# Civilization Idea: Venetians

**URL:** <https://forums.ageofempires.com/t/civilization-idea-venetians/126722>\
**Category:** II - Discussion\
**Created:** [April 20, 2021, 5:26pm UTC](https://forums.ageofempires.com/t/civilization-idea-venetians/126722 "2021-04-20T17:26:50Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![DoctBaghi](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/doctbaghi/32/177207_2.png) [@DoctBaghi](https://forums.ageofempires.com/u/DoctBaghi)\
**Post date:** [April 20, 2021, 7:06pm UTC](https://forums.ageofempires.com/t/civilization-idea-venetians/126722/6 "2021-04-20T19:06:44Z")

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I already proposed a fan design for such civ time ago, and I can say that I already collected the feedback of several people, so if you want to check it out. There you can find several ideas, feedbakc, sources, opinions and info in general.

> [@New Civ concept: the Venetians](https://forums.ageofempires.com/t/new-civ-concept-the-venetians/111874):
>
> So, since we will get new civs, my hope to see a venetian civilization has risen once again. This was an old civ concept of mine, that I designed years ago, but never shared since we had the Italians and because of the DE “no new civs policy”, but since we got the sicilians… I know that there are already many requests for new civs, especially for cultures that weren’t included even a bit, and by any means I mean that this civ should to take precedence. I just want to share my ideas and vision …

**This is the last draf of the civ:**

> [@New Civ concept: the Venetians](https://forums.ageofempires.com/t/new-civ-concept-the-venetians/111874/175):
>
> Bonuses: Docks are built 100% faster, and work 10/20/30/40% faster Starts with +150 wood (so 350w in total) Archery range units move 5/10/15% faster in feudal/castle/imp Trade units have double the HP and they also generates food (at half the rate of gold) TB: Docks provides 5 pop UTs: Arsenal - Docks and siege workshops works 40% faster Fante de mar - Archer line and infantry UU (either the castle UU or the condo) get +1 attack So this is a built based only around a strong early feudal…

There is still the debate about giving them a 5th bonus, of free infantry armor, I struggling to see the historical justification for that though. maybe you can help me there.

The tech tree is similar to yours, except for a FU barracks and a worse stable. Some other small differences too…

The UU is yet to be decided, the choice is between an infantry UU _(fante de mar)_ or a cavarly one _(stradiots)_, you can find the description there.

There is also a water UU, the _Galeass_.

Lastly, I even suggest a campaing for the civ eventually.

> [@New Civ concept: the Venetians](https://forums.ageofempires.com/t/new-civ-concept-the-venetians/111874/106):
>
> Ok, the civ is complete, so basically I don’t have anything more to share, except for one thing. Some time ago with the civ I also thought of a campaign. I made 4 full scenarios, and I also made an old topic in the modding section of the forum asking for help into making it a mod. Unfortunately, I had to format my PC, and I lost all the scenarios and will to do them over again (maybe some day I will…). Still, I’ll share here the concept for the campaign, in the case the civ will se the light …

As for your design, this is my opinion:

> [@UlissePigro](#):
>
> - **bonus1:** dock works 20% faster

I did something like that too, but then I thought that it would be too similar to the persians bonus, and maybe too strong in dark age.

> [@UlissePigro](#):
>
> - **bonus2:** gunpowder units and petards +1/+1 armor in castle +1/+2 in imp

Pretty bad onestly, both are units that are rarely used, and leave the civ vulnerable before imp.

> [@UlissePigro](#):
>
> - **bonus3:** fish last 50% longer

Might work, but mayans have something similar, and don’t really work that well for them if I’m not mistaken…

> [@UlissePigro](#):
>
> - **bonus 4:** eco tech researched instantly

This might work, simple and not OP, but not useless neither.

> [@UlissePigro](#):
>
> - **bonus 5:** lumberjack don’t require Lumber Camp/Town Centers to drop off wood(-5% gather rate)

This is broken, even at a lowered rate. Kmer at least they are bounded to the place where they place the farm. But wood, wood is everywhere, you can simply chop wood anywhere and save soo much time from the trips. And also wood bonuses it doesn’t work well with water civs, beacuse they make them too strong.

> [@UlissePigro](#):
>
> - **Unique Tech2: Arsenal:** destroyed ships give back 40% of their price. Cost (1200 food, 600 g)

Mmm, not grat, the main purpose usually is to not lose too many units, and for that price it’s not worth it.

> [@UlissePigro](#):
>
> - **Unique Tech1: Sabotage:**

Again, not a fan of this, petard and gunpodwer are super situetionally units.

> [@UlissePigro](#):
>
> -**Unique Unit: Sea Captains (Capitan da Mar):**

This might work, but it need testing… not liking the name though…

> [@UlissePigro](#):
>
> - **Dock Unique Unit: Slim Galley:**

So baiscally a chep CG? Am I right?

Again, it might work, but need testing too…

> [@UlissePigro](#):
>
> Missing Techs and Units:

> [@UlissePigro](#):
>
> - **Barracks:** Supplies

This might be a problem against meso civs.

> [@UlissePigro](#):
>
> - **Blacksmith:** Plate Barding Armor, Plate Mail Armor

That won’t work, either one or the other need to be there.

The problem that I generally see with your design, is that you have made them really strongo on water, even broken, but they don’t have much on land. The gunpowder bonus will probably be ignored, and people would just play xbow because of the sick wood bonus _(that will never make it into the game…)_.

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