Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
A Vox Populi(CBP) Guide: Venice
By lifeordeath2077
A guide on how to play Venice with the Vox Populi(Community Balance Patch) mod. Venice is undeniably the most unique civilization in Civ V, and Vox Populi takes that even further. No civ plays like Venice.
   
Award
Favorite
Favorited
Unfavorite
Introduction
These guides are designed to help players who are new to Civ but still interested in Vox Populi, familiar with Civ but new to Vox Populi, or even those well versed in Vox Populi who just want to see if there's anything they didn't know about a particular civilization. I am actually a big fan of Zigzagzigal's Civ guide series, and it really helped me learn a lot about the game, and I wanted to bring a similar experience for fans of the Vox Populi or Community Balance Patch modpack. For those interested in the modpack it can be downloaded here[forums.civfanatics.com]

Anyways, without further ado, onto the Venetians!

Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.

Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Finisher - The bonus for completing a Social Policy tree (e.g. +33% Great Scientist rate and +25% growth in all cities from rationalism.)
GWAM - Great Writers, Artists and Musicians. These are the three types of Great People who can make Great Works, a major source of tourism for cultural Civs.
Opener - The bonus for unlocking a Social Policy tree (e.g. +25% Great Person Rate and +100% construction of guilds in Artistry)
Tall Empire - A low number of cities with a high population each.
UA - Unique Ability - the unique thing a Civilization has which doesn't need to be built.
UB - Unique Building - A replacement for a normal building that can only be built and used by one Civilization.
UI - Unique Improvement - A tile improvement that can be made by workers that doesn't replace any other improvement that can only be made by a single civilization
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by militaristic City-States when allied.
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
Wide Empire - A high number of cities with a low population each.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit and get a promotion.
Brief Unique Summary
Start Bias

Venice has a coastal start bias. But not just any coastal start bias, Venice's start bias places them even before any other civs. This still isn't a 100% chance to be coastal, but it makes it highly likely. While technically none of Venice's uniques care about terrain(Unless you count the Arsenale di Venezia), Venice is focused on trade, and naval trade is better then land trade.

Unique Ability: Serenissima

Cannot found or annex cities

cap is doubled, and all target restrictions are removed

Receives a free Merchant of Venice after researching Trade

Puppet cities have -30% to their yield penalties, and you can spend in them

All puppet cities gain happiness like normal cities

Unique Great Person: Merchant of Venice



A Great Merchant Replacement

Main Generation Method
Moves
Sight
Passive Abilities
Active Abilities
Great Merchant Points
4
2
  • 100% bonus from trade missions. +2 while embarked(Trade Mission Bonus)
  • May construct a Town
  • May conduct a Diplomatic Mission
  • May found a City
  • May buy a City State

Positive Changes
  • 100% bonus gold from trade missions. +2 while embarked(Trade Mission Bonus)
  • May found a City
  • May buy a City State

Unique Building: Piazza San Marco(Replaces the National Monument)



Technology
Building Required
Production Cost
City Restriction
Maintenance

Writing
Classical Era
    Palace
125
None
None

Base Output
Citizen Yields
Specialist
Great Work Slots
Other Effects
2
2
2
1
1
None
None
None
  • Increases Military Supply Cap by 5
  • +33%
  • Unlocks access to the Murano Glassworks, Arsenale di Venezia, and Rialto District Buildings once Guilds is researched, although only one of those can be built.
  • Production and population requirements increase based on the number of cities you own

Misc Changes
Requires a Palace to be built instead of a monument

Negative Changes
  • No culture when a citizen is born(Down from 15 scaling with era) and no golden age points when you unlock a policy (Down from 50 scaling with era)
  • No Great work of Art/Artifact slot(Down from 1)

Positive Changes
  • +2, & &+1
  • Unlocks at Writing(instead of Drama and Poetry)
  • Increases Military Supply Cap by 5
  • +33%(up from 25%)
  • Unlocks access to the Murano Glassworks, Arsenale di Venezia, and Rialto District Buildings once Guilds is researched, although only one of those can be built.
Brief Unique Summary Part II
Unique Building: Rialto District



