Quick Notes: This mod improves World Wonders and brings back National Wonders. If you ever felt like Wonders were not worth the investment or just like the concept of National Wonders from previous Civ titles, this mod may be for you!
Originally, I conceptualized this mod as simply adding National Wonders to the game. But as I kept working on them, I realized I was making them more interesting and powerful than World Wonders! So I scaled them back. But I didn't want my ideas to be lost. So I decided... World Wonders are generally kinda "meh", at least that's the impression I've gotten from various people. The competition for early World Wonders isn't very exciting because they aren't nearly powerful enough to consider interrupting expansion or conquest, and later wonders are often considered prohibitively expensive for their relatively minor effects.
So. I decided to overhaul World Wonders, transferring some of the ideas I originally had for National Wonders over to them. I think National Wonders as they are are still interesting enough to implement, so I've done both. However, this modpack is modular and you can remove the WorldWonders folder to change World Wonders back to how they were in the default game (preserving National Wonders), or remove the NationalWonders folder to only play with the World Wonder overhaul.
Note: Thanks to thecrazyscot for the More Theming Bonus mod. I was working on my own adjustments to theming for National Wonders when this popped up, and it does pretty much everything I'd want.
Those mod's changes are included in a separate xml file, ThemingBonus.xml. To make this mod run alongside More Theming Bonuses and/or the Omnibus, remove that xml file from my mod's folder.
How to Install
Features as of 2.0.0
World Wonder Overhaul: I've finished reworking all World Wonders. Suggestions/comments/feedback on the changes described here are appreciated. In particular, I originally considered reducing production costs of all wonders by 25%, but then I realized that the Wonders I have implemented may be powerful enough to justify the costs, but what do you all think?
National Wonders: You can only construct one of a National Wonder in your empire. You can still construct National Wonders even if another civilization has constructed it. National Wonders are also largely mutually exclusive on a city-by-city basis, you cannot build them all in the same city. There are some general exceptions: like buildings, National Wonders are not built on the map. Unfortunately they also have no graphical representation on the map because I'm not an art assets guru. You can construct National Wonders that are constructed in the same district in the same city: for example, the Library of National History and the National College both require the Campus district, and can be in the same city, but are exclusive with the Heroic Epic, which requires the Encampment district.
Some more specific exceptions to the above rule: the International Airport is built in the Aerodrome and is exclusive only with National Wonders that appear in the Campus, Commercial Hub, Industrial Zone, and Encampment districts (not Holy Site, Theater Square, or Entertainment Complex districts). The National Wonders that appear in the Entertainment Complex are exclusive only with each other (as a special exception) and National Wonders that appear in the Campus, Industrial Zone, and Encampment Districts. The Writer's Guild, Artist's Guild, and Musician's Guild are exclusive only with each other. The National Epic is not exclusive with any other National Wonder.
All National Wonders give +10 Fortification health, which lets them function as very weak walls. They give cities a ranged attack. This was done so they would be destroyed upon city capture rather than allow multiple National Wonders to be acquired via conquest.
National Wonders are currently all unlocked in the civic tree. Their production cost is around half the base cost of a World Wonder at the same point in the tech tree, though some are improvised. These numbers/civics are very much subject to change.
Special Notes
Enjoy and happy civving. All positive or negative comments are very much appreciated.
Some Screenshots
Originally, I conceptualized this mod as simply adding National Wonders to the game. But as I kept working on them, I realized I was making them more interesting and powerful than World Wonders! So I scaled them back. But I didn't want my ideas to be lost. So I decided... World Wonders are generally kinda "meh", at least that's the impression I've gotten from various people. The competition for early World Wonders isn't very exciting because they aren't nearly powerful enough to consider interrupting expansion or conquest, and later wonders are often considered prohibitively expensive for their relatively minor effects.
So. I decided to overhaul World Wonders, transferring some of the ideas I originally had for National Wonders over to them. I think National Wonders as they are are still interesting enough to implement, so I've done both. However, this modpack is modular and you can remove the WorldWonders folder to change World Wonders back to how they were in the default game (preserving National Wonders), or remove the NationalWonders folder to only play with the World Wonder overhaul.
Note: Thanks to thecrazyscot for the More Theming Bonus mod. I was working on my own adjustments to theming for National Wonders when this popped up, and it does pretty much everything I'd want.
Those mod's changes are included in a separate xml file, ThemingBonus.xml. To make this mod run alongside More Theming Bonuses and/or the Omnibus, remove that xml file from my mod's folder.
How to Install
- Extract the WondrousWonders folder to Documents\My Games\Sid Meier's Civilization VI\Mods.
- Removed dependency on Aztec DLC.
- Hanging Gardens no longer provides +15% Growth.
- Reduced Huey Teocalli's lake food bonus to +1 (down from +3). Culture bonus reduced to +1 as well.
- Removed district lake adjacencies from Huey Teocalli. Replaced with the following effect: your Holy Site, Campus, Theater Squares, and Industrial Zones get a minor adjacency bonus from coast and lake tiles, and your Commercial Hubs get a standard adjacency bonus from coast and lake tiles.
- Reduced Estadio do Maracana bonus to district projects to 20%, and removed happiness requirement.
