Mamn'

"*No one knows where they come from, but according to the Mamnees themselves, they are the original inhabitants of the Square, ancestors to every other tribes.*

*A tale that no other tribe can accept, for obvious reasons."*

## Description :

Mamnees favor free, peaceful trade among every tribes, and **settle** in foreign cities any chance they get. Their **caravans**, bringing friendship statements, and solid stars to back them, are usually welcome. At first.

The Mamnees style themselves "citizens of the Square", and don't really have a land of their own. They instead thrive in every parts of the Square, on foreign land they feel is really their own. Likewise, their cities are a patchwork of constructions from every other tribes.

Capitals ? Borders ? City walls ? Giants ? That simplys isn't their thing. Deal with it !

By the way, never mention in front of them that they look like monkeys. They are humans, they say.

## Special rules

The Mamnees start with the **roads** tech, and only have one special "giant" unit : the **caravan**. Still, they differ from other tribes in many ways.

### Capital

If they lose their capital, their biggest remaining city becomes their new capital at the beginning of their next turn.

### City Walls

They just don't build any. They can instead create *4 randomly chosen roads* around their city.

### Trade routes

Instead of bonding with their capital, each of their cities can create *a new one-way trade route per level*. **Settled** enemy cities (see below) are elligible to such trade routes.

### Caravan

A 2 moves, 0a.3d unit with 20hp that never retaliates. They have **trader** and **settle** abilities, and replace giants.

### Trader

A unit with the trader ability can *treat enemy roads as your own*, and *ignores zones of control.*

### Settle

A caravan that enters an enemy city (wether there is a unit defending it or not) is destroyed and settle*s* it.

A small shop of the colour of the Mamnees is added to it, the owner of the city gets 5 stars, and the city can now be connected with nearby Mamnee cities.

Every 3 turns, another effect is triggered, which you can choose from the following :

* **Open roads** : *Any* unit can use this city's roads as their own.
* **Open borders** : *Any* adjacent city can count mines, ports, lumber huts, and farms as its own when using related buildings
* **Open city** : The defense bonus is *lost*, unless there is a fortress, in which case it is lowered to standard defense bonus.

If the city is captured by another player, it remains settled as before.

Any city you own is considered settled (to the max) as soon as you lose it.

Your cities **are not** considered settled for other players while you retain them.

When a caravan enters a city that has already been settled, you get to choose either :

* **Profit** : *15 stars*
* "**Give" technology** : You generously teach a random technology, but expect a *15 stars* gift in return.
* **"Buy" technology** : If you have enough stars, you bribe some local to get a random tech that this opponent has and you don't, for half the cost.

## Strategy

Your starting tech, roads, is **highly** improved by the way trade routes work (up to 1 pop for each level of every city, against 2 pop per city, half of which go to the capital, for other tribes). You will obviously rely on this to grow your economy. But after some time you should have the strongest economy on the square : Cheap techs, 15 gold every now and then, better customs houses, windmills, forges and sawmills thanks to your unwilling neighbors...

You also have more flexibility, as losing a city, even your "capital", is not as bad as it is for other tribes.

You could also help some harmless foe with your techs, or by enhancing their buildings, so they can help you fight a stronger one...

But also efficiently weaken an enemy city's defenses (defense bonus and/or roads for everyone), helping you conquer it... or maybe you'd rather let that other tribe take it and improve it for you ?

Loads of possibilities.

Now, the bad part. Even enhanced, road does not make an early game as easy as with some of the other tribes. That and your land and resources could be anything, so you're likely to have some research to do.

And then there's the giants issue. You just don't have them. Those caravans of yours are going to boost your foes' economy before they boost yours... And they can be destroyed. Caravans are still better ships than shields and such, but when you could get 15 gold, a cheap tech, etc, is it really worth it ?

So you'd rather not annoy your opponents too much before you can deal with their giants, or wage potent attacks without any on your side...

That should work smoothly against naive bots, but human players might be tempted to anihilate you before you get too powerful.

## Other Tribes

If you liked this one, go take a look at the others here : Gradokko