The Crees' civilization ability is Nîhithaw, which provides them with +1 Trade Route capacity and a free Trader after researching Pottery and gives them control of any unclaimed tiles within 3 tiles of their cities when a Trader passes through them. Their unique unit is the Okihtcitaw (which replaces the Scout), and their unique tile improvement is the Mekewap.
The Cree use a unique unit that replaces the Scout. Because of this, the Cree will do better on land-based maps such as Pangaea or Continents. It is a good idea to train an Okihtcitaw first, looking at the surrounding terrain to determine the which promotion to give it, and then search for nearby civs or city-states. The Okihtcitaw is a formidable unit with Combat Strength equal to a Warrior, and can go toe to toe with early barbarian units, so you can use them for early defense as well as scouting. After training your first Okihtcitaw, you may want to train another Slinger (for additional defense and the potential to boost Archery), followed by at least one more Okihtcitaw. Unlike Warriors, however, Okihtcitaw are recon units and thus lack the +10 bonus against Barbarian Spearmen that Warriors have, making Survey a crucial policy. Furthermore, despite costing more than a Scout, they cannot benefit from any policy to accelerate their production, as no policy gives Production bonuses for recon units.
Depending on the terrain, you should research Pottery for the free Trader, then start trading with a nearby civ or city-state to start earning Gold. This will also help to claim territory for the Cree. At this point in the game, Traders are very vulnerable to barbarians, so use your starting Warrior to keep your Trader safe on its journey. Alternatively, just use the extra gold to replace the Trader and make a different Trade Route to accelerate territorial growth by changing routes before it would otherwise be possible.
If resources allow, use your first Builder to build two Mekewap. These are amazing tile improvements, and provide additional Housing that makes Granaries unnecessary in the early game. Furthermore, the extra Production and Gold (from adjacent luxuries) will boost your economy very early. At this point, if you have a weak neighbor, you can go to war with him or her and use your Okihtcitaw to steal a Builder or Settler, which will help you develop and expand your empire. As you do, remember that the Mekewap means you can easily grow huge (or at least reasonably sized) cities on the coast or even in the middle of riverless plains.
With a few Okihtcitaw and some Mekewap in place, you should have no problems getting a Golden Age in the Classical Era. You should plan your path to victory after founding your first 2-3 cities, and by continuing to build Mekewap and establish Trade Routes to keep your economy strong, the Cree are set up for the rest of the game. Be sure to improve bonus resources in your territory and build Mekewap around them instead of harvesting them, and form alliances with other civs to take advantage of Poundmaker's leader ability.
Be forewarned that the Cree are at a disadvantage against militaristic civs in the early game. The Okihtcitaw, in spite of its strength, is a recon unit and will lose against a Warrior with promotions. Be mindful of your neighbors' intentions, and watch out for large troop buildups.
In the later eras, it becomes possible to use your Traders for offensive purposes. Found some cities along a rival civ's borders, then send Traders to their cities to claim nearby tiles and block further expansion. Afterward, you can declare a War of Territorial Expansion to capture their border cities (and, if you managed to establish a religion and chose Defender of the Faith as one of your beliefs, potentially use it for offense as well as defense). Once they become available, use the Logistics policy card and Supply Convoys to move your troops into enemy territory and surround their cities faster.
A Religious Victory may not necessarily be difficult for the Cree if you can start building Holy Sites early and expand quickly. Doing so, however, will slow your production of Okihtcitaw and Builders in the early game, and since the Cree have no intrinsic bonuses to Faith or Great Person points, you may have trouble founding a religion on the harder difficulty levels (Emperor and above). The Cree will work well with a Science Victory (thanks to their potential for rapid Population growth and high Production) or a Cultural Victory (thanks to the extra Tourism from their Trade Routes). However, there is no major pressure in any direction.
They call themselves Nehiyawak. The Cree (as they are called in English) are Canada’s largest First Nation today. Their traditional territory is primarily in the Subarctic and Plains regions of the modern provinces of Alberta, Saskatchewan, Manitoba, and Ontario, following along the Southwestern shore of Hudson Bay, and extending into portions of Quebec. Divided into regional and dialectal subgroups, and composed of dozens of individual bands and joined by a common Algonquian language, the Cree are closely related to a number of other First Nations, blending with those people and with outsiders over the course of their history through a policy of welcoming outsiders.
Interconnected relationships between individuals and groups is a defining characteristic of Cree culture. This flexibility and welcoming of outsiders proved to be one of the Cree’s greatest strengths as a people. For most of their history, the Cree were organized into small, family-centered groups. Men were expected to hunt and defend the band, and women had the critical role of establishing the camp and its logistics. Members of the band could come and join and contribute, then leave and join another band if they wished. Outsiders could marry or be adopted into the group, cementing relationships between different Cree bands, bands of other indigenous people, or Metis and European individuals.
