lastchance
Chieftain
- Joined
- Oct 30, 2005
- Messages
- 41
These are all guesses, and not to be taken as canon, just a nice reference point to sum up as much as possible as effeciently as possible, (for my benefit).
Ranked in order of how good they are per era (ex. Great Lighthouse is better than Parthenon).
Specialized = Really good in some games, really bad in others. (highest variance wonders)
A = Must build wonder/consistently abusive
B = Consistently useful/very strong in some starts
C = Strong in some situations
D = Strong in a very small number of situations
F = never build
Religious Wonders:
Shrine
Culture: 4
Great People Points: 1
Requires: Holy City, Great Prophet
+1 gold per city with the shrine's religion
Spreads the shrine's religion
Can turn 3 citizens into Priest
If you have a holy City and a great prophet, build a shrine. B
Ancient Era:
Pyramids
Cost: 450 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Masonry
Enables all government civics.
Representation is really, really good. The +3 happy in 5 largest cities is a godsend on the higher levels, and the free specialists are needed early game.
Oracle
Cost: 150 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Priesthood
1 Free Technology
Tech is very good early. Your production gets culture, GPP, and that extra tech that could take 15+ turns to research early. Metal Casting/Civil Service/Code of Laws is a great way to make use of this cheap tech boost. B (specialized)
Great Lighthouse
Cost: 200
Culture: 6
Great People Points: 2
Requires: Masonry, lighthouse, coastal city
Expires: Corporation
+2 trade routes in all coastal cities
Massive trade boost if you have cities on the coast (and you should). Huge amounts of extra commerce give you a major leg up on your economy. Very good. B
Colossus
Cost: 250 (Double Speed w/ Copper)
Culture: 6
Great People Points: 2
Requires: Metal Casting, forge, coastal city
Expires: Astronomy
+1 gold in all water tiles
The early game is all about tech (if you're not in a war). If worked well (with Lighthouse), this could give you a nice early tech boost. However, Metal Casting will take a while to research, and so this particular wonder will be on the backburner for a while, when you have other major tech to research (Code of Laws, Mathematics, etc). C (specialized)
Stonehenge
Cost: 120 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Mysticism
Expires: Calendar
Free Obelisk in every city.
It is cheap, and it expires quickly, but the extra culture boost is nice early game for the early landgrab. If you have Mysticism though, Religion is a more efficient way to get the culture boost, with benefit from the extra happiness and culture. Still, with stone/Industrious civs, this is choppable. B. (specialized)
Parthenon
Cost: 400 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Polytheism
Expires: Chemistry
GPP is important, but it's a late game boost, and you can't fall behind on research and libraries early. C
Classical Era:
The Hanging Gardens
Cost: 300 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Mathematics, aqueduct
Extra population boost. Every new city you found goes to size 2... Would have been more useful earlier, and you have to worry about happiness, but I think it's a very good wonder that almost always will have use. B.
Spiral Minaret
Cost: 550 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Divine Right
Expires: Computers
+1 gold from all state religion buildings
Depends on the number of Temples, Monastaries, and Academies one has built. Either game-changing or worthless. C. (specialized)
Taj Mahal
Cost: 700 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Nationalism
Starts a Golden Age
Golden Age doesn't seem all that powerful, but if you can abuse the production and commerce boost to get a key tech, or overrun an enemy civ, build it. C. (specialized)
Great Library
Cost: 350 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Literature, library
Expires: Scientific Method
+2 Free Scientists
I like it. It's worth building, it's cheap, the extra tech is always important. It's not game changing. C
Angkor Wat
Cost: 500 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Philosophy
Expires: Computers
+1 hammer from Priest in all cities.
Can turn 3 citizens into Priest
+1 extra production for priests makes them engineers with commerce. The +3 priests is nice, too. Nothing game-changing though. C.
