[NFP] Gaul First Look

There's also no specialists in airports or entertainment complexes or water parks, so Gaul can build it on 1st ring?

Oh you're right. So I guess that, for the purpose of Gaul UA, diplomatic quarters and government plaza cannot be built adjacent to the city center. Also, I will revise mu judgment of specilists districts as: "districts limited by your population"
 
It was walking to those aqueducts to fetch water that made them so strong; water fetching warriors from different units bonded together on the way (hence +CS for adjacency) and shared folk stories and wisdom (hence culture bonus on troop training). No?
;)
Haha

I'm hoping that they're able to rework maps for the next civ so that AQ (and rivers) are between hexes
 
I have this one idea of how Gaul is supposed to play out:
Early strong UU will be able to protect your cities from any invasion way up until medieval age (while giving important early culture on creation);
Which will buy you time to build up defensive districts and production;
At which point you can do pretty much anything, because production is the bottleneck.

I'd say Gaul is supposed to be more of a turtling and building civ. I like it. More than the Germs.

You can, but why would you?
If you build units, you can have a very powerful early rush potential as you fuel Agoge and Oligarchy at the same time, giving a potential similar to Aztecs and Sumeria.
Comparing to, say, Sumeria, you could use the war cart defensively, but again, why would you when you could use them offensively?

You can certainly turtle with Gaul (esp. with the Oppidum), but you wouldn't leverage the culture gain from unit production by a lot during the time when it's most valuable.
And if you do leverage it by building a lot of units for defensive purposes, you essentially "wasted" a lot of production except in niche situations where you have an early massive invasion on your doorstep.

Production is also not necessarily the bottleneck regarding infrastructure, because getting the Oppidum up, while giving you production, takes away an available district slot.
Personally I'd still get the Oppidum in most cases, but it would be with the caveat that I might have to sacrifice some early campuses, comm hubs or holy sites, or at least delay them for a while.
Germany for instance does not have this issue, since they essentially get a "free" district slot in addition to the Hansa, allowing them to immediately plop down another district once the Hansa is finished regardless of population.
 
it would be WEIRD to see aqueducts being unable to be placed next to city centre...
Vid said 'Specialty Districts' ... Anything that requires a city to earn some levels to build if the first one has already been built.
Anything that can generates GPP.
And ANYTHING that counts amongs Math boosts (Builds 3 different specialty districts).
Aqueducts and Neighbourhoods did not counts among Specialty districts.
 
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Vid said 'Specialty Districts' ... Anything that requires a city to earn some levels to build if the first one has already been built.
Anything that can generates GPP.
And ANYTHING that counts amongs Math boosts (Builds 3 different specialty districts).
Aqueducts and Neighbourhoods did not counts among Specialty districts.

Actually Aqueducts Dams, Canals and Neighborhoods count for the two boosts(Math, Civil Engineering)...
 
Haha

I'm hoping that they're able to rework maps for the next civ so that AQ (and rivers) are between hexes

AQ? Do you mean rivers are inside hexes?
 
I had a thought when falling asleep last night that if one were designing an Orc civ for a LotR mod, this design would fit them well - tons of industry, emphasis on production, unit spam, heavy defensive culture with no direct benefits to tourism (unless the flight over mines thing turns out to be accurate), and potentially very, very aggro.

IMHO Gaul is more like a dwarf civ by this design with tons of mines under the hills and early handicraft industries, the only thing left is Mali-style mines produce tons of golds. An emphasis on culture fits dwarves well, but much less for the Orcs.

Edit: If follows the same logic it seems Maori is kind of an elf civ with unimproved woods bonuses.
 
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When people used to go into battle fully clothed there was a terrible mess afterwards when people had been jumping around and lost their wallets or horse keys in the process. The Gauls would have a little locker where you put your glasses and keys and rings (and then put in a mouth guard) before a major fight.

Are you the one that came up with the idea to include the "It was luxuries like air conditioning that brought down the Roman Empire. With air conditioning their windows were shut, they couldn't hear the barbarians coming." quote in the game?

Actually battlecry works for anti-cav. The description is terrible. It actually works when attacking melee, ranged or anti-cav.

I just wonder how much strength it is when against archers. Does it use archers' 25 ranged strength or 15 melee strength as "base strength"?

I wonder if they would get the +10 on defense due to comparing against the ranged strength, but not get it on offense since it is attacking the melee strength.

Most likely this, ie the same combat strength values used when calculating damage dealt.
If it stacks with Tortoise, you could pretty much become immune to Archer fire (40 vs 25, -15 CS diff, E(16dmg)) and should do ok versus Crossbowmen (40 vs 40, 0 CS diff, E(30dmg)). Oligarchy increases the gap further.
 
Are you the one that came up with the idea to include the "It was luxuries like air conditioning that brought down the Roman Empire. With air conditioning their windows were shut, they couldn't hear the barbarians coming." quote in the game?

To my knowledge @Andrew Johnson [FXS] joined FXS in this January. So probably no. IIRC he did write the explanatory notes of Eurekas and Inspirations.
 
IMHO Gaul is more like a dwarf civ by this design with tons of mines under the hills and early handicraft industries, the only thing left is Mali-style mines produce tons of golds. An emphasis on culture fits dwarves well, but much less for the Orcs.

Edit: If follows the same logic it seems Maori is kind of an elf civ with unimproved woods bonuses.
Since dwarves, like elves, are part of an imaginary world that paralleled pre-war Europe, including Germany and France, I suppose there is a kind of circular logic at work here.
 
Why do you assume this is the case? For all we know attempting to settle a city next to a harbour will fail. The tile might just show up as invalid.
The developer livestream confirmed that it is possible to settle next to districts as Ambiorix. The Settler Lense showed the 4th tile was NOT red even if the adjacent tile was a district. (Whew... my boot is safe.)
 
The oppidum unlocks at iron working according to the dev livestream and loses all adjacency bonus EXCEPT the Gallic mines bonus; the quarry bonus; the strategic resource bonus; and +1 from the govt plaza.
No green districts. Really makes it terrain dependent.
 
The oppidum unlocks at iron working according to the dev livestream and loses all adjacency bonus EXCEPT the Gallic mines bonus; the quarry bonus; the strategic resource bonus; and +1 from the govt plaza.
No green districts. Really makes it terrain dependent.

It's not like you need one in every city though.
 
The oppidum unlocks at iron working according to the dev livestream and loses all adjacency bonus EXCEPT the Gallic mines bonus; the quarry bonus; the strategic resource bonus; and +1 from the govt plaza.
No green districts. Really makes it terrain dependent.

That's quite a blow. Specialty districts are meant to be among the best, but oppidums will more often than not stay at 4-6 production.
Yes they come slightly earlier, yes they're half priced, yes they can fire... but I can't help to think that a production specialty district should produce a lot.
 
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