Technology
Building Required
Production Cost
City Restriction
Maintenance

Guilds
Medieval Era
    Piazza San Marco
125
None
None

Base Output
Citizen Yields
Specialist
Great Work Slots
Other Effects
None
None
None
None
  • Cost of purchases in all cities reduced by 10% (15% in the capital)
  • Gives 1 additional World Congress Delegate per 100 per turn you produce, capping at 25% of all cities states ever alive
  • Incoming trade routes give +3 for both the sender and the city
  • Cannot be built if the Arsenale Di Venezia or the Murano Glassworks are built in the city
  • Production and population requirements increase based on the number of cities you own

Unique Building: Arsenale Di Venezia



Technology
Building Required
Production Cost
City Restriction
Maintenance

Guilds
Medieval Era
    Piazza San Marco
125
None
None

Base Output
Citizen Yields
Specialist
Great Work Slots
Other Effects
None
None
None
None
  • +3 city defense
  • +15%
  • Increases Military Supply Cap by 5 and the Military Supply cap from population by 25%
  • All naval units gain the 'Venetian Craftsmanship' promotion (+10% and +1)
  • Cannot be built if the Rialto District or the Murano Glassworks are built in the city
  • Production and population requirements increase based on the number of cities you own

Unique Building: Murano Glassworks



Technology
Building Required
Production Cost
City Restriction
Maintenance

Guilds
Medieval Era
    Piazza San Marco
125
None
None

Base Output
Citizen Yields
Specialist
Great Work Slots
Other Effects
None
None
1 Artist
2 Art/Artifact
  • Great Person Improvements and Villages give +2&
  • +5 if themed
  • Cannot be built if the Arsenale Di Venezia or the Rialto District are built in the city
  • Production and population requirements increase based on the number of cities you own
Strategies and Victory Routes
Strategy Ranking

These scores are merely my personal opinions from playing and examining this Civ, you may find other uses for the Venetian uniques that make you disagree with a certain ranking

Offense
Defense
Culture
Tourism
Science
/Growth/Production
Gold
Diplomacy
Religion
4(6*)/10
4(6*)/10
4/10
3(7**)/10
4/10
4(5*)(5**)/10
9(10***)/10
5(9***)/10
1/5
*Ranking if Venice builds the Arsenale di Venezia
**Ranking if Venice builds the Murano Glassworks
***Ranking if Venice builds the Rialto District

Venice is a complicated civ to rank, as they are incapable of getting all of their bonuses at once in a single game. Therefore Venice almost has to have 3 ratings. One for each of the guilds national wonders they can build.

Venice has no military bonuses, offensively or defensively. The lack of any cities besides the capital to directly build units could be seen as a downside as both, and it is, but they have minor upsides. The ability to buy out a city state can give you a landing point for invasions, and only having one major city does make defense a lot easier, as you can sacrifice your other cities on defense if you have to with less damage then other civs. With the Arsenale di Venezia though, Venice becomes a very strong naval conqueror, making domination a viable route

Venice has relatively poor culture production, but their low amount of cities make policies cheaper, somewhat balancing this to neutral. What they will struggle with is tourism, as you need more then one strong city to do anything with tourism excluding any other bonuses, making tourism a terrible route for Venice. Unless they build the Murano Glassworks, which gives them a solid tourism base, making a culture victory possible.

Similar to culture, Venice has poor science but fewer cities somewhat balances this. Having only puppets besides their capital is a hindrance to growth and production, but the high amount of trade routes can allow for a few more internal routes to balance it. The Arsenale di Venezia does give your capital a decent production boost, and the Murano Glassworks gives a minor food boost across the empire.

No matter the national wonder, Venice's biggest strength is in gold, with double trade routes allowing them to create the strongest trade economy in the game. The focus on trade routes does give them a minor edge in diplomacy, but it isn't massive. With the Rialto District, it further cements Venice's economic dominance, and it also makes them a very strong diplomatic civ, making it an ideal route for Venice.

Finally, the only ranking not effected by a national wonder, Venice is terrible at founding a religion, as they only have their capital to realistically generate any faith. That will almost never be enough to found, and even if they do they would have poor faith generation

While I do believe all of the national wonders are of similar power, and what you pick is somewhat up to personal preference/what you feel like playing, the Rialto District is the most synergistic with the rest of Venice's uniques
Unique Ability: Serenissima

Glorious Venice, and it better be, cause it's all you're getting

Venice can only have their capital as an annexed city. The only other cities they can have are puppet cities. Furthermore, they cannot build settlers. This means that the positioning of your capital is highly important. Moreso then any other civ, it is worth it to move your settler for a turn or 3 if you see a better spot then where you started immediately. Make absolutely sure that it is coastal though. A non coastal capital is a bad capital for Venice.

