[Vote] (5-75) Buffing Venice's Piazza San Marco, Murano Glassworks, and Arsenale di Venezia

Approval Vote for Proposal #75


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Enginseer

Salientia of the Community Patch
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CurrentProposedDifferencesRationale
Piazza San Marco
  • +2 :c5food: Food, :c5production: Production, and :c5gold: Gold and +1 :c5culture: Culture and :c5science: Science.
  • +33% :c5greatperson: Great People Generation
  • Receive 15 :c5culture: Culture when a :c5citizen: Citizen is born in the City and 50 :c5goldenage: Golden Age Points when you unlock a Policy.
  • +5 Unit Supply.
  • +2 :c5food: Food, :c5production: Production, and :c5gold: Gold and +1 :c5culture: Culture and :c5science: Science.
  • +33% :c5greatperson: Great People Generation
  • Receive 15 :c5culture: Culture when a :c5citizen: Citizen is born in the City and 50 :c5goldenage: Golden Age Points when you unlock a Policy.
  • +5 Unit Supply.
  • -1 Turn Military Unit Gold Purchase Cooldown
  • -3 Turn Civilian Unit Gold Purchase Cooldown
Piazza San Marco now reduces the purchase cooldown of military units by 1 and civilian units by 3.At any moment's disposal, if her treasury wills it, she can prop up 7 military units at once from the Capital if needed (think Foreign Legion, Free Companies but to all military units).
Murano Glassworks
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • +2 :c5food: Food and Tourism to all Great People Improvements and Villages.
  • 1 Artist Slot
  • 2 Great Works of Art/Artifact Slots.
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • +2 :c5food: Food and Tourism to all Great People Improvements and Villages.
  • 2 Artist Slot
  • 2 Great Works of Art/Artifact Slots.
  • Completing a Land/Sea Trade Route will complete or strengthen an existing Historic Event (think Caravansary+Harbor yield but stacking!)
  • Murano Glassworks now grants/strengthens a trading Historic Event (via Land or Sea).
  • 1 more Artist Slot.
I think this UB should boost the trade routes theme with its design (cultural victory).
Arsenale di Venezia
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • +3 :c5strength: Defense.
  • +15% :c5production: Production.
  • +5 Unit Supply, +25% Unit Supply from Population.
  • All Naval Units gain the Venetian Craftsmanship Promotion (+10% Combat Strength, +1 Movement).
  • 1 Engineer Slot
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • +3 :c5strength: Defense.
  • +15% :c5production: Production, Unit Supply from Population, and :c5strength: Combat Strength in the Capital.
  • +10% Unit Supply from Population, and :c5strength: Combat Strength in non-Capital Cities.
  • +5 Unit Supply, +25% Unit Supply from Population.
  • All Naval Units gain the Venetian Craftsmanship Promotion (+10% Combat Strength, +1 Movement).
  • 2 Engineer Slot.
  • Internal Trade Routes from this City grant +4 more :c5production: Production to other Cities.
  • Lost 3 Defense for +15% Defense.
  • Lost 5 Unit Supply and +25% Unit Supply from Population for +15% Unit Supply from Population.
  • Grants +10% Unit Supply from Population, and Combat Strength in all non-Capital Cities.
  • Internal Trade Routes from this City generate +4 more Production.
  • +1 more Engineer Slot.
I think this UB should boost the trade routes theme with its design (domination victory). Send a Production TR to a recently-conquered city and get some major Production boost! In addition, Arsenale di Venezia only buffs its Capital City a bit too much when it needs to spread out its bonuses more compared to Murano Glassworks and Rialto District.
Rialto District
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • -15% :c5gold: Gold Cost in the Capital (-10% :c5gold: Gold Cost in non-Capitals Cities).
  • Provide 1 Delegate for every 100 gross GPT produced (scaling up to 25% of City-States ever alive).
  • Incoming Trade Routes and your owned Trade Routes produce +3 :c5gold: Gold.
  • 1 Merchant Slot.
  • Requires Piazza San Marco
  • 1 of 3 mutually exclusive buildings for Venice.
  • -15% :c5gold: Gold Cost in the Capital (-10% :c5gold: Gold Cost in non-Capitals Cities).
  • +1 :c5trade: Trade Route (doubled to +2 with the UA).
  • +1 :c5gold: Gold for every 3 Citizens in the Empire.
  • Provide 1 Delegate for every 200 gross GPT produced (scaling up to 25% of City-States ever alive).
  • Incoming Trade Routes and your owned Trade Routes produce +3 :c5gold: Gold.
  • 2 Merchant Slot.
  • Now grants you +1 Trade Route.
  • +1 Gold for every 3 Citizens in the Empire.
  • +1 more Merchant Slot.
  • The amount of delegates granted goes up from 100 to 200 (which means you'll need 200-2000 GPT instead of 100-1000 GPT)
Rialto District might have been underused because it was used for delegates that simply got outscored by the number of embassies other major Civilizations could establish from the City-States and their Alliances. Instead, we're nerfing it down so Rialto District can reap in more earlier bonuses pre-Printing Press like +1 Gold for every 3 Citizens in the Empire and an increased trading cap (that was missing from one of Venice's kit if Arsenale offered a unique promotion and Murano offered a unique global Food/Tourism bonuses).
 
