The Celts

Reread the thread to make sure I was up to speed. This conversation doesn't seem to be have revisited since 'a change to test' was made.

I'm finding the Celts weak. They should be one of my favorite civs, as I love the religion aspect and they get unique religion stuff as their UA. However, I can't reliably get a religion with them on Immortal, and their Pantheons feel kind of weak compared to what others get. I'd usually rather have Goddess of the Hunt or Dance of the Aurora with the maps I see when I start Celt.

On Faith generation, the Great Work bonus comes so late it's not worth mentioning. You get +2 faith around the time you should be halfway to a religion, IF you take Tradition. Otherwise, it's a tech on the same line as Philosophy, except you have to also wait for the great person. Will not provide any help in getting a Religion. The UB comes even later. This leaves the Pictish Warrior, and the Pantheons themselves.

The Pictish Warrior is pretty good at generating Faith, if you open Authority and research Mining and Trapping first. That is, if you go for the worst overall opening, you can probably get a religion out of them. 11CS isn't enough to safely kill a Brute in an Encampment when you're at 10% Barbarian bonus from difficulty (it's worse on Deity). 25% of 11 is a joke (13.75) and the conditions it applies in are not super common (hills and tundra with no forest, or snow where barbs don't spawn). On Immortal against a Brute in an Encampment, you have 14.85 (11 +10% difficulty +25% attacking into hill) vs 10.4 (8 +10% Terrain +20% Defending) which causes you to do slightly more damage per turn than you take. It takes 4 rounds to kill a Brute:
1 - deal 37, take 24, Barbarian heals 10
1 - deal 33, take 21, Barbarian heals 10
3 - promotion, deal 31, take 21, barbarian heals 10
4 - kill, take 21

At the end of this, you have 20 HP. 8 turns of healing, as you don't have Medic yet. For your efforts, you receive 16 faith, about 1.25 faith per turn assuming you only count fighting and healing time (leaving out production and travel). If any other barb unit shows up during this fight, you lose your Warrior or you flee, getting nothing. Killing an Archer on a hill outside of an encampment with Shock 1 takes 2 turns and 3 turns to heal, granting 14 faith.

Pictish Warrior is no better at killing than a Spearman, has the same production price as a Spearman, and loses the Mounted bonus to get the Faith and Hills bonus. Overall, it will have little effect on gaining a religion unless you cripple your early infrastructure growth to produce a bunch of them.

Then you have the pantheons. They are generally powerful, but there are clear outliers among them, and they generally suck at early faith generation compared to traditional pantheons.

Bran, the Sleeping Guardian - 20% RCS for Cities is laughably pointless in CBP. +20% Growth is a pretty small boost, it's going to be worth a handful of extra citizens over the entire game. +2 Faith per city isn't enough to have a big effect.

Cernunnos, the Horned Stag - If you have a lot of Forests and you're wiling to hurt your early-game growth and production (when you need it most), you can get a religion. 2 culture per Jungle is pretty nice, makes herbalism - workshop - jungle mill - university jungles really powerful late game.

Dagda, the All-Father - Really powerful late game, rather weak early game. 400 faith in 100 turns means you need an average of 12 followers for those turns, which you're unlikely to have.

Epona, the Great Mare - Seems cool, but borders grow pretty slowly in CBP. 10 Faith, Culture, and Food per growth (does this scale with era?), even for an Authority player, is gonna need dozens of border growths in the first 100 turns to get a religion.

Lugh, the Skilled One - Great Wide Pantheon for the yields, but it won't help you get a religion. With no Wonder construction bonus, you might get one Ancient and one Classical Wonder if you tech and build specifically for them. Earliest Specialist is the Market, which you probably shouldn't work early, so you're waiting for Writing to get your yields boost. It's a huge yields boost for that point in the game, and a tiny boost Renaissance and later.

Mannanan, God of the Sea - 2 faith per city isn't enough to get a religion. 3 production and 4 gold per city is about equal to two Ancient era policies, so kind of weak late game.

Morrigan, Harbinger of Strife - Doubling down on Pictish warriors. The conversion seems to be 75% of Combat Strength. Might get a religion with Raging Barbs. Not sure where the food goes? Golden Age bonus is pretty nice as the game progress, you can get a LOT of golden age points fast once you can sustain war with the AI.

Nuada, the Silver-Haired King - 1 faith per 5 gold income is probably your best bet to guarantee a religion, if you focus on markets, trade, and money. Great to have that option, but thematically weird for the Celts. The Science to Culture is also amazing, providing 100 culture midgame and hundreds lategame.

Ogma, the Learned - The Science benefit is super amazing. The Faith is less than Goddess of Love, which is currently up for debate as under-powered. No religion for you.

