Vox Populi Wonders Expanded

Would you like to play with more Wonders in Vox Populi?

  • Yes, but make all Wonders more unique and not easily obtainable

    Votes: 87 70.2%
  • Yes, catch them all, the more the better

    Votes: 25 20.2%
  • No, Vox Populi has enough Wonders already

    Votes: 12 9.7%

  • Total voters
    124

Infixo

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New version 2.0 - balance changes, Solomon's Temple!

This project is aimed at adding new Wonders to Vox Populi in a way that doesn't destroy the balance but makes each game more unique and more interesting.

Version 2.0 - posted 2018-02-07
Download from CivFanatics
Download from Steam

29 new World Wonders for Vox Populi:
  • Each Policy Branch gets an additional alternative Wonder when finished, but they are mutually exclusive. You have to choose which one you want to build.
  • Each Ideology unlocks 2 additional alternative Wonders when chosen, and same as above - they are mutually exclusive. You have to choose which one is most interesting to you as they all affect different areas of your game.
  • A new Wonder for Holy City. Those are also mutually exclusive. So, each Holy City might get a unique Wonder for its religion.
  • 12 standalone Wonders with unique bonuses and often unique requirements, like Single Tile Island for Mont Saint-Michel.
  • You can't build them wherever you want - all Wonders have requirements for location, some very unique. Also existing Wonders got some too, for better balance.
Currently contains: Al-Masjid an-Nabawi (Prophet's Mosque), Anitkabir, Arecibo Observatory, Brooklyn Bridge, Chartres Cathedral, Forge of Damascus, Gripsholm Castle, Hollywood, Itsukushima Shrine, Karnak, Kinkaku-ji (Golden Pavilion), Krak des Chevaliers, Malwiya Minaret, Mont Saint-Michel, Millau Viaduct, Monte Carlo Casino, Nazca Lines, Palace of the Soviets, Palm Jumeirah, Panama Canal, Rockefeller Center, Shwedagon Paya, Solomon's Temple, Sputnik Program, St. Peter's Basilica, Taipei 101, Trafalgar Square, White Sands Missile Range, Willis Tower.

Credits
This mod retrofits for Vox Populi Wonders created by: Pouakai, regalmanemperor, Envoy, Hammurabi1337, BoOoSs, Epsilon, Moriboe, Leugi.

2nd Wonder for Policy Finishers (you can only build 1 however)
  • Tradition - Chartres Cathedral #CivilService
    • 10% of the Faith of all cities connected by a Trade Route to this City (rounded up)
    • +1 Gold from all incoming Trade Routes, +3 for route owner
    • Free University
  • Progress - Itsukushima Shrine (must be in a Coastal city) #Compass
    • Cost of tiles -15% in all cities and Workers faster 25%
    • This city: +1 Culture from sea tiles and +2 Faith from sea resources
  • Authority - Forge of Damascus (requires improved Iron nearby and consumes 1 Iron) #Steel
    • Free Forge
    • Enhances metals in the city: +1 Prod from Iron & Copper, +1 Gold from Gold & Silver, +2 Science from Aluminum,
    • All Melee and Mounted units receive Damascus Steel promotion +20% CS (lost on upgrade).
  • Fealty - St. Peter's Basilica #Acoustics
    • Reduces Poverty in all cities
    • +1 Faith from all Great Works of Art
    • +1 Happiness from all unique Religious buildings (i.e. faith purchased)
  • Statecraft - Brooklyn Bridge (requires River) #Railroad
    • Free Great Diplomat and +1 TR
    • +33% faster production of diplomacy units and Great Diplomats in the city
    • Instant +50% Influence with all City States
  • Artistry - Monte Carlo Casino (requires Coastal city) #Fertilizer
    • Free Hotel in the city, +1 Tourism & +2 Gold from all Hotels
    • Grants 1 Jewelry
  • Industry - Willis Tower (requires Lake) #Electronics
    • This city: +2 Production from lake tiles
    • Free Broadcast Tower and Great Musician
    • All Broadcast Towers +2 Gold
  • Imperialism - White Sands Missile Range (requires desert nearby and consumes 1 Oil) #Rocketry
    • Grants 2 missiles in the city, all missiles get +2 Range
    • +50% when producing missiles and +25% for SS parts
  • Rationalism - Arecibo Observatory #Radar
    • 5 Sci & 1 Hap from Observatories [but Observatories will require a mountain nearby!]
    • 1 Science from all Scientist specialists

