Ambiorix was the first Gaulic leader to rebel against Cesar in 53 bc, defeating a leigion and a half, being the precursor to the major revolt by Vercingetorix in 52 bc. He's noteworthy as he apparently managed to flee Cesar's wrath and escape to Germany and showed that the Roman's were not invincible
@@jammers195 But he's kinda boring. It feels like they are pulling things out of thin air for him while having the goldmine that is Vercingatorix, the man who pushed the great Caesar into a corner. They shouldnt drop leaders just because they used them before because they'll run out of leaders. They already are. Some of the current leaders are just utterly bizzare with little history to go off of.
An additional weakness is that having no district adjacency means every developed city you conquer is going to be quite bad in terms of adjacency on AI-built districts.
"Aggressive Canada strat? It's more viable than you think!" Clickbait title aside, it's really not that hard to justify wars against AI civs, they're all too quick to give you Casus Belli. Grab a Religion, become Suzerain of as many City-States as possible and let them declare war on each other. Inevitably, they'll either Convert your city, attack your CS or conquer another civ and boom! Canada drops the gloves.
When Caesar's wrote his "De bello Gallico", he featured Ambiorix, his eburones and other Belgic tribes as one of his fiercest opponents in the conquest of Gaul. They're not as high-profile as for example Vercingetorix, but he did describe the Belgae as "the bravest of all the Gauls", outclassed only by the Helvetii (from modern-day Switzerland) in their savagery. Caesar attributed this to the backwardness of the region, and their strong ties with the Germanic tribes to the northeast, beyond the Rhine. Caesar described tribes dominated by warrior-societies that would forego Roman and Greek luxuries. Iirc, there's some archeological evidence that contradicts this "backwardness", but The Belgae do seem to have been a very diverse group: like many other Gaulish polities, they were usually organized as a loose confederation of tribes. Interestingly, modern scholarship indicates that the Belgae were not a purely Celtic polity, but integrated a lot of Germanic cultures, both in their leadership as well as their rank-and-file. Ambiorix himself is a bit of a mysterious figure, it seems like he was a successful diplomat and warchief, with lots of connections among among the local Celts, as well as the Germans beyond the Rhine. He was eventually defeated after a few high-profile victories against the Romans, but he himself managed to escape into German lands despite the large-scale manhunts the Romans organized against him. Other than that, we know very little, we're not even sure about his actual ethnicity and political position. Nevertheless (or perhaps because of this), when Belgium became independent in the 19th century, like so many young nations in that time, people started looking for myths and heroes to ground the country's origin. Ambiorix probably seemed like a great candidate: he had the cachet of classical antiquity, and at the same time was shrouded in mystery. This prickled the imagination, and at the same time this made him an inoffensive figure that wouldn't offend any political sensibilities within the uneasy coalition of Catholics and liberals that ruled the newly-independent country. My sources: some half remembered details from when I read Caesar's "De bello Gallico" and Ugo Janssens's "De oude Belgen: strijd, leven en traditie", gaps filled in from some skimmed wikipedia-articles.
i leave the game on prince and just roll with it, they usually get killed with a single counter spy promotion so for my casual ass its not that big of a deal
I also think that this civ will be very good at picking up world wonders. With the great engineers and extra production, getting the mid game wonders on higher difficulties will be so much easier.
Well when flight is unlocked, all culture-providing improvements give tourism, meaning every single mine is producing 1 tourism with flight, and then 2 with computers tech since it doubles tourism. People keep ignoring this and saying that these guys aren't actually a culture civ, but they're all ignoring this massive buff.
I thinks it’s defensive because you can have 3 city strikes with an encampment and industrial zone and if you surround a ranged unit on a district with other units they can do incredible damage to invading armies. Industrial Zones then commercial/harbour district followed by encampment/theatre district seems like how to play this civ. Turtle up and just use your policy cards to either win with diplomacy or use your production to print wonders to surround your theatre square.
@@civilez7060 They don't need them when their mines produce tourism after flight and then that tourism gets increased by the computers tech and environmentalism civic.
I was thinking the same thing, diplo or maybe science for this Civ. Diplo for the exact reasons you listed, but science because of the huge production which is what finishes the science victory projects, and the fact that your mines alone can carry your culture through the mid/late game, letting you prioritize Industrial Zone -> Campus in every city, and campuses should still receive bonuses from mountains/fissures/reefs/etc, just not districts, so you can still rack up solid adjacency campuses.
Yeah, I was thinking science, as well. I might go for early war, take a few civs, and finish with science. I feel like diplo gets tougher too when you have the world voting against you due to the fallout from your early aggression. This would hamper your tourism gains, too.
I'm pretty sure that hills, mountains and fissures all have increased spawn rate on continent boundaries too. So if you find a place with say, 2 mountains and a fissure next to it it's not exactly unlikely that you'll get two more hills to tack on an extra +1.
Yeah this is exactly how I see it! Similar to Korea's governor bonus the culture seems "supplemental". It grows your borders along with the culture bomb for you, and allows you to focus on Campus and Industrial projects / districts while completely ignoring culture elements but having decent "tourism defense". They'd be incredibly low tourism due to the mines negative appeal, but good tourism defense while fulfilling other victory condition projects. I didn't even think about Diplo Victory until Potato mentioned it which could be super strong. Culture bonuses to blast through the tree and production to get all those key wonders.
I wonder if Firaxis chose Ambiorix as the Gaul leader because Sukritact already made a fully animated and voiced Vercingetorix and didn't want to undermine his amazing modding work. Either way, we will have 2 amazing Leaders for Gaul on release! xD
The real question is whether Gaul gets double the culture when producing naval units with the Venetian Arsenal. You'll be glad you've built it. Honestly, you'll want to wage an early war with the Gaul and conquer as many cities as you can. Then you can space out the districts appropriately before the AI has built them. Additionally, the early industrial zone will come in handy in producing a massive army early. You can potentially conquer a city and place down an industrial zone.
If you want a fun historical source on Ambiorix, read a translation of Caesar's De Bello Gallico. Not sure which book in particular but I'd guess 1-4...
They didn't mention how the Oppidum can also do a ranged attack. Meaning you can have 3 ranged attacks in each city. I think that's why the civ team thinks they're more of a defensive civ.
@@evanklein7701 when unlocking flight (iirc), every tile improvement which provides culture as a yield gets tourism equal to the culture it produces in the current game. No reason I can think of for why they would say "except mines cuz f the gauls"
Thank god someone else notices this! People are ignoring this and saying that they can "only get culture". But seriously, once you have flight, that's one tourism for every single mine, in a civ that builds as many mines as possible. And when you get computers and environmentalism, that's 3.4 tourism from a mine. A MINE. The most basic improvement that this civ wants the most of. Finally someone else realises this!
I don't really think that helps with culture victory. Well, that surely helps, but it is too tiny to be noticeable. When i'm going for tourism through improvements that provide culture, like seasides or France's chateau or Moai from Rapa Nui etc. I literally spam and swarm all of my many cities with these, which usually have at least 4 culture, a lot of 6 and some sweet 8 culture per single tile improvement. And it wont net you a quick culture victory. Still need a lot of theater's with great works or other tourism sources. So i dont really think 1 culture mines would be game changers or even at least decent. Just a small bonus
@@ed1659 It may not be the best, but the tourism does get boosted to 3.4 with computers and environmentalism, and the extra production helps massively towards wonder and theater square construction, so in the long run it seems like a solid strategy.
6:26 It's interesting that the King of the Eburones +2 combat strength for every adjacent combat units is so universal. You can see the Gaesatae is +8 because of 2 city state units, 1 allied slinger and the barbarian spearmen itself contributing to the bonus.
Remember that the era score from the special unit is acquired at the start of the game with your first warrior unit being replaced, so you don't need to build for that era score bonus.
