Venice-Wide Empire Strategy?

terminus467

Chieftain
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Apr 4, 2011
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Let me preface by saying that I checked to see if someone else had addressed this on the forums, or elsewhere, and found nothing. So if it has been addressed, I apologize.

Now, here's where I come from. Before Venice came out I more or less only played Rome (certainly on Multiplayer) and sometimes played Arabia. Venice filled a mercantile city-state-shaped hole in my heart.

Moving on: The idea of Venice being conducive to a wide build has been dismissed pretty much out of hand, and for good reason: They can't make settlers and what cities they do get beyond Venice they can't micromanage. After playing Venice a LOT since it came out, I would like to try to counter this notion and see what feedback I get.

Now, why doesn't everyone just build infinite cities every game? Because no matter who you play as, the game has built-in diminishing returns on cities. The biggest one is happiness, but it's in research and social policy purchasing also. What determines whether a civ should go wide or tall is based on the extent of these diminishing returns: At what point, for that civilization, does it become unprofitable to build city X+1? Civilizations for whom the scaling of marginal costs is important (those going for cultural victory, perhaps) will favor tall builds.

I would argue that Venice's Unique Ability and Unique Great Person actually reduce the amount by which their marginal benefit decreases per X new cities. First I'm going to break down their Unique Ability into its component parts, leaving out the part about not being able to build settlers/annex because I won't need to refer back to that:

1: MoV's can puppet city-states for free, instantaneously.
2: You can purchase units and buildings in puppeted cities.
3: You receive 2x trade routes.

So here's my argument: Part of the diminishing returns on founding new cities, particularly as the game goes on, is that when you found them they have only one population, are not developed at all, are only seven hexes in size, and are defenseless barring a defense you provide. You have to go out of your way to locate luxury and strategic resources.

This is nothing new. This has been the norm since forever. But Venice turns that on its head and presents an alternative. When you "settle" as Venice you get a city whose population is scaled to the game's duration (so in the mid-game their population will be anywhere between five and ten), that has buildings, that comes with its own military, that has guaranteed luxury and strategic resources (some or all of which may be improved already), that has a worker, and whose borders have already been expanded.

In a world where all other things were equal, you would obviously choose to settle cities in the latter fashion. But the way this plays out strategy-wise is that it effectively extends the time period for Venice in which it is profitable to "settle". If I'm Rome in the Mid-Game I'm probably not settling new cities. Venice has less of a reason not to. Now, I have no idea if this is necessarily enough to make wide strategies better than tall strategies, but it would be reasonable to say that at the very least, this aspect of Venice's ability makes wide strategies more viable because it reduces the penalty for settling later in the game.

Venice's ability to purchase in puppeted cities plays into my thinking as well.

What is gold? What can you use it for in the game? Other than paying for upkeep and thereby keeping you from going negative and losing research. What can it get you? Well, it can get you units and buildings. So it's essentially just production that can't be used for certain units or buildings (wonders) and that expenses slightly less efficiently than production. Because a city could produce a worker, for instance, in much less time than it would take to produce the gold requisite to buy a worker. At least in the early and mid game.

So at first glance, gold is just less efficient production. I would argue that the cost in efficiency is made up for with convenience and flexibility. You get convenience because gold can be spent anywhere. So if I have a city on the other side of the map, I can produce five hundred gold in Venice, but spend it in my other city. You get flexibility because, unlike with production, with gold you don't have to specify what it's for when you make it. And gold can be saved. So if you don't plan on going on a conquering spree, you don't have to build a large army. You can just save your gold and allocate Venice's production to other things (such as things that get you more gold) and, if you get attacked, buy an army in a matter of turns.

It sounds impractical, but I can't tell you how many times I've turned back armies in Multiplayer as Venice just by buying units at whatever city is being attacked. It's actually wonderful because instead of spreading my resources out and paying upkeep when I don't have to, I expend them where I need them when they are needed.

Venice essentially just has to treat gold as production and it can, in my experience, perform just fine at wide strategies, with subtle variations. Not being able to manage your cities is a penalty, of course, but I believe it is made up for by the fact that any city you settle is already going to be pretty decent when you settle it. For the whole game.

And it just so happens that Venice is pretty bomb at making money. It gets double trade routes (and automatically starts in a good trading position) and trade routes are an incredibly efficient way of making money.

Sorry if my ramblings made no sense. Thoughts?
 
Yes "Venice Wide Empire" is a very close analog to the traditional Tall empire core that has attached via conquest a wide empire.

And with as Venice the other cities forced to stay puppets it means national wonders in Venice only require the building in Venice no matter how many cities are in your empire.
In addition, your policy rate will not decrease.

There is however the science per city penalty (5% on standard, less on bigger maps) penalty to consider combined with the 25% puppet science haircut. Too many cities and eventually you will be increasing your science costs more than your increasing your science rate.

Also independent of that, the city state bonuses don't apply, which often (but not always) makes it better to keep an existing city state ally as an ally rather than buying that one.
 
People have various methods of playing Venice. Personally, I go full Liberty and Optics full bore to get the 3 MOV ASAP (Optics, Free Setter, Liberty Finisher). Puppeting a good CS with a large pre-made army is also pretty awesome as it instantly solves your military problems. 3 CS means more military and makes you less of a target.

