Nightmare Dusk
Warlord
Original: https://forums.civfanatics.com/threads/8-10-4uc-celts.690002/
These changes are also irrespective of other changes to their UB, UI, or UU, and could mesh well with other proposals that do not affect the pantheons directly - almost any other changes to their UU (faith generation in city, inability to spread or receive faith pressure, UU, base yield or tech position of UB) is possible.
This counter-proposal would fit with the base proposal 8-10 without any adjustments to the original proposal.
The Celtic identity is "Pick your UA after your start" but the options provided are not cohesive. Functionally, you could play another civ with a specific base pantheon and have an identical game. However, the Celt's building (Ceilidh Hall) and their improvement (Oppidum) both encourage the generation of great people.
To remedy this, I will propose a pantheon rework keeping some theming to match the members in Tuatha De. This proposal is a rework based on bonus tile yields intended to work with start biases more than other civilizations, with two oddballs that I have felt were always oddballs in the base pantheons to benefit specifically a small footprint playstyle and a warring playstyle. Since these yield-based pantheon changes are drastic, instead of small, I will not be side-by-side comparing them with the existing pantheons. These changes are also irrespective of other changes to their UB, UI, or UU, and could mesh well with other proposals.
Please provide feedback on the Ceilidh Hall bonuses, as they are not calculated - I set them to multiples of three due to the Celt faith's theme of Trinity gods. This is also why each pantheon has three types of yields. They are configured to scale through the game to prevent oppressive starts but also reduce "dead engine" scenarios in mir or late game.
I also tried to keep the bonuses simple to prevent bloat in the pantheon list, while still providing the complexity a UU combined with a Pantheon should give. I've split columns into the type of bonus provided by each pantheon for legibility.
Proposed pantheons:
These changes are also irrespective of other changes to their UB, UI, or UU, and could mesh well with other proposals that do not affect the pantheons directly - almost any other changes to their UU (faith generation in city, inability to spread or receive faith pressure, UU, base yield or tech position of UB) is possible.
This counter-proposal would fit with the base proposal 8-10 without any adjustments to the original proposal.
The Celtic identity is "Pick your UA after your start" but the options provided are not cohesive. Functionally, you could play another civ with a specific base pantheon and have an identical game. However, the Celt's building (Ceilidh Hall) and their improvement (Oppidum) both encourage the generation of great people.
To remedy this, I will propose a pantheon rework keeping some theming to match the members in Tuatha De. This proposal is a rework based on bonus tile yields intended to work with start biases more than other civilizations, with two oddballs that I have felt were always oddballs in the base pantheons to benefit specifically a small footprint playstyle and a warring playstyle. Since these yield-based pantheon changes are drastic, instead of small, I will not be side-by-side comparing them with the existing pantheons. These changes are also irrespective of other changes to their UB, UI, or UU, and could mesh well with other proposals.
Please provide feedback on the Ceilidh Hall bonuses, as they are not calculated - I set them to multiples of three due to the Celt faith's theme of Trinity gods. This is also why each pantheon has three types of yields. They are configured to scale through the game to prevent oppressive starts but also reduce "dead engine" scenarios in mir or late game.
I also tried to keep the bonuses simple to prevent bloat in the pantheon list, while still providing the complexity a UU combined with a Pantheon should give. I've split columns into the type of bonus provided by each pantheon for legibility.
Proposed pantheons:
Pantheon | Tile Bonus | Improvement Bonus | Great Person Points | Ceilidh Hall Bonus |
Cailleach, the Hag | +1 on Tundra and Snow tiles. | +1 on Camps, +1 on Camps /2 eras | +3 Great Scientist points in Capital | +6% and +9% Growth on Ceilidh Hall |
Brigid, the Healer and Smith | +1 on Desert tiles | +1 on Farms on Resources, and +1 on Farms on Resources / 2 eras | +3 Great Merchant points in Capital | +18% Growth on Ceilidh Hall |
Epona, the Great Mare | +1 on Lake tiles | +1 on Pasture and Mine on Resource, and +1 per 2 eras on Pasture and Mine on Resource | +3 Great Engineer points in Capital | +9% on Ceilidh Hall |
Lugh, the Talented | +1 on Forest tiles | +1 on Lumber Mills and Villages, +1 on Lumber Mills and Villages / 2 eras | +3 Great Scientist points in Capital | +9% on Ceilidh Hall |
Manannan, Son of the Sea | +1 on Coast tiles | +1 on Fishing Boats, +1 on Fishing Boat / 2 eras | +3 Great Merchant points on Capital | +9% Gold on Ceilidh Hall |
Nuada, the Silver Handed | +1 on Jungle Tiles | +1 on Plantation, +1 on Plantation / 2 eras | +3 Great Engineer points in Capital | +15% culture on Ceilidh Hall |
Dagda, the All-Father | +1 on Capital per 3 following this Pantheon | Specialists provide +1 of their Primary yield | +3 Great General points in Capital | +18% Great Person generation on Ceilidh Hall |
Morrigan, the Great Queen | +10 on Pillage, scaling with era, and 150% as on Unit Kill | Units gain +10 Experience when built | +3 Great General points in Capital | +6 Golden Age points on Ceilidh Hall |
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