MadHaxxor: Okay, let's change Venice slightly.
Remove the Merchant of Venice, add to its UA "Your Great Merchants get double returns from Trade Missions", and give it another unique.
So, instead of losing the CS permanently, Venice takes it over by gaining 60 Influence and 2k gold it can spend to gain Ally status.
That's not going to change the short-term picture of the guy relying on the Happiness of a Mercantile CS. And if you were planning long-term on relying on a CS that anyone with enough money can take away from you for positive happiness, I would respectfully suggest a different strategy.
And therefore, turned Austria into a weaker, lower tiered civ.
I disagree with your assertion that City-States are a key game mechanic.
You CAN outbuild Egypt to a Wonder... if you are willing to pay the costs involved. In this case, that involves beelining to the tech (forsaking other techs), and otherwise suffering because you can't just 'pick it up as you go' because then Egypt will get it first.
Again, you're not willing to do what the game currently requires to protect your CSs from Venice.
Egypt will get to a random Wonder first unless you make it a priority of your Civ.
Venice _might_ take your CS Ally unless you make it a priority for your Civ to deny that to him.
I've quite literally littered this thread with everything from in-game ways to combat Venice beyond simply DoWing him to (yes!) ways that the devs can tone it down somewhat without breaking the actual gameplay point.
Basically, this conversation comes down to this:
You: "Venice shouldn't be able to take my CSs away from me."
Me: "I need the GL to be competitive."
You: "But that's different."
Me: "Not to me."
You are asking me to acquiesce to your vision of how to play the game while being unwilling to acquiesce to my vision of how to play the game. I don't see where to go from here.
This whole "tier" thing is nonsense.
You can kill, raid, plunder, work against them in WC, work diplomacy against them, play city-states off each other, set up barriers to mov missions, prevent them from buying mov in later game, etc. Sounds like a lot options and choices to me.
Not for those that want challenging and interesting opponents. Tiers, albeit relative, do show which ones need improving (cough) India (cough). The one thing that should not happen is moving a civ downwards on its own.
so in the late game, you've allied a CS with access to 6 oil. You're running a major war with Tanks, Planes, what have you, all requiring this oil. Venice bounces along and steals the city state in one turn with no repercussions (whether or not they're involved in the war and whether or not they did so knowing they were screwing with you) and now all your oil-based units are locked at half strength.
Of course, substitute oil with any good strategic resource at any point in the game, because if your units outnumber the amount of any resource you have, they ALL fight at half strength, meaning that if that unit is the keystone of your army, you are at a major disadvantage.
This would work, of course, if it's a merchantile civ, giving you jewellery and a lux. There are situations that this could put you deep into unhappiness, to the point that it would take quite a while to recover.
This is supposed to be considered a well thought out and balanced civ?
In MP other players will abuse the DoW on CS, attack, sign peace before the CS can attack back, repeat till the CS is conquered strategy, which works with every civ. So getting them with a Great Merchant is not OP.
so in the late game, you've allied a CS with access to 6 oil. You're running a major war with Tanks, Planes, what have you, all requiring this oil. Venice bounces along and steals the city state in one turn with no repercussions (whether or not they're involved in the war and whether or not they did so knowing they were screwing with you) and now all your oil-based units are locked at half strength.
Of course, substitute oil with any good strategic resource at any point in the game, because if your units outnumber the amount of any resource you have, they ALL fight at half strength, meaning that if that unit is the keystone of your army, you are at a major disadvantage.
This would work, of course, if it's a merchantile civ, giving you jewellery and a lux. There are situations that this could put you deep into unhappiness, to the point that it would take quite a while to recover.
This is supposed to be considered a well thought out and balanced civ?
Wait, how is this any different from the MoV walking in and picking the trade route and then just buying the CS out from under you? This shouldn't be too difficult with +60 influence, 1600+ gold, and them being an economic civ.
The end result is the same, you're screwed because you put all your eggs in one basket.
And I rarely hear people complain when they are on the 'using' side of the mechanics, at least not 'omf gawd this needs nerfing!'
In ANY situation that I can hit the 'Acquire the CS' option of a MoV, I can choose to INSTEAD hit the 'Trade Mission' option and gain 800+ gold.
So yes, there is most definitely a cost to take this option.
Or at the very least, add a diplo hit for stealing an allied city-state from another player.
In my opinion, they actually need a buff, like being able to at least emphasize production so they aren't starving themselves by mining the desert incense tiles.