(OUT OF DATE/2UC)A Vox Populi(CBP) Guide: The Celts
This Guide is Out of Date
This guide is currently out of date for the 5.0 aka 4UC integration patch of Vox Populi. I thought it would be easier to make new guides instead of trying to edit these, plus they may be good to have if someone wanted to play an older version of Vox Populi. However, do note that some things in this guide may be out of date, as due to both busier life stuff and the knowledge that 4UC has been coming for a while some parts of the guides weren’t updating even with other VP changes
The Celts do have a new pantheon, and some of the specifics of the pantheons may have changed as well. For the most part the Celts play the same though, so this guide should be mostly usable
Once a new version of this guide comes out, it will be linked here [new guide link waiting]
Introduction
These guides are designed to help players who are new to Civ but still interested in Vox Populi, familiar with Civ but new to Vox Populi, or even those well versed in Vox Populi who just want to see if there's anything they didn't know about a particular civilization. I am actually a big fan of Zigzagzigal's Civ guide series, and it really helped me learn a lot about the game, and I wanted to bring a similar experience for fans of the Vox Populi or Community Balance Patch modpack. For those interested in the modpack it can be downloaded here[forums.civfanatics.com]
Anyways, without further ado, onto the Celts!
Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.
Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Finisher - The bonus for completing a Social Policy tree (e.g. +33% Great Scientist rate and +25% growth in all cities from rationalism.)
GWAM - Great Writers, Artists and Musicians. These are the three types of Great People who can make Great Works, a major source of tourism for cultural Civs.
Opener - The bonus for unlocking a Social Policy tree (e.g. +25% Great Person Rate and +100% construction of guilds in Artistry)
Tall Empire - A low number of cities with a high population each.
UA - Unique Ability - the unique thing a Civilization has which doesn't need to be built.
UB - Unique Building - A replacement for a normal building that can only be built and used by one Civilization.
UI - Unique Improvement - A tile improvement that can be made by workers that doesn't replace any other improvement that can only be made by a single civilization
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by militaristic City-States when allied.
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
Wide Empire - A high number of cities with a low population each.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit or get a promotion.
Brief Unique Summary
Has a unique set of pantheon beliefs that no one else can benefit from
Owned cities with your religion can neither generate nor receive religious pressure
+3A melee unit
Negative Changes
Does not have Formation I(+33% combat strength against mounted units. +15% combat strength when defending in open terrain) Positive One-Off Changes
- Higher
combat strength (13 instead of 12)
- Arrives at Mining instead of Bronze Working
- Obsoletes at Gunpowder rather than Steel
- Gains faith whenever they defeat a unit equal to 200% of its combat strength
Positive Stay on Upgrade Changes
- Double movement in hills, tundra, and snow tiles. +25%
in snow, tundra and hill tiles without forest or jungle(Highlanders)
- Can pillage tiles for no movement cost
Misc. Changes
150
Strategies and Victory Routes
These scores are merely my personal opinions from playing and examining this Civ, you may find other uses for the Celtic uniques that make you disagree with a certain ranking
The Celts are a complicated civ to rank. They are almost the perfect in between of Byzantium and Venice/America. Their bonuses rely on picking religious beliefs, which are powerful but you can't have them all, but they are like Venice/America in that they can choose one of several unique bonuses. Unlike Venice/America however, instead of 3 bonuses, they have a massive 10. That, and the fact that the bonuses can be more situational, and often affect similar rankings, means it'd be a pain to represent them all in the rankings like I did with Venice/America. Instead, I'll leave them like I did Byzantium. Their ranking may seem low, but their religious bonuses can boost nearly any of these rankings by several points
Outside of their pantheons, they have solid military bonuses early due to their UU
They also have a bit of culture from their UB, but more importantly their UB gives a surprising amount of tourism due to the musician slot.
Finally, even outside of their pantheons, they have stellar faith and other religious bonuses, making them a top tier religious civ.
Unique Unit: Pictish Warrior
Barbarian: Why do I hear bagpipes?
Pictish Warriors are an essential part of the Celtic playstyle, and one of the biggest reasons is due to how early they come. Just research mining and you can start upgrading your warrior(s) and making more Pictish Warriors. Having an early, slightly higher combat strength spearman can make for an excellent rushing unit, and I agree, but that actually isn't the main reason you'll be using Pictish Warriors (although you certainly can and should rush someone).
