Also available on Steam Workshop
This requires at least one of the expansions. Either one or both works.
Makes City States more valuable to capture, or to marry/buy as Austria or Venice. Upon founding, city-states gain a unique building based on their type. This building provides them a small benefit, but importantly, it remains intact upon capturing/marrying/buying the city-state, letting you use it.
But that's just a tiny bonus. The good stuff comes from the changes to the Patronage policy line, which gives bonuses to city-states you've taken over. All old effects remain, with these new capture bonuses:
This requires at least one of the expansions. Either one or both works.
Makes City States more valuable to capture, or to marry/buy as Austria or Venice. Upon founding, city-states gain a unique building based on their type. This building provides them a small benefit, but importantly, it remains intact upon capturing/marrying/buying the city-state, letting you use it.
- Cultural: Plaza adds 2 Culture to city-state and 1 Culture to the Capital.
- Maritime: Storehouse adds 2 Food to city-state and 1 Food to the Capital.
- Mercantile: Jewelry or Kiln created depending on what luxury the city-state produces. These buildings provide a second copy of the luxury, which you get to keep if you capture the city-state (and can trade at that point).
- Militaristic: Blacksmith adds 2 Production to city-state and 1 Production to the Capital.
- Religious: Saint's Tomb adds 2 Faith to city-state and 1 Faith to the Capital.
But that's just a tiny bonus. The good stuff comes from the changes to the Patronage policy line, which gives bonuses to city-states you've taken over. All old effects remain, with these new capture bonuses:
- Opener: Capturing a city-state awards a bonus yield instantly in your Capital based on the Population and type of the city-state. The amount on Standard game speed is 8 yield for citizen, and it does retroactively affect all city-states you already own when adopted.
- Philanthropy: Captured city-states produce +2 of their chosen yield. This is yield is whatever their building already provided, or Gold in the case of Mercantile.
- Consulates: Creates a Consulate building in every captured city-state that adds 1 vote in World Congress. This is destroyed if you annex the city (takes a turn to remove it).
- Scholasticism: Captured city-states generate 25% more Science.
- Cultural Diplomacy: Captured city-states have +2 Happiness.
- Merchant Confederacy: Captured city-states produce +25% Gold.
- Finisher: Capturing a city-state awards a short Golden Age based on the Population of the city-state. The amount on Standard game speed is 1 turn for every 4 citizens, rounded up. This is affected by all Golden Age duration modifiers. Due to the rounding up, it's ever-so-slightly beneficial to wait to capture until you've already got this, but it does count the population of all city-states you've already got and immediately Golden Age from their population, so it is retroactive.