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[Feature] Additional Wonders

What the point of adding Panama and Suez Canals as wonders anyway? Especially considering tying to specific tiles. You just can found a city in those places, and you get your canals. If something, it should be added as tile improvement, which can be build by workers for some big amount of turns after some late tech, and only need for this is because both Panama and Suez are bad city placements.
I think Panama and Suez (maybe call it 'Port Said') should just be hardcoded to be built automatically as cities if they aren't already built by their respective dates. It's simple; it's easy; it doesn't require the AI to understand intricate fort-building; and it solves all controversy and debate.
 
What the point of adding Panama and Suez Canals as wonders anyway? Especially considering tying to specific tiles. You just can found a city in those places, and you get your canals. If something, it should be added as tile improvement, which can be build by workers for some big amount of turns after some late tech, and only need for this is because both Panama and Suez are bad city placements.
I'd say the point is that they're both incredibly impressive achievements of engineering on par with other wonders, and they were built long after their respective regions were settled, with immediate world-changing effects.

My take though is that they could be tied to the potential natural wonder mechanic, where having things on specific tiles is part of the point.
 
Well I think the Panama and Suez canals could still remain as building wonders because technically the feature whereby cities built on an isthmus function as a canal might not technically be a canal but more like a place whereby boats are hauled up then transported by a rail or wagon system to the other waterway similar to what ancient Greece did or how earlier people would do the wagon thing and cross the jungle to the other side in Panama before the canal was built.

Now the difference in game is that building these canals would then create a massive commerce, or production boost, or increased trade route number/yield (because you'd be skipping all the jungle diseases or tiring out hauling the boats over land like the old ways) but would still only be able to be constructed in cities which already are on an isthmus (a simple north south/ east west water detector can then be created to allow the game to then know if the city is on an isthmus)
 
Ultimately it's not terribly important but it could be nice to have these tiles given a commerce bonus to simulate their economic importance. An improvement would make sense, or maybe some sort of commerce bonus to Forts and cities on these tiles.
 
In my opinion the Panama and Suez canals should give commercial bonuses, while at the same time enabling the exact spots on the map of the Suez canal and Panama canal to be accessed by ship, maybe even a special canal animation at those tiles.
It is hard scripted, but a wonder that is a canal is kind of already hard scripted, isn't it?
Like a natural wonder.
Theres a reason why the Panama canal is not in Alaska, a geographical one, and thus I would consider it logical even in a world in which history took a different route (the whole point of the mode, affecting history).
The commercial bonuses would act like a company, show that you own the canal and get profit for digging and initiating it even if you're a far away civilization, and would enable movement of naval units.
Just my Idea
 
Most canals are currently activated by placing forts + having cultural borders at that point. AI naturally tries to keep 'improving' the tile.
I might suggest that placing a fort on canal tiles gives a big boost to the tile's productivity, and perhaps add some AI weight to putting the fort. That way, canals would be built by AI and players, and it would have a nice (albeit small and localized) benefit.
 
Cool idea but would that be useful for the Maya?
Hi, a bit old post but I've found it as I was researching about the temple of kukulkan. Yes, it would immensely benefit the Mayans as the majority of their cities have no access to fresh water. Usually, players found the capital 1 tile north of the starting location so we could reach the claim resource and have better science, which leaves the capital with no fresh water. In addition, other spots where we normally settle are 1 tile south to the silver and the Caribbean islands, which also have no access to fresh water. Moreover, the temple is normally built outside of the capital as it is a bit hammer intensive, which means it currently provides no benefit to the city that built it (usually with no rainforest).

Another idea is to extend its current benefit to all rainforest tiles of your empire (as opposed to only its city) and maybe add +1 commerce as well which could help achieving the 3rd uhv goal which can only be achieved by cheesing nowadays. That would also help the incans if one could capture it in the 600ad scenario. This change still would not make this wonder op imo, as only the amerindians could benefit from it since the wonder gets obsolete fairly quickly (the Europeans would find it obsolete by the time they reach the Americas).
 
The Persians, the Turks and the Mongols (along with the Kushans in the future) are all present in Central Asia, and have quick and impressive territory goals. What about an early Central Asian wonder that would require Silk Route and does something to help with those, like "all cities start with more culture", "additional healing whenever a Great General appears" or "other civilizations are more willing to vassalize"?

Problem is I'm not sure what to pick. Ideally it would be something from around or before 600 AD (so that the Mongol player on the 600 AD map know where to find it), but that excludes more iconic islamic architecture, and most examples of pre-islamic architecture are listed as archeological sites of cities. I think something like the Paintings of the Ambassadors (Afrasiab, 7th century) could work even if it's not strictly a monument, or if we're willing to be more flexible with the location, maybe something in Iran or the Middle-East for a possible Achaemenid/Sassanid/Parthian/other wonder.
 