2nd/3rd Wonder for Ideologies (you can only build 1 however)
Note that all 3 would be available regardless of L3 tenet. I am just placing them like that to show the idea of "cooperation" with L3. All grant 1 free SP. Also, I think that all Wonders should have 1 additional conditon for placing.
Victory types: 1 Domination / 2 Science / 3 Cultural / 4 Diplomatic

Freedom
  1. n/a
  2. Space Procurements: Statue of Liberty #Biology (requires Water) +1 Prod from all Specialists [well, now it is a general-purpose WW, maybe could be tweaked a little to better support SV?]
  3. Media Culture: Hollywood #Plastic (requires Hill) Reduces Boredom in all cities. +33% faster generation of Great Writers, Artists and Musicians in the City. +5 Gold and +5 Culture from all Guilds.
  4. Treaty Organization: Trafalgar Square #Fertilizer (requires River, also policies req 17) Receive an increase of +50% Influence with all City-States in the world and an additional +1 Trade Route. +1 Culture & +1 GAP from all Civil Servants and each Friendly CS, twice as much from Allied one. +33% faster Great Diplomats in the City.
Order
  1. Iron Curtain: The Motherland Calls #Replaceable Parts (requires Hill) Free Police Station in every City, reduces Crime, better spies
  2. Spaceflight Pioneers: Sputnik Program #Rocketry (requires Flat) Reduces Boredom in all cities. +33% faster generation of Great Engineers and Scientists in this City and +10% faster generation of all Great People in all Cities. +25% Production in this City when building Spaceship Parts.
  3. Dictatorship of Proletariat: Palace of the Soviets #Plastic (requires River) Reduces Crime in all cities. All Factories generate +3 Culture and Great Works +1 Tourism.
  4. n/a
Autocracy
  1. Air Supremacy: Millau Viaduct #Combined Arms (requires Hill) +1 movement for Armor, Archer and Gun units. Land Trade Routes originating from this city have a 50% increase in range and provide +4 Gold for the city owner.
  2. n/a
  3. Cult of Personality: Prora Resort #Flight (requires Water) 1 Hap per 2 policies, +10 Culture from pillaging tiles, worsen enemy spies
  4. Tyranny: Anitkabir #Refrigeration (requires Flat) Grants +1 Vote per 8 CS. +33% faster production of Diplomacy Units and generation of Great Diplomats in the City.

Wonders for Holy City
You can build one of the following in the Holy City: Borobudur, Hagia Sophia or Al-Masjid an-Nabawi.
  • Al-Masjid an-Nabawi #Theology (requires Holy City)
    • Grants a free Order and has 1 slot for a Great Work of Writing.
    • All Cities generate +10% Faith.
  • Solomon's Temple #Philosophy (requires Holy City)
    • Free Synagogue, Doubles religious pressure from city
    • +4 Faith & +4 Culture
    • 1 slot of Great Art, contains the Ark of the Covenant

