Venetian Ca' d'Oro

KevinJK

Warlord
Joined
Nov 23, 2010
Messages
121
This might be the first mod for Brave New World. It's finished already, so I'll post it here if anyone is curious. When BNW is released and I can make sure that I guessed correctly on two things (UNIT_VENETIAN_GREAT_GALLEASS and CIVILIZATION_VENICE), it will be released on Steam Workshop as well. If changes do need to be made, I'll reupload it here too.

Venice has a totally unique style of play that should be a lot of fun to try out, but their unique unit Great Galleass isn't even unique. It has slightly higher cost, strength, and ranged strength. That's not unique. So I threw that out and gave them a Courthouse replacement instead. Venice can't annex, so Courthouses are worthless to them. This new building, the Ca' d'Oro, can be built in any city and helps generate more Merchants of Venice.

Slightly modified screenshot (edited it to include Venice's icon):
Spoiler :
CadOro.jpg
 

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The Ca' d'Oro does not have an "annexed city" requirement. It can be built in any city, so Venice will have no problem constructing it in the capital. The flavors have been set-up so that puppetted cites will build one fairly early, but as Venice you could of course purchase it in them too.
 
Not to argue, but the Great Galleass was a unique miliatary development that proved instrumental in winning the Battle of Lepanto, which secured Venice's primacy in the Western Mediterranean for many years. I personally would leave it in and find another way to express Venice's character.
 
Okay. Only a small change was needed. The mod is now available here and on the Workshop and works great.
 
Instead of removing the Great Galleass, I'd suggest making the Merchant of Venice's abilities part of the UA instead of a dedicated unit, and put this building in replacement of the MoV. So just reword the UA to "May not build settlers or annex cities, but may purchase in puppets. Number of Trade Routes doubled. Upon researching Optics, a Great Merchant appears, and all Great Merchants get double gold from Trade Missions and can buy city-states." A bit of a long-winded, awkward UA description but eh.
 
The Great Galleass would need to see some improvements if I did that. Right now the unit is totally worthless, being so similar to the Galleass that it's like not having any change.
 
I honestly dint enjoy unique bildings or imprkments...seems like a waste to me as most buikding give such a small extea bonus kinda like most unique units!!! Ooooo take that!!
 
One option: a civ can have more than two UU and UBs. If you delete the lines from the mod that get rid of the UU then the Venetians will retain it.
 
I appreciate your work.

Civs with two UUs are rather bland in my opinion, and UBs give them more unique flavor.

Are you planning on making any more of these building mods?
 
I appreciate your work.

Civs with two UUs are rather bland in my opinion, and UBs give them more unique flavor.

Are you planning on making any more of these building mods?

What he said. :D Keep up the good work!

WOOT, 1000 posts in 11 years! Where's my kewpie doll? Where's my cookie? :band::banana::dance::hammer2:
 
Off-topic, your Ranch mod for America needs to be updated for BNW: I'm pretty sure isn't allowing food trade routes, unlike the Granary.
 
Are you planning on making any more of these building mods?

Always working on more.


Off-topic, your Ranch mod for America needs to be updated for BNW: I'm pretty sure isn't allowing food trade routes, unlike the Granary.
Yeah, I forgot Granaries were changed. It's just a single extra line to add, but I plan to split the Ranch section off from the rest of that mod because I had other ideas for the future of the rest. I'll try to get that done today, but my girlfriend said it was Harry Potter's birthday or something and insisted we watch some of the movies, so I'll be a little busy.
Edit: The Ranch update for Brave New World is available now.
 
I'm interested in what other ideas you have.

Does it involve something other than the Ranch for America?

Either way, I've enjoyed using it.
 
I'm interested in what other ideas you have.

- Updating the Ranch to add production instead of extra food (finished and haven't updated yet)

- Minuteman Promotion Guerrilla as its own mod (finished and, again, forgot to release it)

- Throwing out America's old trait and giving them a brand new one, which I'm happy to say is now working perfectly and should be available soon. Sea to Shining Sea: +2 Culture in all cities until Steam Power is researched. +2 Tourism in all cities after.
 
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