Traits: Spiritual/Charismatic
Techs: Hunting/Mysticism
Unique Unit: Gallic Warrior (basically a swordsman with Guerilla promotion)
Unique Building: Dun (replaces walls and gives free Guerilla promotion)
The traits are, in my view, the strongest feature of Brennus. Brennus has the licence to grow larger cities because he effectively starts with +2 happiness (+1 from trait and +1 with a monument). We also see that he has Mysticism so has a head-start on an early religion for another +2 happiness (State Religion and cheap Temples). Grabbing all those bonuses, and perhaps a couple of happy resources, is a licence to whip freely.
To whip effectively, we need a few things. First, a source of food is needed for growth. With the free Hunting tech, the remaining three food techs are accessible from the start. Second we need Bronze-Working. Finally, we need Granaries and this also takes us via the Wheel which will help us to link up all those food resources that we might need to avoid losses from health problems.
Although Brennus has many starting options, his opening play is likely to be stronger if we try for an early religion (and Polytheism seems to be the typical choice). This may, in turn influence the unit build options since two strong build options become less viable
1) A scout for rapid exploration and hut-popping would be normally be a good build but these need to be built quickly which means maximising production, normally at the expense of growth and commerce.
2) A worker for tile development works if there is something to build. Apart from deer, fur and ivory, our worker would have very little to do for awhile so we might as well build something else and allow our city to start growing. Also, allowing the city to grow sometimes brings in extra commerce to help the race to found the religion.
Note that these examples do not always hold true. For example, if we found on plains wine by a river (2/2/2 city tile) and can work a forested plains spice (1/2/1) tile we can build a scout quickly and have the commerce to hurry for our religion. Similarly, if our scout pops a hut giving us a worker tech and we have sufficient commerce to give a good chance of a religion then a worker first may also be a strong play.
But these are exceptions. In general you will want to work commerce tiles and this will mean growth with low production. Personally, I would take advantage of the other start builds we have, either the monument or perhaps even Stonehenge.
So we get a religion and we are now part way though a building Stonehenge, it’s time to think about ways in which we will improving the land. If we have a few 3f tiles around then the next choice seems to be made for us. Research mining and bronze-working while growing (ie stay on our existing build). We can grow to size 4 so there would be more commerce tiles available and 4 is a critical size because we can whip a worker the minute we acquire bronze and use him to chop Stonehenge to completion.
While the worker does this, we need to find things for him to do so a food tech or wheel should be next on the list. In fact, it is quite possible that we will want masonry too and, if we managed to get a religion, we’ll also want meditation (for monastery), priesthood (for temple and/or Oracle) and monotheism (for a nice civic – it costs us nothing to switch).
It is quite possible that Brennus may want to acquire all of the Ancient techs before thinking of going into the Classical Era. If we assume that he acquired a religion and Stonehenge, and maybe also one happy resource then on something like Emperor level he will be able to grow cities to size 8 which gives you every excuse to launch into the next stage.
1) Your neighbours have some nice sites and are crowding in – use your population to whip out an army and take those cities. Don’t worry too much about unhappiness because you have all the bonuses and can still work it off building more workers to help with your new cities while still at size 6+
2) You are losing ground in technology – research Code of Laws, switch to Caste System and use one food rich city as a GP pump. 5 scientists = 15 GPP gives you a GS in 14 turns (assuming your first was a Prophet from the shrine). Research Mathematics before using the GS to Lightbulb Philosophy and run Pacifism for another three GS over the next 40 turns.
Now something else about the Charismatic trait – we’ve already used the happiness benefits it gives and I’m sure everyone knows of how the promotion bonus works. But there is a side benefit from this bonus. A unit will get to experience 10 just fighting barbarians. It then needs another 3 XP to reach level three. So with just one combat against an AI you can get a unit with enough experience to allow you to build Heroic Epic. Normal leaders often have to wait for a Great General before they can build this.
Finally let’s talk of the UU and UB which look to be pretty ordinary. Well there are actually but let’s not let this deter us from finding a use for them.
First the Gallic Warrior. In some situation, he makes a very useful raider and pillager. Using a Guerilla II promotion, a line of hills makes a perfect route to strike deep into enemy territory, threaten strategic resources or simply setting up a diversion to draw the main enemy forces from the primary targets. And your units are not really threatened by Axemen because they gain 75% defensive bonus on hills. Perhaps also send along a Chariot just in case you find an axeman defending a hill based resource. Although a similar tactic might be achieved by other leaders with a Guerilla II archer, there’s not a lot that it can do it there is a Spearman sitting on the resource you want to pillage
Next the Dun. Now I really have to work hard with this one because walls are things I rarely build and the bonus it gives is not all that exciting. Here I am inclined to believe my first instinct – it is a poor UU - but it can become useful in post-Gunpowder where all the basic infantry units can acquire the bonus. Once again you are at the stage where Musketmen, Grenadiers, Riflemen, Infantry etc, can become specialised hill-based militia, controlling key passes etc. And at this stage you will almost certainly have stone. Simply divide your military cities into two types: infantry/garrisons and mounted. One builds the dun while the other builds the stable and everyone is happy for it. You won’t find all that many uses for the Dun in the early game but later it can be a pleasant little bonus.
Well that’s the end of my little analysis of Brennus. It would be good to hear other ideas or suggestions.
