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CELTS
An ancient culture stretching back before the rise of Rome, the Celts
dominated lower Britain before their exile into the highlands with the
invasion of the Angles and Saxons. Becoming what we know today as Scotland,
the Celts were a more primitive people but fiercely protective of their
homeland, using the mountainous terrain to their advantage when combating
the conquest-hungry Britons.
The Celts of Age of Kings are renowned for their extra powerful siege
weapons and faster infantry, and are while a lesser player civilisation
have popularity in their own right.
--Celtic Bonuses--
Siege Workshops 20% faster
Infantry move 15% faster
Lumberjacks work 15% faster
Siege Weapons fire 20% faster
Sheep not converted if in one Celtic units
line of sight
Siege Workshops 20% faster
The Celtic team bonus significantly cuts down the generally long siege
production time, and is helpful to the extra powerful Celtic siege.
This makes reliance upon siege weapons less risky and more practical.
Infantry move 15% faster
A self explanatory bonus, Celtic infantry rivals some of the fastest
units in the game for speed. Celtic Halberds are only fractionally slower
than Paladins, and this makes them better Cavalry counters than most
civilisations Halberds. In the same way Celtic Champions are more efficient
at archer countering because ranged units get in fewer hits and find
it harder to run.
Lumberjacks 15% faster
Truly the Celts greatest bonus is their increased wood gathering speed.
Their farming is more productive, their galley rush is faster, their
economy overall is more powerful moving through the early ages.
Siege Weapons fire 20% faster
A simple, self explanatory bonus, this one makes the Celtic Siege all
that more volatile. That means the enemy Town Center is dying to your
Mangonel in 20% less time. Youre inflicting 20% more damage on
the enemy cavalry trying to kill your Scorpions. Youre doing 20%
more damage to the enemy castle before Knight eventually kill it. You
might look and scoff, but its that little bit extra that counts.
Sheep not converted if in one Celtic units
line of sight
Heralded as the most useless bonus in Age of Kings, Im inclined
to agree with the critics. In nearly all games the player has 8 sheep,
which are likely all gone by the 5 minute mark. Chances of an enemy
stealing them and succeeding are minimal anyway. Heh. Well
no comment.
--Celtic Strengths--
Infantry
The obvious feature of the Celtic tech tree is their infantry. Fully
upgraded Champions and Halberds that also benefit from the faster move
bonus; plus the Celtic unique unit, the super fast Woad Raider.
Siege
Benefiting from faster production times, faster attack rates, and receiving
an additional 50% hit points with the Celtic unique technology Furora
Celtica, Celtic siege is indubitably the most formidable in the game,
lacking only Bombard Cannons to have a full technology array. Celtic
siege is the counterbalance for the weak ranged units and monks they
Celts have.
--Celtic Weaknesses--
Archers
With arguably the weakest archer units in the game, Celts are decidedly
lacking in conventional ranged units, being forced to rely on more expensive
siege weapons or try and compensate with their faster infantry.
--Through the Ages--
The Celtic Dark Age is slightly faster moving,
especially on water maps; thanks to their significantly faster lumberjacks.
Besides this, they are little different from other civilisations.
The Celtic Feudal Age is unremarkable, though
the Celts are one of the more effective Galley rushers due to their
wood gathering speed boost, and can take field more Galleys than any
other civilisation in a similar situation.
Upon reaching the Castle Age, the Celt becomes
a little more worthy of comment, packing extra effective rams and mangonels,
produced and fielded faster; with wood cost less of an issue due to
the woodchopping bonus; the same bonus that benefits the production
of the more effective Celtic Pikemen which the enterprising general
will use more prolifically than with other civilisations; their speed
granting them greater ability to keep up with and therefore counter
enemy cavalry. Upon building a Castle, the Celt can take advantage of
Woad Raiders, more powerful than their regular counterpart the Longswordsman,
and as fast as a meso-American Eagle Warrior too, having some of the
raiding qualities of Knights without the vulnerability to Pikes or the
high cost.