Dang I can’t believe how much this civ is my play style. Culture and production based, defensive, early game, good against barbarians, and spaced out. Wasn’t gonna cop it but am now :)
He’s fighting a spearman, which has a higher base strength. So he gets a bonus from that. He’s got four adjacent units, which each give him a bonus. And they’ve got the policy card for extra strength vs barbarians. And he’s got a bonus for being melee vs anti cav. They’re pretty good.
One interesting synergy for a tourism victory is that they are gonna have insane production to build all the wonders to gain extra tourism, they are also gonna have loads of space for seaside resorts.
There going to be a pain to deal with if you're trying for a domination win, twice the city strikes taking out your siege units. I wonder if stacked with Victor's Defense Logistics promotion if that means you could get 6 city strikes...the ultimate turtle city.
The worst thing is how some civs seem like upgraded version of original civs (like Ethiopia for Georgia and Byzantium for Spain). They could have buffed past civs and given some new crazy bonuses to the new ones.
It's become a huge problem! Playing base-game civs just seems pointless if you can play a civ with may more unique, interesting, and powerful bonuses. This started with nubia and it has only gotten worse from there.
Ooooh starting off crazy violent and the ending up carbon catching hippy diplo win feels very much like the how Gaul/Celtic culture has shifted throughout history in terms of people’s perception - very clever. Definitely a hot take but feels deliberate from a design perspective.
This has nothing to do with this video in particular (sorry!) but the really heartfelt, kind way you end all your videos is like a hug to me these days. The whole world feels like it's on fire and I'm sad all the time. We could all use a little bit of extra love. Thanks for being around, Potato. Your work makes my days a little brighter.
I really like culture bomb mines. The problem with culture bomb on districts is that they aren't valuable relative to when you get them. You half the time have to buy a tile to place said district, and by the time you've built the district your border has started expanding anyway. Culture bombing mines are FAR more valuable for how much land they'll give you and how EARLY you'll get the land. 3-5 additional tiles doesn't mean a ton by the time you are culture bombing with multiple districts in a city, but it means a LOT when you are basically saving 100-300 gold for each of your early cities in terms of early tiles. Yout end to buy 2-5 tiles in most cities early on when your culture growth is weaker. Saving that gold early is key. That's gold you can then use to buy builders who can further expand your borders and add more culture in the city. Not an insane bonus overall but for those of us who love the city planning aspect of Civ the most? It's golden; pun fully intended.
Note that the bonus combat strength is for all combat units including enemy units and friendly units, so if you have your unique warrior with a barb spearman and a barb warrior next to it you still have a +4 combat strength.
Wait I just thought of something... If you can't build Districts Next to City Centers... What about Harbors?... Not only would you losing out on the bonus, but that also makes Settling down on 1 title islands pointless... Right? So,... You would have to Settle Further from were your sea Resources... ?
@@odetojoy1663 Right! What i was trying to say was: "Harbors aren't as Good for the Gaul because they won't get the Citycenter bonus" As for 1 title Islands: You could typically build Harbors & Waterparks, and use them To put planes on; but since you can't build anything around them, It's even Less Ideal to Settle on them, let alone for the meme of it
@@odetojoy1663 Can be very usefull late game where the map is almost full. You can get your hands on some amenities and alot of gold + allow shorter trade routes with distant civs.
With its focus on production, it's possible to go with a wonder-heavy route. With luck, it's even possible to rush Stonehenge and get an early religion with Divine Inspiration to get the faith needed to lure GWAMs. So, I think they can get pretty much an 8 -or even a 9 from Zigzagzigal for their cultural victory skew.
What's wrong with representing underrepresented cultures? Especially cultures that have been pretty much erased by others? How often do you hear about the Celts, especially the Gauls? I think Civ 6 is a good game for bringing out underrepresented and interesting cultures and historical nations like the Scythians, Kongo, Zulu, Sumerians, Māori and Gran Colombia. Sure Portugal is cool, and an important empire historically, but there's honestly nothing wrong with adding the Gauls before or instead of them.
hmm, they should probably make the King of Eburones combat strength bonus should probably only be allowed and activated in your own territory. To be more "Defensive"
The tile improvement you were wondering about (in case you haven't looked it up already) is from Caguana (not sure exactly but something like that). It gives +1 culture base and +2 culture for every adjacent bonus resource. I had them in a very recent game.
I certainly agree with you saying that in order to win a diplo victory, you primarily need culture and production, but if you manage to get a lot of faith, the pagodas and a lot of gold (especially as mali), you might also overwhelm your enemies by earning lots of diplo favor and winning emergencies.
This actually seems like an extremely cohesively designed Civ. All the bonuses feed into each other and lend to really getting a lot out of playing them well as well as fitting to the Gaul's history as well as you could expect from the limited room for thematic points that they would expect. The mine bonuses mean you want to build them early, for which you get quick border expansion and extra culture to reach the 2nd and 3rd ring quickly to enable you to build the districts you've been waiting so you don't waste potential ajacency by placing next the city centre. You'll probably end up with 'rural', multi-city district hubs where the outer rings of multiple cities overlap. Early mines and production bonuses mean a strong but decentralised start and lots of flexibility on where you want to take it from there!
Went I got the Ambiorix, I fell in love with his civ for every reason. Such as the oppidium basically being a boot-leg encampment, which I typically do the triangular industrial zone whilst basically having an op encampment
If you want to have some historic background read "De Bello Gallico" written by Caesar. But for fun read the comic "Astérix le Gaulois" (Asterix the Gaul).
I disagree with your assessment of the culture ability. I think it's enormously helpful in allowing you to defend yourself in deity games without having to sacrifice early culture. The best opening you can have in a game regardless of difficulty or victory condition, is to conquer a neighboring civ for land expansion, and being able to do that without suffering major penalties to your culture also allows you to focus on science alongside.
I'd like to point out that it's 20% of unit cost and not 20% of the production you spend on building that unit, which means that you can use military production cards and Magnus chops to quickly chop for culture
Oppidum will unlock with construction, that's my guess. If it's one of the early ones you mentioned then that is very early to suddenly get all the bonuses of apprenticeship, plus the era score for entering the classical and medieval era in one turn. If it were in engineering then it would be alongside another district that gives it a major adjacency bonus, so I think they will choose to make that be something you need to go out of your way on the tree to get. Construction comes after masonry so it makes a kind of sense dependency wise since Masonry/walls is what gives you the district ranged attack. And finally, beelining masonry/construction gets you to siege units which will synergise well with a lot of melee troops who have a bonus against city defences.
chaining culture bomb mines onto good/great tiles with your first builder might be super strong. You'll have to totally re-evaluate what a great location for a starting city looks like.
Honestly, Science seems pretty good as well as diplomatic. Expand and conquer in ancient and classical, discover strategics early by spamming campuses, get massive production in all your cities, and you can snowball earlier than other civs, if not faster.
Yeah, man same here. Why do people complain. It is literally the single best naval wonder, especially on water-based map and even more so with civs like England or Norway. Sad it's so underappreciated.
LordCaesar Navies really only work with niche civs like Norway and Phoenicia. I often don’t even focus on military all that much as I like more defensive playstyles while focusing on other wins like science and culture.
He rated it the lowest tier in his wonder tier list, then in his next series he builds it, he sees how good it is, then the same is true of the next series, then he says “I’m really glad I built the Venetian Arsenal... nobody quote me on that” and now we do
New civ, Gaul with unique warior, strong early game, and focus on production unit Potato : Its diplomatic civ Sure potato, we all know the story of Asterix the Gaul diplomat
As someone pointed out in another video, Gaul's "Defensive" culture looks like it's intended to just help you get to certain early Civics faster, much like Gorgo's leader ability gives you culture for defeating enemy units in battle. Also, researching Flight gives every culture-generating location in your empire Tourism, so you could generate defensive tourism to prevent someone from getting a Culture victory. Nevertheless, Gaul seems like a very good Early-game Domination civ that can not only easily turtle up and protect its territory, but also transition into a Science victory, thanks to the production and defense bonuses from its unique Industrial Zone alone. And all of that is not taking into account the fact you can culture bomb with Mines.