With those major downsides though, comes a slew of powerful upsides


Shortly after researching trade

Venice gets double trade routes. Right from researching trade you can build two trade units. Research sailing you can build 4. This is one of the strongest bonuses in the entire game, and you need to make sure you abuse it as much as possible. If you have a free trade slot you should be building a trade unit, most likely a cargo ship or if you have the prerequisite buildings you should be purchasing them with your likely insane income. Venice also has more trade possibilities then any other civ. Normally you can only trade with a city once, then you can't send any more trade routes to them. Venice can send multiple routes to the same city


Two to Tyre and Two to M'banza Kongo. Note that while you can send multiple routes to the same city they cannot all be from the city.

You will want the vast majority of your routes to be international, but with the sheer amount of routes you have, you can afford to have one or two be internal, most likely to your capital. But what about your other cities anyways?



Venice's puppet cities give -50% to all yields instead of -80%. While this does still make them much less potent then a normal city, they aren't just a complete burden, purely there to own territory like they are for most everyone else. Furthermore you can actually somewhat guide what you want a puppet city to build, as you can purchase things in them. So you can purchase an army either for defense or for an invasion, or you can invest in a building, which will cause the city to immediately start putting production into it. This gives Venice more control and value out of puppets then anyone else. This still means they have less control and value then other civs with normal cities, but it isn't nearly as dire a disadvantage as it seems at first glance.

The last bonus Venice gets, which makes for Venice's first goal, is that they get a free Merchant of Venice when they research trade. But what can you do with a Merchant of Venice exactly?
Unique Great Person: Merchant of Venice

Anything that would give a free settler instead gives you a free Merchant of Venice. There are only two things I can think of that give a free settler. The Pyramids, which are absolutely worth going for, and Authority, which is not worth sacrificing tradition policies for

The Merchant of Venice does what a Great Merchant does better, and it does more. The first thing you will likely want to do with your Merchant though is to found a city, because they can do that.





When Merchants of Venice found a city they start with 3 population, 3 extra tiles, a monument and a market, even if you lack the trade technology. They are of course still puppet cities, but it is still nice. You will likely want to use 3 or 4 merchants of Venice to found cities. Enough to secure the lands around your capital, and perhaps a resource monopoly, and then one city farther away to extend your trade range. You still highly prefer coastal cities for all of your cities, but it isn't as essential as it is for your capital.



The Merchant of Venice can also fully bring a city state under your control as a puppet city, which includes all of the city state's units. This is an ability I would use sparingly, as an annexed city state is one less trade partner. You should only do so against a city state you hold no hope of making your ally, as well as one that expands your trading opportunities without being too vulnerable to invasion.


That's a big chunk of change

Finally Merchants of Venice gain double the gold from trading missions. Once you have no more cities to found and no city states useful to puppet, you should be using your Merchants almost exclusively for this
Unique National Wonder: Piazza San Marco
The Piazza San Marco is a relatively weak national wonder. Most of it's bonuses are fairly minor, and it actually holds several downsides over the national monument. The big two things it has going for it is that it comes early at writing, and it gives 33% great person rate instead of 25%



This is especially important for Venice as outside of their capital they struggle to generate great people. On the whole though, the Piazza San Marco adds little to Venice, however, the most important thing it does, is unlock 3 more national wonders at guilds. You can only build one of them, but they are what determine Venice's victory route to go for.
Unique National Wonder: Rialto District
The Rialto District builds on Venice's economic strengths and leads them to be a very strong diplomatic civ. It allows your gold to go farther by reducing the amount of gold required for purchases, but more importantly, it gives you a delegate in the world congress for every 100 gold you produce


On a standard map this is likely the highest amount of delegates you will ever get from the building, and this was right when the congress was founded

The amount you can get is capped at 25% of the amount of city states that ever existed on the map, which makes it likely you will already be receiving the max bonus from this right when the congress is founded, giving you early control of the congress. This should allow you to take control come the industrial era, assuming you didn't already, and with your massive economy it should be easy to keep up diplomatic units to keep most of the city states allied to you.
Unique National Wonder: Murano Glassworks

Villages are now a stellar improvement. Also, to get screenshots for each of the 3 buildings, I made a save right when I researched guilds, then went back to it to get shots for each building

