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Outdated - [Civ] Celts (Gauls & Britons)


Prodigal Son
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(Old note, still valid to a point): I'm posting both civs in one thread to help discussion on further differentiating them. Which civ bonuses do you believe fit better with each civs unique techs and units, or historical attributes? New suggestions are welcome as well, as with any civ.

GAULS

The Gauls are a melee infantry, cavalry and economic Civ.

:greek:CIV BONUSES:

  • Carnutes: Druids give player units in range +10% attack (doesn't stack).
  • Herding: A Sheep added to starting units.
  • Furor Celtica: Melee Infantry +10% speed.
  • Wooden Structures: Structures -20% build time, -20% hit points. Many Structures cost lumber instead of stone. Most Structures +5 population.
  • Light Infantry: Levy Spearmen are significantly weaker, cheaper and faster trained.
  • Foreign Service (shared): Champions and Mercenaries -10% train time (currently not shared).

:greek:UNIQUE TECHS:

  • Late Armies (Reform): Solduros can be trained at the barracks and Gallic Nobles at the Stables.
  • Great Migration: Structures -30% build time.
  • Trimarchisia: Cavalry units regenerate.

:greek:SPECIAL STRUCTURES:

  • Rotary Mill: Workers in range +25% farming rate.

:greek:UNIQUE UNITS:

  • Solduros: Champion Swordsman.
  • Gallic Noble: Champion Cavalry.
  • Ponti: Celtic Light Warship, with increased hitpoints and cost. Doubles as a transport ship.

:greek:FORBIDDEN UNITS:

  • Pikeman
  • Cavalry Archer
  • Chariot Archer
  • War Elephant
  • Bolt Shoter
  • Stone Thrower
  • Siege Tower
  • Medium Warship
  • Heavy Warship

:greek:STRENGTHS AND WEAKNESSES:

  • Melee Infantry: Very strong. Lacking Pikemen, but Spearmen and Swordsmen have a full range of common techs in addition to moving faster. Solduros add a potentially easy to mass powerful unit to an already strong infantry force.
  • Ranged Infantry: Average. All unit types but lacking some common techs.
  • Cavalry: Very strong. Most common techs in addition to a unique one giving them an edge on hit/run/repeat tactics, but lack several unit types. Gallic Nobles come to reduce this weakness adding a potentially easy to mass powerful unit to an already strong cavalry force.
  • Navy: Weak. Mostly useful in launching or supporting boarding actions.
  • Siege: Very Weak. No ranged siege weapons.
  • Defences: Weak. Structures have reduced hit points and lack many techs but construct faster (and potentially much faster).
  • Economy: Strong. Improved food production, discount on structures, population growth and unique units.

BRITONS

The Britons are a relatively balanced Civ with an edge on economy and scouting, lacking in siege and naval power.

:greek:CIV BONUSES:

  • Dog Breeding: Shepherds and Hounds free (Workers +50% meat gathering rate). A Dog Scout is added to starting units.
  • Wooden Structures: Structures -20% build time, -20% hit points. Many Structures cost lumber instead of stone. Most Structures +5 population.
  • Light Infantry: Levy Spearmen are significantly weaker, cheaper and faster trained.
  • Atlantic Trade (shared): Trade Ships +50% hit points (currently not shared).

:greek:UNIQUE TECHS:

  • Boudicca's Levy (Reform): Levy Units -30% train time.
  • Swift Chariots: Celtic Chariots +10% speed and attack rate.
  • Hill Forts: Fortresses +25% hit points and an extra default arrow.

:greek:SPECIAL STRUCTURES:

  • Rotary Mill: Workers in range +25% farming rate.

:greek:UNIQUE UNITS:

  • Celtic Chariot: Champion Ranged Chariot.
  • Ponti: Celtic Light Warship, with increased hitpoints and cost. Doubles as a transport ship.

:greek:FORBIDDEN UNITS:

  • Pikeman
  • Cavalry Archer
  • Chariot Archer
  • War Elephant
  • Bolt Shoter
  • Stone Thrower
  • Siege Tower
  • Medium Warship
  • Heavy Warship

:greek: STRENGTHS AND WEAKNESSES:

  • Melee Infantry: Strong. Lacking Pikemen, but Spearmen and Swordsmen have a full range of common techs, train time unique tech.
  • Ranged Infantry: Average. All unit types but lacking some common techs, train time unique tech.
  • Cavalry: Strong. Most common techs and train time unique tech but lacking several unit types. Celtic Chariots come to reduce this weakness.
  • Navy: Weak. Mostly useful in launching or supporting boarding actions.
  • Siege: Very Weak. No ranged siege weapons.
  • Defences: Strong. Structures have reduced hit points and lack many techs but construct faster and Fortresses get a powerfull upgrade.
  • Economy: Very Strong. Improved food production, discount on structures, population growth and levy units.

Edited by Prodigal Son
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Mass Migration: Allows all Structures to be constructed in any territory.

I would save this bonus for nomadic civs (scythians, huns)

I remember from discussion on them that they would have it by default, which makes sense. For Gauls it also makes sense, they often migrated en mass in the game's era.

Since this isn't the core game anyway and no nomadic civs will be added for a long while, I'd like to have this bonus in, or at least test it's functionality. The plan is to have it as a relatively expensive late game tech.

Edit: It's actually implemented, I mean it needs to be tested balance-wise. Might also give a hint on nomad civ function and balance.

Edited by Prodigal Son
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  • 6 months later...

It's not a bad idea but I see two problems, one in functionally and one in balance:

- The game uses a "normal" looking wallset for their walls due to placement issues Murus Gallicus would have and the mod has the same limitation even if the model exists for them.

- They play best as a pretty offensive civ from early on, in addition to one of the strongest abilities to mass elite units in the lategame. Adding a huge defensive bonus like that would make them overpowered without major changes being applied, especially vs civs that can access only rams as siege weapons. It would also break the cohesion of structure/unit roles making gameplay frustrating for some of the new players.

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