(8-VT) Celt Pantheon Identity Rework - Base Yield Bonuses

Status
Not open for further replies.

invar

Chieftain
Joined
Mar 17, 2023
Messages
21
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 two separate pantheon reworks keeping some theming to match the members in Tuatha De. This first 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.

You can review the other proposal over in the Celtic Pantheon Identity Rework - Triggered Yields thread.

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:c5production::c5food: on Tundra and Snow tiles. +1:c5production: on Camps, and +1:c5science: on Camps /2 eras+1:c5production::c5science: on Camps, +1:c5science: on Camps /2 eras+3 Great Scientist points in :c5capital:Capital+6% :c5production: and +9% Growth on Ceilidh Hall
Brigid, the Healer and Smith+1:c5gold::c5food: on Desert tiles+1:c5food::c5culture: on Farms on Resources, and +1:c5culture: on Farms on Resources / 2 eras+3 Great Merchant points in :c5capital:Capital+18% Growth on Ceilidh Hall
Epona, the Great Mare+1:c5food::c5production: on Lake tiles+1:c5food::c5science: on Pasture and Mine on Resource, and +1:c5science: per 2 eras on Pasture and Mine on Resource+3 Great Engineer points in :c5capital:Capital+9% :c5science: on Ceilidh Hall
Lugh, the Talented+1:c5production::c5gold: on Forest tiles+1:c5production::c5culture: on Lumber Mills and Villages, +1:c5culture: on Lumber Mills and Villages / 2 eras+3 Great Scientist points in :c5capital:Capital+9% :c5production: on Ceilidh Hall
Manannan, Son of the Sea+1:c5gold::c5food: on Coast tiles+1:c5gold::c5science: on Fishing Boats, +1:c5science: on Fishing Boat / 2 eras+3 Great Merchant points on :c5capital:Capital+9% Gold on Ceilidh Hall
Nuada, the Silver Handed+1:c5gold::c5production: on Jungle Tiles+1:c5gold::c5culture: on Plantation, +1:c5culture: on Plantation / 2 eras+3 Great Engineer points in :c5capital:Capital+15% culture on Ceilidh Hall
Dagda, the All-Father+1:c5culture::c5gold::c5production::c5science: on :c5capital:Capital per 3 :c5citizen: following this PantheonSpecialists provide +1 of their Primary yield+3 Great General points in :c5capital:Capital+18% :c5greatperson:Great Person generation on Ceilidh Hall
Morrigan, the Great Queen+10 :c5goldenage::c5culture: on Pillage, scaling with era, and
150% :c5strength: as :c5goldenage::c5culture: on Unit Kill
Units gain +10 Experience when built+3 Great General points in :c5capital:Capital+6 Golden Age points on Ceilidh Hall

I do not believe this proposal will need much balancing to the tile yields, but it may require additional insight towards the Ceilidh Hall bonuses. Feedback is appreciated and welcome!
 
Last edited:
Sorry for you, but normally a forum member cannot post more than one proposal for the same civ. In my case with the Arabia / Byzantium + Byzantium / Persia / America proposals, I'll have to fuse them before the end of the counterproposal phase. You'll have to find a solution to that, or you'll run the risk of seeing one of your two proposals vetoed on the spot.
 
MAGI: Vetoed, you've counterproposed the same thing twice. Please put this in the other thread. I'll lock this one since the other has responses
 
Status
Not open for further replies.
Top Bottom