The size of the Celtic World
The Celts settled in a very wide area from Spain in the West, Turkey in the East and Scotland in the North but they originated in Central Europe.
What should be valued more, the areas inhabited by Celts in modern times, the areas inhabited by Celts at the time of the ancient Greeks and Romans or one of the other areas?
The Gauls were the ones the Greeks and Romans interacted with the most but they also were completely assimilated by the Romans in ancient times already.
Then another challenge is the very early Christianisation of the Celtic, especially in Ireland.
A lot of famous myths have Christian influences like the Arthurian legends or Beowulf.
Common features
- Villagers cost Wood instead of Food
- Trees last twice as long
- Can train Druids and Bards
- Can build Shrines that create Favour from Natural Resources
Favour
Shrines can be build anywhere on the map, but preferably next to forests.
Shrines generate favour based on the number of trees, berry bushes and gold mines in their radius. The favour generation rate depends on the amount of resources in those trees, berry bushes and gold mines.
Those resources can not be harvested, not even by enemies, unless the Shrine is destroyed. Shrines also prevent buildings from being build in their radius.
The number of Shrines is limited to 1 per Age.
You can pay gold to grow Holy Trees.
Holy Trees are a lot larger then normal trees and have symbols caved into them. They heal nearby civilian and religious units (Druids and Bards) as well as generate more Favour then normal Trees.
Their number is limited and then can be attacked by enemies.
Major Gods
There is already an old thread about gods and myth units
Celtic Mythology for Age of Mythology II
Iâm going to stick with the Gaul names but all those gods where also worshipped by Welsh and Iris people in some capacity.
Taranis
Sky and Thunder god. His symbol is the Wheel.
Unique unit: Gaul Cavalry
Cavalry with a charged attack that does AoE damage.
Bonuses:
- Cavalry generate resources while attacking buildings
- Cavalry have increased armour
- Wheel of Time ability allows buildings to train military units instantly but costing Favour ontop of their normal cost (1 Favour per population)
- Hill Forts donât cost Favour
Cernunnos
God of Life and Nature.
Unique unit: Woad Raider
Fast Infantry with small bonus vs. Archers and Siege units.
Bonuses:
- Shrines slowly generate Deer
- Infantry move faster
- Druids can plant Holy Trees anywhere
- Holy Trees heal nearby buildings
Matronae (Morrigan)
The 3 goddesses of the Underworld
Unique unit: Long Bowman
Slow moving Archer with very long range.
Bonuses:
- Train villagers in groups of 3 (Cost 135 Wood, 42 seconds train time)
- Ranged units deal Poison damage
- Hero units grant 1 Favour on death
Units
Barracks
- II Spearman (Anti Cavalry Infantry)
- II Horseman (Anti Archer Cavalry)
- III Swordsman (Allround Infantry)
Archery Range
- II Fianna (Archer Hero that can hunt animals)
- II Hunting Crossbowman (Fast but low DPS Anti Infantry Archer)
- III Javelin Thrower (Anti Archer Archer)
Hill Fort
- III War Chariot (Slow but tanky Cavalry with trample damage)
- III Unique Unit (Depends on Major God)
- III Ram (Bigger and slower then the Norse unit)
- IV Stone Thrower (Guy that throws bit stones)
Temple
- I Druid
- II Bard
Druid
- Curses enemy units, including Myth units
- Cursed units receive more damage
- Heal allied units
- Considered Heroes and there for take less damage from Myth units
- Can pick up Relics
Bards
- Can perform different Poems
- Poems buff nearby units in different ways
- Some Poems can also buff Villagers and Druids
Thoughts
I tried to find a compromise between the Celts of Gaul and the British Isles.
I concentrated on the âhumanâ part of the civilisation so I didnât add Myth units and Minor gods yet.
The names of God and units are a little more complicated to choose because of the differences in languages. Also some things are only known by their Latin names.