Lets discuss wonders design here.
Here is the current wonders list:
Still needed is a discussion as to what bonuses each wonder provides. Ideas anyone?
Here is the current wonders list:
Spoiler World Wonders :
Metaphysics Lab (Req Metaphysics) +100% Research in City
Colosseum of Gladiators (Req Construction and Colosseum) +1 Happy in City; +1 Happy in all cities on Continent; +2 Culture
Gardens of Ehlonna (Req Agriculture and Pottery) +6 Culture;+3 Happy in City; +1 Happy in Contenent; +1 Health in All Cities; +1 GP Engineer
Grand Shrine of Erythnul (Req Mysticism) +4 Culture; -1 Health in all cities on continent; +1 GP Prophet; Divine Units in city get Death I promotion
Temple of Kord (Req Mysticism and Sports; 5 Arenas) +1 Culture; Can produce Contender of Kord units
Grand Smithy of Lycanzar (Req Magic Items) +1 Culture; Half unit upgrade costs
Great Dam of Winemouthe (Req Terraforming; Stone) +5 Production in City; +1 GP Engineer
Great Library (Req Literacy) +8 Research in City; +2 Free Great Sages; +2GP Sage
Great Lighthouse (Req Sailing and Masonry; Stone or Marble) +2 Culture; All Ships get +1 Movement; +2 GP Merchant +2 Coastal Trade Routes
Great Theater (Req Bards Guild) +8 Happy in City; +2 Culture
Hall of Immortals (Req Path of Immortality)All Cities retain 50% food after growth; +2 Culture; +1 Population in All Cities
Halls of Necromancy (Req Undead Mastery) +1 Culture; All new Divine and Arcane units get free Death I promotion if built in city; +1 Research
Palace of the Grand Emporer (Req Imperial Power; Marble or Stone) +6 Culture, Government Center; +2 GP Spy
School of Alchemy (Req Alchemy) +100% Research; +3 Free Sage; +2 GP Sage
School of Conjuration (Req Conjuration) +100% Research; +3 Free Sage; +2 GP Sage; Free Conjuration I promotion to new Arcane units
School of Divination (Req Divination) +100% Research; +3 Free Sage; +2 GP Sage; Free Divination I promotion to new Arcane units
School of Elementalism (Req Elementalism) +100% Research; +3 Free Sage; +2 GP Sage
School of Evocation (Req Evocation) +100% Research; +3 Free Sage; +1 GP Sage; Free Evocation I promotion to new Arcane units
School of Necromancy (Req Necromancy) +100% Research; +3 Free Sage; +2 GP Sage; Free Death I promotion to new Arcane units
Temple of Air (Req Aeromancy) +4 Culture; +1 GP Sage; Free Air I promotion to new Arcane units
Temple of Earth (Req Geomancy)+4 Culture; +1 GP Sage; Free Earth I promotion to new Arcane units
Temple of Fire (Req Pyromancy)+4 Culture; +1 GP Sage; Free Fire I promotion to new Arcane units
Temple of Osprem (Req Sailing)+4 Culture; +1 Ship movement; +2 GP Prophet; Free Divine I promotion to new Divine units
Temple of Water (Req Hydromancy)+4 Culture; +1 GP Sage; Free Water I promotion to new Arcane units
The Black Tower (Req Magical Philosophy; Evil Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
The Grey Tower (Req Magical Philosophy; Neutral Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
The White Tower (Req Magical Philosophy; Good Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
Citadel Adbar (Req and Dwarven Pantheon) +4 Culture, +2 Production, +2 XP for new units; +50% Defense
Knights of Pentysis (Req Adv Military Tactics; Feudalism Civic; Lvl 3 Unit)+4 Culture; +1 GP Great Great General; +2 XP for new land units
Colosseum of Gladiators (Req Construction and Colosseum) +1 Happy in City; +1 Happy in all cities on Continent; +2 Culture
Gardens of Ehlonna (Req Agriculture and Pottery) +6 Culture;+3 Happy in City; +1 Happy in Contenent; +1 Health in All Cities; +1 GP Engineer
Grand Shrine of Erythnul (Req Mysticism) +4 Culture; -1 Health in all cities on continent; +1 GP Prophet; Divine Units in city get Death I promotion
Temple of Kord (Req Mysticism and Sports; 5 Arenas) +1 Culture; Can produce Contender of Kord units
Grand Smithy of Lycanzar (Req Magic Items) +1 Culture; Half unit upgrade costs
Great Dam of Winemouthe (Req Terraforming; Stone) +5 Production in City; +1 GP Engineer
Great Library (Req Literacy) +8 Research in City; +2 Free Great Sages; +2GP Sage
Great Lighthouse (Req Sailing and Masonry; Stone or Marble) +2 Culture; All Ships get +1 Movement; +2 GP Merchant +2 Coastal Trade Routes
Great Theater (Req Bards Guild) +8 Happy in City; +2 Culture
Hall of Immortals (Req Path of Immortality)All Cities retain 50% food after growth; +2 Culture; +1 Population in All Cities
Halls of Necromancy (Req Undead Mastery) +1 Culture; All new Divine and Arcane units get free Death I promotion if built in city; +1 Research
Palace of the Grand Emporer (Req Imperial Power; Marble or Stone) +6 Culture, Government Center; +2 GP Spy