Standalone Wonders
  • Gripsholm Castle #Navigation (requires Lake)
    • +1 Population in each city.
    • +2 Food from each Lake tile worked by the city.
  • Karnak #Wheel (requires nearby Flood Plains or Oasis)
    • +1 Faith and +1 Production from Flood Plains and Oases worked by the city.
    • Free Monument, 4 Tourism with Flight.
  • Kinkaku-ji (Golden Pavilion) #Banking (requires Lake)
    • Free Pagoda.
    • +1 Faith and +1 Culture from each Lake tile worked by the city.
  • Krak des Chevaliers #Machinery (requires Hill)
    • Free Order, +33% faster production of Mounted and Siege Units.
    • All Cities that are not on the Coast receive +1 Faith, have increased +5 City Defense, +50 HP and provide +1 Military Unit Supply Cap.
  • Malwiya Minaret #Engineering (requires Stone Works)
    • All Stone Works and Quarries +1 Production & +1 Faith.
    • All Manufactories +3 Production & +3 Faith.
    • Grants a free Great Engineer.
  • Mont Saint-Michel #Education (requires Single Tile Island)
    • Grants a free Monastery, +1 Faith for every 4 population.
    • +1 Production and Food from each sea tile worked by the City.
    • Increases +10 City Defense and +100 HP.
    • +4 Tourism with Flight.
  • Nazca Lines #Mining (requires Hill and Plains nearby)
    • Nearby Plains receive +1 Food.
    • +1 Faith from all Shrines.
    • +4 Tourism with Flight.
  • Palm Jumeirah #Robotics (requires Coast and Atoll or Oasis nearby)
    • All Train Stations +5 Tourism and +2 Happiness.
    • All Cities +10% Tourism.
    • In the City +10% Food and each worked Atoll or Oasis +10 Gold & +10 Tourism.
  • Panama Canal #Dynamite (requires Coast and Flat)
    • All Harbors +1 Gold and all Seaports +2 Gold.
    • Grants an additional +1 Trade Route, and a free Great Merchant. +33% faster GM generation in the City.
    • Sea Trade Routes from this City have a 50% increase in range and provide +3 Gold for the city owner.
  • Rockefeller Center #Radio (requires Oil or Coal nearby)
    • All Cities generate +10% Gold and all Hospitals +2 Science.
    • In this City receive a free Medical Lab and Gold purcheses generate +20 Culture (scaling with Era).
  • Shwedagon Paya (Golden Pagoda) #Currency (requires nearby one of: Gold, Silver, Gems, Pearls)
    • +2 Faith from all Artists, in the City Great Artists are generated +33% faster.
    • Has 4 slots for Great Works of Art. Provides +2 Culture, Faith, GAP and Tourism if Themed.
  • Taipei 101 #Lasers (requires Flat and Jungle or Forest nearby)
    • A Golden Age begins.
    • +2 Gold from all Banks, Stock Exchanges, Towns, Villages and Colonias.
    • +25% Influence in City States and +2 Votes per 8 CS.

Requirements for existing Wonders
To balance availability of Wonders, some requirements were added to existing Wonders:
  • River - Eiffel Tower, Gloge Theater, Notre Dame
  • Coast - Statue of Liberty
  • Lake - Summer Palace
  • Fresh Water - Hanging Gardens, Temple of Artemis
  • Nearby Mountain - Cristo Redentor
  • Hill - Chichen Itza, Roman Forum, Himeji Castle, Mausoleum of Halicarnassus, The Motherland Calls
  • Flat terrain - Brandenburg Gate, Empire State Building, Leaning Tower, Pyramids, Red Fort, Stonehenge
  • Jungle or Forest - Angkor Wat, Chichen Itza
  • Resources nearby - Porcelain Tower (Marble, Jade, Amber, Lapis, Ivory)
 
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Version 2.0 Lots of balancing changes and 1 new Wonder
Solomon's Temple:
  • Avaialable at Philosophy, requires Holy City.
  • Free Synagogue, doubles religious pressure from city.
  • 1 slot of Great Art, contains the Ark of the Covenant.
Policies:
  • Chartres: Free University (was Synagogue), 10% of the Faith of all cites connected by a Trade Route with this City.
  • Brooklyn: +33% GDP rate in the City, +2 GDP (was +1 GEP), +50% infl CS (was +25%)
  • Monte Carlo: removed +1 TR and +15% GP rate
  • White Sands: +50% production when producing missiles (was +25%), requires 1 oil (was 2)
Ideologies:
  • Hollywood: +33% GWAM rate in the city (was +25%)
  • Trafalgar: moved to Fertilizer, removed Minefield and +1 TR; the city receives +2 Culture & GAP from each Allied City-State and half of that from each Friendly one. All Civil Servants: +1 Culture & GAP; +33% GDP rate
  • Sputnik: +33% GP rate (was +25%), removed CS influence
  • Anitkabir: +33% GDP rate (was +25%), remove Paper, grants +1 vote per 8 CS
Holy City:
  • Nabawi: Free Mosque (was Order). 2 Slots of GW. Theming bonus: +4 Faith, +4 GAP. +33% GW rate.
Standalone:
  • Karnak: Free Monument (was Temple), +1 Faith (was +2) from Flood Plains and Oases, removed +2 Culture and unhappiness modifier
  • Kinkaku-ji: moved to Banking, free Pagoda, removed uhappiness modifiers
  • Chevaliers: removed free GG, free Order (was Castle), all cities not on coast +1 Faith, +33% (was +50%) mounted and siege (was only mounted)
  • Malwiya: All Stone Works & Quarries +1 Prod & +1 Faith, All Manufactories +3 Production & +3 Faith
  • Michel: free Monastery (was Church)
  • Nazca: +1 food on plains (was +2), removed +2 food
  • Jumeirah: Train Stations +5 Tourism (was culture), Atoll & Oasis in the city +10 Tourism, +10% Tourism modifier in all cities
  • Panama: Free Great Merchant and +33% GM rate in the City.
  • Shwedagon: moved to Currency, Removed free Artists' Guild, +33% GA rate (was +25%), +2 of yields if themed (was +4), +2 Faith from All Artists (text fix)
  • Taipei101: +25% Influence with CS, + 2 votes per 8 CS, all Villages, Towns, and Colonias +2 Gold, removed CS ally/friend yields
Other:
  • Tweaked WonderPopup so help text fits into the window.
Version 1.0
  • Implemented "Lake" requirement using Lua, so no more river-on-the-coast exception.
  • Added Mont Saint-Michel with unique condition: Single Tile Island.
Version 0.3
  • Mutually exclusive Wonders implemented via Lua, weird dummy buildings removed. Should be save game compatible (I used save files from v0.2 with no problems).
Version 0.2
  • You can disable Wonders via options in sql file.
  • Added: Krak des Chevaliers, Malwiya Minaret, Palm Jumeirah, Panama Canal, Shwedagon Paya and Taipei 101.
  • Removed all unused art files (for the time), so the mod takes much less space.
  • Some bug fixes
 