Versailles
Cost: 800 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Divine Right
If expanding in the far out world, jumping continents, like in Terra, and you already have your Forbidden Palace built, this is useful. With Forbidden Palace, however, I do not expect to be building this wonder too much. D. (specialized)
Sistine Chapel
Cost: 600 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Theology
+2 culture per specialist in all cities
If you really want the Culture win, you need to build this, but I think this is weak. It is a wonder that allows you to win when you are ahead, but does not help you when you are behind or even, and in the midgame, you don't have the game in hand yet. With this wonder, you are playing for a far off win. With other wonders that do the same thing (apollo, Space Elevator, UN) around this time, you are playing for the advantage now with tech/production boost (not getting in wars really helps that, and so does getting the production and trade necessary to go Apollo). D.
Notre Dame
Cost: 650 (Double Speed w/ Stone)
Culture: 10
Great People Points: 2
Requires: Music
+1 happy to all cities on the continent Notre Dame is built.
Happiness is one of the biggest worries in this game, but this is incredibly underwhelming. D
Hagia Sophia
Cost: 550 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Engineering
Expires: Steam Power
Workers build improvements 50% faster.
Just not that useful. F
Chichen Itza
Cost: 500 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Code of Laws
Expires: Rifling
+25% defense in all your cities
This is terrible. You don't need +25% city defense in core cities, and if you're working on this wonder, you're not building walls which provide more defense in cities that might actually need it, as well as a strong army that can repel raiders as well as bunker up in your cities. F
Industrial Era:
Statue of Liberty
Cost: 1500 (Double Speed w/ Copper)
Culture: 6
Great People Points: 2
Requires: Democracy, forge
Very nice. Extra specialists for the win. I cannot think of a situation where you will not want free specialists, especially in that lull between the Middle Ages and the Industrial Revolution. Should be useful in 90+% of games. A.
Kremlin
Cost: 1000 (Double Speed w/ Stone)
Culture: NA
Great People Points: 2
Requires: Communism
Expires: Fiber Optics
-50% hurry production cost
I haven't played enough late games to know how good and how useful the hurry up production is, but from my latest game, I think it's downright abusive. Should give you a huge leg up on the Space Race or building Factories to churn out tanks if you have the cash. A (specialized)
Eiffel Tower
Cost: 1250 (Double Speed w/ Iron)
Culture: 6
Great People Points: 2
Requires: Radio, forge
Free Broadcast Tower in every city
Free ____ in every city is almost always a good sign. I have to think it applies here. Big Happiness boost at this point in the game. The new Mike's Chapel. A.
Pentagon
Cost: 1250
Culture: NA
Great People Points: 2
Requires: Assembly Line
New units receive +2 experience points in all cities
Extra rax benefit? For the warmonger late, this looks excellent. Every bit of XP can help in a war, and once you get tanks, flight, and battleships, it's time to fight. A.
Broadway, Hollywood, Rock + Roll
Cost: 800 (1000 for Hollywood)
Great People Points: 2
Requires: Electricity, Mass Media, Radio
+50% Culture
Provides Hit Singles
Culture + Happiness. Pretty strong, and throw in Eiffel Tower, and the happiness gains will allow you to max out pop without much worry for the happiness. C (specialized)
Modern Era:
Three Gorges Dam
Cost: 1750
Culture: NA
Great People Points: 2
Requires: Plastic
Provides power for all cities on this continent
The Hoover Dam of Civ IV. Toned down a lot, but you only need to build it once, and there's no health negative. B
United Nations
Cost: 1000
Culture: NA
Great People Points: 2
Requires: Mass Media, at least 3 teams, diplomatic victory enabled
Triggers global elections
Guarantees eligibility for diplomatic votes
Very specialized, only useful if you plan for the Diplo Victory, but obviously needed for that build. C (specialized)
Space Elevator
Cost: 2000 (Double Speed w/ Aluminum)
Culture: NA
Great People Points: 2
Requires: Robotics, space race victory enabled
+50% spaceship production in all cities.
If going for the Space Race win, this pretty much has to be built. Good to rush-build since you can't rush build SS parts. C (specialized)
Key Note: Late-game wonders are generally a lot more must-build than early-game wonders, because in the early game, you have a lot more to do than build wonders. You need tech, military, or infrastructure, and all of those can distract you from building a good wonder, but in the late game, you will have enough cities with enough production and enough tech to go after the best wonders of that era (Statue, Eiffel Tower, IMHO).
Ranked in order of how good they are per era (ex. Great Lighthouse is better than Parthenon).
