saguenay and New England, for water booming.
American Natives
Apache: on Baja California and Mexico
units: Apache Cavalry, dragoon unit
-Villagers get +15% hit points and +15% speed
-Military units get +5% speed. Seems very worth it.
-Apache Cavalry get +2.0x multiplier against villagers
Carib: on Florida
units: Carib Blowgunner, short range skirmisher unit.
-Melee infantry and archers get +10% attack -Decent for some civs
-Archers get +1.0x multiplier against villagers
-Heroes can train Carib Ambushers
-Upgrades Carib Blowgunners and Ambushers to Feast Warriors (+50% hit points); requires Champion Carib
Cherokee: on Ozarks
units: Cherokee Rifleman, skirmisher unit.
-Native warriors get +20% speed
-Ships 4 Settlers - seems nice, not sure if worth 200w 200c + 200w for cost of TP though.
-Dock, Market, Mill, Farm, Rice Paddy and Plantation improvements (except Selective Breeding, Armor Plating, Carronade, Percussion Lock, Ship's Howitzers, Large Scale Gathering, Deforestation, Excessive Tribute and Big Buttons) cost no wood
Cheyenne: on Great Plains and Ozarks
units: Cheyenne Rider, a melee cav that does decently against light infantry, and has multipliers vs. cavalry.
-Ships 12 Bisons - Can be very nice if you're turtling or contained.
-Cavalry, light infantry, and Forbidden Army train time -25%; Standard Army, Mongolian Army, Ming Army, and Imperial Army train time -12%
-Cheyenne Riders get +2.0x multiplier against cavalry
Comanche: on Ozarks, Colorado, and Great Plains
units: Comanche Horse Archer, an anti-cav mounted archer.
-Improvements cost -10% coin
-Cavalry and light infantry get +10% hit points
-Cavalry get +10% speed - Both these cav techs from Comanche seem really good.
Cree: on Dakota and Saguenay
units: Cree Tracker, a skirmisher unit. Also, cree CDBs are French villagers with a limit of 5.
-can train Cree CDBs, which is the main reason you get this nat tp. Great for greedy play.
-Infantry, cavalry, and light infantry get +5% hit points
-Native warrior and Cree Coureur des Bois train time -45%
-Buildings cost 10% less resources, build time -25%
Huron: on Saguenay and New England
units: Huron mantlet, high siege unit with high ranged resist.
-Huron Mantlet train limit +200%
-Ships 1 Huron Mantlet for every 2 minutes the game has passed, up to 30 minutes
-Fishing Boats, Caravels/Galleys/War Junks/Fune, Canoes, War Canoes, Tlaloc Canoes, and Marathan Catamarans gather 20% faster. This is only 75w, 75c, really insane tech for fish booming.
Klamath: not on any current 1v1 qs maps
units: Klamath Rifleman, a skirmisher unit.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 5% faster - Decent
-Ships 100 food for every 3 minutes the game has passed, up to 30 minutes
-Klamath Riflemen get +25% attack
Mapuche: on Pampas Sierras
units: Mapuche Ironwood Clubman, a pike/halberdier style unit, and Mapuche Bolas Rider, a dragoon unit with a slow effect and area damage.
-All units cost -10% coin
-Melee infantry get +50% siege attack - Could be great if you're going for halbs, rods, pikes, changdao, skull knights, etc. For super siegers.
-Ships 100 coin for every 2 minutes the game has passed, up to 30 minutes
Maya: on Baja California and Mexico
units: Holcan Spearman, a pike unit with good siege.
-Melee infantry get +20% hit points - That's a pretty beefy boost to melee infantry. Seems really good for China with Changdao or Spain with rods.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster. Pretty great as well. Maya seem top tier.
Navajo: on Baja California and Mexico
units: Navajo Rifleman, a skirmisher unit.
-Infantry and cavalry get +5% hit points - Pretty decent.