Oh BTW: I'm working on a project about corporations in my mod and it will include founding movies for corporations :)
Just for your instance I didn't finish that project and have founding movies for corporations. See my signature.
 
Since the recent discussion about making rubber more useful, I thought about adding a purpose and introducing a new wonder related to it: the Amazon Theatre.

I've added to Steb's suggested wonders spreadsheet, but here goes a summary: unlocked by Eletricity or Journalism, requires rubber and 3 jungle (or 9 jungle and/or rainforest) tiles, double production with marble. It provides +4 :culture: and 25% :culture: output, Great Artist :gp: and 2 artist slots to the city where it is built, with the special effect of +1 :food: and +1 :hammers: for Jungle, Rainforest, and Marsh tiles.

I'm fairly sure there isn't any artwork available, but I don't think it should be too difficult to create one.
 
I was thinking about this suggestion of representing the Jesuits:
Given the above mention in the Civilisation Attributes open discussion thread, I’ve got thinking about something to represent the Jesuits and their colonization role, particularly in the Americas but also in Asia and Africa. As many of you know, they not only gathered, converted and organized the indigenous peoples under one of the Catholic colonial powers (Spain, Portugal and France), but also many of their missions and reductions became or greatly contributed to the growth of important cities such as São Paulo (Brazil), Córdoba (Argentina), Asunción (Paraguay), Quito (Ecuador), Los Angeles, San Francisco (USA), Montréal (Canada) and others. Besides, they established many educational institutions that became important universities and schools. Giving their history, I think it would be great to have them as a special mechanic for Catholic colonial powers, even though we know that the Catholics already have several religion-specific mechanics in the game.

One possibility is to create a building available (with Companies or a contemporary tech) only in colonies for Catholic civilizations called Jesuitic Mission or something. After building it, it would automatically spread Catholicism and give a culture, production and possibly science bonuses (let's say, + 2:hammers:, +2:culture: and + 1:science: or something) representing the establishment of the colonial rule and the organization of local people around it. This powerful building, however, would expire relatively early (around late 18th and early 19th century, maybe with Representation or Nationalism techs) and obviously would require Catholicism as state religion and possibly some specific Civic. We could use some art assets available in some Civ Colonization mods, who also have specific mechanics for Jesuitic missions.

Another possibility that maybe can be combined with the above is to have the Jesuits as a colonial corporation similarly (and possibly competing) with the regular Trading Company. I’m not sure about which resources it would consume (maybe the same), but it would also spread Catholicism and give similar bonuses as the proposed building.

And thought: Why not through a wonder? Something like this:

Chiesa del Gesù (Academia, Catholicism state religion): Free State Religion, +2 :culture:, +10% :science:, +1 :hammers: in all cities.

Essentially a free religion spread + Monastery in all cities (even after Scientific Method), useful for a colonial power to develop their colonies and to spread their religion in general (so ideal for Spain in particular, or for anyone controlling the shrine). As a bonus, it's also an example of Baroque art, which otherwise has no wonder in this mod.

The counter argument would be that it's yet another temple wonder and Rome wonder though.
 
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Irish wonders are difficult because some the best sites pre-date the Celts, but I'd suggest The Rock of Cashel. It's said to be the place where St Patrick converted the King of Munster in local legend. It's where the kings of Munster were crowned (including Brian Boru) from ~400AD and the current buildings date from the 1100s.

Spoiler :


Rock_of_Cashel_(49163525453).jpg


Wiki

According to local legends, the Rock of Cashel originated in the Devil's Bit, a mountain 20 miles (30 km) north of Cashel when St. Patrick banished Satan from a cave, resulting in the Rock's landing in Cashel. According to the Tripartite Life of Saint Patrick Cashel is reputed to be the site of the conversion of the King of Munster by Saint Patrick in the 5th century.

The Rock of Cashel was the traditional seat of the kings of Munster as early as the 4th century and prior to the Norman invasion. In 977 Brian Boru was crowned there as king and made Cashel his capital. In 1101, the King of Munster, Muirchertach Ua Briain, donated his fortress on the Rock to the Church. The picturesque complex has a character of its own and is one of the most remarkable collections of Celtic art and medieval architecture to be found anywhere in Europe. Few remnants of the early structures survive; the majority of buildings on the current site date from the 12th and 13th centuries
 
How about Alesia? It was a fortified Celtic town with impressive fortifications, and was the site of a major epic battle during the Gallic war, where Caesar besieged it.
It has a lot of cultural importance, nicknamed Caesar's military masterpiece and the last stand of Vercingetorix and Celtic resistance, plus I found some really nice recreation of it.
Could fit with the gameplay too, building this when defending from the romans, kind of like following the footsteps of Vercingetorix.
 

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If you are looking for a type of hillfort or Celtic castle as a wonder, this is the most symbolic you will find, and it's also quite well known
 
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