Dune Wars Wonders

davidlallen

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This thread is for brainstorming about Great Wonders which are appropriate to Dune. As of 1.4.x, the set of wonders is very close to vanilla: some names and art has been changed, but each wonder almost exactly corresponds to a vanilla wonder.

What wonders and effects make sense for Dune?
 
Shield Wall
(replaces Great Wall)
28858ci.jpg

+2 GPP (?)
Barbarians cannot enter borders on this continent
+50% Great General Emergence

Code:
[pre]
   A natural wall of rock situated near Arrakeen, the primary city of Arrakis,
the Shield Wall was used by the inhabitants of the city as a natural defensive
barrier against storms, invasion, and sandworm attack. The shield wall's
extremely useful positioning meant that the city of Arrakeen could be built
directly behind it.

   When Paul Atreides made his devastating attack on the Padishah Emperor,
he first used atomic weapons to blast a hole in the shield wall so that his
forces could get through. After Paul had established himself as the emperor,
this hole became a problem, as it let in storm winds and might let in a worm.
The hole was therefore compensated for by the addition of a quanat, a large
reservoir of water, being placed where the section of wall once stood. This
prevented sandworm infiltration, but most likely did not hinder storms.[/pre]
 
A geographic feature doesn't really make sense as a Wonder.

I'll try and brainstorm when I have the time, and take a list of the handful of existing ones which *do* fit pretty well.

Note that one from my tech design was Project Amal, which provides 10 free spice resources, at the Artificial Spice tech.
 
I hope i didnt missed, but i didnt found nothing in relation to Gholas.
May be BTl only wonder that lets say increase % of EPs in all cities? Or just spawn Infiltrators with buffed starting XPs and special ghola promotion?
 
I hope i didnt missed, but i didnt found nothing in relation to Gholas.
May be BTl only wonder that lets say increase % of EPs in all cities?

There is a BTl late game building, axlotl tanks. It gives you an experienced unit. You can find more details at the end of the "Tleilaxu mechanics" thread.
 
There is a BTl late game building, axlotl tanks. It gives you an experienced unit. You can find more details at the end of the "Tleilaxu mechanics" thread.

Ah yes, axlotl tanks is thing that create gholas , indeed. Heh, well huge amounts of information you ordered and implemented here :P :goodjob:
 
A geographic feature doesn't really make sense as a Wonder.

I'll try and brainstorm when I have the time, and take a list of the handful of existing ones which *do* fit pretty well.

Note that one from my tech design was Project Amal, which provides 10 free spice resources, at the Artificial Spice tech.

I partially agree, but at the same time it's the best replacement of the Great Wall I could find.
And note that this wall was blasted through but later Atreides built a huge quanat, a large reservoir of water, as a protection from desert raids and a water storage. So something about "Great Quanat" could do the job, preventing barbarians and making the whole area around the city to be a "fresh water" source. This wonder should be expensive though.
 
How about an idea to turn more on "Project" side (mixed with actual building wonders as well) , like it is in SMAC. The problem, there is not nearly enough wonders, as buildings, in canon Dune lore.
But there can be plently of projects, breakthoughts, giant scale covert secret collaborations and , intrigues and coups.
 
Cool. I've been meaning to start this thread.

Sources of ideas:

1. The Dune collectable card game has loads of cards - the full list is here. I'm sure there's some good ideas.

2. The Dune Encyclopedia might yield a few ideas.

3. The trusty Dune Appendix is another source.

I'd prefer some wonders that have original effects not just reskins of the vanillas ones. I can post a list of suggestions at the weekend.
 
I partially agree, but at the same time it's the best replacement of the Great Wall I could find.

Why do we even need a great wall replacement? The barbarian smugglers aren't really a threat at all, so all it does is keep out Worms and so protect your spice harvesting operations - and does that really make sense? I'm not sure that its very thematic.
(Also I forget; does it keep out sandstorms?)
 
Why do we even need a great wall replacement? The barbarian smugglers aren't really a threat at all, so all it does is keep out Worms and so protect your spice harvesting operations - and does that really make sense? I'm not sure that its very thematic.
(Also I forget; does it keep out sandstorms?)

