Toying around with 7-17-3 version Venice, some bug/oddities/design reports:
- I am able to buy caravans/cargo ships in my MoV founded puppets despite not owning a caravanserary/harbor there.
- Freshly founded colonia decides on the first building on its own, but it displays as it's ready for a new construction project. I can clic 'next turn' or reload a save and fix it, annoying though.
- Science from trade routes from puppets is unaffected by the 50% venetian puppet penality, while culture is. I didn't check if that's the same for all civilizations, nonetheless it's inconsistent.
- Aquiring a CS through the MoV counts as military conquest, and the CS loses all cultural and defensive buildings. I think pacific assimilation should bypass that.
- All newly aquired units also lose any promotions they had and go back to level 1. The same happens when any civ gifts units to a CS, I'd just like for this behaviour to be looked at.
I rushed Trade and had my first colonia in a good spot at turn 39, while being forward settled on another front. I concour that with a couple of aggressive neighbours Venice still risks to be boxed in too early, and I wouldn't mind to retain the old colonia UI over the bland Towns, to have another way to cultural bomb my surroundings. Overall, the town UI is way too weak of an option for Venice, who can use a merchant to found/buy cities, get double CS gold mission or improve a single tile.
On a related concert, Towns are weak for any civs: I'd maybe plant my first GM but only because of low gold/wltk in the classical era, after that the benefits from instant yields are way better, and any single UI only boosts the 'bulb' effect by 5% (1 additional turn over the 20 global wltk turns? who cares), where other GPI boost future GP uses by 20%.
Puppets priorities: I feel like I must babysit them all the time with a gold investment to lean them toward the better choices or they make a bunch of suboptimal choices. Granary as first building when already working oasis+wheat floodplains+grassland cotton? Shrine please.

My second colonia went for Amphitheater -> Writers' Guild -> Baths -> Custom House

, seriously why? Given no GPP in puppets and halved yields, I'd focus on some production buildings first...
Some last musings as I'm still running my first post-patch Venice game: why the arbitrary limit of 3 coloniae? Given you can't really spam MoVs on demand like standard settlers, and with different map sizes/placement available, I wouldn't mind to have the artificial cap removed, to have a late-game expansion option that doesn't involve conquest while still preserving the 'occ' feeling. It's also weird that a turn 40 colonia starts with the same buildings/tiles/pop as a turn 200 one, those could improve with techs to mimic the pioneer/colonist upgrades.