Design a Wonder contest (public poll)

Which Wonder do you think should be added to FfH?


  • Total voters
    281
  • Poll closed .

Kael

Deity
Joined
May 6, 2002
Messages
17,401
Location
Ohio
Vote for your favorite entry. Voting remains open until December 9th.

Arcane Academy
by zxcvbnm
Requires: Arcane lore, lvl 6 arcane unit
800 Hammers
+10% production speed with each mana sphere the builder has access to
+3 great sage, unlimited sage or 3[?] sage
(+1 free reagents, the training of the Academy allows the mages to create their own reagents)
(+2 Culture)
doubles the rate arcane units gain xp inside the city, (very valuable for getting high-level archmages)
+3 Unhealthy because of the dangerous residue of magical experiments left around, (you know, the mages aren't very good in cleaning up their mess...)​

City of a Thousand Slums
by Kol.7
-20% Culture
+20% maintainance

Evil civs only

Allows the city it is built in to access the third ring of tiles around it (ala Sprawling trait)

Allows a civ to create a very large and powerful town. Would work well any civ with god-king if the slums were built in the capital, especially the calabim who I kind of had in mind when I was thinking about this.​

Conclave of Blades
by TravellingHat
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.​

The Holy Ale Great Brewery
by Pandemonis
"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
+2 Culture, +4 Gold
+2 GPP (Merchant)
Provide a Brewery in each city of the civilization, regardless of access to river.​

Mirror Mirror
by formless blob
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
Prerequisite: Omniscience
Effect: +3 Happy in this city, +1 Unhappy in all other cities you own. The revenue created is equal to +1 per city you own.

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

Pan's Meadow
by Rex rgis of Ter
Cost 250
+5 Culture
+2 GPP (Great Artist)

Requires Way of the Forest, Fellowship of Leaves State Religion

The Meadow brings great Joy to the Lands surrrounding the Meadow. Every Forest, Ancient Forest, etc., gains +1 Hammer.​

Port Royal
by Frozen Vomit
(can have any name actually - if there is a legendary harbor like this in ffh lore.)

Requires: Blasting Powder
?
+2 Culture
+2 foreign trade routes
+100% trade income in this city
+2 GPP (merchant)

+2 relations with civs who have foreign trade
-2 with civs that have mercantilism

City can not be blockaded, enemy and hidden nationality ships take damage when they are in the cities fat cross.

(Gives line of sight to every city with a harbor when the civ uses foreign trade. Not sure about that one...)

"Look at it - a marvel of civilization. Ships are coming in and bring goods and rumors from all seven (?) oceans. On a busy day like this you could surely think that this is the center of Erebus." - Geert ?, Harbormaster

"High and insurmountable are it's walls and far roar it's cannonballs. Many a proud ship was lost in the calm water of this bay - fortresses like this clearly mean the end of piracy" - ?, Lanun Captain​

Sacrifice to Bhall
by CXDamian
900 Hammers
Requires: Summoning
Requires: Neutral or Evil Alignment
Grants peace to barbarians for 15 turns(if not already at peace, if so ignored)
Spawns 1 random Planar Gate unit(barbarian) in each of the players cities, with mobility 1​
 
i also really like port royal and pan's meadow. I wouldn't mind if more than one made it in. I think FFH is a bit light on wonders. (particularly builder friendly wonders, many of the current ones seem geared toward a warmonger style.)
 
Pan's meadow is cool, I suppose it means +1 hammer to every forest in the empire, not only those surrounding the city? And arcane academy is something I wanted for a long time.
 
thousand slums attracted me.. but mirrors mirror is so cool, balanced and all !!
and I knew thousand slums was so cool my vote won't change the outcome
 
pan's meadow with Ljos under FoL...base 3-2 or 2-3 tiles, possibility to add cottages or farms. If it's 1 city it'd be ok, if it's the entire empire it'd be crazy. Expecially with 250 hammers, i can see it being some sort of green moai statues.

Still a tough decision. Can't we have 3-4 implemented? :p
 
In earlier wonder poll the 2 most popular ones were implemented in the game.

Having several of these is not only possible but seems likely.
 
In earlier wonder poll the 2 most popular ones were implemented in the game.

Having several of these is not only possible but seems likely.

:yup: There will be a winner in each category that gets to dine with Kael and his girlfriend, Rosie O'Donnel, while certainly some others will find their way into the game.
 
:yup: There will be a winner in each category that gets to dine with Kael and his girlfriend, Rosie O'Donnel, while certainly some others will find their way into the game.

Woodelf is just jealous because she left him for me.
 
Arcane Academy
by zxcvbnm
Requires: Arcane lore, lvl 6 arcane unit
800 Hammers
+10% production speed with each mana sphere the builder has access to
+3 great sage, unlimited sage or 3[?] sage
(+1 free reagents, the training of the Academy allows the mages to create their own reagents)
(+2 Culture)
doubles the rate arcane units gain xp inside the city, (very valuable for getting high-level archmages)
+3 Unhealthy because of the dangerous residue of magical experiments left around, (you know, the mages aren't very good in cleaning up their mess...)

Conclave of Blades
by TravellingHat
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.

I would really like to mix these two up increasing the usefulness of the arcane troops.

Requires: Arcane lore, Warfare, lvl 6 arcane unit
800 Hammers
+10% production speed with each mana sphere the builder has access to
(+2 Culture)
doubles the rate arcane units gain xp inside the city, (very valuable for getting high-level archmages)
+3 Unhealthy because of the dangerous residue of magical experiments left around, (you know, the mages aren't very good in cleaning up their mess...)
+2 Unhappy (boot camp for crazy magicains??)
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.

Thet would be a wonder to make the arcane units usable. Today they are still the weakest units in any stack and as time continues a arcane unit is supposed to get mighty but even a High Mage cant survive outside the camp of a hero and 4-5 scouts for 5 rnds.
 
I had the idea of making them mutually exclusive so you would need to choose either the mundane or arcane specialisation for your adepts
 
I like the slums, and almost voted for it, but doesn't it take a bit away from the uniqueness of the Kuriotates (sp? the sprawling ones)?
 
Considering that it can't be built in settlements it definitely needs sumthin' else for them
(see the Q&A thread for this and other issues of these wonders)
 
or else not make it give "sprawling" to the city but : "access to 1 more ring"
thus kuriorates would have a city with 4rings in its fat cross !!! awsome !!

(as a side note, even more than for units and events, I feel like 3-4 wonders here are interesting to be added ... not just one..
like (in random order) :
sacrifice to bhall...
arcane academy AND conclave of blades if mutually exclusive in a same civ. (idea from zxcvbnm in the Q&A thread)
thousand slums.
...etc.

it is not as if FfH has too many wonders... especially as some have been added as terrain feature and thus removed from the building queue..)
 
I'm just a little concerned with City of a Thousand Slums being evil-only. When combined with Sacrifice the Weak, won't this give Evil a *tremendous* advantage in terms of population?
 
ohoh.. I didn't read it... I thought it would be an all-civ world wonder, independant of alignement

it it is restricted, it lose some appeal
 
Yeah but it only affects one city so I think it would be fine really. I Agree with the 1 extra ring idea instead of 'gives sprawling trait', it would really give the kuriotates a motive for joining evil...

@ophite: There are plenty of other legit ways to get huge bonuses over other civs, once as the sheaim, small pangaea, my starting position was next to the Remnants of Patria. I owned that game.

In designing it I thought it would lose flavour if good civs could build it, it just doesn't seem right. Maybe evil and neutral?
 
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