Techs: Hunting/Mysticism
Unique Unit: Gallic Warrior (basically a swordsman with Guerilla promotion)
Unique Building: Dun (replaces walls and gives free Guerilla promotion)
The traits are, in my view, the strongest feature of Brennus. Brennus has the licence to grow larger cities because he effectively starts with +2 happiness (+1 from trait and +1 with a monument). We also see that he has Mysticism so has a head-start on an early religion for another +2 happiness (State Religion and cheap Temples). Grabbing all those bonuses, and perhaps a couple of happy resources, is a licence to whip freely.
To whip effectively, we need a few things. First, a source of food is needed for growth. With the free Hunting tech, the remaining three food techs are accessible from the start. Second we need Bronze-Working. Finally, we need Granaries and this also takes us via the Wheel which will help us to link up all those food resources that we might need to avoid losses from health problems.
Although Brennus has many starting options, his opening play is likely to be stronger if we try for an early religion (and Polytheism seems to be the typical choice). This may, in turn influence the unit build options since two strong build options become less viable
1) A scout for rapid exploration and hut-popping would be normally be a good build but these need to be built quickly which means maximising production, normally at the expense of growth and commerce.
2) A worker for tile development works if there is something to build. Apart from deer, fur and ivory, our worker would have very little to do for awhile so we might as well build something else and allow our city to start growing. Also, allowing the city to grow sometimes brings in extra commerce to help the race to found the religion.
Note that these examples do not always hold true. For example, if we found on plains wine by a river (2/2/2 city tile) and can work a forested plains spice (1/2/1) tile we can build a scout quickly and have the commerce to hurry for our religion. Similarly, if our scout pops a hut giving us a worker tech and we have sufficient commerce to give a good chance of a religion then a worker first may also be a strong play.
But these are exceptions. In general you will want to work commerce tiles and this will mean growth with low production. Personally, I would take advantage of the other start builds we have, either the monument or perhaps even Stonehenge.
So we get a religion and we are now part way though a building Stonehenge, it’s time to think about ways in which we will improving the land. If we have a few 3f tiles around then the next choice seems to be made for us. Research mining and bronze-working while growing (ie stay on our existing build). We can grow to size 4 so there would be more commerce tiles available and 4 is a critical size because we can whip a worker the minute we acquire bronze and use him to chop Stonehenge to completion.
While the worker does this, we need to find things for him to do so a food tech or wheel should be next on the list. In fact, it is quite possible that we will want masonry too and, if we managed to get a religion, we’ll also want meditation (for monastery), priesthood (for temple and/or Oracle) and monotheism (for a nice civic – it costs us nothing to switch).
It is quite possible that Brennus may want to acquire all of the Ancient techs before thinking of going into the Classical Era. If we assume that he acquired a religion and Stonehenge, and maybe also one happy resource then on something like Emperor level he will be able to grow cities to size 8 which gives you every excuse to launch into the next stage.
1) Your neighbours have some nice sites and are crowding in – use your population to whip out an army and take those cities. Don’t worry too much about unhappiness because you have all the bonuses and can still work it off building more workers to help with your new cities while still at size 6+
2) You are losing ground in technology – research Code of Laws, switch to Caste System and use one food rich city as a GP pump. 5 scientists = 15 GPP gives you a GS in 14 turns (assuming your first was a Prophet from the shrine). Research Mathematics before using the GS to Lightbulb Philosophy and run Pacifism for another three GS over the next 40 turns.
Now something else about the Charismatic trait – we’ve already used the happiness benefits it gives and I’m sure everyone knows of how the promotion bonus works. But there is a side benefit from this bonus. A unit will get to experience 10 just fighting barbarians. It then needs another 3 XP to reach level three. So with just one combat against an AI you can get a unit with enough experience to allow you to build Heroic Epic. Normal leaders often have to wait for a Great General before they can build this.
Finally let’s talk of the UU and UB which look to be pretty ordinary. Well there are actually but let’s not let this deter us from finding a use for them.
First the Gallic Warrior. In some situation, he makes a very useful raider and pillager. Using a Guerilla II promotion, a line of hills makes a perfect route to strike deep into enemy territory, threaten strategic resources or simply setting up a diversion to draw the main enemy forces from the primary targets. And your units are not really threatened by Axemen because they gain 75% defensive bonus on hills. Perhaps also send along a Chariot just in case you find an axeman defending a hill based resource. Although a similar tactic might be achieved by other leaders with a Guerilla II archer, there’s not a lot that it can do it there is a Spearman sitting on the resource you want to pillage
Next the Dun. Now I really have to work hard with this one because walls are things I rarely build and the bonus it gives is not all that exciting. Here I am inclined to believe my first instinct – it is a poor UU - but it can become useful in post-Gunpowder where all the basic infantry units can acquire the bonus. Once again you are at the stage where Musketmen, Grenadiers, Riflemen, Infantry etc, can become specialised hill-based militia, controlling key passes etc. And at this stage you will almost certainly have stone. Simply divide your military cities into two types: infantry/garrisons and mounted. One builds the dun while the other builds the stable and everyone is happy for it. You won’t find all that many uses for the Dun in the early game but later it can be a pleasant little bonus.
Well that’s the end of my little analysis of Brennus. It would be good to hear other ideas or suggestions.
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