Leadership of these groups hinged largely on the qualities of individuals, rather than strict heredity (a chief’s son, for example, was not guaranteed to assume leadership after his father). Chiefs were expected to demonstrate physical bravery, political savvy, wisdom, flexible thinking, and oratorical skills. Chiefs needed to demonstrate generosity both within and between groups, through gift-giving and mediation. They were expected to listen to counsel from all quarters in evaluating their decisions. Warrior and dancer societies provided opportunities for the next generation of prospective leaders to gain experience in war and politics to prove their worth.
With this decentralized leadership style, talking about “the Cree” as a unified group is tricky, especially as the Cree come into contact with the governments of western civilizations. Different leaders could choose to negotiate or fight, and still ostensibly speak as members of the Cree, as we shall see.
Like many Native American groups, the Cree rely on oral tradition as a record of their history, including a rich store of creation myths often varying from band to band. In one, the ancestors of modern people were walking along in the clouds, and seeing the green and verdant world below, interlaced with creeks and rivers, and wished to live there. They ask a greater spirit to descend to this world below, and he fashions a giant bowl made from clouds, asks them to climb in, and lowers them to the world below. But the bowl comes to rest in a tree. Animals pass by, but most refuse to help, except for Fisher, who climbs the tree and carries the people down.
The first record of the Cree in the west comes from reports in the early 17th century, shortly after Henry Hudson surveyed the James and Hudson Bays. Shortly afterwards, the fur trade with Europe began in earnest, and this exchange fundamentally transformed the Cree, just as it transformed the cultures and economies of North America.
The Cree at this time lived primarily in the area around the Hudson Bay, south into modern Ontario and Quebec. They became integrally involved with the fur trade, both as trappers and traders, bringing in furs, and exchanging them for European-manufactured goods. Bands could establish a strong relationship with a Metis or European, and parlay that into ongoing trade. Often the Cree would trade Western goods along to their allies.
Eventually the Cree, the Saulteaux, and the Assiniboine nations formed a military and political alliance known as the Iron Confederacy, which would last for over 150 years as a power in central Canada. The foundation of the Confederacy was trade with the European fur market. During this time, many Cree bands continued to move west out from the woodland and into the prairie, and their society underwent a rapid evolution from forest trappers and hunters to horse-mounted warriors and bison hunters. The Cree’s westward expansion brought them into conflict with other First Nations, and led to a series of intermittent conflicts between tribes such as the Blackfoot and the Snake.
These intertribal conflicts emerged as fights over the resources of the plains: Horses, bison, and territory. Raiding, counter-raiding, and retributive violence between groups did eventually slow through negotiation, inter-adoption (see Poundmaker’s entry), and a rising need to confront a looming crisis on the plains.
But by the mid-19th century, overhunting of the great bison herds for fur and meat had led to precipitous collapse of their numbers. The Cree’s home territory in the aspen parkland suffered declining herds faster than the prairies to the south, but to the same effect. A Tragedy of the Commons situation developed, with depletion accelerating until Cree bands, their livelihood gone, began to turn to the Canadian government for help.
Bands of Cree were signatories of the Numbered Treaties with the government of Canada, under the belief that this would secure aid and developmental opportunities to create a new way of life, as well as restrict the influx of white settlers into the region. Frequently the First Nations bands would sign on behalf of themselves, while the government would assume they were speaking on behalf of the entire nation, leading to later accusations that the First Nations were reneging on their treaty obligations. These accusations served as government justification to not meet their terms, compounding the misery of the treaty signatories.
Some Cree leaders refused to sign (or signed only reluctantly), notably Mistahimaskwa (or Big Bear) and Pihtokahanapiwiyin (or Poundmaker), resisting what they saw as an effort to end their traditional way of life.
Some Assiniboine and Cree bands participated in an uprising that occurred at the same time as the North-West Rebellion by the Metis people. This rebellion was precipitated by the Canadian government’s failure to live up to the terms of existing treaties, as well as the desperate poverty of life both on reservations and for free First Nations with the vanishing bison. The superior numbers, equipment, and logistics of the Canadian government, and the disjointed nature of the uprisings led to the First Nations’ defeat. The Iron Confederacy came to an end as a power in Canada.
In the aftermath the Cree were relocated to reservations, stripped of their rights to the resources of their lands, and forced to subordinate their traditional culture to governmental oversight. Their children were forced into the residential school system, which was explicitly set up to prevent the transmission of both native language and traditional culture through forced assimilation. This had permanent, tragic consequences for the continuation of Cree culture. There is a total loss of some traditional knowledge, and the effects will continue to be felt for generations.
But the Cree have never stopped advocating for their own rights and the right to participate in the direction of their country. In the latter half of the 20th century, the number of Cree speakers has grown, and as the largest of Canada’s First Nations, they are instrumental in advocating for the rights of indigenous minorities around the world, environmental protection of their lands, and preserving traditional indigenous culture.
- Main article: Cree cities (Civ6)
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- The Cree civilization's symbol is the face of a bird from a Cree totem pole.
- The Cree's civilization ability is the name that the Woodland Cree call themselves in their own language.