UU: War Canoe & UB: Totem Pole

UU: War Canoe

UB: Totem Pole

Unlike most early naval units, the War Canoe fills a decent niche. Like Triremes, it can be used to explore, but it gains more sustainability in the form of its special ability. A War Canoe will heal 10hp if it ends its turn next to a forest. This is regardless of whatever action was taken previously; so long as it ends next to the forest, it heals. This combines well with the second ability it has: it may retreat after attacking. Like the knight, this ability allows the War Canoe to stage hit and run attacks on the enemy coast line. If a unit is unguarded near the border, then they are open to attack. Unfortunately, the base speed makes them unsuited to taking on ranged units, which can either hit them in opening, or in exiting. Paired with the Great Lighthouse, however, they can make a deadly force. The ability to heal, and the ability to move after attacking are both promotions, which may or may not keep on upgrade. The War Canoe itself upgrades to a Privateer, skipping the Caravel. This means you might have to keep a few around if you want the abilities. Additionally, it also has the promotion to attack units on land, something that was priorly given to all Haidan units, but is now restricted to the War Canoe.The main use for War Canoes early on is that they can explore and heal without having to return home. Simply park up next to a forest and heal for a while. Additionally, if the enemy you're attacking is near or next to a forest, it makes repeated attacks easier, since the War Canoe can heal itself. Attacking enemy cities near forests is easier, as the War Canoe can provide support from the coast, retreating to heal and come back only a few turns later. Additionally, once it gets the Coastal Raider promotion, the War Canoe becomes a revenue sucking machine, capable of sneaking in shots every turn to siphon off money for further attacks.Most monument replacements tend to be fairly powerful, as shown by the Ethiopian Stele. This particular replacement has the same base yield as the average monument, but it gets better. Every time a Great General OR Great Admiral is born, the yield of all Totem Poles in existance is increased by one. Early on, that means a normally +4 city becomes +5, but it gets really ubsurd when late game comes and every Haida city in existance has one. Having several core cities with +4, and other with +3 or +2 adds up, further enhancing the cultural power of the Haida. And since your naval forces will be more predominate than most peoples', you'll have a secondary benefit from the Great Admirals you generate. Getting the respective earning policies in Honor and Exploration only make it easier to ride the culture train on the wheels of war. Additionally, cutting down forests, a popular strategy on higher difficulties, is more viable, since the Totem Pole also gives bonuses to that in the form of culture.