Venice is perhaps the most unique faction that exists in the latest Civilization V expansion, 'A Brave New World' requiring a unique campaign strategy non-existent in other civilizations.
THE FIRST FEW TURNS
Yes, we all love exploring for ruins but never allow your starting warrior to stray too far away from the capitol (especially in raging barbarian mode).
WHY
Venice can only directly control the production of one of its cities, its capital, making it the foundation of all wonder-production (which Venice will need a lot of!!!). This is especially important since Venice can only expand by making puppet states through its Great Merchant bonus. Without a well-guarded capital, Venice is done for
SCIENCE RUSH
Technology is central to all civilizations, especially Venice who with a slow rate of expansion through great merchants will rely heavily upon its capital and great people against larger nations who's libraries, universities and population outnumber their own. Attain philosophy as early as possible for the "Collage" which increases scientific points by 50%, from their gather other necessary techs for technology and then its straight to universities
SOCIAL POLICY AND EARLY EXPANSION
Both liberty and tradition should be invested in, liberty solely for "collective rule" so the "merchant of venice" may be attained and tradition for its small civilization bonuses including 15% wonder production (especially when combined with the 15% ancient-classical wonder production increase from the pantheon 'wonders of the gods'). From here, its time to wonder spam due to the inherent bonuses they grant to civilizations and more importantly, the great people points they grant.
THE MEDIEVAL-RENAISSANCE ERA
By the renaissance or hopefully earlier, nearby barbarians will be almost completely wiped out, great people productions excelling from a vast array of wonders and Venice holds one of the highest yields of tile output in the world.
If so, you've played your cards right, a few galleys should protect sea lanes from which trade cogs could expand upon.
FREE TRADE
These trade cogs should always play a duel role of trading with other civilizations for gold + science and promoting internal growth (food + production). Remember, Venice has double the amount of trade route's, providing them a unique opportunity to grow cities safely so long as trade routes are protected. They are literally the lifeblood of Venice from the Medieval-Renaissance era onwards.
THE MILITARY
As the capital focuses heavily on civilian production, the great merchant can attain armies from city states early game whilst mid games rapid growth in gold production provides an alternative route based almost solely on purchasing units, a strategy made possible by staying out of almost all wars in the early era of the game. (Note, if you start next to the Zulu's and are new to the game simply restart, Venice requires a long-term game strategy of pacifism and trade easily interrupted by militarist civilizations short term strategies).
PUPPET STATES
Puppet states attained through great merchants provide valuable resources for Venice and are best located along coastlines for trading purposes unless ofcourse a major resource like coals spotted inland. They are largely capable of looking after themselves in the new game and don't solely focus on producing coin as they did in previous games, often prioritizing scientific and cultural production. However they do lag behind military building and unit production. To get around this, simply buy them in the puppet state(its one of Venices special abilities,)
TRADE ROUTES WITH OTHER NATIONS
Despite Venice's ability to double potential trade routes its advisable (particularly if your playing raging barbarians in the advanced settings) to wait until trade lanes are made safe by your own or other nations. In terms of production they are very expensive early game (particularly trade lanes) and can throw back Venice's development if its looted by pirates or barbarians.
TRADE ROUTES WITH VENICE'S PUPPET STATES
Internal Trade is fundamental for Venice's growth as a nation, by placing merchants home city in the capital and its puppet states, each may provide massive food and production bonuses to one another based (particularly if along sea trade routes). This makes Venice distinct to other civilizations as its 'Serinisimo' ability doubles the number of trade routes available, making it possible to support internal growth and foreign trade at the same time so long as its routes are protected
AFTER THE RENAISSANCE
By now Venice's culture and economy should be leading the world. Generally its advisable to focus from here on either a technological, cultural or diplomatic victory (thence making Freedom its obvious ideology). The game here onwards would be of your own making, the only advice I could give is to switch trade ships based on local trade to foreign trade as cities should be well established by now.
THE FIRST FEW TURNS
Yes, we all love exploring for ruins but never allow your starting warrior to stray too far away from the capitol (especially in raging barbarian mode).
WHY
Venice can only directly control the production of one of its cities, its capital, making it the foundation of all wonder-production (which Venice will need a lot of!!!). This is especially important since Venice can only expand by making puppet states through its Great Merchant bonus. Without a well-guarded capital, Venice is done for
SCIENCE RUSH
Technology is central to all civilizations, especially Venice who with a slow rate of expansion through great merchants will rely heavily upon its capital and great people against larger nations who's libraries, universities and population outnumber their own. Attain philosophy as early as possible for the "Collage" which increases scientific points by 50%, from their gather other necessary techs for technology and then its straight to universities
SOCIAL POLICY AND EARLY EXPANSION
Both liberty and tradition should be invested in, liberty solely for "collective rule" so the "merchant of venice" may be attained and tradition for its small civilization bonuses including 15% wonder production (especially when combined with the 15% ancient-classical wonder production increase from the pantheon 'wonders of the gods'). From here, its time to wonder spam due to the inherent bonuses they grant to civilizations and more importantly, the great people points they grant.
THE MEDIEVAL-RENAISSANCE ERA
By the renaissance or hopefully earlier, nearby barbarians will be almost completely wiped out, great people productions excelling from a vast array of wonders and Venice holds one of the highest yields of tile output in the world.
If so, you've played your cards right, a few galleys should protect sea lanes from which trade cogs could expand upon.
FREE TRADE
These trade cogs should always play a duel role of trading with other civilizations for gold + science and promoting internal growth (food + production). Remember, Venice has double the amount of trade route's, providing them a unique opportunity to grow cities safely so long as trade routes are protected. They are literally the lifeblood of Venice from the Medieval-Renaissance era onwards.
THE MILITARY
As the capital focuses heavily on civilian production, the great merchant can attain armies from city states early game whilst mid games rapid growth in gold production provides an alternative route based almost solely on purchasing units, a strategy made possible by staying out of almost all wars in the early era of the game. (Note, if you start next to the Zulu's and are new to the game simply restart, Venice requires a long-term game strategy of pacifism and trade easily interrupted by militarist civilizations short term strategies).
PUPPET STATES
Puppet states attained through great merchants provide valuable resources for Venice and are best located along coastlines for trading purposes unless ofcourse a major resource like coals spotted inland. They are largely capable of looking after themselves in the new game and don't solely focus on producing coin as they did in previous games, often prioritizing scientific and cultural production. However they do lag behind military building and unit production. To get around this, simply buy them in the puppet state(its one of Venices special abilities,)
TRADE ROUTES WITH OTHER NATIONS
Despite Venice's ability to double potential trade routes its advisable (particularly if your playing raging barbarians in the advanced settings) to wait until trade lanes are made safe by your own or other nations. In terms of production they are very expensive early game (particularly trade lanes) and can throw back Venice's development if its looted by pirates or barbarians.
TRADE ROUTES WITH VENICE'S PUPPET STATES
Internal Trade is fundamental for Venice's growth as a nation, by placing merchants home city in the capital and its puppet states, each may provide massive food and production bonuses to one another based (particularly if along sea trade routes). This makes Venice distinct to other civilizations as its 'Serinisimo' ability doubles the number of trade routes available, making it possible to support internal growth and foreign trade at the same time so long as its routes are protected
AFTER THE RENAISSANCE
By now Venice's culture and economy should be leading the world. Generally its advisable to focus from here on either a technological, cultural or diplomatic victory (thence making Freedom its obvious ideology). The game here onwards would be of your own making, the only advice I could give is to switch trade ships based on local trade to foreign trade as cities should be well established by now.