Specialized = Really good in some games, really bad in others. (highest variance wonders)
A = Must build wonder/consistently abusive
B = Consistently useful/very strong in some starts
C = Strong in some situations
D = Strong in a very small number of situations
F = never build
Religious Wonders:
Shrine
Culture: 4
Great People Points: 1
Requires: Holy City, Great Prophet
+1 gold per city with the shrine's religion
Spreads the shrine's religion
Can turn 3 citizens into Priest
If you have a holy City and a great prophet, build a shrine. B
Ancient Era:
Pyramids
Cost: 450 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Masonry
Enables all government civics.
Representation is really, really good. The +3 happy in 5 largest cities is a godsend on the higher levels, and the free specialists are needed early game.
Oracle
Cost: 150 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Priesthood
1 Free Technology
Tech is very good early. Your production gets culture, GPP, and that extra tech that could take 15+ turns to research early. Metal Casting/Civil Service/Code of Laws is a great way to make use of this cheap tech boost. B (specialized)
Great Lighthouse
Cost: 200
Culture: 6
Great People Points: 2
Requires: Masonry, lighthouse, coastal city
Expires: Corporation
+2 trade routes in all coastal cities
Massive trade boost if you have cities on the coast (and you should). Huge amounts of extra commerce give you a major leg up on your economy. Very good. B
Colossus
Cost: 250 (Double Speed w/ Copper)
Culture: 6
Great People Points: 2
Requires: Metal Casting, forge, coastal city
Expires: Astronomy
+1 gold in all water tiles
The early game is all about tech (if you're not in a war). If worked well (with Lighthouse), this could give you a nice early tech boost. However, Metal Casting will take a while to research, and so this particular wonder will be on the backburner for a while, when you have other major tech to research (Code of Laws, Mathematics, etc). C (specialized)
Stonehenge
Cost: 120 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Mysticism
Expires: Calendar
Free Obelisk in every city.
It is cheap, and it expires quickly, but the extra culture boost is nice early game for the early landgrab. If you have Mysticism though, Religion is a more efficient way to get the culture boost, with benefit from the extra happiness and culture. Still, with stone/Industrious civs, this is choppable. B. (specialized)
Parthenon
Cost: 400 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Polytheism
Expires: Chemistry
GPP is important, but it's a late game boost, and you can't fall behind on research and libraries early. C
Classical Era:
The Hanging Gardens
Cost: 300 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Mathematics, aqueduct
Extra population boost. Every new city you found goes to size 2... Would have been more useful earlier, and you have to worry about happiness, but I think it's a very good wonder that almost always will have use. B.
Spiral Minaret
Cost: 550 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Divine Right
Expires: Computers
+1 gold from all state religion buildings
Depends on the number of Temples, Monastaries, and Academies one has built. Either game-changing or worthless. C. (specialized)
Taj Mahal
Cost: 700 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Nationalism
Starts a Golden Age
Golden Age doesn't seem all that powerful, but if you can abuse the production and commerce boost to get a key tech, or overrun an enemy civ, build it. C. (specialized)
Great Library
Cost: 350 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Literature, library
Expires: Scientific Method
+2 Free Scientists
I like it. It's worth building, it's cheap, the extra tech is always important. It's not game changing. C
Angkor Wat
Cost: 500 (Double Speed w/ Stone)
Culture: 8
Great People Points: 2
Requires: Philosophy
Expires: Computers
+1 hammer from Priest in all cities.
Can turn 3 citizens into Priest
+1 extra production for priests makes them engineers with commerce. The +3 priests is nice, too. Nothing game-changing though. C.
Versailles
Cost: 800 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Divine Right
If expanding in the far out world, jumping continents, like in Terra, and you already have your Forbidden Palace built, this is useful. With Forbidden Palace, however, I do not expect to be building this wonder too much. D. (specialized)
Sistine Chapel
Cost: 600 (Double Speed w/ Marble)
Culture: 10
Great People Points: 2
Requires: Theology
+2 culture per specialist in all cities
If you really want the Culture win, you need to build this, but I think this is weak. It is a wonder that allows you to win when you are ahead, but does not help you when you are behind or even, and in the midgame, you don't have the game in hand yet. With this wonder, you are playing for a far off win. With other wonders that do the same thing (apollo, Space Elevator, UN) around this time, you are playing for the advantage now with tech/production boost (not getting in wars really helps that, and so does getting the production and trade necessary to go Apollo). D.
