The only strategy thread I saw about the Celts is nearly a year old so I figured I would start a new one as I plan to play them next!
First, their kit:
Druidic Lore
Has a unique set of Pantheon Beliefs that no one else can benefit from. Cities with your Religion generate nor receive foreign Religious Pressure. +3 Faith in owned Cities where your Religion is the majority.
Pictish Warrior, replaces Spearman.
+2 Combat. Comes earlier. Double Movement and +25% defense in Hills, Snow and Tundra. Can pillage enemy improvements at no additional movement cost. Earns 200% of opponents' strength as Faith for kills.
Ceilidh Hall, replaces Circus.
4 Culture, 2 Faith, 1 Happiness. Provides a modest sum of Culture when completed and 15 turns of WLTKD. Nearby Ivory provides +3 Culture. Reduces Boredom. Contains 1 Great Work of Music slot, and 1 Musician Specialist slot. Receives modest yield increases from Celtic Pantheons. 2 Maintenance.
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Usually when I play civ I decide ahead of time if I want to play an aggressive/war or defensive/peaceful game, a wide or tall game, and what victory condition I will go for. Looking at the Celt's kit with those decisions in mind:
Aggressive/Warmonger vs. Defensive/Peaceful
I think the Celtic UU really pushes us toward early warfare but not necessarily commits us to warmonger all game long. The Celts are a religious civ whose only aid in actually founding a religion is their early UU and the faith on kill mechanic so we absolutely need to spam that UU and find ways to get kills ASAP. It might be possible to capitalize enough on barbarians alone but I think it might be wise to also DoW a neighbor early on and kill some of their units as well, if not take a few cities. I might even decide to farm a few units from CSs and then peace them in order to tribute after their military is diminished. The early game seems similar to an Aztec who went God of War.
I think a spearman UU with extra CS that comes out early could be pretty damn strong. Spearmen have a short span of dominance before horsemen arrive so I'll have to capitalize early on. I will plan to go Authority as my opener to make the most of my early game military strength. Long term, though, there is nothing in particular that helps the Celts warmonger nor do they benefit in particular from warmongering once their UU obsoletes (I don't believe the faith on kill promotion sticks when upgrading to pikemen) so I will probably transition to a relatively peaceful game after early conquest.
Wide vs. Tall
As I plan to do some early conquest I will hopefully be able to claim a sizeable chunk of land to settle or puppet/annex so wide-ish is probably my goal. The UB also makes me lean wide along with the +3 faith in cities following my religion from the UA.
Victory Condition
I think a culture victory is my ultimate goal. The music specialist from the UB is really interesting- usually music/art/writing specialist slots are quite limited (the guilds and maybe an extra in your capital if you went Tradition) so being able to have an extra music specialist in any city with a Celidh Hall is pretty unique. Musicians are mostly only useful in the tourism game- whereas Artists/Writers can be bulbed for golden ages or extra policies, musicians are mostly there to just build up your tourism per turn and for big tourism bombs to secure influence in the late game.
The Celts also seem like a good civ to have an aggressive, spreading religion which is quite helpful in a culture victory. They have good faith generation and can focus on offensive spreading since foreign religions won't provide religious pressure in cities they convert. Shared religion is nice for an extra tourism modifier and if you can pass your religion as world religion you get a nice tourism boost in your holy city. So my plan will be to have a strong religion which tries to convert as many of my neighbors as I can and use that, along with my extra Musicians throughout the game, to game a culture victory.
Since I will plan to have a strong religion and go for a culture victory, I could see Artistry or Fealty being good choices in the Renaissance. I think I like the idea of going for Artistry though- being able to faith buy Musicians along with naturally generating more from all those music specialist slots could be fun- the more Musicians I can spam throughout the game the stronger those Musician bombs become at the end when its time to overtake a cultural runaway.
My Industrial policy will most likely be Rationalism as science is often very important in a culture victory to get to wonders quickly and to unlock techs that bump your tourism per turn. I could see Order being a good Ideology along with Freedom, but likely not Autocracy as I don't plan to continue warmongering into the late game.
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Religion
First up are the unique pantheons:
Bran, the Sleeping Guardian
+100% increase to Ranged Combat Strength, +25% Growth, and +8 Culture when a Citizen is born, scaling with Era. +4 Faith from Ceilidh Hall.
