Venice

Pity. Not sure what 4 had to do with road logic though, unless you mean village logic?

Venice has a hard time getting monopolies, but their glass monopoly is pretty famous and they controlled a significant portion of east-west trade before the Portuguese rounded Africa.

How about a trading post does this instead:

-built in CS lands
-lots of yields to encourage conquering/buying it (like Feitoria)
-while CS is still CS, Venice gains monopoly bonus of all luxuries in the CS (I assume Embassy/Feitoria code can be repurposed for this)
-or while CS is still CS, Venice gets +5% yields from all trade routes

Can think of many other ideas if these don't work either.

I like this a lot. The only concern is that it might overlap too much with Feitoria.
 
You weren't, but Gazebo definitely was.

No I was't. I specifically said unowned.

Pity. Not sure what 4 had to do with road logic though, unless you mean village logic?

Venice has a hard time getting monopolies, but their glass monopoly is pretty famous and they controlled a significant portion of east-west trade before the Portuguese rounded Africa.

How about a trading post does this instead:

-built in CS lands
-lots of yields to encourage conquering/buying it (like Feitoria)
-while CS is still CS, Venice gains monopoly bonus of all luxuries in the CS (I assume Embassy/Feitoria code can be repurposed for this)
-or while CS is still CS, Venice gets +5% yields from all trade routes

Can think of many other ideas if these don't work either.

Too similar to feitoria. Almost identical.

G
 
How about a guild UI? Builds on top of a luxury or strategic resource but you can only build as many as your max trade routes. Provides significant yields and gives twice the resources (helps getting monopolies like the East India Company)
 
How about a guild UI? Builds on top of a luxury or strategic resource but you can only build as many as your max trade routes. Provides significant yields and gives twice the resources (helps getting monopolies like the East India Company)

Plot improvements can't give more resources than the tile itself has, as they don't work like the building system works.

G
 
No I was't. I specifically said unowned.

I thought unowned meant 'something you don't own'.
Well in that case the UI suggestion seems really weak, you have no control over which tiles the city grabs, which means you can get completely screwed over by random tile-grabs not not being able to construct it at all.
 
Let's try it out to see how bad the shortcomings are or if there are ways to strategically overcome them.
 
I thought unowned meant 'something you don't own'.
Well in that case the UI suggestion seems really weak, you have no control over which tiles the city grabs, which means you can get completely screwed over by random tile-grabs not not being able to construct it at all.

What? I feel like you are deliberately misunderstanding people.

Claims adjacent luxury or strategic resources.

This isn't random. It grabs all luxury/strategic next to it.

G
 
This isn't random. It grabs all luxury/strategic next to it.

.... I feel like you're deliberately misunderstanding me.

Random tile-grab as in when a city reaches a specific point of total culture generated and grabs a new tile. The city randomly grabs the luxury tile and you can no longer build your fancy improvement.
As noted by 'which tiles the city grabs' not 'which tiles the improvement grabs'
 
You can see how long it takes for the city to grab the resource tile. Choose to wait or build the UI.
 
You can see how long it takes for the city to grab the resource tile. Choose to wait or build the UI.

Yep.

Anyways, its too fractured to come to any conclusions here. Coding improvement logic is taxing, so I'm not going to touch anything until we have something locked down.

Remember, changing the UB to a UI isn't going to suddenly make Venice exciting to non-Venice players, so this is not a silver bullet.

G
 
I'll just throw some suggestions in.

Unique Improvements


Suggestion:

Requirements:
Must be in owned Territory
Must be Coastal
Can't be adjacent to each other.


Function:
Provides yields
Extra yields for each Adjacent coast tile
(Bonus yields to/from adjacent villages?)



Alternative:

Restriction:
Must be in owned Territory
Must be built on a luxury

Function:
Provides Yields
Connects Luxury


Unique Building

Suggestion:

<Name>
replaces Market.
+2 Gold (same)
+1 Culture (0)
+1 Production (0)
+2/2 Gold from outgoing/incoming trade-routes (1/1)
+1 merchant slot (0)
+1 Gold/Culture from palace. (0)

Explanation:
The idea here is to give puppets a decent building to prioritize (puppets seems to favor unique buildings over normal ones from what I've gathered) the extra culture/production helps the city get going while the merchant helps you kickstart your MoV generation.
The extra gold from trade-routes and the extra yields in the capital felt like a fun thing to do, and emphasizes Venice's theme.
 
Unless I've got a significant bug in my current game, Venetian puppets can buy tiles now. The pain of a resource sitting there is nowhere near what it used to be. Wouldn't want to spend the UB slot on that personally, esp if it wouldn't even steal from enemies. But then, seems like I'm the only person in this thread who likes the Doge Palace, so idk.
 
Plot improvements can't give more resources than the tile itself has, as they don't work like the building system works.

G

What about the "can't build more than you have max trade routes"? Is that part doable? Just trying to see which parts can still be worked with.

How about the Guild provides yields proportional to the type of monopoly the resource provides? So golden age points for happiness monopoly, science for science monopolies, a little bit of everything for strategics? Or skip the strategic part if that's too much of a pain.
 
Unless I've got a significant bug in my current game, Venetian puppets can buy tiles now. The pain of a resource sitting there is nowhere near what it used to be. Wouldn't want to spend the UB slot on that personally, esp if it wouldn't even steal from enemies. But then, seems like I'm the only person in this thread who likes the Doge Palace, so idk.

That was an update in a recent beta.

G
 
Unless I've got a significant bug in my current game, Venetian puppets can buy tiles now. The pain of a resource sitting there is nowhere near what it used to be. Wouldn't want to spend the UB slot on that personally, esp if it wouldn't even steal from enemies. But then, seems like I'm the only person in this thread who likes the Doge Palace, so idk.

I like the UI idea for grabbing those resources that are just... out... of... reach.
 
I like Funak's super luxury connector idea. I don't like not being able to build something because my borders naturally expanded. I also don't like having a UI that doesn't provide any yields. A walled market, that provides defense and buffed Trading Post yields, could be fun and thematic.
 
I like Funak's super luxury connector idea. I don't like not being able to build something because my borders naturally expanded. I also don't like having a UI that doesn't provide any yields. A walled market, that provides defense and buffed Trading Post yields, could be fun and thematic.

I feel unloved. I had just suggested that idea :sad:
 
I like Funak's super luxury connector idea. I don't like not being able to build something because my borders naturally expanded. I also don't like having a UI that doesn't provide any yields. A walled market, that provides defense and buffed Trading Post yields, could be fun and thematic.

The idea was to emphasize the way Venice just exploited trade and got super-rich from it. A luxury connector improvement with stronger yields represents getting more out of the luxury than others. Had this idea for the Feitoria a while back but I never mentioned it because G insisted on keeping the Feitoria in the city-states.

One problem I see with it however is that a lot of pantheon-beliefs buffs improvements, meaning you're out of luck with those pantheons. Morocco is in a similar spot however.

I feel unloved. I had just suggested that idea :sad:
To be perfectly fair I suggested it back on page 14, so I suggested it first :D
 
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