So I want to try something here. Please try and keep an open mind, and I'll try to do the same. Venice is often written off as a terrible domination/conquest based civilization. I don't necessarily think that's true. I just want to come here and play devil's advocate and see if either I can be convinced of my folly or I can change some minds.
Venice has 6 uniques that separate it from the base civilization:
What are the problems with these uniques that stop Venice being viable (or even good) at conquest? By conquest I mean a war based strategy not just full dom but including SV, CV or diplo using a conquered empire. What am I missing that makes them not perfectly suited to a H-C-A game?
I note that with Venice I would be warring with my trade and gold in mind all of the time. I would be warring for profit, and choosing targets etc. with that being my foremost consideration, whether it be that they have access to resources I need/want a monopoly over, have cities that I could send profitable trade routes from, or have wonders I want.
The main synergies I see with this play style are:
The only unique I'm not personally able to leverage here is the Great Galleas. In concept a naval UU should be brilliant for a civ that wants to pick and choose its conquest targets very carefully. Even on Pangaea, being able to attack the opposite side of the landmass without trekking over the entire continent is a bonus. In many ways the synergy here is even greater because of Venice's greed for access to more trade routes, particularly coastal ones. The only problem is that I find them awkward and don't fully understand how to get the best out of them yet. Firstly, and probably most importantly, they can't cross oceans, so lose the synergy I just noted about attacking the other side of the continent. Other than that I find that they are too close to Frigates on the tech tree to get much use as by the time you build 6-7 of them, you could research Navigation. If they had an earlier iteration like the Dromon and I could mass upgrade at Compass that would be one thing, but I find that generally I will have spent the time building a unit that costs more hammers than the original and is too quickly superseded. I'd rather a weaker Galleas that costs fewer hammers to build. Now that would be magical. I'm convinced here that I am missing something and that these units can be used to some advantage.
Venice has 6 uniques that separate it from the base civilization:
- Cannot settle or Annex additional cities
- Great Merchant of Venice
- Can puppet City States using Great Merchants of Venice
- Great Galleas
- Double # of trade routes
- Can purchase in puppeted cities
What are the problems with these uniques that stop Venice being viable (or even good) at conquest? By conquest I mean a war based strategy not just full dom but including SV, CV or diplo using a conquered empire. What am I missing that makes them not perfectly suited to a H-C-A game?
I note that with Venice I would be warring with my trade and gold in mind all of the time. I would be warring for profit, and choosing targets etc. with that being my foremost consideration, whether it be that they have access to resources I need/want a monopoly over, have cities that I could send profitable trade routes from, or have wonders I want.
The main synergies I see with this play style are:
- Generally the trade routes are limited by access to good home ports for your cargo ships close enough to your trade buddies... I propose taking them by force.
- Can use some of the extra trade routes to offset the opportunity cost of not going tradition
- The gold (Honor finisher, trade posts, good trade routes and commerce boosted GMoV, which by the way your puppets will generate for you without wasting time on those pesky GS)
- Frees up unit cap limitations by opening up an abundant source of cities
- I feel almost evil playing an unscrupulous war profiteer
- The gold
- Almost certain to get the extra 4 routes from Petra and the Colossus (one way or another)
- The gold
- No pesky settled cities pushing up my policy cost
- Can purchase units on the front, whenever, wherever without having to annex
- Can purchase religious buildings in all of your cities to help with happiness issues
- Can create forward operating bases by buying nearby CS at the drop of a hat
- Did I mention the cold hard profit ?
The only unique I'm not personally able to leverage here is the Great Galleas. In concept a naval UU should be brilliant for a civ that wants to pick and choose its conquest targets very carefully. Even on Pangaea, being able to attack the opposite side of the landmass without trekking over the entire continent is a bonus. In many ways the synergy here is even greater because of Venice's greed for access to more trade routes, particularly coastal ones. The only problem is that I find them awkward and don't fully understand how to get the best out of them yet. Firstly, and probably most importantly, they can't cross oceans, so lose the synergy I just noted about attacking the other side of the continent. Other than that I find that they are too close to Frigates on the tech tree to get much use as by the time you build 6-7 of them, you could research Navigation. If they had an earlier iteration like the Dromon and I could mass upgrade at Compass that would be one thing, but I find that generally I will have spent the time building a unit that costs more hammers than the original and is too quickly superseded. I'd rather a weaker Galleas that costs fewer hammers to build. Now that would be magical. I'm convinced here that I am missing something and that these units can be used to some advantage.