-Livestock fattens 100% faster, and 30% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 30% faster when tasked to Sacred Fields; Japanese livestock contributes 35% more to Shrines' resource/XP trickle. Situationally pretty good.
-All coin gathering (but not trickles) is 20% faster. Holy shit, this is basically like a Royal Mint card that stacks on top of other coin gathering upgrades. Nutty.
Nootka: not on any current 1v1 qs maps
units: Nootka Clubman, a pike/halberd style unit.
-Villagers get +50% hit points. Fun for troll builds with France going this + northwest passage + pioneers + wilderness warfare.
-Nootka Clubmen cost -10% and train time -50%
-Spawns a Nootka War Chief, and enables Nootka Settlements, Native Embassies and Heroes to retrain him.
Seminole: on Florida
units: Seminole Archer, an archer / aenna style unit that can be made good a sieging with a tech.
-Seminole Sharktooth Bowmen get +3.0x multiplier against buildings
-Archers get +15% attack. Decent for archer civs.
Tupi: on Gran Chaco
units: Blackwood Archer, an archer unit with modifiers vs. heavy infantry.
-Archers get +10% attack - Good for archer civs.
-Buildings cost -20% wood
-Town Centers can train Buttercup the Pet Cougars
Zapotec: on Mexico
units:Lightning Warrior, works like a Jaguar Prowl Knight. Multipliers vs. heavy infantry and cavalry, and good siege.
-Ships 100 wood for every 2 minutes the game has passed, up to 30 minutes
-Melee infantry get +20% attack - Really great for Spain/China/Aztec, other civs with melee units.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster - Also quite nice.
Asian Natives
Bhakti: on Himalayas
units: Tiger Claw, a hand shock infantry, like a coyote runner.
-Infantry, light infantry and cavalry get +5% attack
-Tiger Claws get +50% hit points
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather from Berry Bushes 40% faster. On Dhaka it's extremely good, idk about anywhere else
Jesuits: on Korea and Malaysia
units: Conquistador, a dragoon unit.
-Buildings get +20% hit points
-Gunpowder units get +30% siege attack - This seems like a pretty great overlooked tech, if you're going for muskets or skirms. It's basically like that Russian card that gives your infantry more siege damage.
-Villager train time -15%
Shaolin: on Central Plain, Manchuria, and Mongolia
units: Rattan Shield. A fast hand shock infantry unit like a coyote runner. Good against skirms.
-Ranged infantry get +25% melee attack Here's the answer for cassador melee attack being too weak, I see you breeze
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather wood 20% faster - Pretty good, basically just a free exotic hardwoods card.
-Rattan Shields get +50% attack - Good for China if you ship them.
Sufi: on Mongolia, Fertile Crescent, and Malaysia
units: War Elephant, similar to a mahout lancer.
-Ships 1 Fattened Goat for every 2 minutes the game has passed, up to 30 minutes
-Villager (and Fishing Boats) get -40% hit points but Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 10% faster. Good once you are walled up with mills and estates and don't need to worry about being raided.
-Villager train limit +10% - Also good for lategame
Udasi: on Punjab and Himalayas
units: Chakram. Ranged heavy infantry unit, with area damage. 50% ranged resist. Multipliers vs. heavy infantry, negative against light infantry. Kind of a grenadier unit.
-Heroes get +50% hit points - Could be quite nice, possibly an underrated tech for big fights where you slam that explorer in cover mode.
-Settlers, Coureurs des Bois, Settler Wagons and Villagers gather from Mills, Farms, Rice Paddies, and Plantations 10% faster; Livestock fattens 10% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 10% faster when tasked to Sacred Fields; Japanese livestock contributes 10% more to Shrine's resource/XP trickle - Quite a nice lategame boost.
-Chakrams get +4 LOS and +4 range
Zen Temple: on Hokkaido
units: Sohei, a pike unit.
-Gives 1,000 XP - this is almost mercantilism, for 700 resources.