I had gotten the Authority opener by this point, hence the culture
Pictish Warriors give you faith whenever you defeat a unit with them equal to double the combat strength of said unit. Killing just 3 warriors nearly gives you the faith for a pantheon, which is important for your UA. Research Mining right away, keeping your starting warrior nearby your city so you can upgrade them asap, and then send them out to the closest barbarians you (hopefully) found. You'll want to build up a few more Pictish Warriors for backup as well.
If that was all Pictish Warriors had, they'd still be a good unit, but that isn't all
Pictish Warriors have double movement through hills, tundra and snow. This allows them to both chase down weak units easier, as well as escape when needed. Not only that though, they also have a massive 25% combat strength bonus when fighting in hills, tundra or snow. without forests or jungles. You'll likely want to send one or two Pictish Warriors towards the north or south of the map (whatever you are closer too) to find tundra and snow. Due to the fact their are unlikely to be many if any civs on the edges of the map, there will likely be lots of barbarians. Your units will move rapidly through flat tundra, and still fast through hills. Do note that a tundra or snow hill without forests/jungles give a massive 50% combat boost
Notice the +25% bonus for both attacking into hills and attacking into tundra
The tundra and especially snow bonuses will likely rarely come up when fighting other civs, but this will prove a massive help in fighting barbarians.
Note that I have one movement in both screenshots
The final bonus that Pictish Warriors have is that they can pillage for free. This means, along with their terrain movement bonuses, is that it is very hard to escape a Pictish Warrior that wants to go in for the kill.
- Double movement in hills, tundra, and snow tiles. +25%
in snow, tundra and hill tiles without forest or jungle(Highlanders)
- Can pillage tiles for no movement cost
Pictish Warriors may lose their faith on kills when they upgrade, but I would argue that becomes a bit less relevant as your infrastructure grows and you generate more faith in other ways. They are still otherwise extremely capable of being high mobility kill units.
Unique Ability: Druidic Lore: The Pantheons
The biggest part of the Celtic UA is that they get unique pantheons, that no other civ can choose or benefit from. These completely replace the basic pantheons, you cannot choose one of them even if you wanted to. Fortunately, there's no reason you would want to, as they are many levels above the pantheons of other civs. Each pantheon gives very different bonuses, and could be the main factor in determining your victory route of choice. The only true similarity in the pantheons is that they all give some sort of yield bonus to the Ceilidh Hall
+10
Unique Ability: Druidic Lore: The Rest
One thing you might have noticed from all the Celtic pantheons is that none of them give faith. That is because their UA does that for them, giving all your cities +3 faith if they follow your pantheon or religion, which is probably more faith then other civs get on average from their pantheons.
The final part of the Celtic UA is that their cities neither receive nor generate foreign religious pressure. Now this is both a benefit and a hindrance. On the one hand it makes it nearly impossible for enemy civs to flip your cities to a different religion, guaranteeing you still get the stellar pantheon bonuses. On the other hand, it also makes it much harder to keep your own neighbors converted, even if they didn't found a religion themselves. This can make it much more difficult to get the cultural and diplomatic bonuses you can get from spreading your religion. This makes beliefs that scale off of converting foreign or total cities/population usually a bad idea for the Celts.
Unique Building: Ceilidh Hall
The Ceilidh Hall is an interesting building. The biggest part of what makes it an odd building to talk about is the different yields it can get from the Celtic Pantheons. However, as those are moreso bonuses from the pantheons and not the Ceilidh Hall, I won't mention them here. However, the Ceilidh Hall is more then just a receptacle for pantheon enhancement. It has a lot going for it of its own merit.
Ceilidh Halls give longer we love the queen days, as well as some extra yields over the basic circus. They also give a lump sum of culture instead of tourism. This is certainly a buff if you aren't going for a culture victory, but could be seen as a downside if you are. However, these, and even the pantheon boosts, pale in comparison to the Ceilidh Hall's real strength
The Ceilidh Hall is the only UB to give a musician slot. In fact it is the only non-national wonder UB to give any GWAM slot. Even further, it is the only non-national wonder or guild building period to give a GWAM slot. It is also the earliest way to get a musician specialist, not counting Tradition's throne room. No one can match the Celt's ability to generate musicians. This gives the Celts a solid leg up on tourism starting in the mid-game.
