Hi everyone, thats my first post where i am going to share some ideas in my mind to create a new civ.
i read on this forum from time to time for news, i wanna link this other post that i will use as a reference cause basically its the same topic, so thanks to DoctBaghi in advance.
First of all: why should we include the venetians in this game?
1: Campaign reason: Venetians appear in 2 of the campaign of the game, the first time in “The Sforza” (where you play as the Italians, and they are the enemy, but represented as the italians. then they are mentioned in “the Huns” campaign, where at the end of mission 6 the speaker says that after the Huns destroyed Aquileia the citizen took refuge among the islands where they will later found the city of Venice
This will make them fit perfectly for the camapign and time period spot of the game. Maybe a campaign from the point of viweof the “enemy” Micheletto, the cousin of Francesco Sforza. perhaps a campaign on the foundation and expansion of Venice in the Balkans (with the other new civ ???)
in short, we already have stuff without creating it from scratch and I think this is a great advantage
source of the sforza: just play the campaign and u will encounter “the venetians” as enemy
2: Splitting reason: we saw this with the most recent DLC where indians became 4 different civs, although I think the developers tried with “lords of west” adding the Sicilians, in medieval-renaissance Italy you had (besides the papal state in the center dividing the peninsula) in the south the Sicilians/Normans and in the north you had in the east the republic of Venice as independent.
in the west to the French border, including Corsica and going down to Tuscany we have the Italian city-states (in the game, in the campaigns, named in the third mission of barbarossa under the control of the Holy Roman Empire).
These various and numerous city-states in the northeast as I see it should be represented by the civilization of the Italians (as with the Teutons in Germany, let’s not get into creating every little European entity… Otherwise we’ll never end).
( Also personally i really like the fact that when you play as the italians you play as the various city-states of the “Lega Lombarda” like in the “Battle of Legnano”)
the Venetians on the other hand having never been under the rule of the Holy Roman Empire and because they represented strategic importance between trade, wealth and naval wars i think should be a nice addition into the game
Italians under the control of the HRE, Venice is indipendent
Peace of Lodi 1452. one of the many maps of the huge difference and quantity of city-states (that personally i see them under the civ of the italians)
(00:27) map from the Barbarossa Campaign of the map of the HRE (under this mono-border, the italians cities rise)
3: design reason: the Italians were one of the civs that the original developers of ensemble studios were thinking of adding (obviously, like the indians, not under a generic name) in the conqueros expansion, but under the name of the Venetians. (i’ve read also somewhere else other than the source posted but i can not find it now)
Later, Forgotten Empires did a great work with the expansion “The Forgotten”. But as you can see some civs came out very well (basically untouched) like magyars (just some little tweak over time), While others have needed continuous balancing work (just with the relase of DE the civs start to be competitive and balanced).
Now Italians are (personally) very fun to play and they have a nice spot, they are not perfect but numerus step forward have been taken thanks to the love of the people for this game.
Because the civ Italians was added cause was one of the “forgotten” and at the time was for: keep alive the game that we all like, new air, having some new civs… everything that you want, i think the game should look even better with the addition of Venice end the italians that representing the various cities of the “Lega Lomabrda”
for the coat of arms, the wonder, and a bit of history please check the first link posted (thanks again to DoctBaghi)
Now after this brief introduction let’s jump into the bonuses of the civ
Defensive and naval Civilization
- Loom grants your vills + 10 hp and +1 melee armor when researched
a villager with loom instead of 40 hp 0+1/0+2 will have 50 hp and 0+2/0+2 armor they will be less weak agaist units in general and hussar raids in post imperial. this is not like a spanish or a bohemian villager (because their bonuses needs to be researched) but they are also a bit stronger than this.
why this bonus? cause the venetian villagers succesfully managed to escape from he huns, so the survivors should have been a bit stronger (other than lucky).
