Updated Wonder Model for Civ 6 ?

General_W

Councilor & Merlot Noble
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Been a huge fan of the Civ games since I lost some of my childhood to the original Civ, DOS version - building the world Wonders has always been a big part of the charm for me - but I think the model used by the games could be made even more fun. (and a bit more realistic, though - that's not a goal in itself).


Problem I propose to address:
Wonders allow strategy, instead of enhance it
This criticism is a bit subtle - but I think it would be more strategic and more fun if wonders were more oriented towards enhancing some strategy you were already pursing, instead of just reflecting industrial might alone. For example, the Great Colossus didn't all of a sudden make Rhodes a seafaring power - in fact, it was constructed BECAUSE they were a seafaring power, and it was more of a monument to a naval victory. The same could be said for many wonders - the Statue of Liberty doesn't draw immigrants to America, The Eiffel Tower didn't make France cultured, etc.​

Proposed Solution:
New Class of Wonders: Achievement Wonders
As the game stands now, there are 2 classes of wonders:
a) National Wonders: require you to have some building in every city before you can build the key wonder. Every player can build.
b) Construction Wonders: require an enormous investment of hammers to build.​
I think both of these kinds of wonders should be retained - but I'd like to propose adding a 3rd kind of wonder...
c) Achievement Wonders: My idea for this was sparked by the "circumnavigation" bonus you used to get in Civ4. If you're not familiar with that, basically the first player to sail all the way around the world got a permanent +1 bonus to all of his ships movement.
I always loved that concept - rather than giving a ship bonus to someone who had a lot of industrial might, why not give that bonus to someone who prioritized getting Astronomy and building ships to explore the whole world? It was, I thought, a much more organic and rewarding kind of wonder... that better reflected strategy and choices of the player.
I propose adding more wonders like this / switching some of the current Wonders from Construction Wonders to Achievement Wonders. It would add strategy to the game, and allow players lacking in raw industrial might to still get some pretty awesome wonders. These would be 1 player only wonders. The player could select any city they want for the monument to built - but the monument itself would only provide some culture and some Great People points. The bonus would become a national trait.​



Some proposed "Achievement Wonders" just to give you a feel for the idea:
(I'm sure these would have to be adjusted for play balance)
Magellan's Voyage
Achievement: First player to circumnavigate the globe
Reward: Permanent +1 Movement to all Ships

Statue of Liberty
Achievement: First player adopt both "Free Thought" and "Free Religion" social policies
Reward: +1 population all cities, All Specialists +2 production

The Oracle
Achievement: First player to generate over 500 faith
Reward: +1 free social policy

The Colossus
Achievement: First player to have a fleet of over 6 ships
Reward: +1 gold on water tiles for city of your choice

Big Ben
Achievement: First player to generate over 5,000 gold
Reward: -15% Gold Rushing costs in all cities

Marco Polo's Embassy
Achievement: First player to meet all other Civs
Reward: +20% gold from trade routes

Sun Tzu's War Academy
Achievement: First player to capture a rival city of size 4 or larger
Reward: +10xp all new units

Shakespeare's Theater
Achievement: First player to spark a golden age
Reward: +10 national happiness

Hollywood
Achievement: First player to generate over 50,000 culture
Reward: +4 "movie" luxury resource

Cristo Redentor
Achievement: First player to employ 25 artist specialists
Reward: +1 production, +1 gold for all artist specialists

The Orient Express
Achievement: First to connect 5 cities via railroad
Bonus: Railroad maintenance costs reduced by 1gpt (making them = to roads)
Idea from: Deggial

The National Geographic Institute
Achievement: First to find all Natural Wonders
Bonus: +5 National Happiness, +1 Culture from Jungle tiles
Idea from: Deggial

The Palace of Versailles
Achievement: First Player to ally with three City States
Bonus: Influence decays 25% slower
Idea from: Galgus

The Olympic Games
Achievement: First Player to enter their 3rd Golden Age
Bonus: Golden Ages last 25% longer
Idea from: Galgus

I'm sure others could add to / greatly improve this list!
Edit: Note that many wonders would remain as "Construction Wonders" - Pyramids, Great Wall, Taj Mahal, Three Gorges Dam, etc.