Seems geared for Tall/Tradition, not for this game
Cernunnos, the Horned Stag
+1 Food and Gold from Forests, +1 Production and Science from Jungles. +1 from camps. +2 Culture from Ceilidh Hall.
Might be useful if my surroundings are heavily jungle/forest
Dagda, the All-Father
+1 Culture, Gold, Production and Science for every 4 Followers of your Pantheon in owned cities. +2 Happiness from Ceilidh Hall.
Might be good for wide with that happiness bonus and all around strong yields, though might benefit the AI I convert since they tend to have higher population
Epona, the Great Mare
Receive +10 Science, Culture, and Food when your Borders expand, scaling with Era. +4 Food from Ceilidh Hall.
Could be really strong but would sort of step on the toes of a border blobs strategy that I think is more suited to Russia
Lugh, the Skilled One
+3 Culture, Science, and Gold in Cities with a Specialist. +3 Production from Ceilidh Hall.
Maybe better in a Tradition game where the capital is guaranteed to be working early specialist slots.
Mannanan, Son of the Sea
+3 Food, +3 Production, and +4 Gold in coastal Cities. +2 Great Admiral Points from Ceilidh Hall.
Might make sense if I find myself with prime coastal cities
Morrigan, Harbinger of Strife
Earn Gold, Culture, and Golden Age Points if you kill a unit. +2 Great General Points from Ceilidh Hall.
I don't plan to warmonger all game long and this option would probably step on the toes of an Aztec God of War game.
Nuada, the Silver-Handed King
+1 Culture for every 10 Gold per turn, +1 Golden Age Points for every 5 Science per turn, and +2 Gold from City Connections. +5 Gold from Ceilidh Hall.
Maybe better suited to a Progress game though it does work with wide play in general
Ogma, the Learned
+1 Science for every 3 Citizens in a city. +3 Science, Culture, and Great Scientist Points in Capital. +5 Science from Ceilidh Hall.
Scales better if you go Tall/Tradition, which I'm not
Rhiannon, Goddess of Sovereignty
+2 Culture in every City. +1 Gold and Production from every improved resource. +5 Golden Age Points from Ceilidh Hall.
This could be strong for a wide strategy, though I'm not sure I plan to pursue a golden age specific strategy
Overall, I'm thinking I'll go Cernunnos if heavily forest/jungle, Mannanan if heavily coastal, Dagda if I think I'll have enough food to support a relatively high population, Nuada if early gold is a problem, and Rhiannon if my cities seem to have a lot of resources handy for improvement.
For a Founder belief I will want to choose something that benefits from a spreading religion. Apostolic Tradition (food/golden age points when spreading) seems to synergize more with a Tradition game where your capital needs food like crazy. Council of Elders (science/production when a city is converted) could be pretty useful. Way of the Pilgrim (culture and tourism when spreading based on opposing followers) could be nice, especially as another tourism bomb against a cultural runaway in the late game. I think I'm leaning toward Pilgrim but we will see.
For Followers I like Churches (+faith/culture, religious pressure, WLTKD, and +1 faith from great works) as I will hopefully have lots of great works, especially music. Stupas could also be nice for some extra tourism when wide. Veneration (faith/poulation) also seems strong for an aggressive spreader as giving faith to those I convert might allow them to buy missionaries/inquisitors to help my religion become more dominant. The other yield/population beliefs could be good depending on what I simply need more of.
With the new Enhancers out I am thinking Prophecy (stronger/cheaper prophets, strong holy sites, more resilient to inquisitor/prophet erosion) could be strong for an aggressive spreader as well as Dioceses (stronger missionaries, faith/culture in capital, gold/golden age points scaling with cities following the religion) and Universalism (gold/faith for number of followers in foreign cities and missionaries erode other religious pressure).
And for Reformation, Faith of the Masses (happiness and faith bought culture buildings) could be nice if I'm having happiness problems or lack production to keep up with culture buildings. Knowledge through Devotion (more yileds for great person/landmarks, culture from great works, faith bought archaeologists) could be nice, especially if I chose Prophecy as my enhancer. And Sacred Sites (tourism from faith bought buildings and world/natural wonders) might be OK but would work better for a civ going Fealty and heavy on religious buildings of course.