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Here we go... Some statistics for the start. All number are for VP with EE.

There are total 73 wonders with the distribution among eras:
  • ANCIENT 6
  • CLASSICAL 10
  • MEDIEVAL 8
  • RENAISSANCE 12
  • ENLIGHTENMENT 5
  • INDUSTRIAL 7
  • MODERN 6
  • ATOMIC 2
  • INFORMATION 5
  • World Congress 5
  • Corporation 7
Not counting Corporations and World Congress ones, we have 61. Out of that 36 have no additional conditions to be built, except number of policies and prereq tech ofc. 9 are for fnishers, 3 for ideologies, 2 can be built only in Holy City and 1 requires desert. The rest (10) requires some sort of water (coast, river) or a mountain nearby.

In terms of starting conditons, we have quite a lot possibilities:
  • Not a single wonder that requires adjacent Mountain or City founded on a Hill or Flat tile
  • Not a single wonder that cannot be placed on the coast or with the river (negative conditions are possible, too)
  • Not a single wonder that needs to be built in Capital
  • Not a single wonder that requires a specific Resource close-by or maybe an already built building
  • Not a single wonder that requires a specific Feature nearby (jungle, forest, marsh, oasis, atoll, flood plains, ice)
  • Not a single wonder that requires rail connection (yes, there is option like that... railroads are so underutilized in late-game)
  • Only 1 that requires Fresh Water (EE-Gripsholm)
  • Only 1 with ANY terrain requirement, i.e. Petra for Desert
  • Only 2 that require River (Slater Mill and EE-Wat Phra Kaew)
  • Only 2 that require Nearby Mountain (Machu & Neuschwanstein)
  • Only 2 that can be built in Holy City (Borobudur & Kremlin/Cathedral of St. Basil)

I would say we can add quite a lot of wonders with some conditions, plus introduce some conditions to existing wonders to balance it out, so in the end maybe 15-20 wonders could be left with general-access.
 
Proposition.

1. Add 1 wonder for each policy finisher (so, there will be 2 in total). But those 2 a) will be mutually exclusive b) will have totally opposite effect, i.e. one will give bonus to area improved by the policy branch and the other will give bonus to area neglected by the branch. The player will have to choose if s/he wants to improve lacking areas or enforce even more the already developed area.
2. Add 2 wonders to each ideology (so, there will be 3 in total). Same as 1) - mutually exclusive but all aligned with L3 tenets. So, basically each one will help with a specific victory condition, same as L3 tenets.
3. Add 1 or 2 wonders that can be build in Holy City, and make the entire group mutually exclusive as well (St. Peter's Basilica is ideal for that...)
4. Add wonders that utilize not used conditions. Like 1 or 2 per condition, and that would allow for 10-15 new wonders with various abilities (Forge of Damascus is a great example here, but OP as hell).
5. Add conditions to existing wonders, for better balance and more uniqueness. Not all of them, maybe half. So that in the end 15-20 would stay without any conditions (maybe Hanging Garden with Fresh Water or Cristo Redentor with a Mountain).