Plenty of culture civs build tall, but a Murano Glassworks Venice takes a tall culture game to the extreme. Villages and all great person improvements give food, and more importantly tourism. Direct tourism from a tile improvement is extremely rare, and Venice gets it on the common village, and all great person improvements. You'll want to make sure to plan out exactly where to put down villages, as you can't place them next to eachother. You'll also want to support your capital with as much food as possible so it can work more specialists, so you'll probably use a few more internal trade routes then other Venices, but still make sure to send out plenty international routes, it is a tourism bonus to have a trade route with a major civ after all




The amount of tourism I had early Industrial
Unique National Wonder: Arsenale di Venezia


The Arsenale di Venezia turns Venice into a mini England on the water. Their ships are extra mobile, and they even hit harder. The mobility is the more important bonus of the two though, at least in the early game, as it lets you pull off some crazy stuff. You can have a galleass start 3 tiles away from a city, move in 2, fire, and then move back to where it started, giving it complete safety against the ranged fire of the city. This also gives you the edge in fighting other navies, as you outstrength them and outmaneuver them. Assuming you have the most up to date navy, the only people who can beat you on the seas are those with a unique naval unit of the era, or perhaps Denmark. You even beat England.

Due note that while you have a superior navy, there is only so much a navy can do when conquering a city, as there is still the land to worry about. You may not have any land military bonuses, but what you do have is a stellar economy. Field large armies, even buy units if you have too, and win the land with sheer numbers, and win the water with your quality, and probably also solid numbers.


Seoul wasn't exactly an ideal city to take down from the sea, but still, I have 3 ships able to fire and retreat on the city, and more ships for backup
The Venetian Victory Route
Most of Venice's bonuses support a strong, trade focused economy. That's great, but doesn't speak too strongly to a victory route. What does are the 3 guilds national wonders. Which one you choose is somewhat up to personal preference, but there are some factors to consider. You have some time to consider them too, as you don't need to make a choice until the late medieval

Diplomacy/Rialto District

A Venetian Diplomatic game is the safest and easiest route to take. It builds on Venice's trade and money bonuses, rewarding you for making money

A Diplomatic Victory would be ideal if
  • You have little land to settle yourself
  • You have lots of nearby city states
  • There are strong defensive and/or cultural civs
A Diplomatic game would struggle if
  • There are strong diplomatic civs like Austria or Greece

Culture/Murano Glassworks

A Venetian Culture game relies on the placement of lots of villages and strong great people generation. Venice uses a few more internal trade routes, and the rest to get tourism bonuses. Money is the least important to this route, but can still be used to invest in buildings and other things

A Culture Victory would be ideal if
  • You have lots of land to settle for villages
  • There is little water on the map
A Culture game would struggle if
  • There are strong culture civs like Brazil or Germany
  • There are strong Wonder producers like Egypt

Domination/Arsenale di Venezia

A Venetian Domination game is all about a strong navy, and leveraging your economy towards military units. You'll likely be buying out way more city states to use as staging grounds for invasion, and you'll overall have less money to work with then other Venice's due to your army maintenance, but you should have enough to support it and still have more then a lot of civs

A Domination Victory would be ideal if
  • There's lots of water on the map
  • You have no land neighbors
A Domination game would struggle if
  • There are strong defensive or naval civs like Korea, Babylon and Denmark
  • Lots of civs and/or capitals are inland
Social Policies
Venice should start out with Tradition in order to make their capital, aka their only full city, stronger. They should then go Statecraft to help increase trading bonuses. Then it depends on the victory route you plan to go. Diplomatic and Culture Venices should go Industry to capitalize on trade but a domination Venice should actually go Imperialism to support their naval puppet empire

Tradition

Opener: The extra population is useful for early wonders, and even early specialists

Justice: The early production will help with any early wonders you want to build

Sovereignty: Border expansion is nice, plus this is some artist generation for early tourism

Ceremony: The extra science will help clear up any remaining worker techs

Splendor: I always recommend going Splendor before Majesty because Splendor can give a good amount of culture, getting you to finishing Tradition quicker. In fact throughout the game this will net you a large amount of culture and golden age points

Majesty: Considering your capital is going to likely have a lot of specialists, given it's the only city that can effectively create great people, this ensures your growth isn't stumped.