The Celtic Victory
The Celtic uniques can definitely pull them in a lot of directions. Their UU is great for early rushes and even scales well later on. Their UB on the other hand gives great tourism boosts, and their unique pantheons can pull them in any direction. It can be somewhat difficult to fully decide what path to take to victory. I'd say the biggest point to determine your path of choice is when you choose your pantheon. Some pantheons do leave you with a lot of flexibility, but many are best suited to go one route. Whether you decide during founding a pantheon, or later on if you chose a generalist one, here are some tips to keep in mind
A Culture Victory depends largely on your ability to produce your early musicians at a rapid pace. This means you'll need large strong cities. Pantheons that give lots of food will serve you well, as will Lugh. This is generally the best route if you don't have a lot of land, either through being on a small continent or being blocked off by strong defensive neighbors.
A Domination Victory is almost wholly dependent on the strength of your UU. Terrain is an important consideration. If your first two or 3 conquests aren't in very hilly or tundra terrain, it may prove difficult to get yourself going, but if they are, it is likely the best route. Morrigan is easily the best pantheon for domination, but Dagda is also good if you aren't certain at first that you want to fully commit to domination.
Science is a slightly odd route for the Celts as neither their UU or UB support it, but many of their pantheons do. If you don't choose a pantheon that supports a science victory going for one will be an uphill battle. The science pantheons usually support having a lot of land that you don't need to conquer, or situations where you don't have a lot of land and it is of poor quality. Either situation may favor a science victory
Social Policies (Ancient Era)
If you plan to fight even one major civ, Authority is the best option, even if you know for certain you don't plan to go full domination. However if you aren't, either due to no civs to fight or nearby civs being too defensively strong, it depends. If you plan to go culture, or perhaps if you went Bran or Epona, Tradition will serve you will. If you plan to go science, or went Rhiannon or perhaps Cernunnos, Progress works very well. Afterwards, if you plan to continue domination or most science routes, go Fealty. However if you want to go culture or if you took Ogma Artistry is better. Finally, your last tree is purely based on your victory route of choice Industry for culture, Imperialism for domination, and Rationalism for science
Opener: More population to build your everything faster
Justice: The early production will help with any early wonders you want to build
Sovereignty: Border expansion is nice, plus this is some artist generation for early tourism
Ceremony: The extra science will help clear up any remaining worker techs
Splendor: I always recommend going Splendor before Majesty because Splendor can give a good amount of culture, getting you to finishing tradition quicker.
Majesty: Will allow you a large, productive, specialist filled capital
Finisher: Get a bit more use out of your great person improvements! Plus hey, a stronger capital never hurt yeah? Have a throne room!
Opener: If at all possible, try to avoid growing your capital much before you get this, you'll get more science that way. The culture you immediately get from this will likely almost be enough for the next policy
Liberty: If you don't have any worker techs yet, it might be a good idea to save this for later, otherwise this makes sure you're improving stuff ASAP
Organization: Faster workers, settlers, and even great people all help infrastructure get built just a little bit faster
Expertise: Faster building construction is great, especially in the early game where production might be sparse.
Equality: Can't complain about more happiness
Fraternity: Food and science, both very useful.
Finisher: A bit of gold to keep everything moving smoothly
Opener: Early on killing barbarians with your Pictish Warriors is very important, so killing them faster is a must. The extra culture doesn't hurt either
Dominance: Because you can never get enough yields on kill. Morrigan approved!
Tribute: A bit more extra production and some gold to buy workers or emergency units with
Imperium: You'll be founding and conquering plenty, so this should be a good amount of extra yields
Discipline: Unless they went Nuada, The Celts have a lackluster economy. This will help patch that up
Honor: Makes your units stronger, gives you more of them, and ensures you can stay at war a bit longer without destabilizing.
Finisher: These units can be a smidge awkward as you already have stellar melee raiding units, but sometimes a quick unit buy in a pinch can be just what you need.
Social Policies (2nd and 3rd tiers)
Opener: Monasteries are a solid building, and cheaper faith buys is going to be useful in nearly every scenario
Nobility: Castles are a decent building, but armories are often a pain to build, even for warmongers. This makes both much easier to build, and actually gives even more incentive to build castles in particular
Divine Right: Having trouble with happiness? Your cities will generate a good bit less if you're struggling to build culture buildings. Doing great on happiness? Congrats have some culture for keeping your people happy.
Serfdom: A decent bit of extra yields all around
Burghers: Extra border growth combines well with Tribute from Autocracy, and the production is quite welcome
Organized Religion: This is technically mostly useless for the Celts, but it is still a bit of extra faith
Finisher: The extra yields are decent, but this isn't the best finisher as the Celts struggle to get the shared religion bonus
Opener: Guilds normally take a lot of production, and now they don't!