As you can see, we can easily add 30+ wonders, quite a lot. There are ofc much more available, the below is a sample candidates list (not complete, ofc). This list doesn't contain wonders that are already in VP or EE.

EDIT: The list below contains a) the most subsribed Wonders from Steam (13k+ subs) b) several others which have some unique abilities. If you find a Wonder with some unique abilities - pls. share it!

Arecibo Observatory from Pouakai
Brooklyn Bridge from Pouakai
Buddhas of Bamiyan from Pouakai
Etemenanki from regalmanemperor [3&4UC project is using it]
Forge of Damascus from Hammurabi1337
Golden Pavilion, The from Pouakai
Gripsholm from Pouakai
Itsukushima Shrine from Pouakai
Karnak from Pouakai
Krak des Chevaliers from regalmanemperor
Leonardos Workshop from Ishipp
Malwiya Minaret from Pouakai
Millau Viaduct from Pouakai
Monastery of Meteora from regalmanemperor
Monte Carlo Casino, The from Envoy
Mount Rushmore from Pouakai
Nazca Lines from Pouakai
Oriental Pearl Tower from Pouakai
Palm Jumeirah from Pouakai
Panama Canal from Pouakai
Rockefeller Center from Pouakai
Sagrada Familia from Pouakai
Santa Maria del Fiore from Pouakai
Sears / Willis Tower from regalmanemperor
Shwedagon Paya from Pouakai
St. Peter's Basilica from Pouakai
Taipei 101 from Pouakai
Three Gorges Dam from Pouakai [already used by Enginseer's World Congress Reformation]
U.N. Headquarters from Envoy [converted into a project in VP]
Valley of Kings from regalmanemperor
Voyager Space Probe from Survivalist64
Wartburg from Pouakai
White Sands Missile Range from Pouakai

EDIT: Additions.
Abu Simbel from sukritact
Ait Benhaddou from Pouakai
Chartres Cathedral from Pouakai
Hollywood from Pouakai
Marina Bay Sands from regalmanemperor
Petronas Towers from Pouakai
Tokyo Sky Tree from Pouakai

EDIT2: More additions.
Marina Bay Sands from regalmanemperor
Hollywood from Pouakai
Petronas Towers from Pouakai
Huey Tocali from Pouakai [this one is used by 3UC/4UC project]
Anitkabir from BoOoSs
Al-Masjid an-Nabawi (Prophet's Mosque) from regalmanemperor
Mont Saint Michel from regalmanemperor
Sputnik Program from Moriboe
Westminster Abbey from Pouakai
Palace of the Soviets from Epsilon
Alamo from Kramer
Trafalgar Square from Pouakai
 
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Your idea here seems good, but I want to add that UN Headquarters is in VP already, and Three Gorges Dam is used by Enginseer's World Congress Reformation.
 
Would it be possible to randomize what wonders are available each game, instead of having them all available all the time? No idea if that’s feasible, but it would be a cool way of adding new wonders and increasing variety without causing bloat.
 
Well the Wonder penalty should keep the Wonder spam in control, though we could slightly lower it.

Shwedagon Paya seems good, its effect is Global. Change the + Faith to Gold to +1 Faith from any Mine. [+1 gold from each Artist or Engineer specialist in the empire]

Millau Viaduct seems good. Could add increased movement to Roads/ RRs. [+1 Move to Land Military]

Sears/ Willis Tower seems good if we do keep all of the +40% Gold. It's a late game one though.

Golden Pavillion, White Sands Missle Range, Santa Marie del Fiore look fine.

Taiper 101 ought to come around Modern or give 2 Gold per Pop. Doesn't say what Tech it comes at.

Wartburg could have 2 slots for Art and a theming bonus.

Rockefeller would be cool if each Ideology gave it some bonus instead of just Freedom. I'm not sure about the Influence part.
 
Enginseer actually uses Events as NOT random ones, but assigned to a specific situation (influence shift). All events have RandomChance set to -1. I'd say that is an elegant exploit of the system.
Then the Event always grants a dummy Policy, which in turn activates Wonder. And only 1 CS uses that mechanism (Lhasa).
Making Wonders random to all players would require a different approach, something that starts at the begining at actually activates them. You need to see them in TechTree to plan for them. In USC you don't see this Wonder in TechTree, it is hidden. When you are ally, it just pops as available to build. I wouldn't want to have such surprises with many Wonders :)
I actually made a mod for Civ6 which truly randomizes Eurekas. Each game you have a different set. But the problem is that the game doesn't save them, so each time you reload, you get a new set again. It is really difficult to randomize anything in Civ because the database with all data is static and prepared before the game starts.
 
