View Full Version : Contest: Design a Wonder
Jun 28, 2006, 01:08 PM
This thread if for the third Design contest, this time to create a wonder.
1. Read the Wonder design thread before posting to make sure your idea isn't already included or planned. Submissions that are to similiar to current concepts probably won't be considered.
2. As always it is easy to make overpowered wonders, although we will consider armageddon spell type submissions we would be more impressed by balanced midgame type wonders with an interesting effect.
3. We don't want civ specific wonders.
4. We would like wonders that require a particular sort of mana. Its not required but you may want to consider it.
5. A backstory isn't required but an interesting name is, think of something creative!
6. Make sure to clarify if your wonder is a world or national wonder.
7. Cool ideas and mechanics are always good, but try to make sure your submissions also fills a design need. Even if those ideas don't win we are far more likely to steal it and include it in FfH.
8. Only one submission per person. Please dont use this thread for anything except submissions.
Submissions will be accepted until Saturday July 1st at 10pm EST. At that point the design team will pick our favorites. Our favorites will be posted in a public poll on Monday July 3rd by 10pm EST for you all to vote on.
Jun 28, 2006, 02:19 PM
Completely redoing my Wonder:
Paradox (World Wonder)
+6 Culture, +2 Great (whatever), +100% GP points in city, -5 Health (mental health that is).
Requires: 2 Chaos mana, 4 Earth mana, 1 Stone.
Allows you to build 1 wonder which already exists, in the city. Allows creation of Evil Twin (World Unit): 3 Movement, copies any enemy ability (causing 50/50 combat odds), starts with: Hero, Immortal (can gain spellcasting after killing an arcane unit). The Evil Twin can not gain any promotions, other than spellcasting (not to push over the 50/50 odds). Good civilizations could get a different unit...
Jun 28, 2006, 02:58 PM
That Which Was Taken
World Wonder, Requires Spirit Mana, +8 Culture, +2 Great Prophet
Grants the Divine promotion to all national units created within the city (not sure if this is even possible but it sounds cool). This would allow them to slowly gain exp over time (more quickly if you are arcane).
Jun 28, 2006, 03:21 PM
Kyorlin's All Seeing Eye
Requires 1 Mind Mana
+2 Great Sage
Creates a 0 movement unit/object in the city that is called the All Seeing Eye. The All Seeing Eye can cast the spell "Scry" which will reveal any 3x3 plot of land anywhere on the map (once per turn). Also will reveal hidden/cloaked units.
During the Age of Ice, when war raged throughout the lands, the sorceror Kyorlin travelled across the ice worlds to face the angel Mulcarn. Kyorlin realized that he needed to preserve his strength for his final battle with Mulcarn and sought to avoid the many minions that were in his path. He therefore created an orb which allowed him to briefly glimpse anywhere he wanted to see which allowed him to travel to Mulcarn's throne room unhindered. The original orb was tiny enough to fit into Kyorlin's pocket, but like many objects from the Age of Ice, the orb has since been lost to history. The closest anyone has ever come to recreating the orb resulted in an object that was larger than a horse and not so easily carrried as Kyorlin's original masterpiece.
Jun 28, 2006, 04:01 PM
The Clouded Walls
Requires 3 Shadow Mana
+2 (Great Engineer)
Make's the city invisible, so enemy units don't even know it's there. Only if they move on that space will they attack it.
Strategy: Great Defense against destruction as it's invisible and enemy's see it as an empty space.
Backstory: The Great wizard Jorlin, and the engineer Toran were both great friends. Each would help with their own work, if Jorlin needed a spell to create a catapult, he would call on Toran, and if Toran needed a spell to help with a machine, he called on Jorlin. Finally they worked together on their greatest invention, the invibility of an object. After finally accomplishing this, they went on to a city, where the King there called upon them to make his entire city invisible. It took a gigantic amount of shadow mana to create the invisibility. They finished after 40 years and by then they were at death's door.
Jun 28, 2006, 04:16 PM
Shrine of Elementals
The Shrine will provide balance to the elemental forces at work in your empire.