First, their kit:
Druidic Lore
Has a unique set of Pantheon Beliefs that no one else can benefit from. Cities with your Religion generate nor receive foreign Religious Pressure. +3 Faith in owned Cities where your Religion is the majority.
Pictish Warrior, replaces Spearman.
+2 Combat. Comes earlier. Double Movement and +25% defense in Hills, Snow and Tundra. Can pillage enemy improvements at no additional movement cost. Earns 200% of opponents' strength as Faith for kills.
Ceilidh Hall, replaces Circus.
4 Culture, 2 Faith, 1 Happiness. Provides a modest sum of Culture when completed and 15 turns of WLTKD. Nearby Ivory provides +3 Culture. Reduces Boredom. Contains 1 Great Work of Music slot, and 1 Musician Specialist slot. Receives modest yield increases from Celtic Pantheons. 2 Maintenance.
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Usually when I play civ I decide ahead of time if I want to play an aggressive/war or defensive/peaceful game, a wide or tall game, and what victory condition I will go for. Looking at the Celt's kit with those decisions in mind:
Aggressive/Warmonger vs. Defensive/Peaceful
I think the Celtic UU really pushes us toward early warfare but not necessarily commits us to warmonger all game long. The Celts are a religious civ whose only aid in actually founding a religion is their early UU and the faith on kill mechanic so we absolutely need to spam that UU and find ways to get kills ASAP. It might be possible to capitalize enough on barbarians alone but I think it might be wise to also DoW a neighbor early on and kill some of their units as well, if not take a few cities. I might even decide to farm a few units from CSs and then peace them in order to tribute after their military is diminished. The early game seems similar to an Aztec who went God of War.
I think a spearman UU with extra CS that comes out early could be pretty damn strong. Spearmen have a short span of dominance before horsemen arrive so I'll have to capitalize early on. I will plan to go Authority as my opener to make the most of my early game military strength. Long term, though, there is nothing in particular that helps the Celts warmonger nor do they benefit in particular from warmongering once their UU obsoletes (I don't believe the faith on kill promotion sticks when upgrading to pikemen) so I will probably transition to a relatively peaceful game after early conquest.
Wide vs. Tall
As I plan to do some early conquest I will hopefully be able to claim a sizeable chunk of land to settle or puppet/annex so wide-ish is probably my goal. The UB also makes me lean wide along with the +3 faith in cities following my religion from the UA.
Victory Condition
I think a culture victory is my ultimate goal. The music specialist from the UB is really interesting- usually music/art/writing specialist slots are quite limited (the guilds and maybe an extra in your capital if you went Tradition) so being able to have an extra music specialist in any city with a Celidh Hall is pretty unique. Musicians are mostly only useful in the tourism game- whereas Artists/Writers can be bulbed for golden ages or extra policies, musicians are mostly there to just build up your tourism per turn and for big tourism bombs to secure influence in the late game.
The Celts also seem like a good civ to have an aggressive, spreading religion which is quite helpful in a culture victory. They have good faith generation and can focus on offensive spreading since foreign religions won't provide religious pressure in cities they convert. Shared religion is nice for an extra tourism modifier and if you can pass your religion as world religion you get a nice tourism boost in your holy city. So my plan will be to have a strong religion which tries to convert as many of my neighbors as I can and use that, along with my extra Musicians throughout the game, to game a culture victory.
Since I will plan to have a strong religion and go for a culture victory, I could see Artistry or Fealty being good choices in the Renaissance. I think I like the idea of going for Artistry though- being able to faith buy Musicians along with naturally generating more from all those music specialist slots could be fun- the more Musicians I can spam throughout the game the stronger those Musician bombs become at the end when its time to overtake a cultural runaway.
My Industrial policy will most likely be Rationalism as science is often very important in a culture victory to get to wonders quickly and to unlock techs that bump your tourism per turn. I could see Order being a good Ideology along with Freedom, but likely not Autocracy as I don't plan to continue warmongering into the late game.
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Religion
First up are the unique pantheons:
Bran, the Sleeping Guardian
+100% increase to Ranged Combat Strength, +25% Growth, and +8 Culture when a Citizen is born, scaling with Era. +4 Faith from Ceilidh Hall.