I welcome feedback and discussion - mostly I'm posting this here in the hopes that lots of people will love this idea as much as I do, and somebody from Firaxis will see this idea and steal it for Civ 6 :please:

Happy Civ-ing everyone!

Spoiler :

One other idea - not nearly as popular (so far) or as interesting as the achievement wonder idea outlined above.

My 2nd (less important) problem with the current wonder model in Civ5:
Winner Take All / First Place Only
We've all experienced the agony of losing a key wonder to a rival by just 1 turn. This makes some sense from a game-play standpoint, but can be pretty frustrating and un-fun also. (It also doesn't make much sense, if you've got the pyramids 98% built, notification that some far off land already built some pyramids will hardly cause you to scrap the whole thing for gold). The creation of some "National Wonders" in CivV helped to address this problem, but didn't go far enough, I think.

Proposed Solution:
1) Multiple Wonders allowed - only One "Great" Wonder
My suggestion is to allow multiples of most wonders to be built. This would eliminate the frustration of losing out by just a few turns on a key wonder.
This would have the added benefit of being a better reflection of reality - after all, multiple cultures built Pyramids - not just the Egyptians. The Chinese weren't the only ones to build a Great Wall - the Romans built one in England (Hadrian's wall), etc.
However, to preserve the fun of racing to a wonder - I'd suggest preserving extra bonuses exclusively for the FIRST person to build the wonder.
For example, the wonder bonus for the Pyramids could still be the 25% bonus to worker speed. Any player who builds the pyramids would get this bonus. The FIRST person to build the pyramids would have their pyramids named "The GREAT Pyramids" - and in addition to the 25% worker bonus, they would receive 2 free workers, 2 free Great Engineer points per turn, and maybe some kind of tourism bonus in the late game?
This would, I think, still provide plenty of incentive to try to get to wonders first - without being quite so frustrating.
Perhaps Wonders could also have a window of opportunity - if you don't start work on the Pyramids before the Medieval era, then you can never build them. This would add some urgency, and prevent your build options from becoming too cluttered.
 
That's not a bad idea. It's also kind of like how you could get certain free stuff if you were the first to discover a certain tech in Civ IV.
 
The easy way to implement something like that would be to have the original builder get the intended benefits, with all later builders get gold & culture for the nice tourist attraction they just built (maybe science or faith for certain wonders).

And also, the wonder models for secondary builders should be scaled down on the map to provide a visual clue whether or not they are the 'great' wonder.
 
This kind of feature has already been implemented in the Wonder of Ancient World... wait.. yeah. Wonders of the Ancient Worlds scenario. In order to build the wonders you need to have earned enough experience, gold and culture and researched enough techs in order to be able to built those wonders.

And I gotta admit I enjoye ddoing that, it allows the people who fall behind in technology to actually have a chance on winning, and it could potentially hamper runaway's success.
 
I do not like the whole "multiple civilizations building the same wonder", for I think that it detracts from inmersion and overall flavour of the game (come on, Itchen Itza is not the same as the pyramids of Gizeh), not to mention that there's a certain charm to the whole "race for glory" implied in wonder building.

However, I do love, love your idea for "archievement wonders" *send hearts and ridiculous facebook emoticons towards General_W* It reminds me of the "gold archievements" in Civ Revolution, and I think that it is a a concept worth of expanding and exploring: rewarding certain strategies and playstyles with unique archievements seems like a more realistic, funnier proposition than a mere contest of industrial prowess.

Another different approach could be a somehow mixed formula: tematic world wonders. For example, each wonder would belong to a certain category (say, "scientific", "cultural", "religious", etc). Depending on which cathegory it falls down under, a part of the city's non-production output would be transformed into hammers when building said wonder.