Notre Dame
Cost: 650 (Double Speed w/ Stone)
Culture: 10
Great People Points: 2
Requires: Music
+1 happy to all cities on the continent Notre Dame is built.
Happiness is one of the biggest worries in this game, but this is incredibly underwhelming. D
Hagia Sophia
Cost: 550 (Double Speed w/ Marble)
Culture: 8
Great People Points: 2
Requires: Engineering
Expires: Steam Power
Workers build improvements 50% faster.
Just not that useful. F
Chichen Itza
Cost: 500 (Double Speed w/ Stone)
Culture: 6
Great People Points: 2
Requires: Code of Laws
Expires: Rifling
+25% defense in all your cities
This is terrible. You don't need +25% city defense in core cities, and if you're working on this wonder, you're not building walls which provide more defense in cities that might actually need it, as well as a strong army that can repel raiders as well as bunker up in your cities. F
Industrial Era:
Statue of Liberty
Cost: 1500 (Double Speed w/ Copper)
Culture: 6
Great People Points: 2
Requires: Democracy, forge
Very nice. Extra specialists for the win. I cannot think of a situation where you will not want free specialists, especially in that lull between the Middle Ages and the Industrial Revolution. Should be useful in 90+% of games. A.
Kremlin
Cost: 1000 (Double Speed w/ Stone)
Culture: NA
Great People Points: 2
Requires: Communism
Expires: Fiber Optics
-50% hurry production cost
I haven't played enough late games to know how good and how useful the hurry up production is, but from my latest game, I think it's downright abusive. Should give you a huge leg up on the Space Race or building Factories to churn out tanks if you have the cash. A (specialized)
Eiffel Tower
Cost: 1250 (Double Speed w/ Iron)
Culture: 6
Great People Points: 2
Requires: Radio, forge
Free Broadcast Tower in every city
Free ____ in every city is almost always a good sign. I have to think it applies here. Big Happiness boost at this point in the game. The new Mike's Chapel. A.
Pentagon
Cost: 1250
Culture: NA
Great People Points: 2
Requires: Assembly Line
New units receive +2 experience points in all cities
Extra rax benefit? For the warmonger late, this looks excellent. Every bit of XP can help in a war, and once you get tanks, flight, and battleships, it's time to fight. A.
Broadway, Hollywood, Rock + Roll
Cost: 800 (1000 for Hollywood)
Great People Points: 2
Requires: Electricity, Mass Media, Radio
+50% Culture
Provides Hit Singles
Culture + Happiness. Pretty strong, and throw in Eiffel Tower, and the happiness gains will allow you to max out pop without much worry for the happiness. C (specialized)
Modern Era:
Three Gorges Dam
Cost: 1750
Culture: NA
Great People Points: 2
Requires: Plastic
Provides power for all cities on this continent
The Hoover Dam of Civ IV. Toned down a lot, but you only need to build it once, and there's no health negative. B
United Nations
Cost: 1000
Culture: NA
Great People Points: 2
Requires: Mass Media, at least 3 teams, diplomatic victory enabled
Triggers global elections
Guarantees eligibility for diplomatic votes
Very specialized, only useful if you plan for the Diplo Victory, but obviously needed for that build. C (specialized)
Space Elevator
Cost: 2000 (Double Speed w/ Aluminum)
Culture: NA
Great People Points: 2
Requires: Robotics, space race victory enabled
+50% spaceship production in all cities.
If going for the Space Race win, this pretty much has to be built. Good to rush-build since you can't rush build SS parts. C (specialized)
Key Note: Late-game wonders are generally a lot more must-build than early-game wonders, because in the early game, you have a lot more to do than build wonders. You need tech, military, or infrastructure, and all of those can distract you from building a good wonder, but in the late game, you will have enough cities with enough production and enough tech to go after the best wonders of that era (Statue, Eiffel Tower, IMHO).