Seems geared for Tall/Tradition, not for this game
Cernunnos, the Horned Stag
+1 Food and Gold from Forests, +1 Production and Science from Jungles. +1 from camps. +2 Culture from Ceilidh Hall.
Might be useful if my surroundings are heavily jungle/forest
Dagda, the All-Father
+1 Culture, Gold, Production and Science for every 4 Followers of your Pantheon in owned cities. +2 Happiness from Ceilidh Hall.
Might be good for wide with that happiness bonus and all around strong yields, though might benefit the AI I convert since they tend to have higher population
Epona, the Great Mare
Receive +10 Science, Culture, and Food when your Borders expand, scaling with Era. +4 Food from Ceilidh Hall.
Could be really strong but would sort of step on the toes of a border blobs strategy that I think is more suited to Russia
Lugh, the Skilled One
+3 Culture, Science, and Gold in Cities with a Specialist. +3 Production from Ceilidh Hall.
Maybe better in a Tradition game where the capital is guaranteed to be working early specialist slots.
Mannanan, Son of the Sea
+3 Food, +3 Production, and +4 Gold in coastal Cities. +2 Great Admiral Points from Ceilidh Hall.
Might make sense if I find myself with prime coastal cities
Morrigan, Harbinger of Strife
Earn Gold, Culture, and Golden Age Points if you kill a unit. +2 Great General Points from Ceilidh Hall.
I don't plan to warmonger all game long and this option would probably step on the toes of an Aztec God of War game.
Nuada, the Silver-Handed King
+1 Culture for every 10 Gold per turn, +1 Golden Age Points for every 5 Science per turn, and +2 Gold from City Connections. +5 Gold from Ceilidh Hall.
Maybe better suited to a Progress game though it does work with wide play in general
Ogma, the Learned
+1 Science for every 3 Citizens in a city. +3 Science, Culture, and Great Scientist Points in Capital. +5 Science from Ceilidh Hall.
Scales better if you go Tall/Tradition, which I'm not
Rhiannon, Goddess of Sovereignty
+2 Culture in every City. +1 Gold and Production from every improved resource. +5 Golden Age Points from Ceilidh Hall.
This could be strong for a wide strategy, though I'm not sure I plan to pursue a golden age specific strategy
Overall, I'm thinking I'll go Cernunnos if heavily forest/jungle, Mannanan if heavily coastal, Dagda if I think I'll have enough food to support a relatively high population, Nuada if early gold is a problem, and Rhiannon if my cities seem to have a lot of resources handy for improvement.
For a Founder belief I will want to choose something that benefits from a spreading religion. Apostolic Tradition (food/golden age points when spreading) seems to synergize more with a Tradition game where your capital needs food like crazy. Council of Elders (science/production when a city is converted) could be pretty useful. Way of the Pilgrim (culture and tourism when spreading based on opposing followers) could be nice, especially as another tourism bomb against a cultural runaway in the late game. I think I'm leaning toward Pilgrim but we will see.
For Followers I like Churches (+faith/culture, religious pressure, WLTKD, and +1 faith from great works) as I will hopefully have lots of great works, especially music. Stupas could also be nice for some extra tourism when wide. Veneration (faith/poulation) also seems strong for an aggressive spreader as giving faith to those I convert might allow them to buy missionaries/inquisitors to help my religion become more dominant. The other yield/population beliefs could be good depending on what I simply need more of.
With the new Enhancers out I am thinking Prophecy (stronger/cheaper prophets, strong holy sites, more resilient to inquisitor/prophet erosion) could be strong for an aggressive spreader as well as Dioceses (stronger missionaries, faith/culture in capital, gold/golden age points scaling with cities following the religion) and Universalism (gold/faith for number of followers in foreign cities and missionaries erode other religious pressure).
And for Reformation, Faith of the Masses (happiness and faith bought culture buildings) could be nice if I'm having happiness problems or lack production to keep up with culture buildings. Knowledge through Devotion (more yileds for great person/landmarks, culture from great works, faith bought archaeologists) could be nice, especially if I chose Prophecy as my enhancer. And Sacred Sites (tourism from faith bought buildings and world/natural wonders) might be OK but would work better for a civ going Fealty and heavy on religious buildings of course.