Finisher: Get a bit more use out of your great person improvements! Plus hey, a stronger capital is the goal of coming here, so the throne room is exactly what you want

Statecraft

Opener: Small bit of gold and a few extra yields in the capital can't hurt

Trade Confederacy: Better trade routes and a small bit of extra influence from them.

Foreign Service: So now city state quest give double rewards. Awesome.

Shadow Networks: A massive boost to science, especially late game

Exchange Markets: Most of the reason you take this tree if you aren't going Rialto. This one trade route is actually two for Venice, which is stellar

Consulates: A few more delegates never hurt

Finisher: Less policies required for wonders is pretty good for you considering your low culture output.

Industry(Diplomacy/Culture)

Opener: Two trade routes is already amazing for most civs, but for Venice this is 4 trade routes. The possibilities of what you can do with 4 trade routes is a lot

Free Trade: Faster Merchants is a big deal for you. The extra gold from international routes doesn't hurt either

Entrepreneurship: Better Merchants and engineers as well as better production improvements, what more could you want?

Division of Labor: Train Stations and Seaports are normally very expensive buildings, but this makes them very affordable. The extra production and gold is welcome too.

Mercantalism: Venice struggles with culture and science, so this should be a big help

Protectionism: Makes your gold and your trade routes go farther, what's not to love?

Finisher: For a Diplomatic Venice this finisher isn't great, but a Culture Venice will get a lot out of this

Imperialism(Domination)

Opener: Now almost no one without Imperialism can even come close to the speed of your navy

Martial Law: An insane policy for Venice, this makes the yield penalty for puppet cities a mere 30%. If it wasn't for the 4 trade routes from Industry, this alone makes Imperialism very tempting for a non domination Venice

Colonialism: You'll have lots of monopolies by now, get some more use out of them.

Regimental Tradition: Faster Great General and Admiral generation, as well as making them stronger, good to have on the land or on the sea

Exploitation: A good bit of yields across the empire.

Civilizing Mission: This production bonus is stellar for you, as all your cities are puppets besides your capital

Finisher: Makes your naval units defend even better then they already did. Also gives a solid boost to your air power
Ideology
For Culture or Diplomacy, Venice is naturally served very well by Freedom. If your going for naval Domination however, Autocracy is the way to go as always

Level 1 Policies(Freedom)

Economic Union: Normally 2 trade routes, this is another massive 4 routes to work with

Avant Garde: For a culture game this is a massive help for generating all great people. For a diplomatic game it's still nice for more Merchants and Great Diplomats

Creative Expression(Culture): You still need great works to help out your villages, so make them help more

Civil Society(Culture): This will make it even less of a burden to run tons of specialists in your capital, so it can work even more and still grow

Covert Action(Diplomacy): Makes your spies better at getting those tricky city states your diplomatic rivals don't want to give up.

Level 2 Policies(Freedom)

New Deal: Better great person improvements is good, especially for a tourism game

Transnationalism(Culture): Corporate franchises actually increase Tourism towards the civ you found them in, so getting a few extra will help

Arsenal of Democracy(Diplomacy): Get a bit more out of your great people with extra influence whenever you use them.

Capitalism(Culture): More gold and happiness certainly don't hurt

Level 3 Policies(Freedom)

Treaty Organization: Again increasing the benefits of trading with city states. Integral to a diplomatic game but still useful in a cultural one

Media Culture(Culture): This will push your Tourism over the edge and you should be able to convert even high culture civs, at least with a musician or two to back you up.

Level 1 Policies(Autocracy)

Elite Forces: Need some new units? They're better. Have lots of old units? They upgrade faster

United Front: Venice can actually struggle with the military supply cap, this should increase it significantly. The extra security on your city states is nice too

Military-Industrial Complex: Cheaper unit upgrades are nice for those last expensive, bulk upgrades, as even with your economy that could leave a whole in the coffers

Level 2 Policies(Autocracy)

Commerce Raiders: A big bump to your whole navy, now you truly are the terror of the seas, in both military and trade

Third Alternative: Given you probably have less territory then most warmongers, resources could be an issue. But not with this policy

Level 3 Policies(Autocracy)

Air Supremacy: Air units can support a navy very well, and the free airports everywhere makes it much easier to move your army to be where your navy is
Wonders
Ancient Era

Mausoleum of Halicarnassus: Makes your capital a lot stronger if you can keep we love the king days going. Plus the Great Merchant point is actually extremely valuable to you at this point in the game

