(8-10) 4UC Celts

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pineappledan

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This is a thread for discussing the addition of 2 more unique components to the Celtic civilization.

Spoiler Full kit with 4UC changes :

1717535052944.png


Spoiler Description of new components and changes to existing kit, differences from base component are underlined: :

UM - Scythed Chariot (replaces Skirmisher):
Available at Mathematics
100 :c5production: Production cost
Requires Horses
12:c5strength: CS, 13 :c5rangedstrength: RCS
4 :c5moves: Movement​
"Rend" (Inflicts 5 Damage to all adjacent enemy units on Move. Lost after unit upgrade)​
"Carnyx" (+10% :c5rangedstrength: RCS vs Archer and Melee Units)​
"Beam Axle"

UI - Oppidum (Great Person Improvement):
Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General. Does NOT replace other GPTIs​
+2 :c5food: Food, +1 :c5faith::c5culture::c5gold::c5science::c5production::c5goldenage: all other yields​
+100% :c5strength: Defense Bonus for units on tile​
allows exploitation of any strategic resource on the tile​
adjacency bonuses:​
+1 :c5food:/:c5production: to Farms​
+1 :c5food:/:c5faith: to Camps​
+1 :c5production:/:c5faith: to Pastures​
+1 :c5production:/:c5gold: to Mines​
+1 :c5production:/:c5science: to Quarries​
+1 :c5gold:/:c5culture: to Plantations​
+1 :c5production:/:c5culture: to Lumber Mills​
+1 :c5food:/:c5science: to Logging Camps​
+1 :c5food:/:c5faith: to Fishing Boats​
Tech Boosts:​
+1:c5production:, +1:c5culture: at Iron Working​
+1:c5faith:, +1:c5science: at Theology​
+1:c5gold:, +1:c5goldenage: at Economics​
+1:c5production:, +1:c5science: at Industrialization​
+1:c5culture:, +1:c5gold: at Flight​
+1:c5faith:, +1:c5goldenage: at Computers​
Increases WLTKD from Great Merchants, Hurry Production of Great Engineers, and discover technology of Great Scientists​

UA change:
changed "Leader_Flavor" value for "Great People" to 8
Remove Hills Start Bias
 
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Justification for 4UC additions

Scythed Chariot
CBP has added AOE damage on movement into the DLL and the idea for the scythed chariot was the product of a discussion on how to add that to a unit without it being either useless or overpowered. We landed on the idea of the scythed chariot, which has restricted movement in rough terrain, but high movement in open terrain. The ability is fun, and we found the Celts were the strongest historical basis to use it.

Oppidum

An extra component for Celts needs to be flexible first and foremost because of how their unique pantheons makes Celts polyvalent. The Oppidum is a powerful and unique UI that doesn't commit the Celts to any specific victory pursuit or strategy beyond generating great people.
 
Does Oppidum work as a canal like a citadel? And can it be placed next to a citadel? and does using a general to build it give you the +supply?
 
Is there a specific reason Oppida don't increase the effect of Great Scientists' science boosts?
 
Quick note that despise being build-able by a Great General, the Oppidum does not expand borders. Just for clarity.
 
By replacing the model with something less original :p
 
the chariot seems pretty neat, but I do think the UI is giving me spain vibes all over again. why do the bonuses have to be so complicated? just pick a bonus and go with it
 
The UI is definitely a small wall of text, but nothing complicated.
You can make it with any GP which create an improvement in your land.
It brings a lot of diverse yield, and buff adjacent basic improvements.
 
There's an argument for simplifying the adjacent yield bonus.
I, for one, cannot remember any of them. And I play Celts a lot.
 
Either way, logging camps don't exist.
 
There's an argument for simplifying the adjacent yield bonus.
I, for one, cannot remember any of them. And I play Celts a lot.
I mean, I'm in the same boat, but also the adjacency bonuses apply to everything you can build around them, so to be honest I don't know that remembering the specifics matters all that much. Just make whatever fits best for the terrain and enjoy the small yield bump.
 
I agree the adjacencies could and should be simplified. They spill off the screen as it is, causing a UI issue.

If something is so complicated that the text to describe it runs off the page so you can’t even see what it does then that’s a pretty good indicator the component has gone too far.
 
Overall grade: A-
Cool components with cool abilities. Possibly a little too good in human hands, but I have personally always felt like playing as the Celts is like playing up 1 difficulty level. Maybe others feel differently, but I think the 4UC components help the Celts feel powerful in a way that is missing without the extra components.

Oppidum
Theme - A.
Good theme, representative of the breadth of Celtic culture, unlike the Ceilidh hall which is specifically Gaelic. It's just doing a better job being something Celtic than anything else in the base kit
Mechanics - B. It's honestly a bit too strong. A little overtuned. However the base kit has never made me feel that strong.
Uniqueness - B. Unique improvement always rates highly for me. In the end it is just a GPTI though, and might actually make your map less diverse, because what could have been 4 different GPTIs might be replaced by 1.

Scythed Chariot
Theme - B.
They're kind of fun as a concept. The Romans actually got chariots from the Celts and this is a fun nod to unique Celtic battle tactics. Overall though, they aren't super iconic. The main reason we added them was because this was the best place to add AOE on move, and the theme came second
Mechanics - S. This UU was designed from the ground up to facilitate using the AOE on move ability that is already implemented in the DLL. This is what it is for, and it does that perfectly
Uniqueness - A. It has the mechanical aspects down, and the theme is enough to support it. Overall it is a fun little contribution to the overall Celtic kit. thumbs up.
 
Why does Oppidum give different yields for different improvements? It's hard to remember. It could just give +2 of the main yield that the improvement gives. E.g. +2 food for farms, +2 hammers for mines etc.
 
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