Requires at least 2 different types of elemental Mana
If you have access to fire mana it will provide one water mana
If you have access to earth mana it will provide one air mana
If you have access to water mana it will provide one fire mana
If you have access to air mana it will provide one earth mana
I stood in the center of the shrine, my eyes closed. Behind me I could feel the warmth coming from the salamanders dancing and playing in the red-gold heat of the Chamber of Eternal Flame. In front of me I could hear the endless chatter of waterfalls coming from the Chamber of Tranquility. To my right I could taste the charged residue from countless bolts of lightning that were ripping through the air of the Empty Chamber. From my left the scent of rich spring time loam of which the floor was made in the Chamber of the Great Glen made me remember walking through forests when the world was young. I can't tell you how long I stood in that place regaining my own personal balance, but I tell you this. If I seemed troubled and you can not find me, seek me there.
*edit* I am aware air mana does not exist as of yet. But it will. Yeah, it was intentional, that's it.
Jun 28, 2006, 04:29 PM
a very simple one
THE ARCANE UNIVERSITY
Simplely adds 2 exp to all arcane units created in every city
To become a Mage of the highest order one must study diligently. For those Mages a great university has formed. One where anything one desires can be learned if one is willing to pay the price.
Jun 28, 2006, 04:50 PM
Underworld Dwelling- found in the city of dis(the barb\underworld captial)
This world(national barb?) wonder acts as a barb capitol,
and can act as a center of government for any civ that captures it.
:generates 1 entropy mana
:reduces maintenance for nearby cities(in hell!)
once razed/captured it also allows the building of a national wonder
(portal out of hell)
for all civs
The center of demonic bueracracy.
Tedious, with the occasional political fire sliging.
does starting as a barb/underworld civ wonder count as civ specific???
Jun 28, 2006, 07:04 PM
Shrine of the Conqueror
2X production w/ Marble
Availible with Honor (tech)
cost 300-500 hammers.
May only be built after your civ has had a Hero of level 10 or higher die. (Hero refers to any non-armeggedon World unit, even if they don't get hero promotion.) If more than one such is already dead for the builder, the Shrine is dedicated to the Hero with the most exp. Preferably the shrine would list the hero's name, i.e., shrine of Saverous or so forth.
+3 GPP points --if you don't mind other civs potentially getting adventurers, I'd make it that, otherwise prophets.
Preferably each Hero's shrine would have a different additional effect or two depending on who it was, although this may be hard as there are many heros in now, second best would be each type of hero has a different shrine. Examples:
Order/bannor Heroes: no maintence from this city, units built here have free demon slaying.
Veil Heroes: +5 science, units built here get scourge free.
Overlords heroes: Free mind mana, units built in this city get magic resistance free
Runes/dwarves Heroes: +15% defense, Units get free march.
Leaves/elves Heroes: +1 happiness, units built here get free woodsman
Barnaxus/golem heroes: +4 hammers/turn, golems built here start at level 2 (any one free promotion w/o prereqs, iow.)
Baron Duin Halfmoon: Units built here have 10% chance to have werewolf (spread lycanthropy.)
Orthus: +1 food, free city raider promotion to barb units.
Dragons: +2 extra culture, units built here start with courage.
other Mage Heroes: Free spell extension to units built here.
Vampires: +1 Unhappy, no penalty for any pop. sacing in this city (rush or feed), units built here have 10% chance to start with vampirism.
War Machine: Provides iron, siege units built here start with bombard I.
If it is doable to make one different for each hero, then civs could maybe be able to build one for each hero that they have had die.
Jun 28, 2006, 11:36 PM
Wraith of Gaia (Restricted to Fellowship of Leaves)
Any enemy units that enter into the civilization's territory receive a 5% strength decrease each turn spent within the cultural boundaries of the builder of this wonder. Reduces enemy movement to 1 per turn. Treants receive the blitz promotion
Im not one much for writing flavorful texts but I thought I'd wing it:
It seemed as if the land itself turned against us as we pursued those damned elves through the forests. Our march was slowed to a crawl as the horses were crippled by hidden branches and its become harder and harder each day to scavenge enough food for the men. They speak of abandoning this accursed search, some of the soldiers have already deserted... or disappeared, I'm not sure which. I'd gladly lead them out of here, but nothing looks familar... it's almost as if it changes each night into the morning. Gods above help us to escape!