Petra: It is highly unlikely you will be able to get this as the chances of a desert start are slim, but if you do this wonder is a must have as it is two trade routes

Pyramids: A free Merchant of Venice is even more valuable to you then a free settler is for other civs. It's even worth going mining before trade just at a chance to get this

Statue of Zeus(Domination): If you know right from the start you are going for domination this is a major help

Classical Era

Colossus: Similar to Petra, but is much easier to get for you. After trade and perhaps writing, you should go straight for Metal Casting to get this

Great Library: A fairly competitive wonder, but that free tech is huge for you given your weak science

Great Lighthouse(Domination): With this wonder, you will hold a near unbeatable advantage in the water. But just as importantly, if someone else has it they can actually match your navy.

Hanging Gardens: Having a big capital is important for you, and this will assist in that

Oracle: Similar to the great library to help support your weak science and weak culture. It is a bit out of the way of your tech path though

Roman Forum(Diplomacy): A nice little boost to your diplomatic efficiency

Medieval Era

University of Sankore(Tradition Only): A solid boost to your science output, which is very welcome

Renaissance Era

Globe Theatre(Culture): The start of a grand sweep of tourism

Leaning Tower of Pisa: Useful for generating Merchants and Diplomats faster, but is even more essential for a Culture Venice

Summer Palace(Diplomacy): Makes it significantly easier and more effective to use diplomatic units to take over city states. An essential diplomatic wonder

Uffizi(Culture): A bit hard to theme, but if you can it's a ton of tourism

Industrial Era

Palace of Westminster(Statecraft Only): An essential wonder to keep control of the world congress. Essential for a Diplomatic game but still useful in any circumstance

Brandenburg Gate(Domination): Both the extra xp and the supply cap are very useful for Venice

Eiffel Tower: With your low culture this can help get policies much faster

Soho Foundry: Make your capital a titan of production

Modern Era

Broadway(Industry Only): Somewhat useless for a Diplomacy game, but this is another nice source of tourism for a Culture Victory

Cristo Redentor(Culture): A nice chunk of tourism

Empire State Building: A free great person is extremely flexible and useful for any situation

Prora(Autocracy Only): Venice actually will probably be doing ok with happiness, but this still is helpful, and a free policy is always great

Statue of Liberty(Freedom Only): Extra production is nice but you're here for the free social policy

Atomic Era

Pentagon(Imperialism Only): Air units are an important force in the late game, and this gives you the fastest, strongest, and highest quantity of them

Information Era

CERN: 2 Free techs is excellent for Venice, and the extra 100 influence can be just what you need to secure a Diplomatic Victory

CN Tower(Culture): More Tourism from nearly every source except your unique ones. Nonetheless, should give you the boost you need to seal the win

Great Firewall(Culture): Largely useless to you, but if someone else gets it they become much harder to culturally influence
Pitfalls to Avoid
Venice is one of, if not the most unique civ in all of vox populi. They require a pretty different and specific playstyle to make work, and so there are many mistakes to make

Ignoring trade routes

I'll be the first to admit, I'm bad at keeping on top of trade routes, at least for civs with no bonus to trading. But trade routes have a lot to give, so as a general note for all civs make sure to use your trade routes. But for Venice, trade routes are more or less all you have, or they are at least your greatest bonus. Make sure you are utilizing it properly

Never settling another city

It may be tempting to think that since all other cities are puppets that it isn't worth founding new cities, especially if it takes up a great person to do so, but that could not be farther from the truth. Firstly, your puppet cities are better then other civ's puppets, secondly, they expand your trading range, and third, they give you access to more resources, and deny them to your rivals. You shouldn't go too far the other way and settle a ton as Venice, but you'll want a few cities.

Buying out too many city states

Buying out a city state can seem a powerful play, getting a well built up city and several units is certainly nice. But a city state is arguably worth more to you alive and your ally then as a puppet city. Think very hard about if buying out a city state is worth it, especially as a Diplomatic or Cultural Venice. A Domination Venice can buy out city states more freely, as an invasion point is always worth it, but it is still nice to have some city state allies.

As a Diplomatic Venice, neglecting city state alliances

The extra delegates from Rialto are very nice, and should give you control of the congress early, but it won't win you the game on it's own. You still need lots of city state allies. Make sure to get them

As a Cultural Venice, not building many villages

Villages are your best source of tourism with Murano, so you want to build as many as possible. Almost nothing is better then a village. Even a great person improvement, as you usually have more freedom on where to place those, you have to plan village placement.