@@ghost_tickler1575 yeah, I also still manage to build more cities than I care to manage anyway, even with the extra space per city. I played a lot of Shosone in civ 5 though. Old habits die hard, lol
David Smith Yeah ditto, late game city management can get pretty mundane. I’d like some sort of custom auto city actions like: build up city, city projects, unit production, etc
Ewa420 Yeah but they’re a bit flawed unless I don’t fully understand. Like I can’t que up all the buildings in an industrial zone. I have to go back for each one as the prior is built
Would the mines produce tourism once flight is researched? That would be massive combined with the production output this civ has to churn out wonders if you're looking for a culture win.
Yes. Every tile with a culture yield produces equivalent tourism once flight is researched. It also means every city can get bonus tourism equal to half a national park without losing productivity and without any faith input 👌
@@NateTheUnGreatful I was actually going on the maths of a 4x3 appeal park and 6 mines, but in principle yes. Depending on the civ you compare you may even get more benefit from the mines as I tend to only manage about 4 national parks on a culture play. Bull Moose Teddy and Wilfrid Laurier are obvious exceptions to this cap xD
I like the direction they're taking the game, with new civs focusing a lot on multiple victory type synergies, and nudging players towards taller play; eg gaul needing to spread their cities out further
Ambiorix is a real life character. He was an opponent of the Romans when Julius Caesar invaded Gaul. He was from what today is Belgium. en.wikipedia.org/wiki/Ambiorix
Culture bonus for building units may be weak in long term, but is powerful for early game. 6 culture for a scout and 7 for a slinger is basically like getting +1 culture per turn towards code of laws from the start. Build a few mines and a few of their warriors and you might even beat the AI to the classical governments. All this while defending against the AI. Very synergistic.
@PotatoMcwhiskey I wonder if this could be considered a strong science civ? They will be able to use their crazy combat bonuses and extra defensive shot to grab good territory early and not fall behind on culture then they can use their crazy production to create full campuses, wonders, and eventually city projects. It seems they can do the science dream of building an industrial zone campus and commercial hub in every city with only the occasional theater square.
i think it's interesting that the +2 from adjacent units also works for enemy/neutral units. so even in a melee 1v1 you get +2 for... well beeing in melee with the enemy. and the developer livestream they clarified that the gaul industrial zone will NOT get the bonus from aqueduct/damm/canal districts
This civ is so confusing to me. the thoughts that went into my mind when i saw this civilisation was - early builders and more builders (so the builder pantheon perhaps); get mines going to get production and culture and get the industrial zone to unlock apprenticeship. rush early game unique units which feeds in some culture to unlock fast political philosophy and get the meele bonus government and get some city states and nearby civilisation cities + barbarian camps. rush pyramids with magnus chop and get early liang for more builder charges next to expand borders. 3rd governor will be pingala for science. hope to find some good spots to place campuses with early game conquest and settlers and then focus all science to get crossbowmen and turtle up for a science victory. I dont see any use of making early or mid game theatre square or even monuments as there is so much culture that can be generated by getting early military units and making mines. Industrial zone followed by campus followed by entertainment complex seem like the go to. maybe commercial zones to get some trade going and later on perhaps theatre squares if falling behind on culture. I just dont see a culture with many mines or religious victory. domination is good too but all the strengths seem like limited to early eras, though it will be easy to spam units with so much production. if i see some really good campus locations, then i think science victory seems viable later converting all the immense production into space race. else i only see a very hard domination game (since your science would be weak anyway if you dont get good campuses)
Why do people ignore that once they unlock flight their mines provide tourism? Tourism, from mines in a civ that builds as many mines as possible. And then computers doubles tourism. That is AMAZING! People really need to take this into consideration.
The reason why it is a allrounder Civ, is because it is focused on one of the three economic ressources (Gold, Faith, Production). With a focus on production, and no ability to boost a specific victory type, they are a typical allrounder Civ. With Production you can build districts faster and also spam projects to get additional yields and important GPP. (Similiar to Gold, where you can trade and buy buildings/units, or faith where you can buy Units/Tourism). Their biggest Strength would probably Snowballing. (Or exponentional growth; more production means more buildings/units which then means even more production) Getting Industry Districts for half the price very early is already strong. The fact, that you also get better mines with +1 culture and +1 production (tech) right after you finished your first industry district, means that you are far ahead in production compared to any Civ. Even Germany would be in a bad state, because they need more time to get their Hansas and adjacency bonus. The facts, that Industry Districts provide you also with additional defense, is important too. Because you can focus on your economy, without having to fear a attack from others. Your enemies need to balance military and economy, you just do both with one strong district,
@@awtqrtrkjsrs i was just thinking about the negative appeal to mines as a drawback. I am not sure mines would be enough to generate enough foreign tourists unless you make seaside resorts, national parks or rock bands. and with little appeal and not good ways to get enough faith, i had counted it out. the culture from non-civilian units + mines seemed more to me as good ways to unlock the governments faster especially in early age and use those advantages to snowball. with the culture bombs and additional culture from mines, monuments seemed like somethign you can forgo and make extra unique units instead to unlock the 1st major government
also so many questions, can u build aqueducts in this civ at all? so government plaza provides adjacency or not. would the restriction of making districts next to town center apply to harbors as well? i am so curious now
@@stallone8811 They say specialty districts can't be placed adjacent, meaning aqueducts, dams, canals, neighbourhoods and spaceports are fine. Harbours are specialty districts, so they're a no-go, but since Gaul is very much more land-based, they're not too important. Also, government plazas seem to usually override civ unique district adjacency effects, since for example the Seowon, which normally gets negative adjacency from districts actually gets +1 science from government plazas, although I'm not sure on this one.
@potatomcWhiskey great vid, you're confirming allot of the things I thought when I saw their first impression. Question: How do you think their adjacency combat bonus plays around with corps or army formation? (which reduce the amount of units)
The bonus culture from building units might be very valuable in the early game. If the bonus is substantial you can get an early lead on civics just from your normal initial builds.
Had a few games with them, and they feel moderately powerful. The warrior replacement is a nice early rush unit where you're not under a lot of pressure to upgrade to swordsmen. If you get a good chunk of land, it feels like you're supposed to turtle up and just win diplo or science with great production? The culture on mines and culture on units...is interesting. To my eyes, it's an early game bonus - boosts you to Oligarchy to strengthen your early rush, then falls off in power when you're simcitying with your Oppidums. Major downsides - not being able to put districts next to cities kills a lot of traditional ways to get IZ adjacency. Also, they need to patch to make the Diplomacy zone an exception to this - most of the power of this zone comes when next to a city.
Feels like tourism win would work really well for them. Massive production bonus to fill those city-centre adjacent tiles with wonders and enough military might to snatch up other civs faith and great works.
The King of the Eburones bonus applies to ALL units, even enemy units. Which is absolutely bonkers. Gaul are a domination + science civ I think. Early culture is by far the most important resource determining science tempo and mid game production seems excellent for them as well. And they have massive early rush potential. Take out a neighbor and then sim city from there to massive science and production.
If you're interested in his story from the roman side, you should listen to hardcore history's 'the celtic holocaust' by dan carlin. Quite an interesting podcast. edit: sorry, this podcast is more about Vercingatorix, although maybe this guy still gets mentioned don't really remember. still really interesting. I realised my mistake after reading the comments :3
1. Gaul will be at a disadvantage for Harbors since the most of its adjacency is City Center and other districts. 2. Vercingetorix will almost certainly be a Great General when they expand the list. Defeated Caesar once. That's more than most generals can claim.