For example, when building the Oracle, a "religious" type of wonder, half the city's faith will be added as bonus production when building it, while on the case of The Colossus, a "commercial" wonder, half the citie's gold will turn into production instead. That way you would archieve several goals:

- You would further specialize cities, creating a "snowball effect" mechanic (science city makes easier to produce scientific wonders, which in turn will increase its sicence output, which in turn will... well, you get the idea)

- You will rewarding certain gameplay styles, making wonders and their relation to civs more organic. Commercial - focused civ? It will be easier for you to snatch the Lighthouse rather than the Great Wall, so to speak

- Production will still be relevant for cultural victories, but not entirely dominant, making for a quite cool type of synergetic gameplay (say, gold and science will help you to archieve a cultural victory as well)
 
Gerneral_W, I love your Achievement Wonders, too! :)

I always bemoaned that "circumnavigation-bonus" was dropped in CiV. A resumption of this type of achievement - or even more a glorious "Renaissance" with your proposed extension - would find my full approval!
CiV is - a racing game, somehow. There is the wonder race (obviously), the race for an early religion, the race for the best city positions, the tech-race, ect.
So, another race, the race for "the first game achivement" fits perfectly into the game philosopy! A reward for something you do, not for something you build in your cities! (Further ideas: Be the first to find all Natural Wonders / ...to connect 5 cities with (rail)roads / ...to kill 50 enemy units. So many possibilities!)

A minor note: Personally, I would prefer less "phsyical" wonders. "Malgelan's Voyage" is - as your naming suggests - an achievement and not an existing wonder (= a building). Maybe it is possible to find aquivalent names for the other wonders, too? "The spirit of freedom" instead of "Statue of Liberty", for example.

Regarding your "World Wonder"-proposal, I am afraid I have to agree with Ikael. Not only because I think that this sort of wonder race (and the danger to lose this race!) is an integral and tensioning part of the "Civilization" game itself since Civ 1.
But also, because your proposal limits the different types of wonders.

How this? Because, following your proposal, World Wonders would be nothing more than normal, but expensive buildings (not even National Wodners, as there are no preconditions) with an inbuilt Achievement Wonder (the first player to complete the Wonder gains an extra benefit).

No, I really think that one "the winner gets it all"-type of wonder is totally fine and it is exactly the evaluation of risc versus benefit, that makes World Wonders interesting in their current form.

----

Ikael: Your "thematic world wonders"-idea ist simply... brilliant!
 
Some more good thoughts here! :)

I like ikael's idea about using science/culture/gold for certain wonders - but I feel like that might be better suited to just the National Wonders, perhaps?
Those wonders tend to be on the "city specialization" front anyway, so it makes intuitive sense.

I still think the "achievement wonders" need to be specific to activities primarily outside the city screen. Deggial has some awesome ideas, I think!

Expanding on his ideas, maybe you have:

The Orient Express
Achievement: First to connect 5 cities via railroad
Bonus: Railroad maintenance costs reduced by 1gpt (making them = to roads)

The National Geographic Institute
Achievement: First to find all Natural Wonders
Bonus: +5 National Happiness, +1 Culture from Jungle tiles

:D

I see all of your points on restricting industrial wonders to just 1 each - and you may be right that it would lessen the fun to allow multiples... but I still think that if the gap between the "Great" wonder and the 2nd place wonders were big enough - you'd still get the fun race effect. Perhaps you're right...
 
I like the idea of achievement wonders. It is annoying when you are well and above any other Civ in culture per turn, but someone beats you to Cristo, just because they happen to have slightly faster science/hammer production than you.

I also like it because it is a way of capping wonders without actually having a cap, which would help with scenarios where one Civ gets all the wonders of the world in one city, which for both gameplay and realism, it isn't a very appealing system.
 
I wouldn't find non-great Wonders very appealing because it would feel like a consolation prize for losing.

I personally like to play with a large number of Wonder mods, so the odds of needing to compete for the specific Wonder I want are lower.


However, I really like the idea of acheivement Wonders.

It would feel great to gain a bonus for an active accomplishment, and it could create a lot of Empire diversity as the game goes on.

(Pursuing one acheivement may make it harder to get a different one at the same time.)


Heres some suggestions for Acheivement Wonders:

(Mostly Acheivement/ Reward ideas, the Wonders themselves may be off.)


The Palace of Versailles

Achievement: First player to ally three City States.

Reward: Influence decays 25% slower.


The Olympic Games

Achievement: First player to enter their third :c5goldenage: Golden Age.

Reward: Golden Ages last 50% longer.


East India House

(HQ of the East India Trading Company.)

Achievement: First player to trigger three We love the King! days.