Rhiannon, Goddess of Sovereignty - Great yields for mid-game Wide, except they don't help you get your expansions established faster, don't make up for the extra Science costs of settling, and don't provided enough gold to even pay for the roads to the new expansion. The 2 faith per city is unlikely to get you a religion.

Most of the pantheon options don't scale. The ones that do scale INCREDIBLY well, meaning those are the only options. The ones that scale have trouble getting you a religion, and are likely not powerful enough to warrant being a pretty major part of the UA. Celtic faith generation in the game is very weighted towards lots of faith late-game. If they could keep their pantheon without a religion late-game, this would be fine, as they'd have Great People options to use it on. However, without a Religion, they can't defend against foreign Missionaries and Prophets.

Getting a Religion is just as required for the Celts to use their UA as it is for Byzantium. We fixed Byzantium by giving her an extra bonus religion (though she always seems to found one early anyway), I'd say the Celts need more early faith generation options. Boosting Faith from Pantheons, or making the Pictish Warrior a more powerful or cheaper unit, can manage this. A wild alternative would be to strip their Pantheons of faith altogether, and give them 1 faith 1 culture on improved resource tiles.

I've been looking into the Celts a bit myself lately – My current plan is to drop the Great Works UA stuff and replace it with a Faith yield in Cities where your pantheon is present (so that, in essence, your pantheon is 'double-dipping' on yields). Right now, I'm thinking +3 Faith per City where your Pantheon is present. Also, I'm going to make the Pictish Warrior become a Warrior and buff it to have a little more CS than a spearman, so that it'll be a solid early camp-hunter.

These changes will free us up to allow the Pantheons themselves to be less about faith-generation, and more about their auxiliary yields/bonuses.

G
 
I've been looking into the Celts a bit myself lately – My current plan is to drop the Great Works UA stuff and replace it with a Faith yield in Cities where your pantheon is present (so that, in essence, your pantheon is 'double-dipping' on yields). Right now, I'm thinking +3 Faith per City where your Pantheon is present.
Haven't actually randomed Celts since the last rework (crazy stuff :D). Anyways 3 faith per city is pretty massive. I'm not saying it's not going to work, but you should probably have some kind of thought behind changing the current pantheons in that case. Anyways if you just did +2 per city and kept the pantheons the way they are I could see that working out.


Also, I'm going to make the Pictish Warrior become a Warrior and buff it to have a little more CS than a spearman, so that it'll be a solid early camp-hunter.
So it's going from being a 11 CS spearman to being a 12 CS warrior? :D
I was thinking you could probably make it a 14 CS (same as a swordsman) spearman if you change the existing mods on it (I think it gets a bonus for being outside of friendly territory). Having it as a warrior would make it obsolete really quickly, Aztec Jags suffers from that as well (A discussion for another time and place).
 
I really like the idea of giving the Celts 3 or 4 faith per city with your Pantheon, and removing Faith from the Pantheons entirely. Balance them solely on their effects over the course of the game as a UA. After all, it's the whole culture that brings about druidism, not devotion to any one god in particular.
 
I really like the idea of giving the Celts 3 or 4 faith per city with your Pantheon, and removing Faith from the Pantheons entirely. Balance them solely on their effects over the course of the game as a UA. After all, it's the whole culture that brings about druidism, not devotion to any one god in particular.

That's the plan, yep. Flat +3 faith in all cities that have your pantheon, and then remove faith from pantheons in exchange for other yields. Should get you a religion almost every time, and where it doesn't, the fleeting advantage of your pantheon should put you in a really strong spot.

G
 
That's the plan, yep. Flat +3 faith in all cities that have your pantheon, and then remove faith from pantheons in exchange for other yields. Should get you a religion almost every time, and where it doesn't, the fleeting advantage of your pantheon should put you in a really strong spot.

That's probably fine. You also have your unique unit for barb-hunting, if you manage to miss a religion at that point you most likely only have yourself to blame. (or you played some weird setup or got completely wrecked by the AI randoming massive faithcivs :D
 
Are the numbers on the pantheons up for discussion before the change? If so, should they be something that stays relevant all game, a powerful early boost that falls off late game, or a mixture of the two?
 
Are the numbers on the pantheons up for discussion before the change? If so, should they be something that stays relevant all game, a powerful early boost that falls off late game, or a mixture of the two?

Yeah. Here's my current working versions of the pantheon changes.

