Natural Wonders Brainstorming List

T Glenhaber

Chieftain
Joined
Nov 11, 2014
Messages
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Am I the only person who thinks Civ BE should have Natural Wonders?
Here are two I have thought of.

Giant Ant Hill:
Every x turns, a alien unit spawns in this tile. If this tile is inside a civs boundaries, That civ would gain control over it.

Olympus Mons:
This wonder takes 7 tiles (the center + the 6 tiles surrounding it). You gain different benefits depending on how many tiles you work. This means different people can work it simultaneously.
Number of tiles worked
  1. 2:c5culture:culture, 1:c5food: food
  2. 2:c5culture:culture, 2:c5food: food
  3. 4:c5culture:culture, 3:c5food: food, 1:c5gold: gold, 1:c5science: science
  4. 4:c5culture:culture, 4:c5food: food, 3:c5gold: gold, 1:c5science: science
  5. 6:c5culture:culture, 5:c5food: food, 5:c5gold: gold, 2:c5science: science
  6. 6:c5culture:culture, 6:c5food: food, 5:c5gold: gold, 2:c5science: science
  7. 10:c5culture:culture, 7 :c5food: food, 10:c5gold: gold, 3:c5science: science
New wonders or comments on the existing wonders would be appreciated!

EDIT: Changed Olympus Mons Slightly
 
I'm not opposed to natural wonders or "unique terrain features" as long as they are not massively overpowered compared to other terrain.
 
Firaxite cave - always contains 10 firaxite, double tile yields when improved with a firaxite mine.

Floatstone quarry - a central hex and every hex surrounding it spawn a random amount of floatstone per tile.

Great Xenomass field - a central hex with a permanent alien nest, and it and all surrounding hexes contain a random amount of xenomass and miasma.
 
Robust Titanium reserve - always contains 10 titanium and produces +2 production on the tile, and +1 production on every adjacent tile.

Petroleum shores - 2 adjacent coastal tiles spawn with 10 petroleum each. Both tiles produce an additional +1 production and energy.

Great Geothermal Spring - always provides 10 geothermal and double tile yields when improved with a Geothermal well.
 
Great fungal bloom - fungus on this tile which produces double tile yield when improved, and slowly spreads to unimproved adjacent tiles.

Tuber field - Central and all adjacent hexes contain tubers. Only spawns on desert / floodplain tiles.

Prize fruit trees - Spawns on a flat grassland or plains forest fruit tile. Double the tile yields and forest isn't removed when improved.
 
Antique gold mines - two adjacent gold resources which are already improved with mysterious antique mines. Double the culture yield from them. Small chance of spawning excavation sites (1% chance each turn on both tiles).

Great basalt quary - basalt spawns in central and all adjacent hexes. Each tile produces an additional +1 production when improved.

Abundant copper mine - A copper resource which produces additional base +2 science. Double the tile yield when improved (doubles the +2 science bonus to +4, along with all other tile yields and the +1 science yield from a building becomes +2).
 
Fields of life - A central Chitin resource surrounded by a resilin in every adjacent tile. Double the tile yield when improved on each resource. (resilin tiles are pretty weak anyway).
 
These are all very good ideas!\

Haunted Forest a large (city radius size) are of forests with the trees a slightly different color. they give an extra energy per tile and double return energy when chopped down.

Mount Chiron a mountain tile which has large progenitor glyphs carved into it, like (liek the Nazca lines) which give +4 to culture.

Kelp Crater a unpassable crater tile, filled with edible biostuffs which provides +4 food and +2 heatlh.

The Rift A four tile long canyon which can be worked, it glows slightly pink compared to other canyons and providing +4 energy per tile.

The Hephaestus Basin A desert area of about 5 tiles which has a below sea level altitude and therefore if far hotter and drier than normal desserts. +2 energy to generators build here.

The New Barrier Reef Named after the now long gone Great Barrier Reef that Polystralia failed to preserve and finally lost after much investment in 2184, this is a set of 7 sea tiles with +2 science, + 2 culture.

