New Civ concept: the Venetians

It doesn’t allow me anymore, otherwise I would already did.

Can you post here the current bonuses? Just to see the current idea

Mmm it’ll take a bit… the various changes are spread through a lot of posts, and there are 2 versions of the civ.

Unfortunately, I don’t have much time in this period, so I’ll see what I can do.

Venice in action with swiss.

Venice and Swiss DLC the holy league.

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Why do you keep posting here?

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I dont need your permission to post anything anywhere.

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Yes but what does your need of constantly revinving this particular dead thread comes from?

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There is no such thing as “necro-thread”. Do you prefer him to make a new topic? I mean, I will probably necro this thread when I’ll find the time to gather all the small changes of the civ.

He can post here documentaries about the theme, I did it too in the past. If you think that he violeted some rule flag it and let the mods take care of it.

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Italian wars would make a fine campaign with or without venice and swiss.lots of ingame factions can fight with friend and foe alike unlike some scenarios where player enemy allies all are the same faction.

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Yeah it would be a great campaign.

Italians would probably be the civ for the pope, Venice and the other minor city states. The bohemians could represent the swiss (a pike bonus +gunpowder), and French and Spanish doesn’t need any introduction.

The only problem is that the Italians should have the GC removed or renamed, since Genoa was sided against Venice and the pope.

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Yeah but honestly I dont get his obsession with this post. He only does it here

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It doesn’t matter. If you aren’t interested on the topic and you think that it should be ignored, just do that.

I mean, if he’s happy talking about it, if a new potential argument came up (like in this case) then he is doing what’s right. Eventually, some will answer, or not. You anyway have a max of 3 consecutive posts, so you can’t keep alive a topic forever.

Ironically, making a post that criticize him posting here, resets his countdown again, so you are actually helping him and you are giving more visibility to the topic.

If he wants to suggest a potential campaign that revolves around Venice, then this is the right place. Or do you prefer that everyone that has an idea inherent to them creates their own post? I personally think that it’s better to group all them together.

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Ok so some people time ago asked me to give the definitive version of the venetians civ, considered all bonuses and tech tree.

I’m not sure to have traced back all changes, but the following civ design should do it:

Last draft on the venetians civ:

Bonuses:

  • Archer-arb line move 5% faster.
  • Starts with +100 wood.
  • Docks are built in half the time, and works 10/20/30/40% faster.
  • Trade gives back also 33% food (if you get 100g from a cart, you also get 33f).

Optional:

  • Infantry armor techs are free upon hitting the respective age.
    This was in case you need to add something or replace something. It can be included, or kept as a reserve.

TB:

  • Docks gives +10 pop.

UTs:

  • Arsenal - Docks are SW works 40% faster.
    300f 300g
  • Fanti de Mar - Arbs get +1 attack.
    550f 450g

UUs:

  • Galeass - Unique upgrade for the GC that replace the ECG. It slightly improves the stats of the CG and allows it to transport troops. It also get a secondary attack in the form of arrows.
  • Stradiot - Mercenary cavalry that doesn’t need upgrades (except the elite one) but are really heavy on gold. The stats are similar to the knight/cavalier in castle/imp.

Tech Tree:

  • FU: arbs, skirms, HC, halbs, champs, SR, BBC, FFS, WG.
  • Lacks: BL, husbandry, hussar, cavalier, SO, HS, HDS and galleon.
  • Average: monks and eco.

There is also this secondary design, which was more of an experiment though, but still, it was nice to see if it could work.

Still, the other one is the “official” one.

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The dock bonus is still way too much like Persians and the extra wood makw it even worse. Would recomend to just pick extra wood and give them faster building docks as a team bonus. Also the civ feels just like a feudal age civ. Outside of barely faster archers they also have little advantages on land after feudal until they pick the imp upgrade on their arbs. Would recomend buffing their early game starting wood to 150, give them free caneering snd dry dock and making archers benefit from squires.

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I’m more about historical accuracy than anything else.

The faster working dock can be changed into ships train faster, to differentiate the 2 bonuses little bit.

That’s why they have the infantry armor for free as optional. But onestly, more wood and faster archers are a solid bonus.

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Tbh the docks being built faster is still fairly historical representing that Venetia was an important dock. And you still have the UT, which should be more than enough. In general I think you should try to not overtune stuff, like those archers (they are already amazing) dont need extra attack to be amazing if they already move 10% faster

And the free infantry armour is mostly a MAA rush bonus. I think its better to go without it.

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I don’t mind your suggestions, but there are 2 things that bugs me out a bit:

  • the historical accuracy, Venice was the first in history to have a public industrial facility, the arsenal, that was able to produce more than a ship per day. Still, this is easy fix by buffing the castle age UT.
  • It would throw the balance a bit out of the window…

By what I understand of you suggestions, the civ would become like:

  • Archer moves 5% faster.
  • Docks built twice as fast.
  • Starts with +100 wood.
  • Trade also generate food.
    TB:
  • Docks gives 10 pop.

The opening on water and hybrid maps would be the same as I pictured. You send 1 vill straight to build a dock and you put the other 2 on stragglers tree to chop 25 wood (for the LC), then on sheep. That way you can have a fishing ships right out of the way, without needing to build 2 houses (the dock substitute them). You can even delay the sheeps to get more wood for another 2 fishing ships.

The opening it’s still strong. But then until you get a castle you don’t have anything else. Giving them free careening and dry dock would still be a bonus that would came in too late. Maybe giving them an age earlier would be better, but careening in feudal age it’s quite expensive.

I would just give them 5%. 10% might be balanced if locked behind squires, but then another bonus should move squires to the feudal age, since in castle age it’s too late to be good.

As for the UT, there was the idea of changing all arbs present at the moment into HC, which would be fitting. But usually people hate UTs without a permanent effect.

Maybe it could be that HC have 100% accuracy…

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Make thumb ring affect HC?

Arbs are better than HC right?

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If you need an UT for that it’s not that worth…

Yes, but mostly because you hit imp with a mass of xbows, and you can simply upgrade them. If that mass can be changed into HC, which have now the same RoF, and would have the same accuracy, but an higher damage, then they would be better.

What Im proposing is:

  • Start with +150 wood
  • Caneeering, dry dock free
  • Archers benefit from squires
  • Trade units generate food

TB: Dock built twice as fast (also, pretty sure docks supporting more pop is uncodeable)

UTs:

Arsenal: Docks and siege workshops work 40% faster

Fante de Mar: (something, maybe remove champion and make this UT give +40 hp to the militia)

Docks working this much faster since dark age with extra wood (even at 100) is waaayyy too much and too similar to Persians too.

The archers moving 10% faster is a super strong bonus for microing I imagine and prob a bit too good for feudal, and with +150 wood at early game they wouldbt need a military bonus. No need of givingthem the strongest archer bonus (+1 atrack) as well, use the UT to buff other stuff to be less generic ideally since rn they only have better archers and faster created siege.

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