The fact that there's no requirement for the bonus culture on unit production unlike Macedon is really interesting to me, warrior rush is also a culture rush and I love it. Also, culture and production are my favorite things in Civ 6, so I'm really excited for this Civ.
MASS ARIFACTS, this is kind of the only thing I can think for the Gaul. We will have to place the pins where we won a battle to extract artifacts, which Gaul will get fast. Love your content Potato
Culture bombing from mines seems pretty interesting, and I wonder if you can do some kind of eleonoring all the neighbor’s lands (as i can remember with culture bombing you can grab even another civ’s tiles, and culture bombing by mines is different from culture bombing by districts such as polish encampment which you can build only one per city, you can just spam mines in a line at least until hills are gone)
2:28 it's a batey, a unique improvement to the suzerain of Caguana giving +1 culture and another for every adjacent bonus resource and entertainment complex.
No districts adjacent to City Center + a preference for mines also means these guys would have notably weaker coastal cities than most civs. Maybe their military bonuses and ability to grab land quickly will offset that.
My hot take is that Gaul is hands-down a better Germany: they also have a unique IZ, but they get it earlier and don't have to build another district and do city-planning tetris to get huge adjacencies. Plus, the earlier IZ means they essentially have a monopoly on Great Engineers.
Been playing Gaul last night, and it's clearly a strong Domination Civ. I started thinking it would be a culture civ, but quickly realized how powerful out of the gate Gaul is. The starting UU is fantastic, and lasts quite a while. Construction bonuses and militarized industrial district make for big war production. This one is Domination all the way.
Well, I finished my Gaul game, and I take it back. This is a very flexible Civ. I could have won by Domination, Culture, or Science--all were winnable near the end game. I switched over to the Science route to combat other Civs that were ahead. With the insane production, Gaul quickly leapfrogged and won on the space race.
So, here’s the max damage one of their unique warriors can do. If it is facing one enemy, it has 5 tiles around it. If each is filled with a friendly unit, you get +10 strength. The enemy also has 5 tiles around it, and with flanking bonuses it can get +10. Combined with its unique ability, if it faces anyone with a higher combat strength it gets another +10. Therefore, a 20 base strength warrior can get maxed to 50 base combat strength, not to mention fighting anti-cav, which brings it up to 60. This warrior theoretically can matchup against a musketman and hold its own
Early game city state killer while pushing culture with unit production, settle in once you get industrial zone replacement and win how you want. Not OP like the Byzantium will be, but sounds like a fun and unique playstyle.
I think they might be better suited for the science victory than the culture victory. They get insane bonuses towards production, which is obviously the most important yield (beside science) in accomplishing that kind of victory and bonuses to culture mean they have reliable source of that yield and can skip few theater districts. They don't have direct buffs towards science, sadly, but with minor adjacency bonus on mines they will have relatively easy way making campuses +3 for rationalism (slighty easier than relying on district adjacency bounus because y'know, you ussualy build more mines than districts). I just don't think they are suited for culture victory any better than average civ, because culture on mines cannot justify loss of appeal caused by mines, which in turn makes it really hard to place seaside resorts or national parks.
Me, a intelligent Rome player: *pillages their mines and puts their cities under siege with Legions in all directions (with siege towers if the idiots are using walls*
That'd be hard, especially with 3 ranged strikes per city, high production to whip out units, a hilly spawn bias and the extra support bonuses that even affect ranged units. Either you'll run out of forests to chop and lose your units and good tiles, or you'll beat them before they can churn enough units out with their high production from multiple cities.
Damn, with early Industrial Zones they’ll be really good at building Venetian Arsenals
Haha
LOL
YES!!!
Imagine what they could do if they spawned next to the cliffs of Dover!
For how long were you saving this comment?
Ambiorix was the first Gaulic leader to rebel against Cesar in 53 bc, defeating a leigion and a half, being the precursor to the major revolt by Vercingetorix in 52 bc. He's noteworthy as he apparently managed to flee Cesar's wrath and escape to Germany and showed that the Roman's were not invincible
I would have prefered Vercingetorix as a leader.
@@belisarius6949 perhaps, but he's been done before and this is a new leader along the list of Gaulic leaders to fight and lose against the romans
@@jammers195 But he's kinda boring. It feels like they are pulling things out of thin air for him while having the goldmine that is Vercingatorix, the man who pushed the great Caesar into a corner.
They shouldnt drop leaders just because they used them before because they'll run out of leaders. They already are. Some of the current leaders are just utterly bizzare with little history to go off of.
@@belisarius6949 Remember, Sukritact has made Vercengetorix as a modded leader. We'll still have Vercengetorix.
@@williamtheconqueror7807 I cant believe some people play only unmodded.
You forget that they also have magic potions which counters the romans very well.
I hope they add Asterix as a great general
Yep
Early Industrial Zones are extremely powerful for a sole reason.
To build Venetian Arsenals.
Gaul Naval Conquest hype!
Gual or proto-Belgium?
Thank you technoblade
@@olivegarnish6162 Gaul because Belgium isn't a real place.
@@jonathanbowers8964 belgium is a real place
An additional weakness is that having no district adjacency means every developed city you conquer is going to be quite bad in terms of adjacency on AI-built districts.
You just made me think, what happens to districts built adjacent to the capital when you conquer cities. Are they exempt or do they get destroyed 🤔.
@@doodlecrazydc oh, good one. I'd suppose you keep them, otherwise conquest would truly be the same as razing, with district cost scaling and all
@@doodlecrazydc Was wondering this as well
I guess that's why they consider Gaul "defensive", because their offensive city conquering is hampered by their drawbacks.
@@doodlecrazydc Pretty sure they're exempt. Can't build adjacent to city =/= can't have adjacent to city.
“Defensive Culture Game? I don’t know about defensive!”
Spud... I don’t think there’s a civ other than Canada you couldn’t play aggressively with :D
Canada domination challenge?
Go and challenge potato to do an aggressive Canada run!
"Aggressive Canada strat? It's more viable than you think!"
Clickbait title aside, it's really not that hard to justify wars against AI civs, they're all too quick to give you Casus Belli. Grab a Religion, become Suzerain of as many City-States as possible and let them declare war on each other. Inevitably, they'll either Convert your city, attack your CS or conquer another civ and boom! Canada drops the gloves.
When Caesar's wrote his "De bello Gallico", he featured Ambiorix, his eburones and other Belgic tribes as one of his fiercest opponents in the conquest of Gaul. They're not as high-profile as for example Vercingetorix, but he did describe the Belgae as "the bravest of all the Gauls", outclassed only by the Helvetii (from modern-day Switzerland) in their savagery. Caesar attributed this to the backwardness of the region, and their strong ties with the Germanic tribes to the northeast, beyond the Rhine. Caesar described tribes dominated by warrior-societies that would forego Roman and Greek luxuries. Iirc, there's some archeological evidence that contradicts this "backwardness", but The Belgae do seem to have been a very diverse group: like many other Gaulish polities, they were usually organized as a loose confederation of tribes. Interestingly, modern scholarship indicates that the Belgae were not a purely Celtic polity, but integrated a lot of Germanic cultures, both in their leadership as well as their rank-and-file.
Ambiorix himself is a bit of a mysterious figure, it seems like he was a successful diplomat and warchief, with lots of connections among among the local Celts, as well as the Germans beyond the Rhine. He was eventually defeated after a few high-profile victories against the Romans, but he himself managed to escape into German lands despite the large-scale manhunts the Romans organized against him. Other than that, we know very little, we're not even sure about his actual ethnicity and political position. Nevertheless (or perhaps because of this), when Belgium became independent in the 19th century, like so many young nations in that time, people started looking for myths and heroes to ground the country's origin. Ambiorix probably seemed like a great candidate: he had the cachet of classical antiquity, and at the same time was shrouded in mystery. This prickled the imagination, and at the same time this made him an inoffensive figure that wouldn't offend any political sensibilities within the uneasy coalition of Catholics and liberals that ruled the newly-independent country.
