Civilization / Roughly fifth century BC to the Roman conquest of 58–50 BC; the sack of Rome is 390 BC
Gauls
Celtic peoples of the Iron Age who sacked Rome and later lost the Gallic Wars under Vercingetorix.
Origins and formation
The Gauls were Celtic peoples of mainland Europe in the Iron Age and the Roman period, roughly the fifth century BC to the fifth century AD. They spoke Gaulish. Their homeland was Gaul. They emerged around the fifth century BC as bearers of La Tène culture north and west of the Alps. By the fourth century they held much of what is now France, Belgium, Switzerland, southern Germany, Austria, and the Czech lands, along the Rhône, Seine, Rhine, and Danube. They peaked in the third century BC. In the fourth and third centuries they moved into northern Italy, which became Cisalpine Gaul, and into the Balkans. Some of those who went east settled in Anatolia and were called Galatians. The guide says that through the Iron Age much of western Europe was settled by Gauls, known as metalsmiths and warriors, and that they sought land as their neighbors did, especially Rome. The metalsmiths are the guide’s phrase. The rivers are the history page’s.[1] [4]
Defining periods
The guide says that in 390 BCE the Gauls sacked Rome and remained Rome’s most feared enemy for centuries, and that they were eventually united under Vercingetorix and resisted Rome’s empire. The sack page says Senone Gauls under Brennus beat the Romans at the Allia, occupied the city, demanded a ransom, and were soon driven out. The accounts disagree among ancient authors. The year on the guide matches the page’s title. The occupation was not permanent. Vercingetorix, born about 82 BC at Gergovia, was an Arvernian noble who united Gauls in a failed revolt during the Gallic Wars of 58–50 BC. He was proclaimed king in 52 BC, won at Gergovia, and surrendered at Alesia in September 52 BC. He was held in Rome for six years and executed after Caesar’s triumph in 46 BC. The history page also says Gaul was never united under a single ruler or government, though tribes could join armies, as under Brennus and Vercingetorix. The guide’s “united” and the page’s “never united under a single ruler” are both in the file. A wartime coalition is not a standing kingdom.[1] [2] [3] [4]
After the First Punic War, Rome pressed on the Gallic sphere. Telamon in 225 BC marked a decline. The Gallic Wars made Gaul a province and a Gallo-Roman culture. The published Rome essay is the other side of 390 and of Alesia. It is not this people’s origin.[1] [4]
The tribes had a political shape that a single civilization entry flattens. The history page says they were many toutas, that many built fortified settlements called oppida, Bibracte among them, and that many minted their own coins. Vercingetorix was born at Gergovia to an Arvernian aristocrat, Celtillus, who was killed by his own people for trying to make himself king. The son was exiled by pro-Roman factions early in 52 BC, returned, expelled his opponents, and was proclaimed king before calling a wider revolt. A kingship of the kind that had gotten his father killed, and that lasted only until September of the same year, is not the standing state the guide’s “united” can suggest. The coins and the oppida are the older, plural Gaul.[1] [2]
Legacy and interpretation
From the nineteenth century Vercingetorix became a symbol of French identity and of resistance to foreign rule. The Middle Ages had largely overlooked him. The symbol is later than 46 BC. The guide’s “mark on history” can sit beside that rediscovery. It cannot move the execution back into a permanent Gallic state. The Chinese apex line in the ability, as retrieved, uses a word for a still older age, while the page title says the classical age and the English page says Antiquity. The catalog follows the English apex and the Chinese title. The stray older word is not a second age.[2] [4] [5]
Vix is the wonder. It adds great-work slots and culture and gold on ageless buildings, and it cannot sit beside a district. These pages do not date the find. A slot is not Alesia.[4]
A closer look
The ability, Favor of Cernunnos, pays production when a settlement’s center is not near another settlement that Gaul founded, and gold when it is near another civilization’s border. Towns may buy fortifications whatever their focus. Later ages raise the figures. The English tip tells players to keep their own centers apart and to settle near others, and it names a distance. The Chinese page states a distance as well. This essay does not repeat the number as settlement advice. A spacing rule is not the sack of 390, and it is not the scorched-earth campaign before Alesia. The quarter strengthens fortifications. One building counts as a fortification and likes beautiful tiles. The settler is a druid who moves farther and who founds a free sacred grove on a beautiful tile. The infantry unit strengthens neighboring military units. The Chinese tradition names, as retrieved, do not line up term for term with the English list. This essay does not weld them. Yields stay on the guides.[2] [4] [5]
In Civilization VII
The English guide names Favor of Cernunnos, the quarter, the druid, the infantry, and Vix. The simplified Chinese guide titles the people with its Chinese name and places them in the Hall of History Collection. The apex is Antiquity, which is the codex age. The base game is required. Owning the collection means the content is already owned. That requirement is not a base-game tag.[4] [5]
The first step back from the spacing rule is to keep the fifth-century emergence, the sack of 390 BCE under Brennus, Telamon in 225, the wars of 58–50, Alesia in September 52, and the execution in 46 apart. The published Rome essay is the city they entered and the republic that later conquered them.[1] [2] [3] [4]
References
- Gauls — Wikipedia Accessed: Return to citation 1
- Vercingetorix — Wikipedia Accessed: Return to citation 2
- Sack of Rome (390 BC) — Wikipedia Accessed: Return to citation 3
- Gauls — Official Civilization VII Game Guide Accessed: Return to citation 4
- Gauls — Civilization VII Simplified Chinese Game Guide Accessed: Return to citation 5