<Row Tag="TXT_KEY_BELIEF_MORRIGAN">
<Text>Earn [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_GOLDEN_AGE] Golden Age Points from kills</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_EPONA">
<Text>Receive +10 [ICON_RESEARCH] Science, [ICON_CULTURE] Culture, and [ICON_FOOD] Food when your Borders expand</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_NUADA">
<Text>+1 [ICON_GOLDEN_AGE] Golden Age Points for every 6 [ICON_GOLD] Gold per turn, and +1 [ICON_CULTURE] Culture for every 6 [ICON_RESEARCH] Science per turn</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CERNUNNOS">
<Text>+1 [ICON_FOOD] Food from Forests, +1 [ICON_PRODUCTION] Production from Jungles</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_LUGH">
<Text>+5 [ICON_CULTURE] Culture, [ICON_RESEARCH] Science, and [ICON_GOLD] Gold in Cities with a Specialist, +1 [ICON_CULTURE] Faith from World Wonders</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_RHIANNON">
<Text>+1 [ICON_GOLDEN_AGE] Golden Age Point, [ICON_FOOD] Food, [ICON_RESEARCH] Science, [ICON_PRODUCTION] Production, and [ICON_GOLD] Gold in every City</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_MANANNAN">
<Text>+2 [ICON_FOOD] Food, +3 [ICON_PRODUCTION] Production, and +4 [ICON_GOLD] Gold in coastal Cities</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_OGMA">
<Text>+1 [ICON_RESEARCH] Science for every 2 [ICON_CITIZEN] Citizens in a City, and +6 [ICON_CULTURE] Culture when a [ICON_CITIZEN] Citizen is born</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_BRAN">
<Text>+100% increase to [ICON_RANGE_STRENGTH] Ranged Combat Strength, +25% [ICON_FOOD] Growth, and +1 [ICON_CULTURE] Culture in every City</Text>
</Row>

<Row Tag="TXT_KEY_BELIEF_DAGDA">
<Text>+1 [ICON_CULTURE] Culture, [ICON_GOLDEN_AGE] Golden Age Point, [ICON_GOLD] Gold, and [ICON_RESEARCH] Science for every 3 Followers</Text>
</Row>
 
Morrigan - What's the ratio?
Epona - Border expansion is expensive, especially early. I'd double those numbers for flat yields.
Rhiannon - 1 to all of those feels unfocused and weak, 2 science and 3 gold feels better than 1 food 1 production, feels like a nerf at those numbers. 2 of each is probably too much. Not sure.
Nuada and Dagda - Scaling Golden Age Points make me wary. That said, I don't think it will provide more GAP than other UAs. Not sure on these. Other aspects of these I like.
Mannanan, Cernunnos, Lugh, Ogma, Bran - Love it
 
Morrigan - What's the ratio?
Epona - Border expansion is expensive, especially early. I'd double those numbers for flat yields.
Rhiannon - 1 to all of those feels unfocused and weak, 2 science and 3 gold feels better than 1 food 1 production, feels like a nerf at those numbers. 2 of each is probably too much. Not sure.
Nuada and Dagda - Scaling Golden Age Points make me wary. That said, I don't think it will provide more GAP than other UAs. Not sure on these. Other aspects of these I like.
Mannanan, Cernunnos, Lugh, Ogma, Bran - Love it

Epona scales with Era (will make clear in text)

For Rhiannon, how about: +3 [ICON_GOLDEN_AGE] Golden Age Points, [ICON_RESEARCH] Science, and [ICON_GOLD] Gold in every City ?

Morrigan:

Code:
<Belief_YieldFromKills>
		<Row>
			<BeliefType>BELIEF_MORRIGAN</BeliefType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>70</Yield>
		</Row>
		<Row>
			<BeliefType>BELIEF_MORRIGAN</BeliefType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>70</Yield>
		</Row>
		<Row>
			<BeliefType>BELIEF_MORRIGAN</BeliefType>
			<YieldType>YIELD_GOLDEN_AGE_POINTS</YieldType>
			<Yield>50</Yield>
		</Row>
	</Belief_YieldFromKills>
 
Epona scales with Era (will make clear in text)
He probably assumed that, but it's still really low. It's 30 yields from city-growth, comparable to Tribute, not really a good place to be imho.

For Rhiannon, how about: +3 [ICON_GOLDEN_AGE] Golden Age Points, [ICON_RESEARCH] Science, and [ICON_GOLD] Gold in every City ?

Seems reasonable.

Dagda 1 GAP per 3 citizens feels kinda unreasonable when compared to the persian UB giving 1 GAP per 5 citizens.
GAP per gold is going to skyrocket out of control.
 
I did assume Epona scaled with era. Border growth seems equated with population growth in many place, but in reality happens half as often or less.

I like that Rhiannon.

Morrigan seems good.

