Venice

I am of the opinion that a National Wonder UB is not very far from a UA. Better than the Palace, sure, but not by much.


I really like the idea of Venice having a UI Trading Post that can claim tiles. If the mechanics can be hammered out, I can likely get the artwork done by one of a couple buddies.

Got some friends at RPI that need practice doing models?
 
I am of the opinion that a National Wonder UB is not very far from a UA. Better than the Palace, sure, but not by much.
Agreed, a national wonder needs a pretty good unique ability to be interesting
 
I'm also leaning towards the UI. I think, in the interest of balance (and AI training), it should have the following requirements:

  • Must be in owned territory.
  • Must be adjacent to an unowned luxury or strategic resource.
  • Cannot be adjacent to each other.

The function of the UI:

  • Defensive bonus on tile (25%).
  • Claims adjacent luxury or strategic resources.
  • Bonus yield for adjacent villages and towns.

Yields on the tile can be up to you all.

This would be simple enough and shouldn't be too hard to teach the AI. The only new code would be the 'unowned' requirement of the resource, the grabber, and the AI logic.

G
 
Would it be possible to have an improvement give great merchant points as yields? This is something Venice would appreciate a lot and it would give the improvement an interesting use on top of it's land grabbing ability.
 
I'm also leaning towards the UI. I think, in the interest of balance (and AI training), it should have the following requirements:

  • Must be in owned territory.
  • Must be adjacent to an unowned luxury or strategic resource.
  • Cannot be adjacent to each other.

The function of the UI:

  • Defensive bonus on tile (25%).
  • Claims adjacent luxury or strategic resources.
  • Bonus yield for adjacent villages and towns.

Yields on the tile can be up to you all.

This would be simple enough and shouldn't be too hard to teach the AI. The only new code would be the 'unowned' requirement of the resource, the grabber, and the AI logic.

G

I really don't like stealing tiles, I feel the entire idea is stupid. (and yes Washington needs to die)


How about.


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
 
Polder already gives extra yields for villages and towns. Isn't it a bit dull to have two UI:s with that same ability.
 
Polder already gives extra yields for villages and towns. Isn't it a bit dull to have two UI:s with that same ability.

That was just an example - I'm referring mainly to the ability to grab tiles.


How about.


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

Won't coastal make you sad? You seem to hate coastal-only improvements.

G
 
Won't coastal make you sad? You seem to hate coastal-only improvements.

Pretty much, but I also hate Venice, so it's fine.

Actually I have no problem with the Polynesian Maoi at all, and that one is coastal. I also suggested the polder to be a coastal only farm replacement back in the day. I mostly just hate the Feitora and how you have absolutely no control over it. Also how it just diminishes in value for every non-coastal city-state in the game. I'm aware that this one also does that, but not in the same extent.
 
If the improvement needs to be built next to an unowned resource, it would encourage you to expand your borders as little as possible, before getting the ability to build the improvement. Also, if you are in the middle of building the improvement and your borders expand to the resource tile next to it, would it cancel the building process? I would suggest that it could be built next to any luxury or strategic resource (unowned or not).
 
Oh right, AI. I'll think about an iteration that does what we're looking for but works with the AI. I think the iteration you're proposing is very...hmm.

1) I wasn't suggesting STEALING tiles, just claiming unclaimed ones @Funak

2) If the AI can handle Ekis, can they handle building these adjacent to owned territory?

3) If the AI can handle building roads outside of owned territory, can they handle building these along the coast as if each one were a city? Or some other method of using that type of logic?

4) If the AI can handle building unadjacent villages in its own territory, can they handle treating all unclaimed coast as its own territory for this?

5) I did not intend for the trading post to provide any yields, so that it would be used to claim unworkable land. Having it have building restrictions and yields creates this painful situation where you dont want to expand naturally so you can build more of these in your work radius.

6) Is it possible to make a tile provide yields even when unworked? Just looking for possibilities.
 
Possible yields could be along the lines of:

+2 food
+3 gold
+2 production

+1 gold from banking

+2 gold and +1 production from electricity (or corporations)

Extra yields from trade routes passing over it would fit also really well.
 
Can this UI act as a canal like forts?
 
Oh right, AI. I'll think about an iteration that does what we're looking for but works with the AI. I think the iteration you're proposing is very...hmm.

1) I wasn't suggesting STEALING tiles, just claiming unclaimed ones @Funak

2) If the AI can handle Ekis, can they handle building these adjacent to owned territory?

3) If the AI can handle building roads outside of owned territory, can they handle building these along the coast as if each one were a city? Or some other method of using that type of logic?

4) If the AI can handle building unadjacent villages in its own territory, can they handle treating all unclaimed coast as its own territory for this?

5) I did not intend for the trading post to provide any yields, so that it would be used to claim unworkable land. Having it have building restrictions and yields creates this painful situation where you dont want to expand naturally so you can build more of these in your work radius.

6) Is it possible to make a tile provide yields even when unworked? Just looking for possibilities.

2.) Theoretically, but it becomes a risk. I'd rather not.
3.) No, because road logic is special
4.) No, because road logic is special
6.) No.
 
Well, there are a couple of different things that give yields based on how many mountain tiles are within 3 tiles of a city.

How about a corresponding addition to the UA which adds gold for each UI within 6 tiles of the city?
 
Well, there are a couple of different things that give yields based on how many mountain tiles are within 3 tiles of a city.

How about a corresponding addition to the UA which adds gold for each UI within 6 tiles of the city?

I don't think we should complicate the Venice UA any further. It's already so long that half of it doesn't fit into the 'choose a leader'-menu. Also, adding a bit into the UA just to make a UI work feels forced and inelegant.
 
2.) Theoretically, but it becomes a risk. I'd rather not.
3.) No, because road logic is special
4.) No, because road logic is special
6.) No.

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.
 
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 think that would run too close to the Feitoria in flavor.

I like Gazebo's UI scheme. It just needs some very Venetian yields.
 
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