I’ve always liked Yukon. It’s great playing as Russia, as you can just plant your Blockhouse as close to enemy as possible, and then just keep them contained. GG
Your enemy’s towns are close, so be on your guard. Cross the central river and claim the Treasure-rich region to the north. Mines are plentiful on the northern half of the map; expect to struggle until you have a second town.
The Trade Route will be hard to completely control, with each team having access to one Trading Post site. Two Cree or Nootka villages are found north of the river.
Yukon is a map packed full of treasures. On the side section of the map, across the river, there are great treasures everywhere. These are great, as they can certainly boost your economy.
The Trading Route divides the map in half, with one half being where all the towns are, and the other half being the river and the treasure-rich land.
The map is also a small size, making it great for 1v1's if you want to contain your opponent.
The map also has some useful Natives. The Cree allow you to train Cree Coureur De Bois, which can be a great boost to your economy, and the Nootka have a technology to boost your villagers HP by 50%! Check out the natives section down a bit further for more information.
On Yukon, you will start with your usual starting crates. You receive no bonus/extra crates.
There will always be a Trading Route which will run across the map, just underneath the river. There will always be 4 Trading Post Sites.
There will always be two Native Settlements on the northern section of the map.
These will be a pick from:
The Nootka can train Nootka Clubman. Their technology is mostly put towards these units; one of these technologies allows you to train Nootka faster and more cheaply, another allows you to build a Nootka War Chief, and the last gives a significant boost to the HPs of your villagers. You can have 15 Nootka Clubman for each Nootka trading post that you hold, and they appear on two standard maps;
The Cree produce Cree Trackers, and you are normally allowed 13 of them for every Cree Trade Post that you hold. They also have the unique ability to produce Cree Coureur De Bois, which aside from their name are identical to the French unit - and you can have 5 of these for every Cree Trade Post you hold. The Cree also give you access to a variety of technologies that lower building costs, increase the amount of Trackers you can have per trade post, and increase the HP of most of your military units. The Cree appear on
Most of the information above in the
To learn more about Treasure Hunting, check out
Beaver who pelts are worth 10/20/30/40/50 Coin. (Always varies. A few of these scattered around the map).
Guardian/s: None
A den of skunks whose pelts are worth 40 XP.
Guardian/s: 1x Wolf
A stand of chokecherry trees bearing fruit worth 40 Food.
Guardian/s: 1x Wolf
A store of lodgepole pine worth 100 Wood.
Guardian/s: 2x Polar Bear
Porcupines who’s valuable quills are worth 135 XP.
Guardian/s: 2x Polar Bear
A stand of tamarack trees worth 60 Wood.
Guardian/s: 3x Wolf
A stand of spruce trees worth 125 Wood.
Guardian/s: 2x Polar Bear
The morion of El Pollo Guapo which increases explorer or hero hitpoints by 100%
Guardian/s: 2x Polar Bear
A cache of tin worth 150 Coin
Guardian/s: 3x Wolf
A trapped Settler, who may join the cause of a rescuer.
Guardian/s: 3x Polar Bear
A trapped Coureur des Bois. He may join the cause of whoever rescues him.
Guardian/s: 3x Polar Bear
Marigolds worth 80 XP.
Guardian/s: 2x Wolf
A native scout, who may join the cause of a rescuer.
Guardian/s: 1x Polar Bear
All of the big treasures are on the side area of the map. The smaller ones are on the main part.
Due to the treasures on the side of the map, it's a fantastic idea to take your explorer up there to get treasures. Due to the amount of treasures, you might want to understand their guardians better. This info is in
[This message has been edited by James246 (edited 02-01-2009 @ 00:58 AM).]