My sources: some half remembered details from when I read Caesar's "De bello Gallico" and Ugo Janssens's "De oude Belgen: strijd, leven en traditie", gaps filled in from some skimmed wikipedia-articles.
Eduard I used to work close to the Square Ambiorix in Brussels. Good to know where the name came from!
It's the tile improvement of Cayuga
do you mean the Haudenosaunee tribe?
@@PiotrDzialak no
Batey
Caguana, the Taíno city state based on Puerto Rico.
Exquisite Narrations Cayuga is one of the six tribes in the Haudenosaunee, Fun Fact
Counter spy would be such a pain with districts spread apart
Competitively yes, vs the Ai, no.
I think this civ won't really be building many districts due to the space limitations, so this civ will probably be a smaller target for AI spies
i leave the game on prince and just roll with it, they usually get killed with a single counter spy promotion so for my casual ass its not that big of a deal
They don't have to be spread out except of course for the city center
MrMetFanSC It would be better for you to spread it out because that’s more space for mines that give adjacency
I also think that this civ will be very good at picking up world wonders. With the great engineers and extra production, getting the mid game wonders on higher difficulties will be so much easier.
It is
Hey, it’s that guy that’s glad that he built the Venetian Arsenal.
There ain't anything wrong with that wonder except on like, lakes map.
@@awtqrtrkjsrs There is a perfect, truly Venetian map coming with this DLC: Highlands.
A really nice thing about the mine culture bomb is you'll have to do way less tile-buying as these guys.
I think with the "defensive culture game" they meant that you get a bunch of bonus culture, but not really tourism.
Well when flight is unlocked, all culture-providing improvements give tourism, meaning every single mine is producing 1 tourism with flight, and then 2 with computers tech since it doubles tourism. People keep ignoring this and saying that these guys aren't actually a culture civ, but they're all ignoring this massive buff.
I thinks it’s defensive because you can have 3 city strikes with an encampment and industrial zone and if you surround a ranged unit on a district with other units they can do incredible damage to invading armies. Industrial Zones then commercial/harbour district followed by encampment/theatre district seems like how to play this civ. Turtle up and just use your policy cards to either win with diplomacy or use your production to print wonders to surround your theatre square.
@@awtqrtrkjsrs Huh, true. Forgot about that. Good point. I still think my original post is what the devs meant with that line, though.
Yeah, I'm not sure how they're going to build Seaside Resorts and National Parks, when they have a million mines giving -1 Appeal.
@@civilez7060 They don't need them when their mines produce tourism after flight and then that tourism gets increased by the computers tech and environmentalism civic.
I was thinking the same thing, diplo or maybe science for this Civ. Diplo for the exact reasons you listed, but science because of the huge production which is what finishes the science victory projects, and the fact that your mines alone can carry your culture through the mid/late game, letting you prioritize Industrial Zone -> Campus in every city, and campuses should still receive bonuses from mountains/fissures/reefs/etc, just not districts, so you can still rack up solid adjacency campuses.
Yeah, I was thinking science, as well. I might go for early war, take a few civs, and finish with science. I feel like diplo gets tougher too when you have the world voting against you due to the fallout from your early aggression. This would hamper your tourism gains, too.
I'm pretty sure that hills, mountains and fissures all have increased spawn rate on continent boundaries too. So if you find a place with say, 2 mountains and a fissure next to it it's not exactly unlikely that you'll get two more hills to tack on an extra +1.
Yeah this is exactly how I see it! Similar to Korea's governor bonus the culture seems "supplemental". It grows your borders along with the culture bomb for you, and allows you to focus on Campus and Industrial projects / districts while completely ignoring culture elements but having decent "tourism defense". They'd be incredibly low tourism due to the mines negative appeal, but good tourism defense while fulfilling other victory condition projects. I didn't even think about Diplo Victory until Potato mentioned it which could be super strong. Culture bonuses to blast through the tree and production to get all those key wonders.
I wonder if Firaxis chose Ambiorix as the Gaul leader because Sukritact already made a fully animated and voiced Vercingetorix and didn't want to undermine his amazing modding work.
Either way, we will have 2 amazing Leaders for Gaul on release! xD
They also try to steer away from leaders that have previously been in the franchise
@@hakonandreasolaussen1949 Unless your Gandhi
@@raynightshade8317 they did provide Chandragupta as an alternative leader so I guess that's good
@@raynightshade8317 cleopatra
@@matthewstephens6502 not in civ 5, in which we had the best Egyptian leader
2:18 that is the Batey tile improvement, has been in game since the pass came out, you unlock it by allying with the Caguana city state.
So this is what Obelisk could be if he slimmed down.
*Obelix
The real question is whether Gaul gets double the culture when producing naval units with the Venetian Arsenal. You'll be glad you've built it.
Honestly, you'll want to wage an early war with the Gaul and conquer as many cities as you can. Then you can space out the districts appropriately before the AI has built them. Additionally, the early industrial zone will come in handy in producing a massive army early. You can potentially conquer a city and place down an industrial zone.
Wait it's all Venetian Arsenal?!
PotatoMcWhiskey: Always has been
If you want a fun historical source on Ambiorix, read a translation of Caesar's De Bello Gallico. Not sure which book in particular but I'd guess 1-4...
They didn't mention how the Oppidum can also do a ranged attack. Meaning you can have 3 ranged attacks in each city. I think that's why the civ team thinks they're more of a defensive civ.
Once you get flight, every mine also gets tourism. Insanity
Is this confirmed? This is the first place I’ve seen this.
@@evanklein7701 when unlocking flight (iirc), every tile improvement which provides culture as a yield gets tourism equal to the culture it produces in the current game. No reason I can think of for why they would say "except mines cuz f the gauls"
Thank god someone else notices this! People are ignoring this and saying that they can "only get culture". But seriously, once you have flight, that's one tourism for every single mine, in a civ that builds as many mines as possible. And when you get computers and environmentalism, that's 3.4 tourism from a mine. A MINE. The most basic improvement that this civ wants the most of. Finally someone else realises this!
I don't really think that helps with culture victory. Well, that surely helps, but it is too tiny to be noticeable. When i'm going for tourism through improvements that provide culture, like seasides or France's chateau or Moai from Rapa Nui etc. I literally spam and swarm all of my many cities with these, which usually have at least 4 culture, a lot of 6 and some sweet 8 culture per single tile improvement. And it wont net you a quick culture victory. Still need a lot of theater's with great works or other tourism sources.
So i dont really think 1 culture mines would be game changers or even at least decent. Just a small bonus
@@ed1659 It may not be the best, but the tourism does get boosted to 3.4 with computers and environmentalism, and the extra production helps massively towards wonder and theater square construction, so in the long run it seems like a solid strategy.
Cree Word of the day "New"
ᐅᐢᑳᔨ / "oskâyi"
Poundmaker has the best clothing of any leader in the game. Change my mind!
NoFlu can’t. To sum it up in one word that I never use.
His clothes are rather dapper.
Steve Murdock BIG FACTS. Can’t forget Rough Rider Teddy’s hat being pretty slick too.
Awesome man! Thanks a bunch
the Gauls seem really good overall, they just REALLY do not like harbours. That is the only major downside of the district placement restriction.
Lol yes and government plaza
@@AskTorin The government plaza still gives its adjacency bonus to other districts.
As soon as I saw the official trailer I was like "Potato is utterly gonna lose his shit"
6:26 It's interesting that the King of the Eburones +2 combat strength for every adjacent combat units is so universal. You can see the Gaesatae is +8 because of 2 city state units, 1 allied slinger and the barbarian spearmen itself contributing to the bonus.
