A New Take on Wonders of the World

Status
Not open for further replies.
Hmm.....

But why? Wouldn't a prerequisite system be more interesting? It'd still force you to guide your civ in a particular way in order to obtain the building (get X Great Works to unlock the Great Library, Have a standing army of X to unlock the Statue of Zeus). It'd also eliminate the "OMG, this is not at all what I wanted" while still obtaining much the same thing gamplaywise.

Is there anything you're trying to achieve with this system in particular?

However, you do highlight yet another thing folks are conveniently forgetting with your active/passive stuff there - there's no telling how wonders will work in Civ6
For the purposes of this discussion you probably should lay how wonders would probably work then. Otherwise it's almost impossible to understand the potential effects on balance. One thing we still know is that Wonders remain an active investment, given that you'd still have to pour in production.
 
I am of the opinion that wonders need to be changed rapidly in order to accommodate both replay value and sanity. What I propose is to create an entirely novel wonder system, based not on preset wonders but on a generic "wonder" concept that can be adapted in order to suit the civilization.

The wonders you create will be based upon seven broad factors: your decisions and actions as a player, the history of the game, your technological level, the specialists of the city itself, your social policies, a random factor, and the Great People you expend to construct the wonder. All Great People should be able to hurry wonders, though Great Engineers should gain the additional passive effect of increasing a city's :c5production: by 20% while they are in that city. The incorporation of all of these factors should determine what wonder you eventually receive. Although this method will, of course, give you wonders that reinforce your existing bias as a civilization, it does give a chance of changing course, and through the use of dummy buildings to provide basic elements (:c5food:, :c5production:, :c5gold:, :c5science:, :c5culture:, :c5faith:, :c5greatperson:, etc.) the new system can cater to the need for predictability while at the same time not compromising replay value. Wonders themselves will provide unique bonuses (+1 :c5moves: for each ship, for example) and maybe even some benefits on their own, but the bulk of yields from wonders will come from the dummy buildings. Unique every time, the wonder system in Civilization V will never grow old and will challenge the human player to produce new strategies every time.
 
How's that more interesting?
Like I said, it provides the same effect; encouraging the leader to be more active if they want to get the wonder. Yet at the same time, it prevents frustration from getting wonders you didn't want. This is based of civ 5 wonders of course, since you haven't proposed a complete system for them just yet.

Ever tried playing the WotAW scenario? It's pretty fun, it's just that, expanded.
 
But why? Wouldn't a prerequisite system be more interesting? It'd still force you to guide your civ in a particular way in order to obtain the building (get X Great Works to unlock the Great Library, Have a standing army of X to unlock the Statue of Zeus).
This actually sounds like it could add something positive to the game. On the downside, it does also have the potential to add snowball effects: If only the tech leader meets the requirements to build Science-boosting wonders, this will bring him even more in front, if only the military leader meets the criteria for building Military wonders, it will make him unstoppable. I'm not saying it couldn't work, but it was something to keep in mind.

I once played with an idea of something like "Wonder points" a bit like how you gather Great People points to get GP, you would collect "Wonder points" - through whatever means, that could be related to certain specialists in town, to social policies, or even linked to overall play style a bit like your suggest - and when you met the limit, you were able to construct a wonder (or possibly upgrade a building to a wonder, like you could upgrade your Garden to the Hanging Gardens). I never really finished this idea, though, so whether they should be different kinds of wonder points (science wonder points, military wonder points, etc.) or they should be the same, or possibly a mix of both, I don't know.
 
I like the prerequisites idea more than any others and I think that's what I've been trying to think of. Maybe snowballing effects could be dealt by having wonders fit into the second one availiable rather than the first. Alhambra being an icon of Muslim culture in Spain could require a certain amount of social policies. The Colossus requires a Great Admiral. Wonders you can only get from social policies don't have this but that still leaves a couple which don't really have 2 options.
 
Status
Not open for further replies.
Back
Top Bottom