Cree

Poundmaker

Uniques and adjacency effects read from the game data.

Victory focusDiplomacyScience

Kit at a glance

Poundmaker's Cree are the friendliest civ on the map: early trade routes that claim land, mekewaps stacking housing and gold, and alliances that share visibility. Trade and diplomacy build a wide, informed, wealthy empire.

Opening: the first 60 turns

Build the Okihtcitaw first and send it far: it survives what kills a normal Scout, and every civilization met early is a future alliance and trade partner. Then queue Settler, Warrior, Settler and research Pottery immediately — the free Trader and extra route arrive with the tech, and the first route should pass through as many unclaimed tiles near your own cities as possible so the border grab pays. Animal Husbandry follows so the Pastures that feed Poundmaker's routes and the Mekewaps exist by turn 40. Settle cities four tiles apart on resource clusters rather than perfect district sites; Mekewaps next to cattle, sheep or furs give housing and gold before a Monument is even finished. Foreign Trade and then Early Empire are the civics; a Commercial Hub in the capital by turn 60 adds another route.

Unique to this civilization

  • Unit

    Okihtcitaw

    Replaces Scout

Adjacency effects

No adjacency bonus — standard district rules apply.

Try Poundmaker in the adjacency calculator →

How to play it

Send your first trader early — routes claim nearby tiles for free. Build mekewaps on resource clusters, ally widely for the shared vision, and convert the gold-and-alliance web into whichever victory the map offers.

Victory paths

Diplomacy is the path the kit points at: alliances are already worth more because they share sight, the gold from Mekewaps and routes buys envoys and later Diplomatic Favor, and an empire that trades with everyone rarely gets voted against in the World Congress. Science is the natural partner, because the fast early border growth and housing let Cree cities grow large enough to carry Campuses without sacrificing anything, and research alliances stack on the same partners. Culture is feasible on a map with many city-states to suzerain, while religion and domination waste the kit — the Okihtcitaw is the only military unique and it stops mattering after the Ancient era. Commit to diplomacy once Diplomatic Service is in reach; before that, simply grow wide and stay friends.

Synergies: city-states, wonders, policies

The Cree hit their stride when Serfdom, Trade Confederation and Caravansaries all run at once; later, Wisselbanken makes routes to allies still richer. Magnus with Surplus Logistics belongs in the trade capital, and Amani should be rotated through city-states to keep suzerainty cheap. Colossus and Great Zimbabwe add routes and gold to the same coastal hub, while Mahabodhi Temple is worth grabbing only if a religion falls into your lap. Pantheon choice is Goddess of the Hunt or God of the Open Sky, both of which stack on the same Camps and Pastures that Poundmaker's routes reward. City-states to court are Venice for route yields, Kumasi for culture, and any militaristic one nearby, since its levied units cover the army you never built.

Weaknesses and counters

The whole plan depends on other players wanting to be friends, and a warmonger neighbor or a Deity AI with a grievance simply ignores it; the shared-vision alliance does not fire a single arrow. Trade routes are also the easiest thing on the map to pillage, so a rival navy or a pack of barbarians can cut Poundmaker's income and food at once. Opponents beat him by denying alliances, by parking units on the Camps and Pastures his routes depend on, and by attacking before Machinery when the Cree army is still Warriors. Common mistakes are stacking Mekewaps on tiles that should be Campuses, sending the first Trader on a domestic route for the tiles and forgetting to switch to international ones, and over-expanding into land that amenities cannot support.

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Last reviewed: 2026-10-03