-Melee infantry get +10% attack
-Unit upgrades cost -20%
African Natives
Berbers definitely a top tier nat civ, with berber vills
units: Berber Camel Rider, a true melee dragoon. Counter heavy cav in melee, dies to skirms.
-Can train Berber settlers, which are better at gathering natural resources than farming on mills or estates
-Can train a salt camel, giving a coin mine that gathers slowly
-Zenata Riders, Berber Camel Riders and the Berber Sultan get the Musket Attack charged ability
-Villager hit points +35%; Berber Nomads get +5.0× and +3.4× multiplier against cavalry and shock infantry, respectively
-Ships the Berber Sultan
-Gives a trickle of coin based on total food and wood (0.001 coin per food + wood; min. 1 coin, max. 4 coin)
-Mills, Estates, Farms, Rice Paddies, and Fields reduce the speed of enemy military units around them by 30%
Akan gold prospector mine is really good and underused i think
units: Akan Ankobia, a heavy infantry musket unit with area damage.
-Ships the Akan Tufohen
-Infantry train time -20% and speed +5%; Akan Tufohen respawn time -20%
-Ships 1 Gold Prospector Wagon; Villagers gather from mines 10% faster
-Villagers gather from Berry Bushes and Cherry Orchards 30% faster; Villagers gather from Mills, Farms, Rice Paddies (food), and Fields (food) 10% faster
-Exchanges all food for 0.5× the wood and coin
Somalis god tier water boom / turtle / eco techs imo
units:Issa Warrior, a better version of a Gascenya, a musketeer type unit. Also can train a Darood Warrior, which is an anti-artillery and anti-ship skirm, kind of like a Huaraca or an Arrow Knight
-Trade Routes generate +30% resources; Villagers and Fishing Boats gather coin 10% faster
-Archers and rifle infantry get -35% melee ROF; Melee Skirmishers get +20% melee attack; Urumis get -20% ROF
-Outpost, Blockhouse, War Hut, Castle, and Watch Tower build limit +4; Artillery, siege unit, and warship gets +0.2× multiplier against Outposts, Blockhouses, War Huts, Castles, and Watch Towers
-Trading Posts on Somali settlements can train Askaris
-Ships 1 Red Sea Wagon; Receive 1 Fishing Boat with every future Home City shipments
-Infantry melee/ranged resistance +10%; melee infantry cost -10%
-Outposts, Blockhouses, War Huts, Castles, and Watch Towers get +10 LOS; Trading Posts on Somali settlements can use Lighthouse
Sudanese decent techs, main bonus is having access to dervishes and sennar horsemen
units: Dervish, which is basically a urumi with a longer ranged attack but no area damage. Countered by cav and artillery.
-Mill, Estate, Farm, and Rice Paddy cost and build time -30%; Field cost -30% and build time -15%
-Can be researched twice: Ships 2 Red Sea Wagons; costs 250 food, 150 coin. Ships 1 Red Sea Wagon for every 5 minutes of game time, up to 30 minutes; costs 500 food, 300 coin
-Cavalry and shock infantry get +10% melee resistance
-Trading Posts on Sudanese settlements can train Askaris and Sennar Horsemen
Yoruba probably the least useful african nat unless you're doing the cheese with the eso rider doubling tech, but I think that's been nerfed
units: Oyo Legionary, a musketeer type unit, and Eso Rider, a strong heavy cav that decays health over time.
-Yoruba Oyo Legionaries' melee attack poisons the enemy
-Each Yoruba Oyo Legionary and Eso Rider spawns a second one
-Villagers gather wood 10% faster; native warriors and civilian units regenerate hit points when close to a tree and/or Berry Bush
-Militiaman, Minuteman, Warrior, Irregular, Sentry, Levied Spearman, Levied Bowman, Levied Gunner, and Yoruba Eso Rider hit point degeneration rate -25% and stops at 25% HP
-Ships 2 Outpost Wagons; give Walls and Gates a build bounty of 1 XP and 10 XP, respectively
European Natives
Jagellion
Horse archers, 70f 60w
Hand Cav with no multipliers, and charged lancer attack with slight bonus vs. infantry and heavy cav. 10 melee and 10 ranged resist. Oromo.