The Ophthalma A unpasable unimprovable tile with what looks like the ruins of a progenitor warp gate. It still pulses with an eery light and it is said that when touching it you can hear and see strange things. provides +5 science.

The Antephialtic A unpasable unimprovable tile with some kind of obelisk of alien design. units ending their turn next to it are healed.

The Paradoxia A unpasable unimprovable tile with ruins that look like they are from ancient earth. Provides +4 culture and +2 science.
 
Great Coral Reef - two adjacent corals spawn which produce double tile yields when improved.

Mutated Algae - A rare specimen of algae with highly anti pathogenic properties. Produces an additional +4 science when improved, and provides +4 health.
 
Guerilla's Labyrinth: Cuts movement to one through adjacent hexes, but all defending units in it get +20% combat bonus of some sort and their opponents have reduced visiblity by -1 hex.

Redrock Pass: Extra long impassable chain of mountains with a pass in the middle that gives +10 defense bonuses to troops in the pass. The surrounding foothills of the Redrock Mountains are basalt that provides double normal mining resources and/or +2 Production.

Farsight Mountain: Controlling this hex grants all units in adjacent hexes +3 to their range of sight in tiles. Grants +1 Culture.

Medicine-Root Fields: Field of unusual herbs and plants. Controller of tile gains +2 health.

Spiral Mushroom Forest: Unusually dense/tall forest tiles that attracts Chitin beetles in adjacent tiles. Controller gains additional production from worked tiles with Chitin in surrounding hexes.

Thundering Falls: Waterfall that pours into lake with algae. Algae worked from that tile provides double normal food

Sea of Mirrored Stars: Ocean-side natural wonder that spawns coral in surrounding hexes. Owning this hex provides extra culture and double production of coral in surrounding hexes.

Devil's Flow: Geothermal Canyon with animated lava effects. Doubles output of Geothermal ties in hexes surrounding it and grants +4 production.

Kraken Spawning Bed: Attracts Kraken to adjoining tiles. If this aquatic tile is purchased and held in player's territory, then aliens turn blue, it will spawn one controllable Kraken for the player to command every 75 turns.

Lake Midnight: A huge open-surface petroleum tarpit akin to the Labrea Tarpits. It generates in surrounding hexes petroleum resources and skeletal siege worm sites to excavate, and its controller gains extra science.
 
Warp anomaly (x 2) tile gives +5 science, if a unit enters on it they can automatically warp the a similar warp anomaly on the other side of the planet.

Imagine the fights over this! especially if owned be different factions!
 
Warp anomaly (x 2) tile gives +5 science, if a unit enters on it they can automatically warp the a similar warp anomaly on the other side of the planet.

Imagine the fights over this! especially if owned be different factions!

They should not be visible until a unit (accidenaly) warps through, though.
 
(None of these natural wonders grant permanent health when revealed.)

New Atlantis
New Atlantis is an isolated sea based natural wonder, but unlike other natural wonders, it can be worked and is land traversible (f u Krakatoa). Provides +2 :c5culture: culture and +2 :c5food: food when worked. If a city is settled on New Atlantis, every sea tile worked by that city provides +1 :c5science: science and +1 :c5gold: energy.

Terracotta Pit
The Terracotta Pit is an extremely large abyss that has walls of red stone and is regularly visited and nested by migratory Hive Drones. Counts as a canyon. Provides +3 :c5science: science and +3 :c5food: food when worked. A Hive Drone will periodically spawn under your control on the Terracotta Pit if it is worked and has no units covering it (you will always be given a notification whenever a Hive Drone spawns). Hive Drones are similar to Drones, but have a reddish appearance and have the Hivemind promotion, which grants +5% :c5strength: combat power for each friendly Hive Drone within 2 tiles.

Aurora Spire
The Aurora Spire is a great column of vibrant technicolor energy that appears from deep within the planet and stretches far into the sky. Provides +3 :c5happy: health and +7 :c5science: science when worked. The Aurora Spire is always found deeper inland, is never near a coast, and is immediately revealed to all players at the start of the game.