Enginseer actually uses Events as NOT random ones, but assigned to a specific situation (influence shift). All events have RandomChance set to -1. I'd say that is an elegant exploit of the system.
Then the Event always grants a dummy Policy, which in turn activates Wonder. And only 1 CS uses that mechanism (Lhasa).
Making Wonders random to all players would require a different approach, something that starts at the begining at actually activates them. You need to see them in TechTree to plan for them. In USC you don't see this Wonder in TechTree, it is hidden. When you are ally, it just pops as available to build. I wouldn't want to have such surprises with many Wonders :)
I actually made a mod for Civ6 which truly randomizes Eurekas. Each game you have a different set. But the problem is that the game doesn't save them, so each time you reload, you get a new set again. It is really difficult to randomize anything in Civ because the database with all data is static and prepared before the game starts.
I haven't looked into it, but it should be possible to dynamically update the database in game, right? So when the game starts, you can select a random set of wonders to be available, and delete the rest from the database? Would that persist through the game? Get restored afterward?

But that's a side discussion. Even if that's not possible, I support this project, and may be able to contribute a bit.
 
Enginseer actually uses Events as NOT random ones, but assigned to a specific situation (influence shift). All events have RandomChance set to -1. I'd say that is an elegant exploit of the system.
Then the Event always grants a dummy Policy, which in turn activates Wonder. And only 1 CS uses that mechanism (Lhasa).
Making Wonders random to all players would require a different approach, something that starts at the begining at actually activates them. You need to see them in TechTree to plan for them. In USC you don't see this Wonder in TechTree, it is hidden. When you are ally, it just pops as available to build. I wouldn't want to have such surprises with many Wonders :)
I actually made a mod for Civ6 which truly randomizes Eurekas. Each game you have a different set. But the problem is that the game doesn't save them, so each time you reload, you get a new set again. It is really difficult to randomize anything in Civ because the database with all data is static and prepared before the game starts.

I'm thinking of a global random event at Turn 0 which grants a certain dummy policy to all players, which then enables the particular set of wonders. Actually, the event may be unnecessary, just grant the dummy policy by lua.

I haven't looked into it, but it should be possible to dynamically update the database in game, right? So when the game starts, you can select a random set of wonders to be available, and delete the rest from the database? Would that persist through the game? Get restored afterward?

But that's a side discussion. Even if that's not possible, I support this project, and may be able to contribute a bit.

Don't think you can change database after the mod activation screen.
 
I haven't looked into it, but it should be possible to dynamically update the database in game, right? So when the game starts, you can select a random set of wonders to be available, and delete the rest from the database? Would that persist through the game? Get restored afterward?

But that's a side discussion. Even if that's not possible, I support this project, and may be able to contribute a bit.
You cannot update the DB during game. Also, you cannot update any data that is considered GameInfo. This includes technologies, buildings, units, etc. Those are prepared before the game even starts - when you go into MODS screen. And when the game starts, it only runs Lua scripts, etc. No DB changes.
 
I'm thinking of a global random event at Turn 0 which grants a certain dummy policy to all players, which then enables the particular set of wonders. Actually, the event may be unnecessary, just grant the dummy policy by lua.
You can do that. But when you save the game and reload, the same script will run and grants a different set of Wonders. This will ruin all existing builds, etc. Plus the visibility, etc.
It might be possible, but I dont think the end effect would justify the effort.
I would rather go for a simple solution that would allow to manually select wonders, like optons.sql. Probably the ones that are general-access type.
 
Infixo,what to make some wonders only avaible when you mix some policies ? Example. You have to unlock Tradition and the "Ceremony" social policy and also Liberty with the "Organisation" social policy ? To get a specific wonder. Or make some wonders resources oriented ? In Vox Populi you must finish the social policy tree to get the Wonder what about to make some wonders avaible by opening a social policy ? You got also a wonder for opening the social policy and a second if you finish it? Or to make some wonders religion based(Christians get some church wonders,Islam mosques,Judaism Sinaggoges etc) ?
 