Jun 28, 2006, 11:48 PM
The Mithril Coinworks
Available with Mithril Working and Currency
Gives a +10 Gold for every Mithril worked by the Player, and +15 gold for every Mithril worked by enemy civilizations.
Also gives a +10% Trade Route increase across the Player's civ.
Adds 4 Unhealthiness to the City that builds it.
Possibly requires a river. May be too much complication.
I tell you what, Stovil, these coins are almost impossible to counterfiet, they're accepted across the known world, but as for the those nasty leftovers from the smelting, we just dump them in the river. Out of sight, out of mind.
Jun 29, 2006, 02:41 AM
The Mantle of Oblivion
World Wonder, Requires Entropy Mana (or maybe Mind)
Makes bordering civs "forget" a random technology
Units built in city have increased withdrawal chance
The more I tried to look at it, the more I was unable. Not hiding in shadows, nor transparent to the light. In fact, the orb is quite plainly seen to the eye I'm told. It is the void the cursed object generates in your mind. If you look at it, you won't even know it. When you walk away, it's as if it never existed. You see, the mages concentrated the forces of entropy into a single point of inertia, but its effect is far reaching. Thoughts are stilled in their tracks, very memories are sucked away into the chaos.
Jun 29, 2006, 06:05 AM
School of Kyorlin's sacred Order
requires Air Mana
double production speed with marble
+2 Great Scientist GPP
Can assign 3 Sienentists
All Adepts created in the city start with twincast. Archery and Gunpowder units recieve 3 extra first strikes when defending the city.
+25% mantainance and -2 food in the city.
School of Kyorlin's sacred Order is a marble palace build on a giant rock that is levitated by ancient air magic. The Order is a society of spellcasters that gathers the most talented students from the whole country to teach them knowledge normaly unknown to all but the most powerful archmages and summoners. The lifestyle of the inhabitans is very expensive and they demand to be supplied by the people of the city. In exchange for money and food the local militia is allowed to man the flying castle during sieges.
Jun 29, 2006, 06:16 AM
Wall of Dancing Blades
Requires: 2 Air, 1 Creation and 1 Earth Mana
+/- 0 culture per turn
Creates a City Wall in all Cities on the same continent, and a Wall of Dancing Blades (WoDB) in the City it is built.
Enemy units trying to pass the WoDB (aka attacking the city) take damage from the flying blades.
I am ashamed to admit it, but I ran and hid when the attackers came. I know I should have taken up arms and risen to the defense of our fair city, but what could I possibly do? A simple farmer? And what would have happened of my family if they had lost me?
Praise the gods that our mages were not as cowardly as me. Ever since they learned of the shadow that came over our neighbours to the West, they have been searching for a hope against the terrible armies arrayed against us.
And lo, behold, they have created a spell the likes of which the world has not seen.
Even as the mighty army of our foes marched upon our home, a strange hum arose and grew ever in volume. At first, the soldiers ignored it, but then it became too loud to ignore, and everyone, friend and foe alike, threw themselves on the ground and covered their ears.
When everything became silent again, a strange ring of silvery light surrounded our city.
Not knowing what to do, the soldiers turned to their leaders, which ordered them to advance and raze our homes.
Their downfall it became.
As soon as the first enemies entered the ring of silver, the terrible, yet beautiful truth was revealed: It was no light, but a veritable wall of dancing blades. Many fell beneath those blades, and those which prevailed and reached the city, were too injured to pose a great threat to our vailant defenders.
When other cities of our land heard of this wonderful news, the citizens were so inspired they tried to copy this marvel, using their hands and stones, lacking the powerful mages our capital had.
Jun 29, 2006, 07:02 AM
Requires: 1 Enchantment, 1 Life, 1 Mithral
All industrial buildings (i.e. increased shield output, allows units) that produce unhealthiness no longer produce it. All that do not produce unhealthiness produce 1 culture. The celestial forge adds +10% hammers to production in its home city.