Humanism: Various yields from various sources, but they are all useful
Refinement: This should give quite a bit of happiness, which should help offset any conquering you may or may not be doing
Heritage: Some golden age points and tourism, both great to see
National Treasure: You're already getting Golden Age Points and Culture from Great People assuming you went Tradition. Throw some gold on top too.
Cultural Exchange: Even more culture from golden ages never hurt.
Finisher: More things to give more tourism, and maybe production if you went Ogma
Opener: Two trade routes is great to get more tourism, and money
Division of Labor: Seaports and Train Stations are normally expensive buildings, but now they are in line with other buildings. Also a large boost to your production and gold outputs
Mercantilism: A large boost to your culture and science outputs. If there was something for food and faith and you'd have everything you could ever want.
Free Trade: Extra gold from ITRs is always a good thing
Entrepreneurship: Gold and production, the industry tree knows what it wants, and you do too.
Protectionism: Several bonuses to help your gold, science, food and even production
Finisher: You'll have at least a few specialists, so extra production and gold from them is a good thing
Opener: At this point in the game (depending on the map type you're playing on) your last rivals are likely on different continents, so faster navies and embarked units is great. The extra production is good, and the cheaper upgrades are great.
Colonialism: If you've been doing a good job of conquering your neighbors, you've likely accumulated a good amount of monopolies, which already give great boosts. Why not make them better?
Regimental Tradition: Great Generals and Admirals are very important to keep your army fighting at peak strength, so making them affect more units, and affect them more, is great.
Martial Law: You might have a few puppets by this point, and possibly some happiness issues. This does a bit to make both less of a burden.
Exploitation: Making your military strong is nice and all, but what's the point if your cities can't gain some benefits too? Plus if you have a far away army it isn't as much of a pain anymore to get them upgraded
Civilizing Mission: Gold to support your conquests, production to support your conquered cities, both exactly what you need on the war path.
Finisher: A better navy, less unhappiness, and making your air units more effective on defense are all solid things to have
Opener: Lots of science and a bit of production.
Scientific Revolution: Depending on the terrain this could be only a bit of science or a ton, but overall it's usually worth building these.
Empiricism: Helps prevent other civs from leeching off your science lead
Rights of Man: Little bit of food, better villages, probably the weakest policy in rationalism.
Enlightenment: A free tech and more science is a fantastic bonus. I recommend putting it off till this late because the free tech is likely more useful if you postpone it to when the techs are more expensive
Free Thought: Great Scientists are critical in getting through the atomic and information era, and this makes them better at it.
Finisher: More Great Scientists and more growth.
Ideology
The Celts should go Freedom for a culture victory, or if they went Nuada. Order is best for any non Nuada science game, and finally Autocracy Is best for domination
Economic Union(Science): 2 more trade routes for more Nuada yields
Avant Garde: Extra great people are helpful no matter the route you're taking
Civil Society(Culture): Makes it easier to keep up tons of specialists
Universal Suffrage: Can't complain about better golden ages
Creative Expression(Culture): Make your great works works a lot more effective.
Universal Healthcare: A free hospital in every city, possibly before you even have biology researched, is amazing.
Capitalism: Will help with the large amounts of specialists you likely have
New Deal(Culture): More yields and tourism from all around
Media Culture(Culture): This will push your Tourism over the edge and you should be able to convert even high culture civs, at least with a musician or two to back you up.
Treaty Organization(Culture): The extra delegates might help prevent a bad proposal such as travel ban from being passed
Space Procurements(Science): You'll have lots of gold, and it'll now win you the science game
Worker's Faculties: Free Factories is a nice boost, plus they'll now give some extra science
Hero of the People: More great people is always nice
Communism: There are some crucial late game science wonders, this makes sure you actually get them
Academy of Sciences: Free research labs to really boost your science
Five Year Plan: One of the largest boosts to production in the entire game
Spaceflight Pioneers: Save a lot of engineers for when you can build spaceships and win the game almost instantly.
Military-Industrial Complex: Upgrading your Pictish Warriors should now be easier then ever
New World Order: You're gonna have a lot of cities by now, you absolutely need this.
Elite Forces: New units start better, old units get better quicker, all you could want for a world-conquering force
Lightning Warfare: Further boosts to your upgraded Pictish Warriors
Martial Spirit: Makes your gun units truly monstrous, but only for a limited amount of time. Only take this when you have one or two civs left to conquer
Air Supremacy: Free Airports in every city means that you almost don't need a navy as long as you have a city on every continent. Also makes air units quicker to build if you need to.
