I tried the Celts several times more when Civfanatics was down, and had some feedback written down at home. My main suggestion was to either make all the Celtic units, or if not that, then at least Gallc Warriors, able to move through forests. Actually, the main problem was that of speed, it is very hard to expand to Anatolia and Illyricum quickly enough. The Romans were possible to handle, at least in one match. After conquering Masilla, they went east as they usually do. Then you can reconquer Masilla and put up a large, nice stack on the wooded hill between Gaul and Italia. After that, it is safe to take Spain. But when I got to conquering Anatolia, the Romans caught up and slaughtered me in the rear. Therefore, being able to move through forest (and making use of the automatic woodsman promotion for Gallic warriors!) would be of great use. If Anatolia is conquered, you could pop down a settler in Illyricum.
The Visigoths text key was found when you hover over the units in the popup build menu.
A player can found a new city to establish the link to the Red Sea. Or, you could include regional mercenary boats that appears in Middle Eastern cities. As for mercenaries in general, I think they have gotten too expensive now. A level 1 Arabian spearman cost 5 gold per turn in upkeep. It also turned up when I played the Celts (but I assume the region specificity of mercenaries is yet to be coded?).
I haven't tried the 220 AD scenario yet. If you want any specific civs to be tested, I'll gladly choose them, otherwise I will work my way up from the oldest first.
One more thing: I tried to spawn a Roman start three times, and each time Neapolis was gone. There was no razed city on its spot (and when I razed it as Carthage, it appeared again a few turns before the Roman spawn, kudos for that), so perhaps some auto-removal is taking place?
The Visigoths text key was found when you hover over the units in the popup build menu.
A player can found a new city to establish the link to the Red Sea. Or, you could include regional mercenary boats that appears in Middle Eastern cities. As for mercenaries in general, I think they have gotten too expensive now. A level 1 Arabian spearman cost 5 gold per turn in upkeep. It also turned up when I played the Celts (but I assume the region specificity of mercenaries is yet to be coded?).
I haven't tried the 220 AD scenario yet. If you want any specific civs to be tested, I'll gladly choose them, otherwise I will work my way up from the oldest first.
One more thing: I tried to spawn a Roman start three times, and each time Neapolis was gone. There was no razed city on its spot (and when I razed it as Carthage, it appeared again a few turns before the Roman spawn, kudos for that), so perhaps some auto-removal is taking place?