Yes, it's setup that way in the 'StartingBuildings' table.Is that really so though?
Yes, it's setup that way in the 'StartingBuildings' table.Is that really so though?
I see, I'll keep a look out for it in my next game (hopefully tonight!), as I do recall seeing early walls at one point, but kind of forgot about it afterwards and thought they had just hard built the walls early instead of being given them for free after a patch.Yes, it's setup that way in the 'StartingBuildings' table.
2 Techs for Archery, 2 techs for wheel. The Egypt archer is not later than Pitati, just faster and stronger.
Egypt is maybe the only Civ that can ancient rush neighbor Chandragputa on online speed. (Chandra will get war elephant & walls around T20, what else civ can rush him?)
It might be technically only two techs, but to beeline wheel kind of sucks, but you make a good point.
I haven't rushed a Chandy player in ancient era, on multiplayer yet, but if I were to try that, I would have to pick Sumeria or Nubia. Egypt would do well too, but that beeline isnt great.
It was always going to be the ranged units that make Eburones shine. They are also the easiest to place for this bonus melee dps depends on blob perimeter, ranged dps depends on blob area.Color me shocked.
The problem with this plan is that they don't fall off with their UU. The UU really just keeps you safe from being cheesed by War Carts or Eagles. The true power of the combat ability is making a ball of archers with swords in the front. They can leverage archers greatly; they can leverage swords greatly; they can then leverage crossbows well, and then muskets/P&S if for whatever reason you are still alive.You need to play very defensively against Gaul, don't try and fight them in the open. Delay them and turtle that side of your Empire. As the game progresses they are going to lose their strength, and will have a big opening while transitioning away from their UU which will leave them vulnerable for a counter attack. After that they probably won't be in a position to go on the offensive again unless you give them an opening.
True, the archers are an issue.The problem with this plan is that they don't fall off with their UU. The UU really just keeps you safe from being cheesed by War Carts or Eagles. The true power of the combat ability is making a ball of archers with swords in the front. They can leverage archers greatly; they can leverage swords greatly; they can then leverage crossbows well, and then muskets/P&S if for whatever reason you are still alive.
They get a big surge just after ironworking as they improve all their mines via oppidum and can start getting swords in front of the archer ball. The whole reason we think its OP is because it's gonna be hell to defend against that.
I think that people have a misunderstanding of Gaul, and are simply declaring OP.
Gaul will be powerful early game and that's fine. Just because a Civ is powerful early doesn't make it broken
and saying there is no counter is false as it just requires a different style of play. You need to play very defensively against Gaul, don't try and fight them in the open. Delay them and turtle that side of your Empire. As the game progresses they are going to lose their strength, and will have a big opening while transitioning away from their UU which will leave them vulnerable for a counter attack. After that they probably won't be in a position to go on the offensive again unless you give them an opening.
The mine culture bomb isn't that bad for a few reasons. They need the land to get districts, and since they cannot set them next to their capital they lose their easy triangles for bonuses. The terrain that they will be building them on will mean that they won't be as efficient with their placements and will have to sacrifice mines or farms etc to get districts. And if they are playing a tight net of cities then those citites are going to be fighting over those tiles even more, so district placement will be tough.
Gaul will want key cities to have lots of space, which isn't efficient for early game domination (where you want to plonk down a couple of cities at minimum distance).
Plus if they want to take advantage of those culture bombs they need to build workers, which again is slow. Most Civs can easily be aggressive with minimal builders because growth is less necessary than a bunch of cities building units. Then once they have transitioned from the early game their homeland is going to be less efficient for later because they can't all be getting districts properly, so will only have a couple of genuinely good cities for later on, while a bunch of terrible cities have all their tiles stripped.
What amuses me most is clear an obvious thought process when they designed Gaul.
They came up with oppidum first, and to avoid city center - IZ shooting combo, they had to push it out same as military district. But oppidum was still to strong in second ring, so the rest of district joined IZ there to overcrowd the space.
Then the land problem kicked in, thus culture bombing mines. Additional culture is there to sweet flat land starts.
So everything they did was to counter balance overpowered UD, making mine spam possible as result.
So this is weird.Yes, it's setup that way in the 'StartingBuildings' table.
This is why their design is so boring to me. It's basically "just play Civ as you normally would" and you get some neat bonuses. Only difference is their district placement but that's not really something to get excited about
Kind of, but for me Gaul changes up the game significantly because you can leverage the culture boost (from units that is) to rush down civics you otherwise wouldn't be able to get that early, opening up interesting choices in regards to the early game.
The most synergistic seems to be the war path though, but even here you have some interesting options.