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venice thoughts #4854
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Second: And for the first problem: |
well, turning merchants into settlers sounds cheesy ... but i do like the war-resistant trade routes. also, maybe we could life the "only one trade route per city rule" for routes to venice? that should make them a more attractive trade partner ... and thus safer. |
question: the automatic plundering seems to be a "self-plundering" to beat the enemy to the punch. is that by design? but: it seems to be skipped by default - everybody recalls their trade units on war declaration, so no potential to give a boost to venice. |
@ilteroi yeah so they're auto-recalled, but the first DOW has a surprise round to maybe get some TR pillaging in. |
ok venice is still a loser even without the one traderoute rule. but i found the place where trade influences the attitude between empires. that definitely needs a balance pass. |
also, venice itself was captured in my test game but no new capital was created for them. is that by design ... or is it a 🐛 |
@ilteroi sounds like a 🐞 |
maybe that was only a graphical problem in observer mode ... anyway, venice is still failing. how about we give them a second settler at start? call the second city malamocco. |
Why don't we just give them two settlers named Eraclea and Malamocco. That way Venice can just build 3 guilds in those 3 cities without having to worry about puppet guilds. |
Could do a free settler at two techs, instead of a free MoV. |
How would free settler, e.g. Pyramids, work? These could become huge spikes if they gave actual Settlers. |
This is funny because this is exactly the problem I said would happen if we turned off GP generation in puppet cities. Even if you added 2 settlers, it doesn't fully solve the issue that 0 GPPs from puppets presents for Venice, like No GPP benefits from captured wonders |
venice can now use settlers if they get them. meaning they cannot build settlers but they can found cities if they have one. so now it's just a matter of granting them one or two extra settlers somehow. |
some more observations, a comparison with america, who also have 7 cities in my current test game and are similar in score.
considering venice should be swimming in gold, this is not a good picture:
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dont say happiness is too easy or you'll get people rifled up again. If Venice seems too weak. Just make puppet yields 100% again (with that imperialism policy giving it +20%). I remembered 100% Puppet Yields made Venice snowball extremely hard. It's also because TR gold gets reduced by puppets. :(( |
I still maintain that GPP generation should be enabled in Venetian puppets. None of this business with free settlers; that's like throwing more wrenches into a machine to knock out the first wrench. Trade route catchup culture/science is indeed very high. I had a game where I was 4 techs behind the leader, and was generating 1/3 of my total empire's science off of trade routes to him. I think it's equally true that Gold from trade routes is also depressed in this latest version. TRs, especially to city states, don't hit double digit gold until very late. |
Continuing this on the forum, if needed: https://forums.civfanatics.com/threads/venice.540351/page-39 |
what can we do about venice in AI hands without making it OP for human players?
it seems they have a problem with money. puppet infrastructure cost is normal, but puppets generate only half the gold. venice has a lot of puppets ... now they also have a lot of traderoutes to compensate, but it seems the AI doesn't prioritize building caravans enough. even if they are in negative gpt.
they may have a supply problem. at least i see a lot of completely undefendend, relatively isolated puppets. now that may be bad unit positioning on the AI side (and a unique venetian problem because of their fragmented empire), or they simply don't have enough units to go around.
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