Wonders
Pyramids: A free settler to expand the empire
Statue of Zeus: This may delay a potential Pictish Warrior rush, but if you can get it you are far more likely to be able to take cities without support.
Angkor Wat(Epona): Should massively increase your science and culture output
Colossus(Nuada): A solid boost to your science and gold
Great Lighthouse(Mannanan): Makes sure you can defend your productive coastal cities
Hanging Gardens: Makes sure one city is large enough to be a specialist powerhouse with your Ceilidh Hall
Oracle: Hard to pass up basically a free tech and policy
Alhambra(Authority Only): You may have a melee focused army but there's no reason you can't sprinkle in a few mounted units
Borobudur: Considering missionaries are your only reliable way to spread religion outside of your own borders, this wonder is a very big deal
Karlstejn: It could prove difficult to convert enough to get your reformation belief. This makes it significantly easier
Forbidden Palace(Progress Only): Makes your money go farther, can't complain
University of Sankore(Tradition Only): Science for all the great people you are/will soon be generating
Globe Theatre(Culture): The start to any great culture victory
Leaning Tower of Pisa: More great people to do whatever you want with
Porcelain Tower(Science): A big boost to science, especially for an Ogma or Nauda game
Red Fort(Fealty Only): Laugh as your enemies try to even come near the city you built this in
Uffizi(Culture): Broadway: the Painting
Brandenburg Gate(Domination): A nice help for whenever you need to replenish your forces
Louvre(Artistry Only): Not an easy theme, but one that is worth getting
Neuschwanstein: Should alleviate any happiness issues you might have had
Broadway(Industry Only): Unlike most civs, you have a high chance of being able to theme this right away
Cristo Redentor(Culture): More tourism, exactly where you want it
Prora(Autocracy Only): If you were struggling with happiness, you will no longer
Statue of Liberty(Freedom Only): All those specialists you are likely running just got a big boost
Kremlin(Order Only): The weakest of the 3 ideology wonders, but a free social policy is a free social policy
Bletchley Park(Rationalism Only): Makes those pesky enemy spies go away, and makes your own spies more pesky for everyone else
Pentagon(Imperialism Only): Boosts your air power by a significant amount.
CERN: Two free techs is amazing no matter what you're doing
CN Tower(Culture): More tourism from everything that gives tourism. Should be all you need to win
Great Firewall(Science/Culture): For science, you'll become pretty much immune to spies, but for culture, you want this so no one else gets it and potentially stops your win
Hubble Space Telescope(Science): Science to get to the spaceship parts and production to build them. Speeds up a science victory significantly
Sydney Opera House: A free policy, plus some works slots you can almost certainly fill
Pitfalls to Avoid
The Celts are a civ that offer you a lot of choice. They also offer you a fair amount of flexibility even outside of that. This can make it difficult to find the right path however, especially when the Celtic options are far from normal.
Pictish Warriors have a lot going for them, but their #1 bonus is their double faith on kill. Just 3 warrior kills is nearly enough for your pantheon, and more afterwards is just further progress to your religion. Get Mining first, upgrade your warrior, and go kill barbarians with your Pictish Warrior. No matter your plans afterwards that should always be the opening plan for the Celts
Pictish Warriors are a great early rushing unit with powerful strengths in hills and tundra. Early war with them is viable and recommended, especially considering the extra faith you can get out of it. However, you don't necessarily need to conquer anything to get a lot out of your war. As long as you kill a few units, you've gotten what you want. Conquering a city is probably a good idea if you can manage it without much extra investment, but if you think you'll need to invest a lot more production/time into a war to get a defended city, it is ok to pull out of the war.
It is difficult for other civs to convert you, and vice versa. However, that doesn't mean you shouldn't spread your own religion. Your own cities can still be converted manually with missionaries, and if the city doesn't already have your religion, it could get flipped. You should still try to convert your neighbors if they don't have a strong religion themselves as there are many benefits to doing so, even if it is a bit harder, especially if you don't have anything to do with your faith based on the beliefs you took.
The best thing about the Ceilidh Hall is the musician slot, yes, but it does also give solid yields taking the pantheon bonuses into account. You should always build them pretty early in a city's build cycle.
Sending the Celtics to Boston: Counter Strategies
The Celts have one of the most reliable religion founds in the game, with a unique pantheon on top of it. This is further supported by a strong early unit, and a powerful mid-game tourism option. However, this religious focus combined with two somewhat non-synergistic options can leave the Celts unspecialized and weak. From there it should be easy to pick apart the Celtic strengths.
