View Full Version : Wonders
joelwest Apr 02, 2007, 07:09 AM this post is copied from post 842, page 43, of main SotM mod forum.
my later posts in this thread will try to parse this material for development work.
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duplicate improvements . . .
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regarding duplicate improvements, the Theatre Wonder, Military Training Wonder, and Fungus Wonder all create a free improvement in all cities. however unlike vanilla Civ 3 or Civ 4 an additional instance of that improvement can be built.
hence I had two theatres, two military bases, and two mushroom farms in each of my cities since I built all three of these Wonders.
this behavior has been noted from the start by other posters on this board.
as much as I liked having the duplicate improvements, they create serious balance issues, particularly if one player has all these Wonders. :ninja:
NOTE: duplicates of wonder buildings only occurs in non Moon map based games.
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one of my cities also built two park improvements.
others have noted they have built duplicate turrets in their cities.
joelwest Apr 02, 2007, 07:12 AM this post is copied from post 844, page 43, of main SotM mod forum.
my later posts in this thread will try to parse this material for development work.
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asteroid ice Wonder . . .
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Ice folks, if we can colonize the Moon we can move an asteroid.
this would make a neat Wonder in that could either provide the ice resource or food (indirectly). in that Wonders are currently very few and most are early in the game, this is something to look into.
however the obvious prerequisite tech of flight or rocketry has yet to be fully implemented.
even though there are no above-ground mobile units, the game still has a spaceship victory at the end, a non sequitur that needs to be at least be changed to a Mars mission rather than Alpha Centauri. :hammer2:
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BTW, a full spaceship victory is not currently implemented. rather the building of five SS casings (which can be built simultaneously) leads to a spaceship victory.
I ended up with such a spaceship victory at year 429 by building (simultaneously) five SS casings. if the spaceship victory is kept it needs to be at least as hard as vanilla Civ4, ie more spaceship components, etc.
joelwest Apr 02, 2007, 07:30 AM this post is copied from post 849, page 43, of main SotM mod forum.
my later posts in this thread will try to parse this material for development work.
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why not create earth-moon treaty as a Wonder? . . .
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On the topic of Earth involvement, why not a few wonders or buildings? In the beginning, a colonization/Earth tribute wonder that gives +health or popgrowth, later, a trade wonder signifying the now advanced trade network between Earth's cities and the Moon's, and then a lil popboost/health nonwonder building similar to the wonder in late game as immigration between the two becomes more feasible? Just a quickie idea.
this is a great idea not yet implemented.
I suggest the earth-moon treaty as a Wonder that yields +6 trade routes in all cities.
however this proposed Wonder also needs to tie in with the "isolation" tech that has been described on this board as an EVENT rather than a tech, ie when Luna and Earth part company. (to state the obvious, a age-transition movie needs to launched announcing that your civ has entered the "post-Gaia age" when this tech is achieved. since this did not happen, I did not know this event/tech was at all significant when it occured in the game.)
perhaps this earth-moon treaty Wonder should be like the Stonehenge Wonder in vanilla Civ 4, a Wonder whose effects expire early in the game.
provided you buy this analysis, a placeholder tech needs to be found that occurs very early in the game as the prerequisite for this Wonder. :ninja:
joelwest Apr 02, 2007, 09:34 AM this post is copied from post 879, page 44, of main SotM mod forum.
my later posts in this thread will try to parse this material for development work.
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http://forums.civfanatics.com/images/icons/icon2.gifuntitled post by Rashad . . .
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I asked Rashad to "please make suggestions for some new Wonders."
This was his reply -
I made a suggestion for the Dune mod that I think will work here as well. Instead of having wonders represent solely physical creations, they could also represent diplomatic or economic agreements the civilization has made. (derived from EE3's colonial aspects in large part). In reference to the Moon, these could be used to represent continuing resources being provided from earth once the infrastructure is in place.
For instance, a national wonder "Immigration Office" could provide the resource "Immigrant". Once an immigration policy with the port of origin is established this would make future negotiations easier. Say a world wonder: "Trade Agreements" could provide 1 of the two or three basic resources required for manufacturing era 1/2 military units, and having access to Immigrants would speed construction by half.
(i also considered slaves, indentured servants, or convicts for the immigrants... slaves is too outdated... indentured servants is too long... but convict labor might be appropriate even if immigrants are used)
A second major type of World/National wonder could be reserved for later. Whatever buildings turn out to be the "least useful" after extensive playtesting, make a wonder that builds all of them in the civilization. This ensures that the wonder will be limited in power, but also provides a greater presence of the buildings in the game.
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