With the breakup (we think?) of the Celtic blob by adding Scotland as a Civ, The Gauls should be introduced into the game to represent the main Celtic tribes that Civ has usually tried to represent.
Gaulish Empire
Leader: Vercingetorix
Capital: Gergovia
LUA: Uniting Gallia (All cities gain +4 loyalty during war time. Receive a free great general the first time you are involved in war, and a free melee unit in the capital each subsequent time. Clearing a barbarian encampment provides a melee unit, or occasionally a settler, in addition to gold for clearing the encampment). I took a unique approach to clearing barbarian encampments because Vercingetorix attempted to unite the Gallic tribes under his command, so by defeating an encampment, those tribes “join” him. Additionally, he gets free units in wars (the first being a great general) in addition to extra city loyalty.
Agenda: (likes to clear barbarian encampments for himself, and hates it when other Civs take over encampments on continents where he has cities.) mostly I did this because it’s unique, but it does go against his “uniting the tribes” thing...
Civ Ability: La Tène (Cities which build an Oppidum instantly get Ancient Walls built in the City once Masonry is researched. Mines provide +1 gold and +2 culture, and Commercial hubs and theater Squares get a standard adjacency bonus when next to mines.) This ability is named after the La Tène culture which influenced the Iron Age celts and their art. The Gauls were very rich people with great craftsmanship and metalworking, so I’ve represented this with the bonuses for mines and extra adjacency bonuses for theater squares and commercial hubs for these improvements. Also, to represent every Celtic tribe having an important hillfort, completing an Oppidum provides free ancient walls after Masonry.
Unique Unit: Ambaxtoi (replaces swordsman; gains great general points from kills, and earns XP 25% faster. +5 Combat in hills or woods, additional +5 Combat from being in a great general radius; more expensive, but same base strength). The ambaxtoi, in Gaulish, meant “ones who accompany”, a term that eventually passed into Latin (and led to the word Ambassador). These were the companions of the war leader, so I’ve made them powerful when fighting near one, and they earn more XP and great general points from kills, but are more expensive and have same base strength and swordsman. I’ve given them also a bonus in hills and woods due to the terrain of Gaul, but that could be taken away if necessary since these guys are already pretty powerful.
Unique District: Oppidum (replaces the Encampment. Must be built on hills. Half price. Provides +4 housing and +2 food to the city. Each district adjacent to the Oppidum provides +1 production to the city. Neighborhoods built next to the Oppidum are built twice as fast). The Oppida were hillforts built by the Gaulish tribes. Although most settlements in the Iron Age outside major cities were tiny, Oppidum were huge and could house 10000 citizens, and are considered to be a milestone in the development of urban centers. They have to be built on hills, hence them being hillforts, but they also provide civilian bonuses for housing and food (since these were important for supply as well), and a bit of production as well to any adjacent districts.
Feedback is appreciated!
Gaulish Empire
Leader: Vercingetorix
Capital: Gergovia
LUA: Uniting Gallia (All cities gain +4 loyalty during war time. Receive a free great general the first time you are involved in war, and a free melee unit in the capital each subsequent time. Clearing a barbarian encampment provides a melee unit, or occasionally a settler, in addition to gold for clearing the encampment). I took a unique approach to clearing barbarian encampments because Vercingetorix attempted to unite the Gallic tribes under his command, so by defeating an encampment, those tribes “join” him. Additionally, he gets free units in wars (the first being a great general) in addition to extra city loyalty.
Agenda: (likes to clear barbarian encampments for himself, and hates it when other Civs take over encampments on continents where he has cities.) mostly I did this because it’s unique, but it does go against his “uniting the tribes” thing...

Civ Ability: La Tène (Cities which build an Oppidum instantly get Ancient Walls built in the City once Masonry is researched. Mines provide +1 gold and +2 culture, and Commercial hubs and theater Squares get a standard adjacency bonus when next to mines.) This ability is named after the La Tène culture which influenced the Iron Age celts and their art. The Gauls were very rich people with great craftsmanship and metalworking, so I’ve represented this with the bonuses for mines and extra adjacency bonuses for theater squares and commercial hubs for these improvements. Also, to represent every Celtic tribe having an important hillfort, completing an Oppidum provides free ancient walls after Masonry.
Unique Unit: Ambaxtoi (replaces swordsman; gains great general points from kills, and earns XP 25% faster. +5 Combat in hills or woods, additional +5 Combat from being in a great general radius; more expensive, but same base strength). The ambaxtoi, in Gaulish, meant “ones who accompany”, a term that eventually passed into Latin (and led to the word Ambassador). These were the companions of the war leader, so I’ve made them powerful when fighting near one, and they earn more XP and great general points from kills, but are more expensive and have same base strength and swordsman. I’ve given them also a bonus in hills and woods due to the terrain of Gaul, but that could be taken away if necessary since these guys are already pretty powerful.
Unique District: Oppidum (replaces the Encampment. Must be built on hills. Half price. Provides +4 housing and +2 food to the city. Each district adjacent to the Oppidum provides +1 production to the city. Neighborhoods built next to the Oppidum are built twice as fast). The Oppida were hillforts built by the Gaulish tribes. Although most settlements in the Iron Age outside major cities were tiny, Oppidum were huge and could house 10000 citizens, and are considered to be a milestone in the development of urban centers. They have to be built on hills, hence them being hillforts, but they also provide civilian bonuses for housing and food (since these were important for supply as well), and a bit of production as well to any adjacent districts.
Feedback is appreciated!