Design a Wonder contest

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This isn't very imaginative, but this is one of the things Beyond the Sword vanilla has that Fall from Heaven lacks, and that lack is noticeable.

Blessing from the Waves (National Wonder)

Required Tech: Message from the Deep
No required religion
Cost: As Moai Statues
Effect: +1 hammer per water tile in this city; +5 culture; +1 GP (Engineer)

I don't know why there's always so much driftwood on this beach. It always seems to be big enough to use for something we need, too.
 
underground trolleys

can transport(airlift) one unit from each of your cities to another, per turn, on the same continent

req. blasting powder


i've only played a little fall from heaven, so not too familiar with the techs...

I'll leave the hammer balancing up to you if you choose it
 
Ok, one of the problems I've ran into is never having a solid port until so late in the game I can't really compete navally. Sometimes, you're just landlocked. My idea for a wonder is to remedy that, but I don't know how far is too far.

Essentially it can go one of two ways, either you just build it and gain some sort of quasi city harbor (preferably with a canal going to it)on the nearest coast tile that navy units can teleport back and forth to from the building city as well as the ability to build naval units and buildings in your now less than landlocked city ; or you build it in a city touching a river that empties into the sea.

If the second is the case, you gain additional bonuses, such as extra commerce, xp or build times for ships. Something really complicated might be nice, such as all naval units produced in the city gain the rivergoing promotion, losing the ability to travel across ocean tiles but gaining the ability to move on rivers.
 
College of Ancalan
1200 Hammers (half production speed with Marble*)
+4 Culture, +2 GP (Great Sage)
Effects:
+1 reagents resource**
+1 random mana (depending on magic techs known***)
Requirements:
Mage Guild
Omniscience

* Or Metamagic mana if its in yet.
** Have never see reagents on a random map. This ensures the reagents resource for poor unfortunate civvies (well, whoever builds it first!).
*** eg. Elementalism and Necromancy magic techs known = so random mana generated is from one of these (Water or Chaos etc, but not Law as Divination is not known yet etc). Or the modpeeps pick one appropriate.
 
Name: Ethereal Guard
World wonder
Requires: Ethereal Call tech
Provides an immobile Ethereal Guard unit in the city (0/1+3 each mana affinity, guardsman, summoned, magic immune, renews each turn, model: law bringer)
 
CONCLAVE OF BLADES

A college for training wizards in the arts of warfare against enemies both magical and mundane, though such lessons take time (hence the whacking production penalty!).

Tech Required: Warfare
Other requirements: Mage Guild, Training Yard
Double Production: Enchantment Mana
Cost: 800
GPP: Great Commander +2
Specialists: Can run one sage

Edit: Military production times doubled. Would that be -50%?
New adepts built in this city receive Enchanted Blade, Magic Resistance and become eligible for weapon upgrades.
New melee units built in this city receive Enchanted Blade.
 
Ard-Luibh ~ National Wonder
600 :hammers: . +2 :culture: . +2 :gp: Great Artist
Requires an Herbalist, Medicine, and Nature Mana

Provides choice of one of the following... Reagents, Incense, Gulagarm, or Razorweed.
 
World Wonder (Maybe National Wonder)
"Beer is living proof that [insert god's name here] loves us and wants us to be happy." Dwarf saying (Actually a genuine quote from Benjamin Franklin)

Requirement:
Crafting, city must have a brewery.
Cost: 700 :hammers:
+2 :culture:, +4 :gold:
+2 :GPP: (Merchant)
Provide a Brewery in each city of the civilization, regardless of access to river.
 
Idea is based upon real world Tomb of the unknown soldier.

All military units in the wonder's city receive a free spirit guide promotion.

Requires:
Tech: Honor
900 :hammers:
+4 :culture:
+2 :gp: (great commander)
 
War College

reqs:
Military Strategy
5 libraries + 5 training yard + 5 mage guilds (city that builds it must have all 3)
Also, must have the military discipline civic enabled at time of production

price:
1000 :hammers:

effect:
Allows the city to produce military units (of the horseman ilk, with all their applicable promotions) capable of casting spells like loyalty, courage, haste - things a good troop leader should do for his/her troops. They can also at higher levels learn summoning spells (elementals only).
These units would of course be very costly (maybe 300 :hammers:) so as not to allow armies of these spellcasting, horse-riding, hell-raising über troops.

bonuses:
+4 :gp: (great commander)
+4 :culture:
+4 :science:

Thanks,
Seamus
 
Colossus

Requires: Metal Casting
Cost: 1600
Graphic: the one from Civ4 vanilla
Effect: gives the city 'Sprawling'
(for Kuriotates, effect is same as 'Genesis' within the city area)
Also: +2 culture
 
City Hub (National Wonder)
Allows cities 3rd ring of tiles to worked
Requires:
Tech: Engineering
1500 :hammers:
-5 :gold:
+10% maitenance
+2 :gp: (great engineer)

Can be built by anyone, even Kuriotates willing to pay for one more city.
 
