Gaulish Civ

Jkchart

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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... :-P

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!
 
You know what I like best about this design? No druids. :p I like the design: it covers well the main strengths of the Gauls, which were raid warfare and fine craftsmanship. I might lean towards a light chariot or spearman for the UU, and I'd work in a bonus related to iron.

(We've actually had quite a few of these threads, BTW. Here is the last one, in which I outline what I don't want to see, and @Boris Gudenuf outlined a good alternative design.)
 
You know what I like best about this design? No druids. :p I like the design: it covers well the main strengths of the Gauls, which were raid warfare and fine craftsmanship. I might lean towards a light chariot or spearman for the UU, and I'd work in a bonus related to iron.

(We've actually had quite a few of these threads, BTW. Here is the last one, in which I outline what I don't want to see, and @Boris Gudenuf outlined a good alternative design.)
I didn’t want to do anything that stereotypical. The Gauls were far more complex than “Druids”, and upon doing research, realizing they had a fantastic early-game growth potential from how their culture developed (kind of like Kongo), I knew that it would make for a far more interesting Celtic Civ. I’m glad you appreciate it! I’ll have to read up more on the other threads.
 
Sounds good, and actually reasonable balanced. Most people seem to suggest ridiculously OP stuff when they want to make a civ. I think the bonuses need to be simplified/consolidated a bit. The Ambaxtoi and LUA have 4 separate bonuses *each*, that's just a bit messy. I'd simplify it slightly too:

UA: Free ancient walls to cities with oppida from masonry onwards. Mines provide +1 gold and +2 culture, and give a standard adjacency bonus to all specialist districts. Almost exactly what you said, but streamlined.

Unique District: Oppidum (replaces the Encampment). Must be built on hills. Half price. Provides +4 housing and +2 food to the city. +1 production from each adjacent district. Basically exactly what you said, just moved the production for simplicity. Removed the half price neighbourhood, its almost a distracting bonus that doesn't feel like it fits the theme.

Unique Unit: Ambaxtoi (replaces swordsman). Doubles the combat bonus of great generals if in formation with one. +5 strength in hills or woods. Same as yours in idea. I removed the extra XP and GG points because I don't feel like the Gauls are famous for their tactics. Made them more like bodyguards by virtue that they double the bonus GG give to *everyone* just by stacking with one. Very powerful I should think. Extra strength in hills or woods can be removed if its already too OP.

LUA: On conquering a barbarian post which is in range of one of your cities loyalty, either found a city or get a worker for free. The idea is the same as you suggested, but the mechanism is different - loyalty didn't feel like a good analogy for what happened. This is more unique, turn barbarian posts close to you into free cities, and provides a way to turn a wasteland of barbarians into a unified empire very quickly.


In short, this is a production focused civ, with an emphasis on war (especially defence) with an alternative path to early growth.
These are far cleaner bonuses. I really appreciate the feedback. I think that makes it better than free settlers, which could be OP for the leader power. Why a builder though instead of the military unit? Just curious. I’m a fan of all of the other changes - far less “everywhere”, and they synergize well.
Thanks!!!
 
It made sense to be a civilian unit to me. That way you get a strong civilian bonus or a weak civilian bonus.

I think the best advantage of this method is you don't get given random settlers far away from your land. If the AI got that they would spam cities in strange and odd places.
Awesome. Thanks for the explanation. That makes perfect sense to me.
 
I would make a +1 production bonus to nearest city for each roman legion killed!

Bloody romans!
 
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