Ancient Sanctuary
This large solid monolith appears to pacify nearby sentient beings and creates a greater sense of empathy. Provides +3 :c5culture: culture when worked. Provides an additional +5 :c5culture: culture if worked by a city that has the New Terran Myth wonder. While worked, aliens will become friendly with you more quickly, and will become immediately aggressive and remain aggressive (red status) against any civilizations you are at war with.

Volatile Dynamo
A great and immortal storm that can appear on land or at sea. Aliens generally avoid the Volatile Dynamo, and any unit that ends its turn within 1 tile of the Volatile Dynamo will be dealt a shocking 30 damage. However, once you research Climate Control, you can work the Volatile Dynamo. Provides +8 :c5production: production when worked. Any unit deployed from a city that works the Volatile Dynamo gains a promotion that not only makes it immune to the Volatile Dynamo, but also deals 10 damage to enemy units that end their turn next to the promoted unit.

Cornucopia
The Cornucopia is an extremely dense reservoir of abundant food and life. Counts as a source of fresh water, as a source of Chitin, as a source of Resilin, and can be traded with as though it were a station (you are still allowed to settle within 3 spaces of it, but it cannot be destroyed like other stations). Provides +2 :c5happy: health, +2 :c5production: production and +2 :c5food: food when worked. When traded with, the Cornucopia provides +1/2/3 :c5happy: health, +2/4/6 :c5production: production and +2/4/6 :c5food: food.
 
Hades Organ
A string of four canyons which provide 3:c5culture: culture and 3 :c5science:science each. If a unit tries to use a ranged attack over them, the attack would hit themselves instead. If a unit tries to move onto one of the tiles, the unit would take 20 damage and move back to the space it originated from. The AI (and you) would not know it existed until it was in their borders or if they tried to move/attack over it.

Alien Holy Site
A cavern which provides 4 :c5food:food. When you get it into your teritory, you get the following quest decision.
Spoiler :

The native aliens seem to make pilgrimages to these caverns. Now, you can decide if you will continue to let them.
Yes (Only Harmony)
No(Any Affinity)

If yes, as long as you do not construct an ultrasonic fence in [City], you gain 5 Xenomass resources and a free alien unit every X turns

If no, you must construct an ultrasonic fence in [City] when you do, you get the following quest decision:
Spoiler :
Do you exploit the cavern for it's food, energy or do you explore it?

Food (Purity) the tile gives 8 :c5food:food
Energy(Supremacy) the tile gives 4:c5food:food and 4:c5gold:energy.
Explore the cavern(Harmony) the tile gives 4:c5food:food and 2:c5culture:culture


EDIT: Alien Holy Site (See below)
 
Hades Organ
A string of four canyons which provide 3:c5culture: culture and 3 :c5science:science each. If a unit tries to use a ranged attack over them, the attack would hit themselves instead. If a unit tries to move onto one of the tiles, the unit would take 20 damage and move back to the space it originated from. The AI (and you) would not know it existed until it was in their borders or if they tried to move/attack over it.

Alien Holy Site
A cavern which provides 4 :c5food:food. When you get it into your teritory, you get the following quest decision.
Spoiler :

The native aliens seem to make pilgrimages to these caverns. Now, you can decide if you will continue to let them.
Yes (Harmony)
No(Purity, Supremacy)

If yes, as long as you do not construct an ultrasonic fence in [City], you gain 5 Xenomass resources and a free alien unit every X turns

If no, you must construct an ultrasonic fence in [City] when you do, you get the following quest decision:
Spoiler :
Do you exploit the cavern for it's food or energy?

Food (Purity) the tile gives 8 :c5food:food
Energy(Supremacy) the tile gives 4:c5food:food and 4:c5gold:energy.

Thats pretty cool! But i would add that eexploring the cave for harmony you give culture.
 
Well, I suppose you could not let the aliens pilgrimage but still get something for exploring if harmony is your highest thing. But I see what you mean now.
 
Great Rift Valley: a canyon complex rich in geothermal. No hills or mountains nearby.
 
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