I agree with Funak about GAP on Dagda and Nuada. Does Dagda apply to the city? If so, 2 for 5 culture, gold, and science would be pretty snazzy, though very culture focused.

For Nuada, I have no idea what to do. There are no empire-wide yields other than science, culture, gold, faith, and golden age. Making golden age scale off culture would prevent some of the bloat, but you'd still end up with hundreds of golden age points per turn late game.
 
We can just drop the GAP off of Dagda
My personal opinion would be basing it off citizens instead. Remove the GAP, maybe scale it up somewhat and add local yields to it as well. Maybe 1 food/production/culture/gold/science per 5 citizen? that's pretty all over the place but it sounds fun.

and then flip the Culture and GAP on Nuada, scaling the latter down (maybe 1 per 20 science? 25?).
You could just remove the GAP and add something else, like a bonus during goldenages/WLTKD (don't think you had any of those in the pantheons) of course a WLTKD bonus would be local so maybe a GA bonus would be better.
 
My personal opinion would be basing it off citizens instead. Remove the GAP, maybe scale it up somewhat and add local yields to it as well. Maybe 1 food/production/culture/gold/science per 5 citizen? that's pretty all over the place but it sounds fun.


You could just remove the GAP and add something else, like a bonus during goldenages/WLTKD (don't think you had any of those in the pantheons) of course a WLTKD bonus would be local so maybe a GA bonus would be better.

The 'advanced' functions like that are locked behind founder beliefs. Almost all pantheon functions are yield-only.

G
 
The 'advanced' functions like that are locked behind founder beliefs. Almost all pantheon functions are yield-only.

Okay, well the citizen thing would clearly work as it would be the same as ancestor worship.

I guess Nuoda could get culture for both gold and science, but that would look really weird.
Something with city-connections is also still available.
 
Alright so I forgot about this 'til now when I tried to do it again Gazebo, once more I will apologize for it being a bit off topic.

From before (p.4) I asked if it was possible to have a mod civ be able to select the special beliefs of this civ. I added it like so:

Spoiler :

<Row>
<LeaderType>LEADER_OZYMANDIAS</LeaderType>
<TraitType>TRAIT_FAITH_FROM_NATURE</TraitType>
</Row>


The modded civ in question uses the rest of traits fine (With some exceptions.), I just replace the TRAIT_FAITH_FROM_NATURE part with something else; TRAIT_EXTRA_BELIEF for example. It can use multiple traits with little problems so it not a matter of having more than one but rather finding out why a few don't want to work. I'm hoping you can tell me why.
 
Alright so I forgot about this 'til now when I tried to do it again Gazebo, once more I will apologize for it being a bit off topic.

From before (p.4) I asked if it was possible to have a mod civ be able to select the special beliefs of this civ. I added it like so:

Spoiler :

<Row>
<LeaderType>LEADER_OZYMANDIAS</LeaderType>
<TraitType>TRAIT_FAITH_FROM_NATURE</TraitType>
</Row>


The modded civ in question uses the rest of traits fine (With some exceptions.), I just replace the TRAIT_FAITH_FROM_NATURE part with something else; TRAIT_EXTRA_BELIEF for example. It can use multiple traits with little problems so it not a matter of having more than one but rather finding out why a few don't want to work. I'm hoping you can tell me why.

Beliefs are actually set by civilization type, not trait type, as it was far easier (and more modular) to do it this way:

Code:
<Beliefs>
		<Row>
			<Type>BELIEF_MORRIGAN</Type>
			<Description>TXT_KEY_BELIEF_MORRIGAN</Description>
			<ShortDescription>TXT_KEY_BELIEF_MORRIGAN_SHORT</ShortDescription>
			<Pantheon>true</Pantheon>
			<CivilizationType>CIVILIZATION_CELTS</CivilizationType>
		</Row>
	</Beliefs>

The only element of the trait that you need is this:

Code:
UPDATE Traits
SET UniqueBeliefsOnly = 'true'
WHERE Type = 'TRAIT_FAITH_FROM_NATURE' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );

This is if you want the pantheons to replace your other belief options, instead of adding to them.

G
 
Wow, sorry about the lateness I've been playing other games lately; met with some new friends and they ate my time. Which isn't to say that this isn't great it's more like I got distracted and...you know.

So now that I know to add the latter, where do I put it in the mod leader? Or do I add the location of the mod from:
EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );
 
Wow, sorry about the lateness I've been playing other games lately; met with some new friends and they ate my time. Which isn't to say that this isn't great it's more like I got distracted and...you know.

So now that I know to add the latter, where do I put it in the mod leader? Or do I add the location of the mod from:
EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 );

Not sure what you mean.

G
 
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