Qolytoqia

The grand immitators of the Square. Never heard of technologies or science, but still can do anything you'll teach them.

They are fast learners and want their share of the Square as much as any other tribe.

## Description

Qolytoqia is meant as an **Easter egg** tribe, unlocked when every other tribes have been purchased, and only available when choosing a tribe at random, and only by one player per game. At most.

They start with absolutely nothing except their capital city (no unit and no stars), but don't have to search for any technologies. Instead of a tecnology tree, they have what one could call a technics pond. The overall disposition is the same, but every item has its own little bubble or lilypad, and none of them are connected to one another.

Qolytoqians can use everything they see : An enemy unit is on top of a mountain ? They could climb it too. It has a defense bonus ? Now they have it too. Look, a mine ! Qolytoqians can build those. They could unlock battleships before they learnt to fish, or catapults before they even chop wood. They never achieve tasks, but instead copy the monuments themselves. They can even learn to build Ice fortresses or enchant animals... Only Super-units are beyond their reach. Oh, Litteracy is as well; but who needs that ?

So what do they look like ? They have bald polytopian heads, and their colour is randomly chosen from on of the available ones. Upon meeting a tribe, they copy a part of its headgear (Luxidor's green gem, Hoodrick's Feather, Ai-mo's blue stripe, etc), but admitedly it may be hard to put 15 different things on their head all at once, so this would surely work for only the X first tribes to be met.

Their mounts would be those of the first riders and knights they see, or maybe those of the territory the unit was trained on, and their cities would imitate others as well, being made of grey cubes with square windows until they meet their first tribe, and slowly gaining complexity and a new kind of ugliness as they meet other tribes.

And of course, like Mamn', they don't have their own territory.

## Strategy

This is utterly OP in late game, but their start is atrocious. And there are a few ways to hamper them. Build your monuments, Ice bank, maybe even customs houses or other T-3 buildings where they (likely) can't see them. Don't teach them to train knights before you have a whole crusade ready to trample them. If they have Polaris freezing units and you don't, surely you shouldn't teach them the wonders of mind bending. Et caetera.

There would likely be some sort of code to say to other players : "There are Qolytoqians in here, don't do anything foolish !"

Qolytoquians would without a doubt be great explorers, so they don't miss anything new in the Square, and like the Ytnic, could be tempted to keep weak opponents alive, as kind of pet lab rats. A fair retaliation for that last game where they were helplessly stuck on an island and learned Battleship, ocean travelling, water bonus and the swordsman all in their last turn, just to lose before they could even harvest a single resource...

Surely they should be forbidden in Waterworld or even Archipelago games as well.

## Other tribes

This one is outrageous, but you should take a look at the other ones I've made : Gradokko