Carib Allies
Carib Allies is a Native Embassy branch for the Inca and, after the Revolution, Peru. It unlocks Carib Blowgunners and three Carib technologies while disabling the Mapuche, Quechua and Zapotec ally branches.

Research profile
- Age
- Exploration Age (Inca) ; Revolution (Peru)
- Research location
- Native Embassy
- Research time
- 5 seconds
- Effect
- Enables Carib Blowgunners to be trained and upgraded at Native Embassies; Enables Carib Garifuna Drums, Carib Kasiri Beer, and Carib Ceremonial Feast to be researched; Disables Mapuche Allies, Quechua Allies, and Zapotec Allies
Effect & research conditions
The Inca can research it from the Exploration Age at the Native Embassy; Peru can access it after the Revolution. The five-second research unlocks Carib Blowgunner training and upgrades, plus Carib Garifuna Drums, Carib Kasiri Beer and Carib Ceremonial Feast. It does not deliver Blowgunners or automatically research the follow-up technologies.
Research condition
Inca: Exploration Age; Peru: after Revolution. Research at the Native Embassy. Disables Mapuche Allies, Quechua Allies and Zapotec Allies.
When to research
Choose Carib when its unit and technology roles fit the map and army better than the alternative Inca ally paths. Because researching it disables Mapuche Allies, Quechua Allies and Zapotec Allies, compare the branches before committing. After unlocking the branch, budget separately for the units and technologies you actually intend to use.
An exclusive alliance choice
Carib Allies is a short research, but it makes a longer-term choice: the Carib branch becomes available and Mapuche, Quechua and Zapotec access is disabled. Decide which alliance covers the army's needs before paying for follow-up units or technologies. A five-second unlock should not be mistaken for a reversible switch among all four Native Embassy branches.
Unlocks are not automatic deliveries
The branch enables Carib Blowgunners at Native Embassies and opens Garifuna Drums, Kasiri Beer and Ceremonial Feast for later research. The player still pays the relevant production or research costs and needs population for units. Keep the Embassy safe and choose follow-ups based on whether the army needs combat units, an economic effect or another specialized option.