After you get that 4, it's a bit trickier to get the extra MOV. You have to debate Great Scientists and Engineers vs. getting MOV from Venice, itself. I'll sometimes try to get a MOV quickly and pump up to 5. After that, it kind of depends.

Others like to get the free Liberty Settler and then go full Tradition to get the Growth. Different strokes.
 
People have various methods of playing Venice. Personally, I go full Liberty and Optics full bore to get the 3 MOV ASAP (Optics, Free Setter, Liberty Finisher). Puppeting a good CS with a large pre-made army is also pretty awesome as it instantly solves your military problems. 3 CS means more military and makes you less of a target.

I tried that once (and for reference with the default city state ratio in that attempt), and the happiness problems were horrific.
I had a much better result going back to that 4000 BC autosave and using Tradition and attaching a wide empire to that.

This is in part because there is often low diversity in the city state happiness resources and so those additional city states weren't bringing in unique resources. (Combined with general slowness of the AI to connect their spare resources to allow trade)
Monarchy's 50% pop unhappiness largely solves that problem.
 
I have had some wide empires as Venice, since I play them a lot. Here are some observations:

-Having 2x trade routes really helps going wide. Being limited to the regular number is one of the limiting factors in a regular wide empire. Sending 8 cargo ships full of hammers back to the capitol to get a wonder built really is crazy good.

-Having a lot of puppets late in the game *SUCKS* because they build every single building. Even Venice will have a hard time supporting 15 cities with every single building possible. the gold maintenance drags you down, it really does. My most successful wide game as Venice I had 10 cities, including the cap. Some of those were peace deals, some MoV puppets. I ended with a very late science vic. Would you ever build 10 airports in a regular game? your puppets will....

-CS often have the same resource (pearls anyone?). this makes it more difficult as you will find good choices to puppet fewer and further between.

-You cannot buy tiles in puppets. Puppets grow slowly. Expand slowly. On Deity this means that the AI will have multiple cities snuggled up against them choking them like weeds. This really does limit their usefulness since they wont grow to snag that extra oil or spice resource, since Shaka already built a city on it.
 
I like a wide order Venice. In fact, Venice may be the only civ I've used that I like to take order when going wide. I generally feel that order now favors tall, with factories able to give a science bonus to cities with already good science and a 3rd tier tenet that can send city growth into overdrive (meanwhile, freedom is my go-to for wide, allowing the smaller cities to effortlessly increase production, science, and income by actually, you know, using specialists.)

What flips this for Venice? A few things. Normally I take little advantage of the free courthouses for Iron Curtain anyway. Nothing changes with Venice there, but having double trade routes means they are FOUR TIMES AS EFFECTIVE at growing though internal trade as anyone else normally. Five-Year Plan is also great for them, because those puppets will always be building up new buildings. It's nice for Venice puppets in the same way Rome's UA is nice for puppets.

Patriotic War and Skyscrapers are also great. Venice can end up spread thin, so a bonus to fighting in those wayward cities until help can arrive is great, especially since, as wide Venice, you're likely after domination and a random DoW from a runaway on the other continent could make you lose your foothold there. As Five-Year plan can help get newly conquered puppets up to snuff, so can Skyscrapers, and because buying is your only way of controlling puppets, it makes that control cheaper to exercise.

Not that tall Venice is bad at all, but wide Venice has many unique advantages indeed, and their end game can be considerably more interesting than tall, which all too often depends on Treaty Organization and cruising to a diplo victory.
 
^^Huh.... police state and iron curtain policies from autocracy and order ideologies could become useless since venice relies on puppets and puppet purchasing.
 
I try on one stage get to 1 bil population as Venice playing normal game.

I think I manage 750 mil.
Basically was playing imperror map, conquest everyone and run food ships to Venice (map was small continents so majority of cities were coastal)
science were not a problem with venice pop >100.
I needed 18 puppets to run all cargos but I probably had a bit more.
 
The free courthouses from iron curtain are useless, but the extra food and hammers gets insane, fast, with double trade routes. The fact they're twice as good as anyone else at abusing that half of it more than makes up for the fact they'll never see a courthouse at work.
 
I tried that once (and for reference with the default city state ratio in that attempt), and the happiness problems were horrific.
I had a much better result going back to that 4000 BC autosave and using Tradition and attaching a wide empire to that.

This is in part because there is often low diversity in the city state happiness resources and so those additional city states weren't bringing in unique resources. (Combined with general slowness of the AI to connect their spare resources to allow trade)
Monarchy's 50% pop unhappiness largely solves that problem.

Admittedly, it's been several months since I have played a Venice game, but I'm reasonably certain that I basically take the money from extra Cargo Ships and invest in Mercantile CS to solve my happiness problems. From reading the forums, I tend to be a more aggressive CS player when it comes to Patronage and investing in CS rather than buying buildings.

That may make for 'slower' wins or gameplay, but (on Immortal, at least) I like getting the 3 MOV as early as possible because I like having a large army without having to hard build it. Also, on Immortal, since the CS are keeping up with you in Tech for a long time, when you Puppet a CS (particularly a military one) you can generally get advanced units.
 
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