There is a point, it will be awesome if mod will have something new, new original features, and wonder types, to be stand-alone game, like, great example, FFH.
Lets say some wonder which enhance city to 3 square bfc can be good with all that spice, also Cultural wonders sre very importan, to grab all that deep desert far spice.
 
I should have been more clear, by 'reskin' I'm not referring to graphics - I mean wonders where the gameplay effect is exactly the same as a vanilla wonder. It is OK to have some of those, but I'd like some interesting new gameplay effects.
 
I've tried to come up with a few things that might make good wonders to get the ball rolling. More vague concept than specific effects.

Existing ones I like:

Barraka Monastery
Sayaddina Monastery (using Monastery twice is a bit bland - School perhaps?)
Suk Academy
Wet Planet Conservatory
Underground Reservoir

Other ideas:

Cave of Birds - a place of refuge, so perhaps a defensive bonus
Tuek's Sietch - trade bonus or bonus connected with offworld goods
Weather Control Satellite
Guild Spy Ring - espionage
Propaganda Corps - happiness
Grand Armory
Manual of the Friendly Desert
Relic Emporium - happiness/financial
Legend of Ampoliros
The Keep of Arrakeen
 
Cave of Birds - a place of refuge, so perhaps a defensive bonus

Maybe its like one of the vanilla wonders that gives a defensive bonus in all cities?

Tuek's Sietch - trade bonus or bonus connected with offworld goods

I like this. Maybe +3 trade routes in this city, and a +50% foreign trade yield?

We should remove the trade routes from the current Landsraad embassy wonder, and make that really just the UN wonder (and with a huge culture output).

Weather Control Satellite
Interesting... maybe this could do some combination of:
a) block storms from entering your borders (they disappear when they try)
b) increase terraforming rates within your borders
c) decrease terraforming rates outside your borders

Guild Spy Ring - espionage
How about "Guild Intelligence Bureau".
Gives a huge espionage point output in that city.

Propaganda Corps - happiness
+2 happy in all your cities?

Grand Armory
Bonus xp to all new produced units (like the pentagon)

And maybe an Imperial War College, which gives bonus xp to new units in just that city, and an increase in great general production rate.

Manual of the Friendly Desert
I don't like the name. How about "Quality stillsuit factory", or "Desert adaptation".
Maybe it could give the desert warfare 1 promotion to all units produced in it?

Relic Emporium - happiness/financial
I'm not sure this makes sense. If you're trying to mimic the very late-era things like people selling fake stillsuits and crysknives and other artifacts, that is a little beyond our timeline, and only really makes sense for Mahdi and Quizarate religions.

Legend of Ampoliros
Why should this be a wonder? The Ampoliros is just an old story about a flying-dutchmen type spaceship.
The Keep of Arrakeen
Huge defense bonus, and culture bonus, and espionage bonus?

Maybe we could make House Shield Generator a national wonder, which gave the benefits of the force shield, but came at a much earlier tech? So at the very beginning of the game, each faction still has 1 big shield generator left that they can build to defend a particular city?
 
We should remove the trade routes from the current Landsraad embassy wonder, and make that really just the UN wonder (and with a huge culture output).

The Landsraad Embassy *is* the UN building. I have changed most of the text of the resolutions to remove "U.N" and I did remove the single currency resolution which gives a global +1 trade routes.
 
Manual of the Friendly Desert

That's straight out of the book. It's the book included in Fremkits.

Legend of Ampoliros doesn't work, you're right.
 
The Landsraad Embassy *is* the UN building. I have changed most of the text of the resolutions to remove "U.N" and I did remove the single currency resolution which gives a global +1 trade routes.

The Landsraad embassy building also gives +2 trade routes in all your cities, which is a huuuge benefit. It is both the UN *and* the great lighthouse, where every city is coastal.

That's straight out of the book. It's the book included in Fremkits.
Yeah, but it doesn't sound right for a wonder. Maybe a Fremkit factory or something instead?
 
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