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How does unit supply from population (in general) work currently?
 
How does unit supply from population (in general) work currently?
Base: 0%
Everything adds. It's pretty simple lol.
 
No changes to Rialto district? I really think the WC votes for GPT needs to be adjusted. Maxing it is too easy
 
Base: 0%
Everything adds. It's pretty simple lol.
so at base, city population does nothing to supply. And then getting a bonus of +10% Unit Supply from Population means that the city now grants 1 supply for every 10 population?
And if yes, how is the rounding done? If you have 5 cites and each one has 6 pop and has 10% supply from pop, would you get 3 supply or 0?

At any rate, my concern was/is that the new bonus looks a lot weaker
 
Base: 0%
Everything adds. It's pretty simple lol.
so at base, city population does nothing to supply. And then getting a bonus of +10% Unit Supply from Population means that the city now grants 1 supply for every 10 population?
And if yes, how is the rounding done? If you have 5 cites and each one has 6 pop and has 10% supply from pop, would you get 3 supply or 0?

At any rate, my concern was/is that the new bonus looks a lot weaker
For further clarity, the base value depends on difficulty level.

Settler: 35%
Chieftain: 30%
Warlord: 25%
Prince: 20%
King: 20%
Emperor: 15%
Immortal: 15%
Deity: 15%
AI: 25%
 
At any rate, my concern was/is that the new bonus looks a lot weaker
5 + 0.25x = 0.15x + 0.1y
With x being the Capital's Population and y being every non-Capital's Population.
5 + 0.1x = 0.1y
With this, at 50 non-Capital Population or higher, you only need to match Venice's Population after that. So if you have 20 Venice populations, you'll need 50 + 20 Non-Capital Population to overcome the bonuses.

I made up for this by giving puppeted cities +10% Combat Strength which can range from +1 :c5strength: to +10 :c5strength: and the ability for its Capital to influence its puppet's production better through bigger production numbers.

On another note, I've amended this proposal, replacing Piazza San Marco's suggested Urbanization Unhappiness with a gold purchase cooldown reduction and made some changes to Rialto District to keep it a tad bit interesting when compared to the 2.
 
Imo the number of specialists slots should be increased to 2 for all wonders as well.

Especially for Murano, this is as close to a 2nd workable guild of any type that Venice gets
 
Right forgot about that, re-amended
 
I can sponsor this.
 
The buffs are huge.

Love the new abilities, the purchase cooldown reduction is especially cool, but I really hope we won't be back here next congress nerfing Doge back down.
 
But how strong are the historic events from Murano Glassworks?
 
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