Civilization VI · Civilization Guide

Cree

The Cree build one of the most reliable long-game economies in Civilization VI, using Traders themselves as a tool for claiming territory, not just moving goods.

Default LeaderPoundmaker
FocusTrade · Economy
Unique UnitOkihtcitaw
Unique InfrastructureMekewap

Unique Ability

"Nîhithaw" grants +1 Trade Route capacity and a free Trader as soon as Pottery is researched. Unclaimed tiles within 3 tiles of a Cree city come under Cree control the first time a Trader moves into them — an unusual, genuinely useful form of border expansion. Poundmaker's own ability, "Favorable Terms," gives all Alliance types Shared Visibility, and grants Food or Gold bonuses per Camp or Pasture at the destination of Cree trade routes.

Unique Unit: Okihtcitaw

An Ancient era unit replacing the Scout, a strong reconnaissance unit that starts with one free promotion.

Unique Infrastructure: Mekewap

A unique improvement (not a district) that must be built adjacent to a Bonus or Luxury resource, granting Production, Housing, Gold, and Food that scale up as you advance through the tech and civic trees.

How to Play Cree

  • Send Traders out toward unclaimed territory early, not just toward cities — the automatic border expansion is one of the best low-effort land grabs in the game.
  • Play the long game — the Cree's strength compounds slowly rather than snowballing early.
  • Build Mekewaps next to your best resource clusters as you settle, rather than retrofitting them later.

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