Factions
43 factions are Gallic, holding 14 settlements at the start of the campaign (8.8% of the map).
The 43 factions
| Faction | Provinces at the start | Default belief | Faction | Provinces at the start | Default belief |
|---|---|---|---|---|---|
| 3 | 2 | ||||
| 2 | 1 | ||||
| 1 | 1 | ||||
| 1 | 1 | ||||
| 1 | 1 | ||||
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What its factions believe
Its factions follow 2 different beliefs: a culture does not decide a faction's religion.
| Belief | Factions | Who | Belief | Factions | Who | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 42 | Volcae, Allobroges, Boii, Aedui, Arverni, Belgae, Galatians, Insubres, Scordisci, Tylis, Ambrones, Anartes, Apuani, Aulerci, Bituriges, Breuni, Cadurci, Cenomani, Cisalpine Boii, Corsi, Eburones, Eravisci, Gallic Veneti, Gallic Volcae, Gauls, Helvetii, Ingauni, Nervii, Norici, Osismii, Salassi, Salluvii, Senones, Sequani, Sotiates, Taurisci, Tencteri, Teurisci, Treveri, Ubii, Usipetes, Vindelici | 1 | Veneti |
Buildings Gallic factions cannot build
Aqueduct (Sanitation), Healing Sanctuary (Healing), Public Baths (Sanitation).
Agents and forts
What it costs a Gallic faction to recruit an agent or put up a fort.
| Cost | Cost | Cost | Cost | ||||
|---|---|---|---|---|---|---|---|
| Spy | 800 dn | Assassin | 1,000 dn | Diplomat | 750 dn | Merchant | 750 dn |
| Admiral | 200 dn | Fort | 3,000 dn | Watchtower | 1,000 dn |