-benefits: increase hand cav ranged armor.
-units and res from ageups are received again, age 3
-ships 5 tartars, units with bows get more range, especially tartars
-grants res for each present and future farming building.
-big button: equalizes resource stockpile
Hapsburg
Vet Musketeer that shadowtechs, only available age 3. Food and coin
-mounted infantry. Mounted skirmisher. Multis vs. infantry. Food and coin.
-dismounted infantry. 19 range skirmisher unit
-benefits - grants 1 hc shipment, 250 of each res
-20x for each building you own. Usually about another shipment.
-about 8 mercs for 1500 coin
-big button also spawns grens
-big button: more magyar hussars the longer you wait
Wittelsbach
Mountain Trooper - Skirmisher that costs food and wood
Chevalegeur - Dragoon, counters heavy cav, but has a high hand attack as well. Food and coin.
-each unit you’ve trained refunds a fraction of their cost
-ships chevaleguers, increases their bonus vs infantry
-makes nats, outlaws and mercs cheaper to train (age 4)
-give skirms more range, especially mountain troopers
-big button: spawns more mountain troopers the longer you wait, also reveals all enemy buildings.
Wettin
Trabant: halberdier unit with charged pistol attack. 60f 70c
Saxon Cuirassier - cuir unit. High hp
-resets market sell and buy rates
-ships fort wagon and battery tower wagons for each 10 min of the game
-ageups 20% cheaper
-sends 1 giant gren and 1 with all future shipments
-big button: significantly boots cav and infantry armor
Oldenburg
Royal Huntsman - vill and counter skirmisher, can gather food. Costs food
Vet Musketeer- shadowteching age 3 musket, high attack low hp. Costs food
-royal huntsman upgraded to units
-vills and fishing boats also gather coin while hunting or fishing
-skirms counter other skirmishers more
-all warships trickle coin
Big button: hot air balloon with huge LOS
Phanar
Evzone - skirm with high hp
Boyar, vet tech heavy cav with high siege
-all ranged inf do more damage, especially evzone
-ships 2 mountain monasteries
-buildings and ships have more HP
-docks work faster and can make a battleship
-big button: spawns sacred band infantry
Bourbon - these guys don't really seem to be on any of the maps in rotation right now.
Royal dragoon - dragoon with high hand attack. Food and coin
Royal musketeer - musket unit. Food and coin. Charged pistol attack.
-grants xp for every tech and shipment you have got so far and in the future (??)
-35 coin for every building
-vills do more damage to infantry
-ships a royal horseman and adds one to every future shipment
Big button: increases all unit speed
Hanover also doesn't seem to be on any of the maps in standard rotation
Vet black brunswicker, fast musketeer - food and coin
Totenkopf hussar - fast heavy cav. - food and coin
Drummer
Ships a number of totenkopf hussars and improves their charged attack
-immediately sends a random card in your deck
-age 4, lets drummers plant inspiring flag and spawns 1 irish, scottish, and british merc unit.
-advances you immediately to imperial for about 10k food and 10k coin at the start of the game. Gets cheaper over time as you research techs and send shipments.
Big button: stun all units for 2.5 seconds
Vasa
Royal Arquebusier: Skirmisher, high hitpoints and high melee damage.
Winged Hussar: heavy cav with extra attack range and lance charge.
-All units cost -5% coin
-Ships 4 Torp Wagons
-All units get +5% hit points; warships get +10% hit points instead
-Ships 5 Winged Hussars and their Lance Charge ability gets +2 range and +1 AOE
-big button: All gather rates are increased for 30 seconds, the bonus improves the longer the player waits.
Tengri -
Tatar archer, shit against everything but cav. Food wood
Tatar wolf - basically a dog unit
-all cav and shock infantry train faster
-1 semi fat yak for every 3 minutes of the game
-mounted units and pets move and attack faster