School of Alchemy (Req Alchemy) +100% Research; +3 Free Sage; +2 GP Sage
School of Conjuration (Req Conjuration) +100% Research; +3 Free Sage; +2 GP Sage; Free Conjuration I promotion to new Arcane units
School of Divination (Req Divination) +100% Research; +3 Free Sage; +2 GP Sage; Free Divination I promotion to new Arcane units
School of Elementalism (Req Elementalism) +100% Research; +3 Free Sage; +2 GP Sage
School of Evocation (Req Evocation) +100% Research; +3 Free Sage; +1 GP Sage; Free Evocation I promotion to new Arcane units
School of Necromancy (Req Necromancy) +100% Research; +3 Free Sage; +2 GP Sage; Free Death I promotion to new Arcane units
Temple of Air (Req Aeromancy) +4 Culture; +1 GP Sage; Free Air I promotion to new Arcane units
Temple of Earth (Req Geomancy)+4 Culture; +1 GP Sage; Free Earth I promotion to new Arcane units
Temple of Fire (Req Pyromancy)+4 Culture; +1 GP Sage; Free Fire I promotion to new Arcane units
Temple of Osprem (Req Sailing)+4 Culture; +1 Ship movement; +2 GP Prophet; Free Divine I promotion to new Divine units
Temple of Water (Req Hydromancy)+4 Culture; +1 GP Sage; Free Water I promotion to new Arcane units
The Black Tower (Req Magical Philosophy; Evil Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
The Grey Tower (Req Magical Philosophy; Neutral Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
The White Tower (Req Magical Philosophy; Good Alignment; Stone or Marble)+3 Happy in City; +2 Culture; +100% Research; +1 GP Sage; +1 Free Sage
Citadel Adbar (Req and Dwarven Pantheon) +4 Culture, +2 Production, +2 XP for new units; +50% Defense
Knights of Pentysis (Req Adv Military Tactics; Feudalism Civic; Lvl 3 Unit)+4 Culture; +1 GP Great Great General; +2 XP for new land units
Spoiler Religious Centres :
All religious centres reqire Theocracy
The Great Tree (Correllon)
Sanctum of Heironeous (Heironeous)
The Necropolis (Nerull)
Seat of Moradin (Morndinsamman)
The Iron Sanctum (Hextor)
The Iron Fortress (Gruumsh)
Citadel of Light (Pelor)
The Web of the Spider Queen (Lolth))
The Great Tree (Correllon)
Sanctum of Heironeous (Heironeous)
The Necropolis (Nerull)
Seat of Moradin (Morndinsamman)
The Iron Sanctum (Hextor)
The Iron Fortress (Gruumsh)
Citadel of Light (Pelor)
The Web of the Spider Queen (Lolth))
Spoiler Holy Places :
All holy places require Priesthood
Pantheon Temple of the Seldarine (Correllon)
The Bastion of Faith (Heironeous)
The Crypt of Souls (Nerull)
The Hall of Moradin's Forge (Morndinsamman)
Citadel of Strife (Hextor)
House of the One Eye (Gruumsh)
The Temple of Brilliant Reflection (Pelor)
Guallidurth (Lolth))
Pantheon Temple of the Seldarine (Correllon)
The Bastion of Faith (Heironeous)
The Crypt of Souls (Nerull)
The Hall of Moradin's Forge (Morndinsamman)
Citadel of Strife (Hextor)
House of the One Eye (Gruumsh)
The Temple of Brilliant Reflection (Pelor)
Guallidurth (Lolth))
Spoiler National Wonders :
Baron's Keep (Req Feudalism)
Druid's Grove (Req Druidism)
Dwarven Workshop
Iron Works (Req Ironworks)
Military Academy (Req Military Tradition)
Mithril Smith (Req Magic Items)
Treasury/Mint (Req Currancy)
Hall of Heroes
Royal Operahouse: (Req Music) +2 Culture; +2 Artist
Druid's Grove (Req Druidism)
Dwarven Workshop
Iron Works (Req Ironworks)
Military Academy (Req Military Tradition)
Mithril Smith (Req Magic Items)
Treasury/Mint (Req Currancy)
Hall of Heroes
Royal Operahouse: (Req Music) +2 Culture; +2 Artist
Spoiler Guildhalls :
(Guilds will replace corporations)
Adventurers Guild
Assasins Guild - Can build assasins
Guild of Air - All Mages get free PROMOTION_AIR1
Guild of Earth - All Mages get free PROMOTION_EARTH1
Guild of Fire - All Mages get free PROMOTION_FIRE1
Guild of Water - All Mages get free PROMOTION_WATER1
Mercenaries Guild - Can contract out mercenaries in that town
Warriors Guild - UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER and UNITCOMBAT_MOUNTED get +2 XP
Mages Guild - UNITCOMBAT_ARCANE gets +2 XP
Theives Guild - UNITCOMBAT_RECON gets +2 XP
Adventurers Guild
Assasins Guild - Can build assasins
Guild of Air - All Mages get free PROMOTION_AIR1
Guild of Earth - All Mages get free PROMOTION_EARTH1
Guild of Fire - All Mages get free PROMOTION_FIRE1
Guild of Water - All Mages get free PROMOTION_WATER1
Mercenaries Guild - Can contract out mercenaries in that town
Warriors Guild - UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER and UNITCOMBAT_MOUNTED get +2 XP
Mages Guild - UNITCOMBAT_ARCANE gets +2 XP
Theives Guild - UNITCOMBAT_RECON gets +2 XP
Still needed is a discussion as to what bonuses each wonder provides. Ideas anyone?