Jun 29, 2006, 10:57 AM
Taming of the Savages
Requires: 1 Law
Removes all non-hero barbarian units currently on the continent. All new melee units built in this city get the orc slayer promotion. All new recon units built in this city receive the subdue animal promotion.
Jun 29, 2006, 12:16 PM
Could require a Chaos mana.
Can build after slaying x units of barbarians....
Once built the Barbarian Compact allows you to build hidden nationality units in the host city. These units would be barbarians...whatever the current barbarian level unit is. The button for the queue would be, build barbarian, not build barb orc spearman...So it gives you a cost and spits out the appropriate level barb for the times. These hidden nationality units appear to be just like normal barbarians to all other civilizations, are un-upgradeable, might have a chance of turning into real barbs, and would be subject to barbarian rules...(ie Magnadine can convert, can't attack civs w/ barb trait, etc...) Maybe leaders w/barbarian trait don't have to slay the x amount of barbarians, and can build immediately.
"The idea of barbarism is born of fear of the unknown, and differences in culture."
- unknown philosipher
The prince looked out from the ramparts upon the tent city below. Like animals these people rutted in the dirt, and worshipped heathen spirits they thought gods. Despicable, but useful, he thought. Like the beasts, they are the dominion of man, and have been brought to heel. They would be useful fodder in the coming war. The prince smiled.
- excerpt from "The Glory of Prince Xaros." Master Scribe Iuderites III
1. Allows hidden nationality units, which aren't in the game as of yet.
2. Keeps barbarians in the game for a much longer time through the chance that the "owned barbarians" become true barbarians.
3. Makes the barbarian trait a little stronger, which I've always felt was more of a hindrance than a boon. (Hidden nationality "owned barbarians" can't attack an opposing city/unit if the leader has the barb trait. Also if you have the barb trait you could build the Barbarian Compact right out of the gate, but I imagine it being pretty expensive.)
Jun 29, 2006, 12:32 PM
Yes, it's a bit goofy. It was conceived of in that grey, fuzzy area right before sleep last night.
The Rift to Beyond the Beyond
Requires: Ashen Veil, Tech: some suitable mid/late magic tech (Ethereal Call?), 1 Dimension Mana, 1 Void Mana
Graphic: A shimmering "tear" in the sky above the city.
Provides: 1 Death Mana, 1 Chaos Mana
+2 GPP Great Priest
Randomly, preferably about 1-2 times per game, The Rift will open. Also, any caster owned by the same civilization that owns The Rift with at least Dimension 2 & Void 2 can sacrifice themself in the city with The Rift to open it.
When The Rift opens (preferably with a big sucking sound):
»» A random number (I'm leaning toward 2d5) is rolled, this is the number of turns The Rift stays open.
»» The city with The Rift loses one unit and has a 50% chance to lose 1 population per turn The Rift is open. If the population of the city would be <1, the city (and The Rift) is razed.
»» Also, at the beginning of every turn that The Rift is open, all creatures not fortified in a city that are on the same continent as The Rift are dragged toward The Rift. For each point of movement the unit has, there is a 50% chance of being pulled one space closer to The Rift and losing that point of movement. On its turn, the units that have been dragged can move normally with their remaining movement points. If they make it into a city, and fortify, they are no longer affected by the rift. If the unit is pulled into the city with The Rift, it is sucked out into oblivion (destroyed).
When The Rift closes again (with a POP!):
»» Some sort of melee-based demon appears in the city with The Rift, under control of that civilization. If The Rift was opened with the sacrifice of a caster, the demon has +2 iPower and is able to cast the same spells as the original caster (but is unable to gain further spells).
Jun 29, 2006, 12:38 PM
The Cursed Graveyard
Requires: 2 Spirit Mana, Omniscience
+50% science in this city
+2 GPP Prophet
Gives Units built in this city the Spirit Guide Promotion OR the Burning Blood Promotion. It is a 50% chance for every promotion.
Jun 29, 2006, 02:08 PM
Sword of the Lost Admiral
World Wonder, Requires: 1 Death mana, coastal city, some mid-game tech.
Effect: At the start of your turn, randomly creates barbarian-controlled Ghost Ships with Skeletons on board in coastal waters belonging to civs that are at war with the owning civ. These Ghost Ships will not attack the owner of the Sword.
