It just seems to me that they shouldn't release content balanced for a level where so much of the content and mechanics aren't feasable anyhow.
There are several civs that work on any level though.
I think this is the first time I've heard Gaul's design praised. I liked it on paper but found it absolutely miserable to play.
Gaul is one of my favourites, especially for an early domination game that transitions into a peaceful scientific game.
The synergy is so good, and that ties the whole thing so neatly together that it feels like a joy to play and execute.
Units rush your culture, which means you can slot Agoge (+50% melee/ranged production) for even more units and culture, culminating in a very early Oligarchy for +4 melee strength.
These units also boost each other mutually to give even more combat strength, and the Gaesatae is great in the way that they don't really become that obsolete when the enemy starts getting Heavy Chariots and Swordsmen.
And if you're feeling like abusing game mechanics, you can set up the Gaul Man at Arms rush.
Add in the great +1 culture from mines, and you got a civ that is a monster for early rushes (which is a big plus on Deity), while being fantastic for scientific games in the sense that you don't really need to worry about culture because you get tons of it for free anyway.
All in all, just a great and well designed civ!
I disagree. While your capital might be focused on expansion, your other cities often build Monuments, Granaries, Watermills, and other basic infrastructure early on. Not to long after, you'll be building Libraries, Markets, and the like. All of those will give you free culture. And when you're up to 10 cities, that's a lot of culture in the midgame.
And it's pretty rare to never get a wonder, even on deity. There are almost always some available in the early game and once you start to catch up and surpass the AI, you'll have plenty to choose from. Though, I play with 6-8 players. I guess wonders might be tougher with 10-12 player maps.
Yes, but that starts kicking in when the relative culture gains start to taper off (expansion cities producing their first buildings that is).
I'm not saying it's a bad ability for that purpose, but it's more of a passive culture income for the early middle game and later, at which point the bonus doesn't seem that impressive.
Having played with being suzerain of Ayutthaya before, I never really noticed a massive difference like with Kumasi.
I do get the occasional wonders on Deity myself, but it's very rare that I get a quick Classical (and especially Ancient) era wonder because the risk is just too high in the early game.
If I do get one it's usually attempting to rush a key wonder (like me getting 7 marsh tiles, which is asking for Etemenanki), and more than half the time, it's usually game over if I fail to rush it because the AI got it first.
Something like going for Pyramids these days for instance is just asking for trouble and a restart (unless save scumming).
And this is what I don't like with this particular leader on Deity - if you can get that wonder with this guy you have an absolutely fantastic start, meanwhile if you miss it, the bonus is moot and you might have to consider restarting.
This is a "win harder" leader for lower difficulties, as I see it.
Nothing wrong with that, but it's not my cup of tea.