Alright, in one of the recent threads @CrazyG said that Venice is awful which bited me to show that Venice is not that bad. Turned out that was probably the most interesting games that i had for the past year! I already finished the game and have 110 awesome screenshots, but it will take quite a lot of time to compile them, therefore lets start with a bit of a discussion. Venice is probably the most controversial civilization and many players might be confused with how to play it. Do you think that Venice is weak? What strengths and weaknesses do you see? How would you approach the game playing for Venice? What would be your overall gameplan? What would be your primary Victory Condition? What policies would you choose? What pantheon would you choose? Part 1 added: https://imgur.com/gallery/cxqsbpK Part 2 added: https://imgur.com/gallery/9VPSekx Part 3 added: https://imgur.com/gallery/Bk5lk6f Part 4 added: https://imgur.com/gallery/GukL8cz Part 5 added: https://imgur.com/gallery/iuLmRTj Part 6 added: https://imgur.com/gallery/UWdWYLa Spoiler Here is my start : I moved Pathfinder, saw 3rd gold and decided to move my Capital to get it. Game Options: Deity, Standard, Pangea, Low Sea Level, Strategic Balance, 10 AIs, No Events, no Tech Trading, no Research Argreements Changes made to the difficulty: AIGrowthPercent: changed from 70% to 100% ==>> removed growth handicap (it is good, try it!) AIConstructPercent: changed from 70% to 60% ==>> AI will build buildings faster (to compensate fro Growth handicap) DifficultyBonusA: changed from 80 to 70 ==>> AI will be a bit weaker in the end (my last to games seemed like AI snowballs way to fast in the end game DifficultyBonusB: changed from 150 to 165 ==>> AI will be stronger in the middle of the game (my last games showed that AI is too weak around Renaissance) DifficultyBonusC: changed from 300 to 310 ==>> AI will be stronger in the early game (to compensate for Growth Handicap, which is more important in the early game) Discussions and conclusions: 1) Growth handicap is just not needed. It just breakes balance and does nothing else. Seriously. Just try to play without it and you'll see. 2) Arsenale di Venezia is bad. I think it should be reworked to somethin else. If possible i'd suggest it making so that you can buy units in Venice without penalty to XP. Otherwise it can grant bonus promotion to all units not only Navy, or maybe additional XP 3) Ruins: "Extra land" ruin is bad, sometimes it is better not to have it than have it. I suggest to remove it Gold and Production ruins should be toned down. For Production and Gold i think they should give ~20% less. Faith Ruins should be nerfed even stronger. I suggest it to give 30 befor Pantheon and 100 after Pantheon. 50 and 200 is way too much. 4) I thinnk that World Religion proposal might be to strong. It is hard to pass it, but if you do so - you get A LOT. i think it might be toned down a bit 5) Thoughts on Melee promotions: Schock / March line: A nerf to March was a good decision. In this game i actually made some good use of Stalwart, but i think March still outperforms it. Drill / Stalwart line: Problem with Stalwart is that you can't attack. You can defend and you do it great, but trading HP is very hard. I think Stalwart should get some buff, i suggest +10% combat strenght Blitz is a useless promotion, i can't see any reason for picking it, this makes Drill line worse compared to Shock line. March and Stalwart are both good, but after March you can take Overrun which is cool and after Stalwart i was taking Shock, because other promotions were bad. I thing Blitz needs something, my suggestion would be maybe +1 movement or reduction of damage taken when attacking (something like -25% damage taken when attacking, similar to how Coastal Raiders work) 6) Thoughts on Ranged Promotions Barrage is better than i thought, i take my words back, it is not awful. It is much weaker than Accuracy but the main power is Logistics that grants double shot. What is so important here is that unit with Logistics levels up musch faster Problems come after Logistics/Range. Accuracy line has +25% damage against units that are above 50 HP, which is great. Barrage line gets +15% outside friendly land. Why would i take that if i can simply take Accuracy? My suggestion is to make Medic1 available for Barrage line. I think this will make up for perfect balance between two lines. 7) 20% treshhold for Reformation is too much. This game is perfect example. The only civ that was able to reform naturally was Ethopia. Byz Reformed via St. Basil. I managed to reform on turn 250 only and that was because i captured and inquisited losts of cities, i had Scripture and i had 2 Vassals! 8) Thoughts on Air units: First of all they come too late. Air combat is an interesting part of the game, but in many games you just can't use them because the game ends. They are extremely costly. If i'm not mistaken - Triplane cost about as much production as Pentagon! Please share your thoughts!