Reward: +1 :c5happy: from luxury recourses.
 
i think this idea is excellent

it always made me sick how pyramids required 1000+ years of production, being usually built around 500 BC

it also would diminish the role of scientific/industrial progress in the game.

i really enjoyed the ancient wonders scenario and i think the wonder progress screen should be introduced to the ordinary game so you could see if you have a chanse to complete a specific wonder and your desisions were more strategic.

i also like the idea of building wonders with other yields than production

say you could unlock pyramids with culture and build with faith (which would translate to hammers in 3:1 ratio)
1. build monument
2. build shrine, then temple
3. get stone circles as an early pantheon, work 3 quarries
4. build pyramids quickly
also, exceeding requirements may provide a production bonus
e.g. if you have accumulated 200 culture and pyraminds require 100, you get (200-100)/10=10% bonus
 
stonehenge
unlock with faith (or, maybe, science?)
build with faith

great lighthouse
unlock with number of tiles explored by sea units, discovering cities with sea units counts for 30 tiles each
build with gold from sea plots

colossus
unlock with number of sea units (?)
build with XP gained by sea units

great library
unlock with number of researched techs and adopted policies
build with culture and science

hanging gardens
unlock with city size
build with culture and population growth (+X hammers per each new citizen in the city)

oracle
unlock with city state influence
build with faith
 
This is a very nice idea, but what if one city had a bunch of thr "reject" construction wondors (regular pyramids, wall, etc.)? Wouldn't the city become a super-city none the less?
 
Nice ideas Galgus and Killmeplease! :thumbsup:

@Galgus- I added some of your ideas to my main post!
@Killmeplease - I like the thought, but I'm not sure how that would get implemented... would it just be an auto reward if the city generates a certain amount of gold/science/culture? Or are you suggesting that the city would divert those resources from accumulating normally into building the wonder instead? I think you'd want to be careful that this didn't turn into a runaway thing, where a player just keeps getting bonuses without making any strategic choices to get them.

I'm kind of thinking I should edit my first post to focus more on the Achievement Wonder idea... since that clearly has more community support! :)
update: done!
 
I love the idea of achievements. There are just so many wonders in the game, that they really lose their wow factor. And the AI really seems to be cluless as to which ones to build. In my current game on immortal, both the great lighthouse and colossus were built in foreign cities w/o a single water resource.
 
I like this idea as long as you remove the "first" aspect. It will be too easy to abuse the AI out of nearly all these wonders that way, if you can secure them forever without a single hammer spent.
 
I actually greatly dislike the current implementation of Wonders. Blindly throwing tens of turns of hammers into a well, and hoping that some other civilization you haven't met yet doesn't beat you to it? That's just not a fun game mechanic. I don't get the thrill of outsmarting my opponents when I finish a wonder before them (because I can't tell that I beat them, unless I happen to have a spy stationed in that city), and I feel like a sucker if I get beaten to it. The consolation gold converted from the lost hammers was a good gameplay balance solution, but it's unsatisfying: you can't plan around it, and it doesn't make much sense. (So what if the Chinese built a big wall in Asia? Hadrian built a pretty good one in England too!)

I'd been trying to think of a better way of enforcing the "one per world" constraint without having a completely boring mechanism like "the first one to start building it gets to claim it" or "you can always see exactly how much progress has been made on every wonder currently under construction, even in cities you've never seen."

One idea I had was that there could be a race to complete the "foundation" of the wonder, say, at the halfway point, and once a civ has built half the wonder, the other civs must abandon building it. For example, the Pyramids cost 175 hammers. The first civ to get to 87.5 hammers contributed towards the Pyramids would get a claimer on it. The other civs would be refunded at that point. This would cut down on the number of turns of production that are thrown away chasing wonders that you had no dream of completing.

But your idea of tying wonders to achievements is actually a pretty great one. Instead of spending a bunch of hammers to complete the "foundation" that I described, you would do that achievement. So, maybe to build the Colossus, you must have four ships. Whenever a civ became eligible to build the Colossus, it would trigger a global notification. ("An unknown civilization is eligible to build the Colossus!") You'd still have to construct the wonder with hammers, but the hammer cost would be much lower once you've unlocked it. If two civs are close, they might both spend ~6 turns trying to be the first to build it, but at least they're not blindly gambling away 20 turns of production.
 
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