Remember that the era score from the special unit is acquired at the start of the game with your first warrior unit being replaced, so you don't need to build for that era score bonus.
Dang I can’t believe how much this civ is my play style. Culture and production based, defensive, early game, good against barbarians, and spaced out. Wasn’t gonna cop it but am now :)
yes read Asterix & Obelix. there is nothing else to know
100% historically accurate
Actually, there's the one when they go to Belgium to refute Caesar's claim of "bravest region", so yes
Can we talk about how this Warrior replacement has managed to reach 60 combat strength in the clip?
He’s fighting a spearman, which has a higher base strength. So he gets a bonus from that. He’s got four adjacent units, which each give him a bonus. And they’ve got the policy card for extra strength vs barbarians. And he’s got a bonus for being melee vs anti cav. They’re pretty good.
One interesting synergy for a tourism victory is that they are gonna have insane production to build all the wonders to gain extra tourism, they are also gonna have loads of space for seaside resorts.
There going to be a pain to deal with if you're trying for a domination win, twice the city strikes taking out your siege units. I wonder if stacked with Victor's Defense Logistics promotion if that means you could get 6 city strikes...the ultimate turtle city.
Stallengrad
Does anyone else see the power creep starting from rise and fall? The new civs are just so much more powerful than the original civs
I love power creep because I love power
Brady Lingafelter the Zulu are virtually useless compared to the way better military civs now
The worst thing is how some civs seem like upgraded version of original civs (like Ethiopia for Georgia and Byzantium for Spain). They could have buffed past civs and given some new crazy bonuses to the new ones.
It's become a huge problem! Playing base-game civs just seems pointless if you can play a civ with may more unique, interesting, and powerful bonuses. This started with nubia and it has only gotten worse from there.
That's why I like the civilizations expanded mod. Helps the older ones still feel good
Ooooh starting off crazy violent and the ending up carbon catching hippy diplo win feels very much like the how Gaul/Celtic culture has shifted throughout history in terms of people’s perception - very clever. Definitely a hot take but feels deliberate from a design perspective.
Those early industrials zones will be awesome to help building the Venetian Arsenal.
This has nothing to do with this video in particular (sorry!) but the really heartfelt, kind way you end all your videos is like a hug to me these days. The whole world feels like it's on fire and I'm sad all the time. We could all use a little bit of extra love. Thanks for being around, Potato. Your work makes my days a little brighter.
I really like culture bomb mines. The problem with culture bomb on districts is that they aren't valuable relative to when you get them. You half the time have to buy a tile to place said district, and by the time you've built the district your border has started expanding anyway. Culture bombing mines are FAR more valuable for how much land they'll give you and how EARLY you'll get the land. 3-5 additional tiles doesn't mean a ton by the time you are culture bombing with multiple districts in a city, but it means a LOT when you are basically saving 100-300 gold for each of your early cities in terms of early tiles. Yout end to buy 2-5 tiles in most cities early on when your culture growth is weaker. Saving that gold early is key. That's gold you can then use to buy builders who can further expand your borders and add more culture in the city.
Not an insane bonus overall but for those of us who love the city planning aspect of Civ the most? It's golden; pun fully intended.
Note that the bonus combat strength is for all combat units including enemy units and friendly units, so if you have your unique warrior with a barb spearman and a barb warrior next to it you still have a +4 combat strength.
Wait I just thought of something...
If you can't build Districts Next to City Centers... What about Harbors?... Not only would you losing out on the bonus, but that also makes Settling down on 1 title islands pointless... Right? So,... You would have to Settle Further from were your sea Resources...
?
Settling one tile is mosty useless to begin with. You don't need to build a harbor next to the citycenter.
@@odetojoy1663 Right!
What i was trying to say was: "Harbors aren't as Good for the Gaul because they won't get the Citycenter bonus"
As for 1 title Islands: You could typically build Harbors & Waterparks, and use them To put planes on; but since you can't build anything around them, It's even Less Ideal to Settle on them, let alone for the meme of it
@@odetojoy1663 Can be very usefull late game where the map is almost full. You can get your hands on some amenities and alot of gold + allow shorter trade routes with distant civs.
This is what I thought of. They will be at a disadvantage on water heavy maps, flat maps, very small maps as well.
@@Enigmashoot Also a ton of oil. I usually build such cities for the oil.
With its focus on production, it's possible to go with a wonder-heavy route. With luck, it's even possible to rush Stonehenge and get an early religion with Divine Inspiration to get the faith needed to lure GWAMs. So, I think they can get pretty much an 8 -or even a 9 from Zigzagzigal for their cultural victory skew.
2:24 Thats a Batey, its a unique tile improvement of Caguana, one of the city states already in the game
Edit: Also more tier lists?
Can't believe they had the Gaul to release this civ before Portugal.
I'll see myself out.
Go
What's wrong with representing underrepresented cultures? Especially cultures that have been pretty much erased by others? How often do you hear about the Celts, especially the Gauls? I think Civ 6 is a good game for bringing out underrepresented and interesting cultures and historical nations like the Scythians, Kongo, Zulu, Sumerians, Māori and Gran Colombia. Sure Portugal is cool, and an important empire historically, but there's honestly nothing wrong with adding the Gauls before or instead of them.
@@awtqrtrkjsrs Just a joke about gaul being a normal word as well as the Civ name. Don't actually care who gets released personally.
@@doodlecrazydc Ah ok. Well yeah anyway tbh I'd say it's more about fun, so maybe I shouldn't have gone too crazy with that comment. Sry man.
@@awtqrtrkjsrs It's all good 👍.
I looked forward to your first impression when the Gaul civ was announced. Thanks for your insight Potato!
hmm, they should probably make the King of Eburones combat strength bonus should probably only be allowed and activated in your own territory. To be more "Defensive"
The tile improvement you were wondering about (in case you haven't looked it up already) is from Caguana (not sure exactly but something like that). It gives +1 culture base and +2 culture for every adjacent bonus resource. I had them in a very recent game.
I certainly agree with you saying that in order to win a diplo victory, you primarily need culture and production, but if you manage to get a lot of faith, the pagodas and a lot of gold (especially as mali), you might also overwhelm your enemies by earning lots of diplo favor and winning emergencies.
This actually seems like an extremely cohesively designed Civ. All the bonuses feed into each other and lend to really getting a lot out of playing them well as well as fitting to the Gaul's history as well as you could expect from the limited room for thematic points that they would expect.
The mine bonuses mean you want to build them early, for which you get quick border expansion and extra culture to reach the 2nd and 3rd ring quickly to enable you to build the districts you've been waiting so you don't waste potential ajacency by placing next the city centre. You'll probably end up with 'rural', multi-city district hubs where the outer rings of multiple cities overlap. Early mines and production bonuses mean a strong but decentralised start and lots of flexibility on where you want to take it from there!
Went I got the Ambiorix, I fell in love with his civ for every reason. Such as the oppidium basically being a boot-leg encampment, which I typically do the triangular industrial zone whilst basically having an op encampment
That warrior's unique ability is probably the biggest middle finger to Eagle Warriors and War Carts possible. You're stronger? NOPE, I AM!
If you want to have some historic background read "De Bello Gallico" written by Caesar. But for fun read the comic "Astérix le Gaulois" (Asterix the Gaul).
I disagree with your assessment of the culture ability.
I think it's enormously helpful in allowing you to defend yourself in deity games without having to sacrifice early culture. The best opening you can have in a game regardless of difficulty or victory condition, is to conquer a neighboring civ for land expansion, and being able to do that without suffering major penalties to your culture also allows you to focus on science alongside.