The Tree of Life

requires Nature's Revolt
uses same graphic as that Fruits of Ygdrassil (sp?) tile
+2 gold, +2 hammer, +1 food in every tile your city works (creates aboreal workshops and living space above your city)
+5 health (creates vertical, arboreal living space)
 
The Militia Headquarters

When this wonder is created, one militia unit is spawned in each city the player controls, giving extra free defense to each city. Militia is immobile unit, has strength 4 (Maybe additional strength point for walls, castle, training yard, archery range in city? Maybe additional for every 5 pop. points? Up to you to balance, but I guess they should be stronger in larger cities. Or maybe larger cities should get more militia units?).

If Militia dies, city loses 2 pop. points (and is usually captured, heh) since people die in defense of their town. Militia is restored next turn.

One last thing I'd like, Mobilization ability. Militia is immobile, but it has mobilize ability, and when used it gives the militia 1 movement, takes away population from the town and increases militia strength relative to the number of pop's taken. You can use militia just like any other unit, and disband it later to regain lost population. Militia has homeland promotion, so it's stronger in defensive war.
 
Al-Ziraq's Bazaar Headquarters
(Requires Guilds)
1200 :hammers: (Double speed with Sun mana) (Double speed with Adaptive)
Founds Al-Ziraq's Bazaar "Guild" (Corporation).
+1 :traderoute:
Produces :gold: based on the number of cities in the world with Al-Ziraq's Bazaar Guild.
Allows construction of Al-Ziraq's Journeyman (Corporate Exec).

When spread to a city, this guild costs :gold: based on how many grasslands and desert squares are in the city radius. It provides +1 :food: per desert square in city radius. (this simulates the cities with more grasslands trading food to the cities with more deserts - and Al-Ziraq keeping the profits!)
 
Another storm on the horizon! Cap'n? What's with these storms?

Aye. Ever since our enemy built that cursed castle, it's been nothing but storm after storm around here.

Requirements:
Fanaticism
Production: 1000
1 Castle in the building city.
3 Castles in the building civilization.
1 Air Mana in the building city.

Marble: +10% production.

Effects:
-5% trade in the local city.

Each turn that the owning civilization is at war, a random enemy unit that isn't in a city takes 25-74 base Lightning damage (limit 100).

Each turn the the owning civilization is at peace, a random naval unit owned by the owning civilization gains Fair Winds.

Pros:
Somewhat of a trade-off (trade vs. effect).
Grants an advantage to what is presently likely an unusual combination (multiple Castles and an Air Mana)

Cons:
Damage effect may be difficult to balance.
 
World Wonder
Throne of the Just

Requires Orders from Heaven (tech and religion), at least 1 Royal Guard Unit at Level 4+

Cost: 1200 :hammers:, double production speed with Gold
+2 :culture:, +2 :gp: (great commander)

Grants loyalty promotion to any unit built in this city.
Civic Maintenance Cost reduced by 50%
 
The Black Tower.

3000:hammers:
Double Production with Iron

When the Black Tower is built it will replace your current palace and make the town that built it your capital. The AC will also be increased by 5 when its built. As soon as its built evertime you kill a hostile unit there is a 10% chance that you will gain a soul unit(the soul unit can't fight). For each soul you bring to the Black Tower all your units will gain 1xp.
 
Mirror Mirror

This scrying mirror allows the owner to search his empire for the fairest maidens. The magic of the mirror is such, that any maidens found are spellbound to head to their new master. These maiden can then be sold to the local nobility for great profit.

Cost: 800:hammers:
Prerequisite: Omniscience
Effect: +3:) in this city, +1:mad: in all other cities you own. The revenue created is equal to +1:gold: per city you own.

Balance suggestion: To make it more powerfull, the bad effect could include, or only apply to, enemy cities.
 
Golden Apple of Discord

Cost: 600 Hammers
Provides:
+3 Culture
+1 GPP (Bard)
+1 Food
Chaos Mana

Requires: Festivals

Effect:
Every military unit produced by this city gains a random promotion when created. (The list includes all promotions that unit could possibly gain, including ones not researched by this civ yet, all races, and disadvantages, but not magic spheres, items, religions, weapons, or promotions whose prereqs have not been gained.)

If technically possible, the Food part of the "Provides" section changes randomly, similar to the Adaptive trait but a bit more often and randomized. It picks a value (1-4) and a basic resource, with a notification (event?) so the player knows what it changed to.
 
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