Ulthwithian
King
- Joined
- Apr 25, 2012
- Messages
- 733
thejayq: It is heavily implied that Venice can buy military units in their puppets. Which, if true, seems a huge competitive advantage for them, militarily speaking.
I think with Venice it is going to be very difficult to create a large army. I mean only Venice can make units, or am I missing something here? Perhaps befriending with military city-states will be a neccesity for a Venetian civ.
Yes, you are missing that Venice will have tons of money and can just purchase an army.
I'd say it's 99.99% guaranteed that Venice, a city literally built on water, will have a coast start bias.
Edit: Moreover iirc every civ with a naval UU has a coast bias.
and buy them in puppeted cities too.
Not that important. Venice will have the Heroic Epic and whatever other military buildings are available, puppeted cities won't.
But that's not quite true either. There's a difference between "più serena di" and "la più serena." The latter is "most serene" (superlativo) while the former is "more serene than" (comparativo).
At least, that's the way I was taught when I learned Italian. I'm not a native Italian speaker, but I did at least learn Italian. Then again, I forgot to match gender earlier, so maybe I'm not the best source.
Aside from the Heroic Epic, what's to stop you from buying barracks and whatnot in one or more puppets?
Byzantium is the only civ with a water based UU that doesn't have a water based start. Even so, I think its highly likely that Venice will be water bias.
I doubt it's that much, or else players wouldn't consider the regular Great Merchant to be the least useful Great Person after Great Admirals. Plus, Venice has double Trade Routes, so they should be rolling in freshly minted gold. That little Trade Mission amount is pocket change.
From what I know civs get a bias based on their unique ability, grassland spawns marshes, which is why Netherlands get it. Celts get a Forest bias. And I think certain civs get a coastal bias, but I'm not exactly sure why. Spain for example, I think it gets a coastal bias too.
Merchant specialist isn't comparable to other specialists too, 2is just too weak compared to 3
, 2
, or 3
.
And you shouldn't exchange thatto gold. If you want specific CS in mind, it would take quite turns to move GM to them. If you just use GM to nearby CS, there's a chance it that IP is effectively wasted.
As an alternative, gold from a GP improvement may be a big deal in BNW.
So in early game -
GS - Quite good benefit when settled. Good benefits if saved for right time.
GE - Can grab quite good wonders.
GM - Arguably better than GA, but still far behind from GS/GE.
GA - Not so good indeed. should focus on other GP.
So with the crap-ton of trade routes and money from the merchants, Venice can simply buy a military as opposed to wasting turns on them. Hmmmm.
Only a limited number of civs have terrain-specific UAs or UIs - most civs have thematically-defined start biases.
This is the key issue with Great Merchants, I think. 2 gold is just too easy to obtain on food- or production-producing tiles to be worth sacrificing those, unless you're in the sufficiently late game that you're benefiting from specialist-related policies. Though this may now have changed with lower gold output from tiles.
Quite often producing a GM will be a CS mission, so you can benefit from that influence, plus the mission influence, plus potentially extra from paying. I quite often focus on GM production as Sweden, since I'm playing diplomatically to maximise GS production and as a bonus get to keep CSs on my side for the big vote in the late game - with a GM I can either use its mission to obtain some influence and gold, or use Sweden's ability for double influence.
I only ever go for GE late game - the engineer specialist buildings are on the wrong path, and too late along it, to get good early Wonders, and those are quick to produce anyway. I rarely use more than one, though should probably use them for manufactories occasionally.
Artists are actually quite good early-mid game since landmarks can race you to policies quickly at a time when you want to accumulate them (just not so early that you finish policy trees before unlocking Rationalism).
Biologist: You could easily do the following.
MoV has the Trade Mission button.
When you click it, you receive X money like any other Civ.
After that, a dialogue pops up and asks if you want to puppet the City-State for X gold.
This would have the _effect_ of making no money off the Puppet.
OTOH, if you have the policy (is it the Commerce Finisher?) that doubles Trade Mission money, you would see the following:
MoV has the Trade Mission button.
When you click it, you receive 2X money like any other Civ with that Policy.
After that, a dialogue pops up and asks if you want to puppet the City-State for X gold.
This way, you would get both the City-State and the Trade Mission gold.