Just like other pantheons and religion founds, you get a notification whenever the Celts found a pantheon. So if you see one of their pantheons get founded, you know they are in the game. Knowing what pantheon they have can be decently important in knowing how to counter them, especially if they go for one that especially helps a victory route. Most notably, Morrigan means domination, Lugh means culture, and finally Nuada, Epona, and Ogma mean science. There isn't much you can do to stop them from founding their pantheon though, or even likely a religion short of killing them.
One thing to note though is that while the Celts are hard to convert, they don't convert much themselves. A religious civ may find a Celtic neighbor a blessing in disguise, as they have less competition to convert the rest of their neighbors.
Pictish Warriors are a very dangerous foe early on. You do not under any circumstances want to fight a Pictish Warrior in Hills. You even less want to fight them on tundra or snow. Your best friend for terrain is actually forests and jungles, even, and actually especially if they are on hills. Pictish Warriors don't get combat benefits in forests/jungles, so you can safely defend there. You do want to avoid being killed by Pictish Warriors if you can, as they get lots of benefits for killing units. That is easier said then done though. Your only safe bet is to flee through grasslands, plains, or non hill/tundra forests/jungles. They still get movement bonuses through hills and tundra with forests, and can easily chase down a weak unit. Pictish Warriors do have one notable weakness however. Even though they are a spearman replacement, they don't have formation I. This makes them very weak to horseman, as they have the mobility and combat strength to challenge them. Horeseman will still get obliterated in Pictish Warrior favored terrain, but nonetheless they will do quite well.
The biggest benefit of the Ceilidh Hall is the musician specialist slot. This can only be effectively exploited if the Celts can get a lot of food. If you can keep the Celtic cities blocked in and weak, they won't get a lot of extra musicians. If that's not an option, and the Celts are going for a culture victory, keep an eye out for their musicians, especially if you are one of the most difficult civs on the map to influence. If necessary, be ready to declare war to kill a musician before it can hold a concert.
Early-Game Warmongers: Probably a poor time to attack, but if you must, watch the terrain, and use horseman or skirmishers if you can get away with it.
Mid-Game Warmongers: Upgraded Pictish Warriors pose a similar threat, but it is less detrimental to get killed by them. No one unit type is especially more effective then another, just watch the terrain
Late-Game Warmongers: The Celts are likely pretty weak on the water, so attack from the sea if you can. Air units can prove a great support to your army, picking off upgraded Pictish Warriors in their favored terrain
Cultural Players: The Celts will have lots of musicians but otherwise not a lot going for them. Deny them wonders like Broadway and they likely won't really be able to catch up
Scientific Players: The Celts are either going to be getting science through rapid expansion(Epona) trade(Nuada) or growth(Ogma). Counter accordingly based on what pantheon they have, as that will be the bulk of their scientific bonuses.
Diplomatic Players: Embargoing the Celts will likely work well, as they either have a poor economy, or have Nuada which relies on trade. Otherwise, counter them based on whatever victory route they seem to be aiming for.
Other Guides
These guide cover every civ in the game, and can be used as a quick reference
- America (Domination/Science/Culture)
- Arabia (Culture/Science)
- Assyria (Science/Domination)
- Austria (Diplomacy/Culture)
- The Aztecs (Domination/Science)
- Babylon (Science)
- Brazil (Culture)
- Byzantium (All)
- Carthage (Domination/Diplomacy)
- China (Domination/Culture)
- Denmark (Domination)
- Egypt (Culture)
- England (Domination/Diplomacy)
- Ethiopia (Science)
- France (Domination/Culture)
- Germany (Diplomacy/Science)
- Greece (Domination/Diplomacy/Culture)
- The Huns (Domination)
- The Inca (Science/Domination)
- India (Science/Culture)
- Indonesia (Domination/Culture/Science)
- The Iroquois (Domination)
- Japan (Domination/Culture)
- Korea (Science/Domination)
- The Maya (Science/Domination)
- Mongolia (Domination)
- Morocco (Culture/Diplomacy)
- The Netherlands (Diplomacy/Domination)
- The Ottomans (Domination/Science)
- Persia(Domination/Culture)
- Poland (Domination)
- Polynesia (Culture)
- Portugal (Science/Diplomacy)
- Rome (Domination/Science)
- Russia (Science/Domination)
- The Shoshone (Domination/Science/Culture)
- Siam (Diplomacy/Science/Culture)
- Songhai (Domination)
- Spain (Domination/Culture)
- Sweden (Domination)
- Venice (Diplomacy/Culture/Domination)
- The Zulus (Domination)
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.