As a Domination Venice, ignoring your army

Your navy is very strong yes, but it is unlikely that it can completely conquer the world. You are likely to need an army. Sure you may not have any military bonuses on land, but you do have a lot of money, so even if it's generic you can get a lot of land units.
Vetoing Venezia: Counter Strategies
Venice has the strongest trade empire in the game, meaning a massive economy. They can either wield this towards Diplomacy, Culture, or even Domination. However, Venice has a ton of weaknesses, and a trade based empire can be exploited

Stalling Serenissima

Venice is going to take longer then most civs to settle the territory around them. So if you have Venice as a neighbor, it is probably best to settle your first cities near Venice. Even if you don't plan to conquer their capital, this will hurt their effectiveness a decent amount. Having Venice as a neighbor could even been seen as a boon in that way, because you will likely overall have more land to choose from.

There is also a fairly simple solution to their trade routes as well, although it isn't possible until the mid game. Embargoing Venice will prove a massive blow. Embargoing city states is nearly as big a blow, although it could hurt yourself as well, so keep that in mind. But either way, a Venice without trade is pathetically weak.

Malnourishing Merchants of Venice

The big thing to consider when countering Merchants of Venice is their ability to buy out city states. Be careful of putting too much influence into city states near Venice. If they decide they can't beat you it is very easy for them to go and buy out the city state. Farther away city states tend to be a bit safer as it will take Venice more time to get a Merchant over there. Make sure to have a few units keeping line of sight on the path from Venice to important city states, so you can see if they are sending a Merchant. From there you can either decide if you want to take it out or to stop investing into the city state.

Pulverizing The Piazza San Marco

The Piazza San Marco means very little to Venice. What does mean a lot are the buildings it unlocks

Reducing the Rialto District

The best thing you can do to fight Rialto is to take down Venice's trade, therefore reducing their income. That is easier said then done through the congress if they have Rialto, so in that case your best option might be to find their trade routes and take them out with naval units

Breaking Murano's Glass
Cause screw Murano, guy's a tool

To make the most of Murano Venice actually needs a lot of land. Make sure to take the best spots near them and they will struggle to get a lot of tourism

Assaulting the Arsenale di Venezia

Venice's navy is very strong with the Arsenale, very similarly to England. They can be countered in much the same way. Acquiring the Great Lighthouse puts you on similar footing, siege units can defend well from the coast, and a counter invasion on land if possible will cause them to crumble.

Strategies by Style

Early-Game Warmongers: Venice will not have gotten up much trade at this point, and won't have the money nor production to field much of an army. This makes them incredibly vulnerable to early aggression.

Mid & Late Game Warmongers: After the early game Venice will have a booming economy and tons of money. They can likely field a large army and navy with their economy but it'll be weak. If they don't have the Arsenale, a naval attack can be highly effective, especially to take out their trade while you invade, but if they do, a land invasion is much preferable. Target their capital and if you take that out they are finished, even more then other civs.

Diplomatic Players: Be careful of fighting too hard with Venice over one city state, as they might just buy it out. Keep an eye on their Merchants. Embargoing them will severely cripple them

Cultural Players: Even a Culture Venice is going to have poor culture generation, so they should be easy enough to influence. Make sure to be on top of Wonders and they shouldn't prove any direct competition at all

Scientific Players: Venice has terrible science, so you can use your tech lead to your advantage. Venice should be very easy to invade with a tech lead, even if they have the Arsenale. Try to steal important wonders from them, especially from a Culture Venice
Other Guides
Meta Guides

These guide cover every civ in the game, and can be used as a quick reference

Civ Specific Guides: Alphabetized
2 Comments
Jim 26 Nov, 2022 @ 6:14pm 
Great write-up, noticed you didn't cover religion, and I know Venice doesn't do well with religious victories, but I was honestly expecting something like "God of the Expanse works great with the village strat as it gets you more land quicker." unless the strat for Venice should be to just ignore religion entirely?
lifeordeath2077  [author] 19 May, 2022 @ 2:00pm 
Hey all I'm back. Been a busy 2022 for me. I moved, and was in my final semester of college. But I'm back at it now with my longest guide ever. Cheers to the rest of the civs