- archer line move 10% faster, archery range techs cost 50% less
This will have some micro potential and it will be useful especially for thumb-ring because you can afford the tech before other civs
- Guilds free, avaliable in the castle age
this is to reflect the important trade route that the “serenissima” had at the time, you can use this to buy your way up to the imperial age, or just for better prices at teh market
- galley line have +1 range in imperial age
- careening and dry dock are free
we all know the power of the venetian fleet, and this mix between britons range and koreans free defense but on water seems interesting. the point here is to push the player to use the advantage as soon as he reach the castle age and imperial age using the free defense and the range techs given for free to take control of the water and do not wait for the opponent to equally match with upgrade
- Masonry and architecture are free
This is the heart of the civ, often forgotten even by players, these two upgrades help a lot to keep the castles standing.
coinage and banking free
as soon you reach the right age this upgrade in the market will be researched, so if one of your ally needs some resources you can easly sling
for the unique unit the proposal is the “Fante de Mar” see down below for more information about the story and the photo
New Civ concept: the Venetians - #213 by DoctBaghi
my idea is this:
Infantry unique unit that ignores the blacksmith attack upgrade of the enemy (chemistry will hit them)
this will be a mid-speed unit equipped with a large shield and a hammer like in the photo. the thing about this unit is the fact that ignore the upgrade (forgin, iron casting, blast furnace for infantry and cavs. And fletching, bodkin arrow, bracer for the archers)
I do not know if this thing is possible to implement into the game, but i think it will find his position between the ignore of armour and the obuch mechanic
Cost: 60 food 35 gold
HP: 65 75
MA: 1 2
PA: 0 1
ATK: 9 11
Speed: 0.9 1.00
LoS: 3 5
training time: 10 seconds 9 seconds
Cost of Elite upgrade: 1000 food 550 gold, training time 40 seconds
i’ve tried to put down some numbers, but i really do not know hot to test them out… i used as a reference other unit… just let me know
- Naval UU:
Galeass: strong unit avaliable only in the imperial age, this unit is like a Hussite wagon with the ability of shoot in every position (no need to turn around), and the reduced damage to the ships behind. But its like the organ gun with the projectiles (more than one). this is intended to be a heavy/defensive ship.
this is intended to be the front support for your long range galley. weaker to the fire ships (the think here is that you have teh longer range end this unit, but both of your navy are countered by one, the fire ship)
Cost: 145 wood 100 gold
Projectile speed: 7.5
ATk: 11 melee (main) (the other 3 projectiles deal 5 damage) / attack bonuses (only the main projectile: +10 against ships, fishing ships, building
Training time: 45 seconds
also here i do not know how this is balanced, i tried to uses as a reference the thirisadai and the turtle ship
- Castle Age Unique Tech:
cost: 350 food 250 gold
gives barracks units +1 / +1 armor
this is to compensate the lack of the last armor upgrade in the blacksmith, is meant for this… (you will have 1 pierce armor less, but i think its more than ok), i just wanna give this in the castle age cause i think its funny the idea of this kind of armor in the castle age for FU swordsman 11
probably almost never useful in the current meta btw, if not in imp where you need the upgrade to match the enemy, at least in melee
- Imperial Age Unique Tech:
650 wood 500 gold
Bombard Cannon and Cannon Galleon +2 melee armor and +3 pierce armor
(ironclad, but splitted between melee and pierce armor and only for bombard cannon and bombard galleon instead of all siege)
this is to reflect the importance of the Venetian arsenal… and also because all the bonus related to hand cannons are taken 11, so i have decided to buff their siege weapons, always useful in game. i think the fact that you need first the chemistry will let this into a late tech, or at least is not something always accessible
Now the tech tree:
FU archers, FU skirms, they have access to thumb ring and hand cannon
missing cav archer line, parthian tactics (and the elephant archer line)
They have everything exept the eagle line
again like the italians:
They have bloodlines, husbandry, all the upgrade of the scout line, the knight and the cavalier.
Missing the paladin, the camel line, the battle elephant line and the steppe lancer line
they have siege ram, the onager and the scorpion, the siege tower and the bombard cannon
they lack the siege onager, heavy scorpion and the armored elephant line
everything exept the last infantry armor
they only lack heavy demo
lack heresy, faith, theocracy, atonement
they have everything
they have all the techs
they lack both stone and gold shaft mining
all the techs
they lack crop rotation
they have everithing (guilds at the castle age and free, coinage and banking as a team bonuses)
sorry if some words or phrases are mispoken… but english is not my native language
what do you think about it? what are the changes you would like to make? let me know down below!