Commentary: It shouldn't produce TOO many Ghost Ships, otherwise the seas would be totally covered in them in a long war. 1 per turn per war (maybe even a little less) should be about right. I leave the Ghost Ships themselves up to the designers, but they should have some kind of carrying capacity so they can land raiding parties. I'm envisioning raids like the Black Pearl attacking the city in Pirates of the Carribbean - they wouldn't really be strong enough to take over a city but they'd pillage some improvements and maybe hurt the defenders some.
Jun 29, 2006, 04:08 PM
Oh, why not...
Seed of Cer...Whatever the God/Angel of Nature's name is.
Causes Food resources to grow on random plots of land all over the world, they may be in your land, your worst enemy's land, some other guy's land, etc. some civs may get more than others. The only way to undo this is by using Blight which comes later in the game.
Oh yeah, it requires 1 Nature (or Maybe Life your choice) mana. :D
Hian the Frog
Jun 29, 2006, 05:16 PM
The Disciple Code
-Requires: 1 Pagan Temple + 1 "Religious" Temple in the chosen city.
(I mean by religious temple a temple of one of the different religion.)
- Cost: 350 Shields
- Tech: Fanaticism
- Gives free promo "Combat I" to all disciple units build in this city.
+ 25% Disciple units production in this city.
+1 GP (Great Prophet) not an obligation
+1 Culture not an obligation
A picture of an open book would be a good choice for this wonder.
Obedience, Brotherhood,Courage,Valor. These are the main moral values extoled by the Code. The only topics of the Disciples: Faith. The only fear of the Disciple: other faiths. Their way of life: promote their faith, hunting heretics, atheists, heathens and unbelievers.
Jun 29, 2006, 05:25 PM
Requires: Summoning, 1 Mind mana, Walls
Effect: The Phantom Labyrinth is a powerful summoning spell that creates a maze of mists that befuddle attacking units. Units must first succeed at a 50% before being allowed to perform their normal attack against units in a city with this wonder.
"In the mightiest repositories of lore there exist spells which can turn cities into hidden fortresses; protected by conjurations that turn away even the mightiest. I have seen one of these phantom labyrinths in an ancient city, and barely escaped with my mind intact." -Anonymous sage
Jun 29, 2006, 05:57 PM
The World Council Of Peace
All civs gain +1 relationship with all other civs and +2 with the civ that built it.
+3 culture (optional)
Require Law Mana (optional)
Once, every decade or so, a diplomat from each nation comes to the council to discuss issues they have with other nations. They meet in a great domed building sitting in a circle so they know that one nation is not above any other. A conclusion rarely comes from these meetings, but it is better than nothing.
Jun 29, 2006, 07:13 PM
Requires: Metal Casting, Earth Mana
Mines produce +1 commerce
Provides two Gold resources
Can appoint an engineer specialist
Provides +2 engineer GP points
A sorcelled ring of Norse mythology, andvaranaut seeks out gold and was the possession of Andvari, until Loki stole it. Andvari hexed the ring and into gave bad luck and pain to all who beheld it. Loki gave the ring, which he regretted stealing by now, to King Hreidmar of the dwarves, as reparation for the murder of Otter, Hreidmar's son, accidentally. When Fafnir killed Hreidmar, he took the ring.
Wagner told the story of the ring in his famous operatic cycle Der Ring des Nibelungen, which charts the progression of the ring from Andvari to the end, showing the endless stream of misfortunes that befalls those who hold the beautiful ring.
Some have said that andvaranaut is the basis for the modern urban legend about the Hope diamond, which is also beautiful and worth a fortune, but is said to bring pain and misfortune to all who hold it.
In Norse mythology, Andvari is a dwarf who can assume the shape of a fish if he is pursued. He lives underneath a waterfall and collects great wealth with the help of his ring Andvaranaut. He was caught by Loki with a net provided by the goddess Ran and forced the yield all the gold he possessed. The dwarf tried to withhold his ring so that he could rebuild his wealth. Loki made him give up the ring as well and the dwarf cursed the stolen gold which would from then on bring disaster to all who owned it. The gold was used by the gods to pay a blood-debt to pay Hreidmar, the father of Fafnir, because they had killed his son Otter. This myth formed in later times the prelude to the Nibelungsaga.
