I think we're definitely going with the Palace -> choose 1 of 3 UBs route. It's flavorful, flexible, and doesn't require a change to the UA. It's also fairly easy to balance, as you're really just looking at balancing three buildings (if the Doge's palace stays roughly the same yields-wise, minus the spy and tourism bonuses), only one of which you can build per game.
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Do we want to move the spy stuff to one of the choices? It seems like a great fit for the Great Council (the generic building), since it doesn't seem to factor into which building you'd choose. Same with +GP%, which helps all playstyles.
Unique buildings are considered dumb, because all your cities are puppets.
Singular unique national wonders are considered too boring.
All attempts to create a unique improvement have hit a wall.
I say we keep the multiwonder-thing we have been planning: Keep the Doge's Palace, but remove the defense bonus and the tourism bonus from Guilds and reduce it's yields to something like +1 each compared to a palace. Make Venetian arsenal unlock from Compass, Ducal mint from Guilds and Glassworks from machinery.
I believe our current plan is to make the later wonders mutually exclusive and to make the "Doge's Palace" buildable at some point rather than a Palace replacement.
Contrarily to Funak, I adore having Venice in my games!
Their puppeting of city-states rings similar to the divide created by ideologies to me.
In a paradigm where the diplomacy game is supremely passive -and oft boring, I must personally say-, the ability of Venice to shake things up and destroy the lead of runaways, to force DoWs and to make you play their game is truly pleasurable.
Double trade-routes isn't remotely as strong as in vanilla -especially now that food has been nerfed-, and I'm not sure it fits so well anymore now that gold has lost its diplomatic and -half of its- production purposes. It's difficult to maintain trade routes while warring too, which appears to be a preferred victory type for Enrico.
The Doge Palace and the MoV are fine imo. I wouldn't mind if the first was changed, because it does fall off very quickly. The Palace changes could be weaker and not occupy a unique spot, which would leave place for a real UB. Don't know how Gazebo would feel about that, though.
edit: I like Taikavarpu's general idea for the Palace.
I agree completely with what you've said except for the part about the Doge's Palace being fine. There's no decision around the current version at all.
Why should Venice get some kind of unique three in one treatment?
Why should the palace stay, when the whole argument from the start was getting rid of the palace, because it's not interesting and it's creating way too big of an early lead?
Why would the palace stay the same way it is while another UB is added on top of it? The palace pretty much destroys the early-game for all other civs in the game by snagging all the wonders, I thought the whole idea here was to get rid of this ridiculous early super-building and replacing it with something interesting.
Venice is already unique, as the only civ who can't found or control cities. This makes a UI or UB have only two decision points: the founding of the capital (wooo) and teching to the bonus.
I don't think we ARE keeping the Palace. What we're doing is moving it (so now you have to unlock and build it), changing its bonuses (to not be so incredibly frontloaded), and then giving it a 1-of-3 upgrade later (to give some actual choice in the matter).
That's a false argument. Venice is the only civ that can't settle cities or manage them outside of its capital. As a result, any UB it gets will ever only be an active player choice once, and there really won't be a choice, as it'll just be 'build that one building as soon as it unlocks.' Giving Venice the option of 3 UBs to choose from provides an element of customization and specialization tailored to Venice's UA. A UI is out of the question for reasons noted above – lack of control over initial spawn point and the spawn points of CSs makes a UI too RNG dependent. Portugal avoids this by having other elements of its kit – mainly city settlement – to compensate. Venice would not have this luxury.
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This.
Anyway, I'll try at this again with a new version. Tweak numbers as necessary, of course.
Great Council - Unlocks at
Writing (early but not too early, still thematic),
+2 of all base yields (Venice will still need help early game, and the other bonuses on this building don't do much early),
+15% GP production (generic flexible boost),
Advanced Spy Actions can't be taken in this city (necessary when this will tend to be the greatest city in the game and doesn't belong anywhere else). Choose one of 3
upgrades at Guilds.
Venetian Arsenal -
Engineer specialist slot,
+10% Production in city, Unlocks
Great Galeass,
+6 defense in city,
naval units built here get +1 movement +10% strength called "Venetian Craftsmanship"
Murano Glassworks -
Artist specialist slot,
2 Art/Artifact slots (+5 science for filling with own works, 1 of each),
GP Improvements get +2food +2 tourism in city
Ducat Mint -
Merchant specialist slot,
Doubles luxuries in city, receive
1 vote per 100 gpt capping at 5,
+3 gold to both parties for trade routes to/from this city
Make the
MoV Town unique (+1f, +1h, +2g? Remember they don't get the road bonuses) and
don't let any puppets build the UB without investment as well.
Is this closer?