I'd like to point out that it's 20% of unit cost and not 20% of the production you spend on building that unit, which means that you can use military production cards and Magnus chops to quickly chop for culture
4:11 how soon we forget that their mines culture bomb , have a culture yield, and provide a minor adjacency bonus to districts
Oppidum will unlock with construction, that's my guess. If it's one of the early ones you mentioned then that is very early to suddenly get all the bonuses of apprenticeship, plus the era score for entering the classical and medieval era in one turn. If it were in engineering then it would be alongside another district that gives it a major adjacency bonus, so I think they will choose to make that be something you need to go out of your way on the tree to get. Construction comes after masonry so it makes a kind of sense dependency wise since Masonry/walls is what gives you the district ranged attack. And finally, beelining masonry/construction gets you to siege units which will synergise well with a lot of melee troops who have a bonus against city defences.
chaining culture bomb mines onto good/great tiles with your first builder might be super strong. You'll have to totally re-evaluate what a great location for a starting city looks like.
The improvement at 2:30 is the Batey, from the Caguana City State Suzerain Bonus. I didn't recognize it until the tile yields were turned on.
Honestly, Science seems pretty good as well as diplomatic. Expand and conquer in ancient and classical, discover strategics early by spamming campuses, get massive production in all your cities, and you can snowball earlier than other civs, if not faster.
why do i even watch this, i literally dont play civ
because u luv me, nerd
Whats the meme about venetian arsenal?? I swear it’s actually a really good wonder
Yeah, man same here. Why do people complain. It is literally the single best naval wonder, especially on water-based map and even more so with civs like England or Norway. Sad it's so underappreciated.
LordCaesar Potato just doesn’t like navies.
@@MortalWombat4480 Yeah, it's a shame. Navies can be extremely powerful if used well, and not to brag, but I'm rather good at navies.
LordCaesar Navies really only work with niche civs like Norway and Phoenicia. I often don’t even focus on military all that much as I like more defensive playstyles while focusing on other wins like science and culture.
He rated it the lowest tier in his wonder tier list, then in his next series he builds it, he sees how good it is, then the same is true of the next series, then he says “I’m really glad I built the Venetian Arsenal... nobody quote me on that” and now we do
I feel that potato would really enjoy this civ
New civ, Gaul with unique warior, strong early game, and focus on production unit
Potato : Its diplomatic civ
Sure potato, we all know the story of Asterix the Gaul diplomat
As someone pointed out in another video, Gaul's "Defensive" culture looks like it's intended to just help you get to certain early Civics faster, much like Gorgo's leader ability gives you culture for defeating enemy units in battle. Also, researching Flight gives every culture-generating location in your empire Tourism, so you could generate defensive tourism to prevent someone from getting a Culture victory.
Nevertheless, Gaul seems like a very good Early-game Domination civ that can not only easily turtle up and protect its territory, but also transition into a Science victory, thanks to the production and defense bonuses from its unique Industrial Zone alone. And all of that is not taking into account the fact you can culture bomb with Mines.
I feel like this is how I already play the game. Using the whole radius of each city and buying tons of tiles
Technically not the most powerful way to play but I do enjoy seeing massive cities
@@ghost_tickler1575 yeah, I also still manage to build more cities than I care to manage anyway, even with the extra space per city. I played a lot of Shosone in civ 5 though. Old habits die hard, lol
David Smith Yeah ditto, late game city management can get pretty mundane. I’d like some sort of custom auto city actions like: build up city, city projects, unit production, etc
@@ghost_tickler1575 Are you aware of production queues?
Ewa420 Yeah but they’re a bit flawed unless I don’t fully understand. Like I can’t que up all the buildings in an industrial zone. I have to go back for each one as the prior is built
Would the mines produce tourism once flight is researched? That would be massive combined with the production output this civ has to churn out wonders if you're looking for a culture win.
Yes. Every tile with a culture yield produces equivalent tourism once flight is researched. It also means every city can get bonus tourism equal to half a national park without losing productivity and without any faith input 👌
@@oldgerontius2943 Nice. What do you mean by half a national park tho? Do you mean a min park of 4x2 appeal compared to 4 mine tiles?
@@NateTheUnGreatful I was actually going on the maths of a 4x3 appeal park and 6 mines, but in principle yes. Depending on the civ you compare you may even get more benefit from the mines as I tend to only manage about 4 national parks on a culture play. Bull Moose Teddy and Wilfrid Laurier are obvious exceptions to this cap xD
I like the direction they're taking the game, with new civs focusing a lot on multiple victory type synergies, and nudging players towards taller play; eg gaul needing to spread their cities out further
Ambiorix is a real life character. He was an opponent of the Romans when Julius Caesar invaded Gaul. He was from what today is Belgium.
en.wikipedia.org/wiki/Ambiorix
Culture bonus for building units may be weak in long term, but is powerful for early game. 6 culture for a scout and 7 for a slinger is basically like getting +1 culture per turn towards code of laws from the start. Build a few mines and a few of their warriors and you might even beat the AI to the classical governments. All this while defending against the AI. Very synergistic.
@PotatoMcwhiskey I wonder if this could be considered a strong science civ? They will be able to use their crazy combat bonuses and extra defensive shot to grab good territory early and not fall behind on culture then they can use their crazy production to create full campuses, wonders, and eventually city projects. It seems they can do the science dream of building an industrial zone campus and commercial hub in every city with only the occasional theater square.
Odd the Gauls dont have any bonus to befit cav since they were know for great horsemen
i think it's interesting that the +2 from adjacent units also works for enemy/neutral units. so even in a melee 1v1 you get +2 for... well beeing in melee with the enemy. and the developer livestream they clarified that the gaul industrial zone will NOT get the bonus from aqueduct/damm/canal districts
This civ is so confusing to me.
the thoughts that went into my mind when i saw this civilisation was - early builders and more builders (so the builder pantheon perhaps); get mines going to get production and culture and get the industrial zone to unlock apprenticeship. rush early game unique units which feeds in some culture to unlock fast political philosophy and get the meele bonus government and get some city states and nearby civilisation cities + barbarian camps. rush pyramids with magnus chop and get early liang for more builder charges next to expand borders. 3rd governor will be pingala for science. hope to find some good spots to place campuses with early game conquest and settlers and then focus all science to get crossbowmen and turtle up for a science victory.
I dont see any use of making early or mid game theatre square or even monuments as there is so much culture that can be generated by getting early military units and making mines.
Industrial zone followed by campus followed by entertainment complex seem like the go to. maybe commercial zones to get some trade going and later on perhaps theatre squares if falling behind on culture. I just dont see a culture with many mines or religious victory. domination is good too but all the strengths seem like limited to early eras, though it will be easy to spam units with so much production. if i see some really good campus locations, then i think science victory seems viable later converting all the immense production into space race. else i only see a very hard domination game (since your science would be weak anyway if you dont get good campuses)
Why do people ignore that once they unlock flight their mines provide tourism? Tourism, from mines in a civ that builds as many mines as possible. And then computers doubles tourism. That is AMAZING! People really need to take this into consideration.
The reason why it is a allrounder Civ, is because it is focused on one of the three economic ressources (Gold, Faith, Production). With a focus on production, and no ability to boost a specific victory type, they are a typical allrounder Civ.
With Production you can build districts faster and also spam projects to get additional yields and important GPP. (Similiar to Gold, where you can trade and buy buildings/units, or faith where you can buy Units/Tourism).
Their biggest Strength would probably Snowballing. (Or exponentional growth; more production means more buildings/units which then means even more production)
Getting Industry Districts for half the price very early is already strong. The fact, that you also get better mines with +1 culture and +1 production (tech) right after you finished your first industry district, means that you are far ahead in production compared to any Civ. Even Germany would be in a bad state, because they need more time to get their Hansas and adjacency bonus.