Of course, this Andvaranaut would be the version before it was cursed. ;)
This could become an equipment item if that's introduced in some further FfH version.
Jun 29, 2006, 08:15 PM
The Glade of the Pegasi
Requires: 1 Nature Mana, 1 Air Mana (do we have these?), Commune with Nature (move Genesis wonder to Animal Mastery)
Provides: +5 culture/turn
+1 trade route per city
ability to build Pegasus Archers
Pegasus Archers would be an airborne unit (we don't have any of these in FfH) that would allow the civ to bombard cities and enemy units from above. These would be a limited unit (5 total at any time).
Hammer cost: TBD
Cons: Good aligned civs would fare the best in trying to tame the pegasi. Neutral aligned civs would run a chance (the same chance as having an animal escape from their carnival) that a pegasus would revolt and either join a good civilization nearby or turn and attack the neutral civ. Evil aligned civs would have an even greater risk of this occurring.
Backstory: Before the shattering of Sucellus, the pegasi were his creatures, allowing him to survey all of Creation and the Life he gave it. After his shattering, during the Age of Ice, the Pegasi retreated and hid themselves away. Only now that the Age of Rebirth has started have they returned, with no master and nobody to protect.
Jun 29, 2006, 10:52 PM
The Midnight Zone
requires:1 Shadow Mana or 1 Enchantment Mana
Required Tech: something sleepy. (im thinking mathematics or philosophy. haha. that'd make anyone tired. -.- :D)
Double production with the other mana type.
500 Hammer Cost
+30% Production with Nightmare. :lol: (basically negate the production penalty)
+30% Research with Incense (negation again)
-20% Great People Rate
+30% Great People Rate with Overlord's Temple (negation)
+30% Commerce with Inn (negating commerce penalty)
-1 Unhappy (cause they're too tired to rebel)
Removes any negative effects (if there are any, i cant remember. im too tired) from the Asylum, Prison
No chance of the city this is built in of flipping to another civ.
50% Chance of anyone within 5 squares of the city falling asleep for 1 turn,
unless the unit is Magic Resistant (or an adept/insomniac) -.- (including your own units)
"Early to bed and early to rise makes a man healthy, wealthy, and wise... but I'm still going to sleep in." --Anonymous
zzzZzzZzzz... wow! it's already 11 a.m.? I'll guess I'll sleep a little more... I'm so tired...
I wrote this one up after midnight, so... [/joke submission] time for bed!
(yeah, i made a new account just to submit something.)
Jun 30, 2006, 07:22 AM
Requires 1 death mana
When wonder is built, 25% of worlds cities become plagued.
They get -5 health/-50% production, or possibly scaled (some get -3 health/-25% production, some -6 health/-75% production) Disease spreads via trade routes, like religion, and lasts 5-6 turns in each city. Any unit which is built or which enters town becomes diseased as well (not plagued).
Effect is to stop rival civs from developing for some time, and also weaken their military. Large health deficit would also decrease their population.
Maybe it could be reversed so that 25% of units get disease and they then spread it to cities.
Jun 30, 2006, 07:56 AM
The All Seeing Eye
requires any state religion
cost 300-500 (tbd)
2x construction rate with stone
+2 great prophet points
can allocate one population to great prophet
Reveals the territory (no fog of war) of all civs that share the same religion as the civ that build the all seeing eye.
Also reveals any invisible recon units that enters your territory.
Owning this world wonder prohibits your civ from changing state religion.
The brotherhood trusts all true believers of the faith, especially those that cannot hide in the shadows.
Jun 30, 2006, 02:05 PM
Fortress of Mist
requires: dimensional mana, can only be built in capital
+ x% maintenance
Basically acts as an mobile palace. An immobile unit represents the FoM that can be 're-based' to another city (and then again at a later time), taking the palace building with it. This can be used to move to a better location regarding distance to palace maintenance, to rebase the capital in case of danger, and allows for some funky strategy combined with the civic that provides bonus for the capital (god king?) or the escape spell, the immortal promotion and so on.