After a less than admirable earlier game,
the Celts really begin to shine when they reach the Imperial Age. Their
faster Champions are extra effective at combating ranged and faster
moving units, their Woad Raiders even more so. With Furora Celtica,
they can field unstoppable armies of Scorpions backed with their fast
infantry.
--Combined arms--
Every civilisation in the game has some weakness
in some form. Striking at these weaknesses should be a high priority
of enemy tactics, as is the games nature. To prevent this you
must cover these weaknesses at all costs. The best way to do this is
by even more extensively accentuating the strengths of the civilisation
in question. This reinforces my law of AoK: A unit is only as good as
your ability to back it up. In doing this, we create what are commonly
called combos or using multiple units in our tactics to
cover the weaknesses of one with the strengths of another.
Response units: Woad Raiders, Cavalry
The Celts reaction unit to unexpected threats such as siege or
archers, Celts hardly have the reliance of other civilisations on the
tenuous security cavalry provides. Their super fast Woad Raiders are
cheaper and dont carry the same vulnerability to Halberds as the
cavalry does. However, Celts do have the option of employing Paladins,
even if theirs are the weakest in the game; and Hussars, even if they
arent the most powerful either.
General combat unit: Champions
Always the greater part of any infantry-reliant civilisations military
complement, Champions are hailed as *the* unit of AoK. They cost 20
gold, have no counter that costs less gold, and are produced in a handy
16 seconds; and dole out 17 attack fully upgraded. Celtic Champions
overcome the main weakness of other civilisations ones, in their
greater speed increasing the odds of combating archers and other ranged
units.
Support units: [Heavy] Scorpion, Onager
With a terrifying 17 attack and 75 hit points, Celtic Scorpions are
indubitably the most terrifying unit within the Celtic arsenal; dealing
the same damage to every unit within its line of fire. Scorpions are
ideal for taking down large numbers of melee unit quickly. Onagers,
likewise, are the solution applied to enemy ranged units and are not
just capable of crushing them faster, but stand up longer to response
units like Cavalry with an extra 50% hit points granted upon researching
Furora Celtica.
--Advantageous Alliances--
Koreans
Koreans are another siege powerhouse to complement the Celts, as well
as giving +1 range to their Mangonel/Onager line with their team bonus
in the same way the Celt benefits the Korean with the faster workshops
bonus. Celts also have the melee power to support the Koreans range.
Chinese
As with the Koreans, the Celtic production speed bonus benefits the
Chinese siege strength also, as do the powerful Celtic front line units
supplement the Chinese ranged units.
Goths
Benefited by the extra fast Gothic barracks, Celts gain an extra infantry
boost that make them all that more powerful in a real power-struggle
game where new armies take to the field every minute.
--Key Technologies--
Champion unit upgrade
The effective offensive capability of any civilisation is reliant upon
practical easy to field units, such as the Champion in the case of the
Celts. Their Infantrys power is reliant on getting the upgrades.
The Champion upgrade costs a fair bit considering youre trying
to buy it basically 3 minutes into Imperial, so even if youre
forced to sell or buy resources to afford it, get it as quickly as possible.
The power of Champions compared to their ease of affordability and production
is phenomenal.
Heavy Scorpion unit upgrade, Furora Celtica
The only realistic heavy combat weapon the Celts field, their Heavy
Scorpions are terror weapons of the first degree and make a perfect
accompaniment to Celtic Infantry. While difficult to put to the field,
are one of the strengths the enterprising general must make use of if
he intends to work the Celts to their full potential in combat. Furora
Celtica as with all unique technologies is hardly cheap, but the realistic
power boost to your Scorpions makes them far more effective in combat.
--Conclusion--
I recall my friend Emissarys words on
the Celts, I used to like the Celts
and then I finished the
learning campaign. While a somewhat cynical view, it does represent
what some players think of the Celts. Perhaps those players should look
again at the power of the Celts and their unique combat approaches.
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