Glory of Rome

Glory of Rome Gaul Expansion Update

Version
Gaul Expansion Update
Version Date
July 6, 2021
Links

Patch Notes

Gaul Expansion Update

Hey everyone, just a quick update about the next expansion.

I've been working hard on the Gaul campaign and things are progressing nicely. I've worked out the structure, trade goods and associated buildings you'll be working with during this campaign and I'm here to showcase some of them.

Playstyle


The Gauls operate in a similar fashion to the Africans, in that they have two distinct citizen types who require a range of trade goods and civic services to thrive.

The Kin are the bulk of the Gaulish villages, making up the working class. The Elites are the higher up nobility, commonly overseeing trade good production and city affairs.

You'll be initially creating villages that cater to the needs of these people, working out what goods they need and how they operate. As you progress through the campaign you'll also have to balance the needs of your Roman citizens along with their Gaulish counterparts to succeed.

Gaul Buildings


Overall the look and feel of the Gaul is one of a "tribal" nature. These are hearty people who live primarily in their villages. Every building is practical, made from the abundance of wood and stone.

The design is one that represents the snow covered Gaul areas of the north, that being the case the majority of the maps will be snow centric. Most of the buildings and props will reflect this.

Herders

Local herders raise domesticated animals, mostly sheep and goats to be used by the village. These animals are used for both their fur and meat. This building will produce a periodic amount of animals that you'll use for additional trade goods.


Furriers

The local furrier creates furs from the local domesticated animals (sheep, goats and other beasts). These furs were commonly traded with Rome or used locally as a base for their clothing and armours.


Millet Field

Gaul produced a range of agricultural goods. One of which was millet, a versatile and hearty crop. Both the local tribes and Rome itself depended on these goods. The millet field will generate millet and will be managed by your kin citizens.


Trade Goods



The Gauls were strategic trade partners with Rome, suppling a range of agricultural and trade goods to the Empire. That will take center stage here as you'll be managing both the needs of your local population and the demands of Rome.

Roughly, there are three types of goods you'll create:
  • Gaul Centric Goods - These goods are primarily desired by the local Gauls such as weaponry, armor and local foodstuffs
  • Roman Centric Goods - These are goods that the empire wants, such as refined gold, refined iron, exquisite trinkets, and dyes
  • Mixed Goods - These are used by both groups and will be needed to satisfy the local Gauls, along with being traded to the Romans to succeed in your missions. Resources such as ale, rugged clothing, pelts and furs

Like the base game and the African expansion, you'll work with a range of buildings, often creating one resource to create another.

Rugged Clothing

You'll create a Herders to generate a supply of Domesticated Animals, these will be taken to the Furrierswho will create Furs, these furs will be finally taken to a Clothiers Lodgeto be crafted into Rugged Clothing.

Release Date


Development has come a long way and I'm aiming to have this released as a free update on August 27th . I'm really hoping that I can deliver it even faster as I know I wanted it out earlier this year before I had to make significant design changes.

As the date gets closer i'll be showing off new resources, citizens and buildings so you can be involved.

Hope you have a great day!