To balance it there could be a maintenance penalty, a cool down period or even some anarchy period every time you use it.
The king's castle on top of the hill was almost fully covered in a deep gray mist. During dawn, something seemed to cast a glow of unnatural colours upon the haze, always as if coming from behind the castle.
From time to time, when the kings grip on the city was loose for months or even years, the castle remained completely hidden in the shadows, and one might start to wonder, if it was there at all...
Jun 30, 2006, 05:34 PM
The Eyes and Ears Network (national wonder)
It Requires 5 Inns to be build.
You acquire any technology 3 realms you have an open border treaty already have.
You know the technology the realms you have an open border treaty are researching.
You get warnings when a realm starts building a wonder and when it is nearly done.
The city is more resistant to secret ops actions.
Flavor: A secret ops isn’t only special agents’ actions. It is also the construction of a extensive network of informants that feeds the realm with a great deal of info about its friends and foes.
Role: A builder national wonder. It have sinergy with a focused tech research program and turns the open borders treaty a more complex option. Allows builder player a early alarm against world shattering armaggedon spells.
Jun 30, 2006, 06:19 PM
National wonder, requires any two mana of the same type.
Double production with metamagic mana.
Taking the arcane energies flowing from mana nodes across the land, this wonder takes their power and transforms it, spreading it out in a protective shell around the empire. Any spell cast by a unit not belonging to you within your cultural borders has a (number of mana nodes of that spell type you have * 10)% chance of simply not working each time it's used. The multiplier increases from 10 to 15 if you have the Magic Resistant trait.
I considered making this a world wonder or reducing the multiplier to 5/10, but then decided against it - after all, the purpose of this is to make it more valuable to have more than one mana of the same type. A 5% reduction to the enemy's chance to cast the spell probably isn't going to make anyone get an extra node of that type - but a 10% one just might.
Jul 01, 2006, 09:16 AM
Increases the strength of all arcane and summoned units on the planet.
Their strength will return to normal if the wonder is destroyed.
They spent weeks chanting. The smell of incence was overwhelming, and the heat unbearable. Several of them had passed out over the course of the week, only the most powerful of them remained. Months ago, one of them had explained to me what they were doing. He explained that every adept, every archmage, when using even the simplest magic, must summon a portal between themselves and some other ... some plane of existance far beyond my comprehension. I got the impression even he did not understand it fully, but he certainly had a deeper understanding than I. He went on to explain that several of the eldest mages had discovered a means of creating a permanent gate between these worlds, and that this would... would increase their power somehow. He was convinced it was a good idea, anyway.
Jul 01, 2006, 10:08 AM
Corridor of the Near and Far
Requires: Sorcery, Construction, 2 Dimensional Mana to build
Requires 1 Dimensional Mana after construction for effects to work, otherwise no effects occur.
Any unit in the city with this wonder may instantly travel to any other friendly city at the cost of 1 movement point.
Any unit in a friendly city may instantly travel to the city with this wonder at the cost of all movement points for the turn.
+3 Trade Routes in the city with this wonder
If and when captured by an enemy, There is a 50% chance of the wonder automatically relocating to another city under your control. (Assuming that there are other cities under your control, otherwise, it stays)
"It's just a long walkway", say the uninitiated. Some of the brighter ones eventually notice and inquire about the slight curvature of the ceiling in the distance and the occasional flickering of the walls that are cool to the touch. However, none of them have yet even begun to grasp the full nature of what they are experiencing.
It is probably for the best. While they are amazed and pleased at being able to walk to the other side of the planet in a few days, they would probably be terminally shocked if they understood where the corridor actually was, and how close they were from the dark void, just outside those cold, flickering walls.
Jul 01, 2006, 12:50 PM
Call from the Grave
+2 culture, +2 Great Prophet points
Requires: Necromancy, 1 Death mana
When built, all dead heroes that belonged to the building civ are resurrected. This is a one time effect. The resurrected units gain the Undead promotion.
Jul 02, 2006, 08:11 AM
The contest is closed for submissions. Give us until Monday at 10pm EST to pick our favorites and we will put up the public poll.