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Thread: Celtic Migration could use more local unit access especially for non-Boii faction

  1. #1

    Default Celtic Migration could use more local unit access especially for non-Boii faction

    Celtic have access to Migration building but it's purpose is somewhat awkward for Aedui and Arverni. In place where you want Confederation the requirement culture is usually already fullfiled and you can't build the migration anyway. In anywhere else it give very little celtic unit but most importatnly it doesn't give you any local units except in certain area such as in Cisalpine with Liguria and Venetia where they have high enough celtic culture for migrarion and it gives a local unit but it's not like you could or would build confederation there. By contrast building migration in let's say Ariminium doesn't give you anything as Aedui/Arverni other than the usual basic low celtic recruit and culture conversion.

    Funnily enough the description for Migration that it give more local recruitment than allied state in exchange for lower public order which is frankly false since allied state is the best generic local recruitment for any faction and goverment building is usually weaker in giving local units but provide superior factional unit and/or give more income and access to lv2 mines and industry barring some exception.(looking at you supervised native administration for Macedon and Ptoleamy) It's also more used so you can used your general as governor instead of a client puppet.
    Last edited by eyelurker; May 13, 2023 at 06:39 AM.

  2. #2

    Default Re: Celtic Migration could use more local unit access especially for non-Boii faction

    Yeah the gameplay balance of Migration is kinda wonky. You could make the following modifications to the Migration building:

    - remove the 25% WTS culture requirement
    - converts up to 75% WTS, making for a clean transition into a Confederation
    - provides 2 Celtic Spearmen, 1 Celtic Swordsmen, 2 Celtic Skirmishers, and 2 Celtic Vassals immediately
    - provides 1 Celtic Swordsmen and 1 West Celt Light Cavalry at 20%, 1 Gallic Swordsmen and 1 West Celt Light Cavalry at 40%, and 1 Gallic Retainer and 1 West Celt Light Cavalry at 60%
    - -5% happiness and law at under 20%, 40%, and 60% WTS. For example, at 30% WTS, you suffer -10% happiness and law, but after a few dozen turns and at 40% WTS, you suffer only -5% happiness and law

    This makes the Migration building much more viable, and makes decent sense. It simulates the Aedui/Arverni migrating into non-native lands and slowly setting up settlements, just like the Celts did in Cisalpine Gaul, or the Balkans, or Galatia. Of course the natives will be pissed and make a ruckus in the short term, but over time they'll learn their place. Kinda like how the Celts displaced the Etruscans in Cisalpine Gaul, the Pannonians in Pannonia, or the Phrygians in Galatia. An Allied Tribe is still viable meanwhile for immediately providing interesting local troops in the short term without causing severe public order drops.
    Last edited by Shoebopp; May 23, 2023 at 11:07 AM.

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