Infixo,what to make some wonders only avaible when you mix some policies ? Example. You have to unlock Tradition and the "Ceremony" social policy and also Liberty with the "Organisation" social policy ? To get a specific wonder. Or make some wonders resources oriented ? In Vox Populi you must finish the social policy tree to get the Wonder what about to make some wonders avaible by opening a social policy ? You got also a wonder for opening the social policy and a second if you finish it? Or to make some wonders religion based(Christians get some church wonders,Islam mosques,Judaism Sinaggoges etc) ?

Wonders for openers - yeah, I thought about that. I think that would be too easy? And we want to make Wonders a little harder to get and avoid spam. But it certainly is feasible and easier than mixing multiple policies (AI won't handle that for sure).

Religion based - religions don't carry any meaning in Civ, it is just a name. I think adding 1 or more Wonders as "Holy City only" has that function - if you have a religion, you can choose a Wonder that suits you.
 
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To avoid it being to easy what about to make them little bit more expensive or to give them a starting bonus not too powerfull but with later tech they get some modest yield ? I know they don´t carry but just like the Immortal is a Persion unique unit which is historicaly accurate so is church wonder logical for a christian religions as an example. You may design the beliefs but a church will alway be a place of worship for christians just like the mosque for muslims,the sinaggoge for jews. What about to make some wonder needing some improvments ? Example. Some need citadel,some factory example to be constructed after their tech have been researched.
 
Right now you can build churches with whatever religion you want. The game is transparent here, and I really think we should keep it that way.
Edit. To be clear - I find the idea to have a wonder unique to a religion quite good. But there is also no condition for that in the game.
Not sure if improvements can be used as a requirement. Certainly other buildings, resources, terrain type and features can be used.
 
2nd Wonder for Policy Finishers - proposition
  • Tradition - Chartres Cathedral #CivilService
    • 10% of the Faith of all cities sending a Trade Route to this City
    • +2 Gold from all incoming Trade Routes
    • Free Cathedral (t.b.d. or other religious building)
  • Progress - Itsukushima Shrine (must be in a Coastal city) #Compass
    • Cost of tiles -15% in all cities
    • Workers faster 25%
    • This city: +1 Culture from sea tiles and +2 Faith from sea resources
  • Authority - Forge of Damascus (requires improved Iron nearby and consumes 1 Iron) #Steel
    • Free Forge
    • +1 Gold & +1 Prod from metal resources in the city where it is built
    • All Sword units receive Damascus Steel promotion +20% CS
  • Fealty - Sagrada Familia #Fertilizer
    • +1 Happiness from all religious buildings
    • Free Cathedral (t.b.d. or other building)
    • Reduces Religious Unrest
  • Statecraft - Brooklyn Bridge (requires River) #Industrialization
    • Free Great Diplomat
    • +50% when producing diplomatic units in this city
    • Grants additional Trade Route
    • Instant +50 Influence with all City States (t.b.d. the number)
  • Artistry - The Monte Carlo Casino (requires Coastal city) #Fertilizer
    • Free Hotel in the city, +1 Tourism from all Hotels
    • Grants 1 Jewelry, and +1 Gold per 4 Citizens in the city
    • +15% Great Person rate in all cities
  • Industry - Sears/Willis Tower (requires Fresh Water) #Electronics
    • This city: +2 Culture from lake tiles
    • Free Broadcast Tower and Great Musician
    • All Broadcast Towers +2 Culture
  • Imperialism - White Sands Missile Range (requires desert nearby and consumes 2 Oil) #Rocketry
    • Grants 3 missiles in the city
    • All missiles get +2 Range and +10% CS
  • Rationalism - Arecibo Observatory (requires nearby Mountain) #Radar
    • Free Great Scientist [but Hubble will grant only 1 GS!]
    • +10% Science from Observatories [but Observatories will require a mountain nearby!]
    • +1 Science from all Scientist specialists
 
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Wonders for Holy City - proposition
  • St. Peter's Basilica (requires Hill) #Architecture (or #Sovereignty with EE)
    • +1 Faith per 2 Population
    • +2 Gold from all Trade Routes to and from the City
    • Reduces Poverty in all Cities
  • Hagia Sophia will join the club, that way there will be 4 exclusive Wonders to choose from, all available in late-Renaissance

Voyager Space Probe - proposition
How about making Science Victory a little more complicated by adding an additional step - sending Voyager Space Probe. It will be made into a project and put in between Apollo Program and Spaceship parts. Located #Robotics, together with Hubble, where you need to go anyway for SV.
 
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