CHECK OUT THE CIVARIUM HERE: https://forums.civfanatics.com/threads/rogues-civarium.695120/#post-16769956
This is an early beta mod. Art assets aren't included - I suspect this will have to wait until formal modding support is introduced. If someone who knows more than me can comment on this, I would appreciate it - really eager to make it look pretty!
This mod adds the Venetian civilization to the Exploration Age for Civilization VII. A naval, economic, and cultural powerhouse, Venice was a wealthy and influential city-state that extended dominance across the Mediterranean. In this version, we call back to the implementation of Venice from Civilization V - incentivizing hyper-tall growth and focusing power and resources in your capital city, only to then translate that into terrifying naval might to dominate the seas. Venice's Serenissima ability turns your towns into extremely powerful gold factories as you seek to claim distant lands, but makes upgrading them to cities impractical to outright impossible. Build tall, not wide, but expand your reach across the seas. Your Bacino improvement - a "basin", in Italian - is a hub for influence to help you negotiate relationships with independent powers, and making it easier to incorporate them.
Your civic research is primarily focused around improving your coastal settlements and your naval might. Because your gameplay will be largely focused in your capital, many of these bonuses may be practically limited in scope, but will set you up for a dominating presence in the modern age. One stand out in particular is that Venice's naval supremacy also lends itself to a small technological advantage - while other civilizations will have to go to Shipbuilding to embark into the deep oceans safely, a cultural Venice can unlock this ability with the mastery of one of their civics (Tradizione degli Arsenalotti)
Cities that aren’t your capital get -30 happiness
Towns can't be upgraded to cities.
Other Changes:
- Machiavelli will choose to play Venice with a strong preference
- Playing as Rome, Greece, or Machiavelli will unlock Venice in the exploration age
To install:
Windows: Extract to your "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
MacOS: Extract to your "~/Library/Application/Support/Sid Meier's Civilization VII/Mods" folder
This is an early beta mod. Art assets aren't included - I suspect this will have to wait until formal modding support is introduced. If someone who knows more than me can comment on this, I would appreciate it - really eager to make it look pretty!
This mod adds the Venetian civilization to the Exploration Age for Civilization VII. A naval, economic, and cultural powerhouse, Venice was a wealthy and influential city-state that extended dominance across the Mediterranean. In this version, we call back to the implementation of Venice from Civilization V - incentivizing hyper-tall growth and focusing power and resources in your capital city, only to then translate that into terrifying naval might to dominate the seas. Venice's Serenissima ability turns your towns into extremely powerful gold factories as you seek to claim distant lands, but makes upgrading them to cities impractical to outright impossible. Build tall, not wide, but expand your reach across the seas. Your Bacino improvement - a "basin", in Italian - is a hub for influence to help you negotiate relationships with independent powers, and making it easier to incorporate them.
Your civic research is primarily focused around improving your coastal settlements and your naval might. Because your gameplay will be largely focused in your capital, many of these bonuses may be practically limited in scope, but will set you up for a dominating presence in the modern age. One stand out in particular is that Venice's naval supremacy also lends itself to a small technological advantage - while other civilizations will have to go to Shipbuilding to embark into the deep oceans safely, a cultural Venice can unlock this ability with the mastery of one of their civics (Tradizione degli Arsenalotti)
Venice
Attributes
Militaristic, EconomicUnique Bonus - Serenissima
Towns get +75% production (doubled if in distant lands)Cities that aren’t your capital get -30 happiness
Towns can't be upgraded to cities.
Unique Improvement - Bacino
+3 influence. +1 gold and +1 culture for each adjacent Coastal tile. Can’t be placed next to a Bacino. Must be placed adjacent to a coastal tile.Unique Unit - Patrisiato
Venetian unique settler. When founding a coastal settlement, it receives +2 population.Civic Tree
Maestria Lagunare
- Unlocks building the Bacino
- Unlocks Laguna Protetta (coastal settlements get +3 production)
Artiginatio
- Unlocks Forna de Murano (+2 production on culture buildings)
- Unlocks Costruzione Navale Accelerata (+30% production to naval units)
- Tier 2: Increase specialist cap by 1
- Tier 2: Receive 1 relic
Tradizione Degli Arsenalotti
- Ships get +1 movement
- Unlocks Regia Marina (Fleet commanders get +1 command radius)
- Tier 2: Units can enter deep ocean without penalty
- Prereq: Maestria Lagunare
Stato del Mar
- Unlocks Potenzia di Venezia (whenever you build a naval unit, get 25% of its cost as gold)
- Coastal and ocean tiles get +2 gold, +2 food, and +2 production
- Tier 2: Increase specialist cap by 1
Other Changes:
- Machiavelli will choose to play Venice with a strong preference
- Playing as Rome, Greece, or Machiavelli will unlock Venice in the exploration age
To install:
Windows: Extract to your "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
MacOS: Extract to your "~/Library/Application/Support/Sid Meier's Civilization VII/Mods" folder
The Bacino is supposed to be placed on dry land adjacent to a Coast tile (and not adjacent to another Bacino), perhaps that is the cause of the placement issue? I've noticed that it needs to be placed on an existing rural district, so you need to have already been working it. I'm unsure if this is intentional behavior for custom improvements in Civ 7 yet or not (haven't paid too much attention to it), but I'll look into it.
Regarding the UI bug - good to note about the happiness penalty. Just to confirm something - Babylon was purchased in the antiquity age, correct?
Either way, I'm glad you found the ideas sound! I appreciate the feedback - will get a fix out shortly with this!