The facts, that Industry Districts provide you also with additional defense, is important too. Because you can focus on your economy, without having to fear a attack from others. Your enemies need to balance military and economy, you just do both with one strong district,
@@awtqrtrkjsrs i was just thinking about the negative appeal to mines as a drawback. I am not sure mines would be enough to generate enough foreign tourists unless you make seaside resorts, national parks or rock bands. and with little appeal and not good ways to get enough faith, i had counted it out. the culture from non-civilian units + mines seemed more to me as good ways to unlock the governments faster especially in early age and use those advantages to snowball. with the culture bombs and additional culture from mines, monuments seemed like somethign you can forgo and make extra unique units instead to unlock the 1st major government
also so many questions, can u build aqueducts in this civ at all? so government plaza provides adjacency or not. would the restriction of making districts next to town center apply to harbors as well? i am so curious now
@@stallone8811 They say specialty districts can't be placed adjacent, meaning aqueducts, dams, canals, neighbourhoods and spaceports are fine. Harbours are specialty districts, so they're a no-go, but since Gaul is very much more land-based, they're not too important. Also, government plazas seem to usually override civ unique district adjacency effects, since for example the Seowon, which normally gets negative adjacency from districts actually gets +1 science from government plazas, although I'm not sure on this one.
@potatomcWhiskey great vid, you're confirming allot of the things I thought when I saw their first impression.
Question: How do you think their adjacency combat bonus plays around with corps or army formation? (which reduce the amount of units)
The bonus culture from building units might be very valuable in the early game. If the bonus is substantial you can get an early lead on civics just from your normal initial builds.
Had a few games with them, and they feel moderately powerful. The warrior replacement is a nice early rush unit where you're not under a lot of pressure to upgrade to swordsmen. If you get a good chunk of land, it feels like you're supposed to turtle up and just win diplo or science with great production? The culture on mines and culture on units...is interesting. To my eyes, it's an early game bonus - boosts you to Oligarchy to strengthen your early rush, then falls off in power when you're simcitying with your Oppidums.
Major downsides - not being able to put districts next to cities kills a lot of traditional ways to get IZ adjacency. Also, they need to patch to make the Diplomacy zone an exception to this - most of the power of this zone comes when next to a city.
Feels like tourism win would work really well for them. Massive production bonus to fill those city-centre adjacent tiles with wonders and enough military might to snatch up other civs faith and great works.
The King of the Eburones bonus applies to ALL units, even enemy units. Which is absolutely bonkers. Gaul are a domination + science civ I think. Early culture is by far the most important resource determining science tempo and mid game production seems excellent for them as well. And they have massive early rush potential. Take out a neighbor and then sim city from there to massive science and production.
All hat extra production is very useful for building those diplo-focused wonders too.
I can see a lot of aqueducts, dams and industrial zones in the near future.
The Oppidum doenst get adjacency from Acqueducts/Dams or Canals.
Diplomatic type of win goes well with nowadays Belgium
Meme game idea: As Gaul, defeat the five roman empires, Rome, Byzantium, Ottomans, Russia, and Germany
Potato 2020: I'm glad I built the venitian arsenal
Lol 😂 sorry potato 🥔
Love the precise analysis of the new civs thanks potato 👍
If you're interested in his story from the roman side, you should listen to hardcore history's 'the celtic holocaust' by dan carlin. Quite an interesting podcast.
edit: sorry, this podcast is more about Vercingatorix, although maybe this guy still gets mentioned don't really remember. still really interesting. I realised my mistake after reading the comments :3
1. Gaul will be at a disadvantage for Harbors since the most of its adjacency is City Center and other districts.
2. Vercingetorix will almost certainly be a Great General when they expand the list. Defeated Caesar once. That's more than most generals can claim.
pushing cities further apart can also reduce effectiveness of distance-based bonuses, like entertainment centres, factories, the coliseum
The fact that there's no requirement for the bonus culture on unit production unlike Macedon is really interesting to me, warrior rush is also a culture rush and I love it. Also, culture and production are my favorite things in Civ 6, so I'm really excited for this Civ.
I don’t know what’s better Gaul or Byzantium freaking out some way f the best for deity players🤯🤯🤯🤯
@PotatoMcWhiskey Statue of Liberty, You need culture You need production
MASS ARIFACTS, this is kind of the only thing I can think for the Gaul. We will have to place the pins where we won a battle to extract artifacts, which Gaul will get fast. Love your content Potato
Love your content and I'm always looking foward to your next videos. Keep up the amazing stuff man.
Take a shot of Whiskey every time he pauses to presume something that is then immediately confirmed seconds after he unpauses.
Culture bombing from mines seems pretty interesting, and I wonder if you can do some kind of eleonoring all the neighbor’s lands (as i can remember with culture bombing you can grab even another civ’s tiles, and culture bombing by mines is different from culture bombing by districts such as polish encampment which you can build only one per city, you can just spam mines in a line at least until hills are gone)
2:28 it's a batey, a unique improvement to the suzerain of Caguana giving +1 culture and another for every adjacent bonus resource and entertainment complex.
No districts adjacent to City Center + a preference for mines also means these guys would have notably weaker coastal cities than most civs. Maybe their military bonuses and ability to grab land quickly will offset that.
My hot take is that Gaul is hands-down a better Germany: they also have a unique IZ, but they get it earlier and don't have to build another district and do city-planning tetris to get huge adjacencies. Plus, the earlier IZ means they essentially have a monopoly on Great Engineers.
Been playing Gaul last night, and it's clearly a strong Domination Civ. I started thinking it would be a culture civ, but quickly realized how powerful out of the gate Gaul is. The starting UU is fantastic, and lasts quite a while. Construction bonuses and militarized industrial district make for big war production. This one is Domination all the way.
Well, I finished my Gaul game, and I take it back. This is a very flexible Civ. I could have won by Domination, Culture, or Science--all were winnable near the end game. I switched over to the Science route to combat other Civs that were ahead. With the insane production, Gaul quickly leapfrogged and won on the space race.
So, here’s the max damage one of their unique warriors can do. If it is facing one enemy, it has 5 tiles around it. If each is filled with a friendly unit, you get +10 strength. The enemy also has 5 tiles around it, and with flanking bonuses it can get +10. Combined with its unique ability, if it faces anyone with a higher combat strength it gets another +10. Therefore, a 20 base strength warrior can get maxed to 50 base combat strength, not to mention fighting anti-cav, which brings it up to 60. This warrior theoretically can matchup against a musketman and hold its own
Early game city state killer while pushing culture with unit production, settle in once you get industrial zone replacement and win how you want. Not OP like the Byzantium will be, but sounds like a fun and unique playstyle.
I think they might be better suited for the science victory than the culture victory. They get insane bonuses towards production, which is obviously the most important yield (beside science) in accomplishing that kind of victory and bonuses to culture mean they have reliable source of that yield and can skip few theater districts. They don't have direct buffs towards science, sadly, but with minor adjacency bonus on mines they will have relatively easy way making campuses +3 for rationalism (slighty easier than relying on district adjacency bounus because y'know, you ussualy build more mines than districts).
I just don't think they are suited for culture victory any better than average civ, because culture on mines cannot justify loss of appeal caused by mines, which in turn makes it really hard to place seaside resorts or national parks.
Me, a intelligent Rome player: *pillages their mines and puts their cities under siege with Legions in all directions (with siege towers if the idiots are using walls*
They aren't Gauls, they are soon to be Romans
That'd be hard, especially with 3 ranged strikes per city, high production to whip out units, a hilly spawn bias and the extra support bonuses that even affect ranged units.
Either you'll run out of forests to chop and lose your units and good tiles, or you'll beat them before they can churn enough units out with their high production from multiple cities.
Pog *laughs in tortoise promotion and terra-cotta army*
once you've pillaged everything they know and love, take the city and repair everything with a single Legion charge cuz that's how Roman Mafia works
aTocan Boi indeed, loyalty flips to me, ZA LOYALTO! *everyone flips to me*
the figure at 2:30 is the batey improvement. you can make this after you get suzerain of caguana.