The Celts they are good

Just a quick calc: assuming you don't have heroic epic, after 16 successful elite combats, you still have a 61% chance of no leader. After 32, you have a 37.7% chance of no leader. Cumulative, of course. You have to leaderfish a long time to land a keeper. I'm estimating that 24 combats gives you about a 50-50 shot.

kk
 
Just a quick calc: assuming you don't have heroic epic, after 16 successful elite combats, you still have a 61% chance of no leader. After 32, you have a 37.7% chance of no leader. Cumulative, of course. You have to leaderfish a long time to land a keeper. I'm estimating that 24 combats gives you about a 50-50 shot.

kk

Ask the guys in the Rod01-SG about Darski's RNG luck.

I tagged HE so that it can be built when you get Lit. In my last game as Carthage I got one MGL. This was in the process of wiping two complete Civs off the panet and another one into oblivion when the (Dom) buzzer went off.
 
Darski, since you are using my suggestion, why not simply set the Heroic Epic to produce a leader every so often. I keep alternating between 10 and 20 turns.
 
The Celts are great. Even the AI is good with them.

Case in point, my current game. I'm doing pretty good as Egypt, slowly taking over my continent. A suicide galley reaches the other, and imagine my surprise when I find this...

celts.png
 
Darski, since you are using my suggestion, why not simply set the Heroic Epic to produce a leader every so often. I keep alternating between 10 and 20 turns.

I might have to do that yet. In my last game, I did get two leaders in combat situations so I am hoping that this will suffice.

I was playing China so that helped as well. How do you tag it to produce leaderrs? I didn't notice that tag but I wasn't looking either.
 
I like the Gallic Swordsman, but every time I play as the Celts, I never win any battles with the pajama wearing maniacs, so, well, damn.
 
Come on seriously... The Celts??? First off, religious... what good is that? Who builds temples or cathedrals, seriously? Just bulid marketplaces... they give you more happiness than a temple or cathedral. You should only change governments once, so who cares about a short anarchy? Agricultural??? But what good does that do you when your cities hit size 12? Sanitation is optional and stupid, so agricultural only lasts part of the game. Does it do your specialist farms any good to have extra food at size 6??? Certianly not. And The Gallic Swordsman... it simply just costs too much.

Disclaimer: I wasn't serious.
 
I might have to do that yet. In my last game, I did get two leaders in combat situations so I am hoping that this will suffice.

I was playing China so that helped as well. How do you tag it to produce leaderrs? I didn't notice that tag but I wasn't looking either.

Go to the Heroic Epic screen under the Wonders and Improvements menu. In the lower right corner you will see a menu for produces unit. Check the box to activate the menu, then scroll down to get to leader. Highlight that, and then set the number of turns to produce a leader. You can also produce armies directly using this, but the advantage to leaders is that the leader produced can also hurry construction of Wonders as well as build armies. This is a really nice benefit, as Military Great Leaders in Conquests cannot hurry construction. This really helps as you progress through the tech tree and Wonders get more and more expensive to build. If you can stockpile a couple of leaders, grabbing the Theory of Evolution and Hoover's Dam in one turn each can really give a massive boost to your civilization and winning chances.

The other advantage is once you get three armies in the field, you can build the Pentagon, which allows you to add one more unit to your army. However, if you are playing on a water map, you cannot carry your enlarged armies overseas until you have transports, which is a problem. Shot myself in the foot the first time I did that. Had an army that I could not move anywhere.
 
Just curious about transports... have you modded them so that they can carry the original payload of 8 troops? I have been considering that.
 
Forgot that they carried 8 in the basic game. That is a good thought, considering the size differential between a modern transport and a galleon. Need to make them faster too. Should be double that of a galleon. The naval vessel speeds are really weird in the game. For the sailing ships, I can assume a base speed of two knots per movement point, but then modern ships are too slow. Convert them to two knots per movement point, and they really move out, especially on the smaller maps. Carriers, destroyers, and cruisers would have 15 to 16 movement points, and battleships 13 to 16 depending on what you used for your basic ship. Iowa-class ships would get 16, the other Treaty ships either 13 or 14. Transports would get about 8. On huge maps that is not a problem, on the smaller one, not good. You almost have to tailor them to the map size.

If you do modify the transport to 8, you should also boost its attack to 4 and defense to 6, so it will not be sunk by galleys. Speed could go higher as well, but not as fast as the regular naval ships.
 
I love the Celts myself. Their UU not only is quite formidable but comes at just the right time for my style. Religious civilization, which I like (I hate long stretches of anarchy). I usually win by Domination or Culture with the Celts.
 
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