Its time to vote. Please read the following submissions and consider them with the following criteria:
1. Would it be fun?
2. Does it fit the flavor of FfH?
3. Is there a design need for this wonder?
Personally I think we had some excellent submissions. Im hoping to post my responces to each to let everyone in on why we picked the ones we did. I think the four we included for you to pick from all score very high on each of the above 3 areas. So its up to you folks to decide which you like most.
Here are the submissions:
1. Would it be fun?
2. Does it fit the flavor of FfH?
3. Is there a design need for this wonder?
Personally I think we had some excellent submissions. Im hoping to post my responces to each to let everyone in on why we picked the ones we did. I think the four we included for you to pick from all score very high on each of the above 3 areas. So its up to you folks to decide which you like most.
Here are the submissions:
Thunderwing said:Celestial Forge
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.
Nikis-Knight said:Shrine of the Conqueror
National Wonder
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.
+5 culture/turn
+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.
etc.
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.
bebematos said:The Eyes and Ears Network (national wonder)
Technology: Trade.
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 isnt 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.
khanjackal said:The Mithril Coinworks
World Wonder
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.