Most of my posts focus on the Lakota, but - Shocked Pikachu Face - here’s one focusing on the other half of Tortuamerica, the Haudenosaunee!
I’m just going to outline the basics of how I think the civ should move forward.
The Haudenosaunee focused their lives on their Longhouses. While the game does note this and replaces houses with them, I’d like to propose taking this one step further - Enable the Haudenosaunee Town Center to act as a unique Town Center called the Longhouse. Alongside making it stronger and more expensive, and able to fire without garrison, the Longhouse would have two main aspects to it that would shape the entirety of the Hauds in-game:
- Villagers within X units of the Longhouse gather faster from Three Sisters Gardens.
- Longhouses support 50 population on their own, and the Haudenosaunee do not have houses.
- This would enable the Haudenosaunee to build a new TC from the start, rather than needing to wait until Age 3. Notably, the lack of single-resource shipments for the Hauds would help balance this out, so they can’t age up and immediately build a new TC.
Longhouses would cost 1000 Wood, be 25% stronger, deal 25% more damage, and would potentially have a new model. Wouldn’t need one, though, tbh. The regular Town Center model is fine, though I’d imagine that the Devs would want to create a new TC model for them, and the current Hauds model would be the normal TC model for other woodlands nations, like the Five Civilized Tribes or the Anishinaabe.
Three Sisters Garden
While I’ve touched lightly on these for the Lakota, they aren’t that important over there and would likely be used for nothing more than an infinite wood source in the super late game, which would be about the only time they’d get built, aside from for the BBT.
On the other hand, the Haudenosaunee would revolve around the Three Sisters Garden, with many upgrades for the gather rates. Mirroring their resource shipments, I think it’d be cool if the Hauds had 2-3 cards like Economic Theory, but aimed directly for the Garden. Alongside just having a high rate of gather from those cards, they would also have cards to specifically increase the gather rate of coin, wood, and food separate from that.
With these clustering around Longhouses, the Hauds would make for a very defensive civ.
The Too’te Lodge is the last notable thing for the Hauds’ economy. These are little huts that, over time, generate trees. Villagers can be tasked to these to improve the rate at which they produce trees, swapping back and forth between planting and gathering trees.
While planting, the villagers produce XP at an increased rate, but do not collect wood. While collecting, the gatherers… well, gather wood.
The base spawn rate for the Too’te Lodge for trees is only changeable by 2 things - Home city shipments and building the lodge nearby other trees. The more trees near the Lodge, the faster it produces trees.
I’m gonna be honest here, the only thing I’ve really got is that the unique and strongest unit of the Hauds should be the Forest Prowler, renamed to Bone Carrier. Or just call them the Rotisken’rakéhte, though I’ve genuinely no idea how to say that. It translates (super roughly) to “Bone Carrier”. And “Earth Carrier”. And “Those who carry the [bones/earth] of our ancestors”.
Concerning the bulk of the military, it could be approached in a very European style - Generic age 2 archer + spearman combo, with weak scaling, with the Tomahawk and Bone Carrier becoming available in Age 3 to effectively replace the prior two units wholesale.
I’m still of the opinion that the Tomahawk should deal melee damage at a range. There’s no way a hatchet to the face is going to feel the same as a bullet.
As for the artillery, I think the Hauds could use more. When civs only have a single artillery unit, it often ends up trying to be a mortar, a culverin, and a field gun all at once, and then ultimately fails at all three (See: Light Cannon, Siege Elephant.) The Hauds are the one Native civ that can boast a focus on artillery, and that’s a direction they should go. I’d suggest three artillery pieces:
- Heavy Hollow
- The Hollow Gun is the most generic artillery, available in age 3, and borders the horse gun in terms of effectiveness after its Guard upgrade.
- Light Hollow
- Using the current Light Cannon model, the Light Hollow is purely a culverin, plain and simple. There is no particular reason for it to do anything else, and it may as well have identical stats.
- Howitzer Hollow
- A howitzer. That’s it. That’s the whole suggestion.
For context, Mohawk uses the word ga’hQgnreg to name cannons; It, effectively, conveys the meaning of “big hollow [tube of metal]”. (No, I don’t know how to say the word.) Hence, Haudenosaunee artillery units would use “Hollow” where we would otherwise use “Gun” or “Cannon” *(“Heavy Cannon,” “Light Cannon,” “Howitzer Cannon.”)
As for their cavalry, they should be fairly limited and weak, with few available upgrades. It might actually be interesting to flat-out give them Hussars and Dragoons, but with a Haudenosaunee outfit and weapons.
Frankly, I can’t find any information about cavalry-mounted Haudenosaunee warriors, and they don’t seem to have valued the horse as heavily as prairie nations, and nor were their societies as well-organized.
One last random note, but I’d also argue that the Haudenosaunee and Lakota both gain a different type of explorer, rather than a warchief - the Lakota, a Heyoka, and the Haudenosaunee, a Clan Mother.
For the Lakota, not much would change. The explorer position the warchief holds is already, quite literally, the job of a Heyoka, down to being inspiring to nearby allies to being the only Heyoka in a tribe and being an informal leader figure. Like, the only thing missing is him riding his horse backwards and throwing his lance at enemies.
For the Hauds, the Clan Mother would stand out as a uniquely economic/defensive-focused explorer. Give her the ability to heal from the start and have her carded upgrades give her the ability to take damage for units around her and construct Medicine Camps, the same as the Haudenosaunee healers.
Plus, this way, Town Destroyer will just look all that much funnier.
(ADD: I think it’d also be cooler if the Lakota and Haud explorers were both women. Heyoka could be and were women just as often as men, and it’d give some much-needed diversity to the baseline explorers across the civs in the game. Currently, a whole zero civs have female explorers as their default.)
ADD: Ahh, I hit post too soon. Expect changes.
ADD2: Alright, I think that’s mostly it.