- Oracle Faith purchase discount to 25% (down from 50%, back to base game value).
- Ruhr Valley bonus to Industrial Zones adjacent to rivers reduced to 2.
- Again had to temporarily disable Chinese translation until it is updated.
- Potala Palace Holy Site faith bonus changed to simply +2 Faith for each building in the district, to be more consistent with the other wonders that do similar things. Overall faith output is the same.
- Shrine of the Saint tooltip updated to proper effect.
- Angkor Wat no longer provides +3 Amenities from Entertainment. Instead, it causes your luxury resources provide an Amenity to one additional city.
- Updated mutually exclusive building tooltip to more accurately represent how National Wonders work.
- Grand Temple no longer requires you to have founded a religion.
- Apostolic Palace no longer requires a worship building as a prerequisite. It requires the Grand Temple as a prerequisite and you must have founded a religion to build it.
- Eiffel Tower no longer provides +50 points towards all current and future Great People. Instead, it adds +5 Tourism to all of your World Wonders.
- (Rise and Fall) Great Library changed so that it no longer provides +1 Great Writer point, a free Great Writer, or +2 Science from Great Works of Writing. Instead, provides its old bonus of +1 Great Writer point per turn in each city with a Library, and also provides a random Eureka when you earn a Great Writer, in addition to when another player earns a Great Scientist.
- (Rise and Fall) Statue of Liberty bonuses changed. No longer provides stable loyalty to nearby cities or free settlers. Instead, provides +3 Loyalty per turn and +15% Growth for all cities on your home continent, as well as +10% Production and +25% Gold for all cities on your home continent that have 2 or more specialty districts. Changed Harbor adjacency requirement to City Center.
- (Rise and Fall) Forbidden City's culture reverted to 5 and no longer has a regional range. Instead, it now causes each of your cities within 6 tiles to always have the maximum amount of loyalty.
- (Rise and Fall) St. Basil's Cathedral now must be built on Tundra or Tundra Hills tiles adjacent to the City Center. Its Religious Tourism bonus applies to all of your cities, not just the city in which it is built.
- (Rise and Fall) Taj Mahal grants the city that builds it +20% Production and Growth during a Golden Age, as well as +15% Gold, Science, Culture, and Faith during a Golden Age.
- (Rise and Fall) Kotoku-in no longer grants +20% Faith. Instead, it grants you a Warrior Monk whenever you construct a Holy Site district, and your Warrior Monks get +6 Combat Strength and +50% Combat Experience. You still must have founded a religion or have a majority religion in the city that builds the Holy Site to receive Warrior Monks.
- (Rise and Fall) Instead of providing +2 Production for Industrial Zones adjacent to rivers, Ruhr Valley grants 20% Production to all cities within 6 tiles.
- (Rise and Fall) Instead of providing 1 Science per specialty district in your cities, Oxford University grants 20% Science to all cities within 6 tiles.
- (Rise and Fall) Instead of providing +10% Faith in all cities, Hagia Sophia provides +20% Faith to all cities within 6 tiles.
- (Rise and Fall) Instead of providing +10% Culture in all cities, Hermitage provides +20% Culture to all cities within 6 tiles.
Features as of 2.0.0
World Wonder Overhaul: I've finished reworking all World Wonders. Suggestions/comments/feedback on the changes described here are appreciated. In particular, I originally considered reducing production costs of all wonders by 25%, but then I realized that the Wonders I have implemented may be powerful enough to justify the costs, but what do you all think?
Spoiler :
National Wonders: You can only construct one of a National Wonder in your empire. You can still construct National Wonders even if another civilization has constructed it. National Wonders are also largely mutually exclusive on a city-by-city basis, you cannot build them all in the same city. There are some general exceptions: like buildings, National Wonders are not built on the map. Unfortunately they also have no graphical representation on the map because I'm not an art assets guru. You can construct National Wonders that are constructed in the same district in the same city: for example, the Library of National History and the National College both require the Campus district, and can be in the same city, but are exclusive with the Heroic Epic, which requires the Encampment district.
Some more specific exceptions to the above rule: the International Airport is built in the Aerodrome and is exclusive only with National Wonders that appear in the Campus, Commercial Hub, Industrial Zone, and Encampment districts (not Holy Site, Theater Square, or Entertainment Complex districts). The National Wonders that appear in the Entertainment Complex are exclusive only with each other (as a special exception) and National Wonders that appear in the Campus, Industrial Zone, and Encampment Districts. The Writer's Guild, Artist's Guild, and Musician's Guild are exclusive only with each other. The National Epic is not exclusive with any other National Wonder.
All National Wonders give +10 Fortification health, which lets them function as very weak walls. They give cities a ranged attack. This was done so they would be destroyed upon city capture rather than allow multiple National Wonders to be acquired via conquest.
National Wonders are currently all unlocked in the civic tree. Their production cost is around half the base cost of a World Wonder at the same point in the tech tree, though some are improvised. These numbers/civics are very much subject to change.
Spoiler :
Special Notes
- Altering the base game code is no longer necessary for asset modding, the mod now handles that. No more replacing files in your Steam folder!
- This mod may speed up the pace of the game. It may be best used in conjunction with a mod that slows down the tech pace. I personally use 8 Ages of Pace. This is a personal taste thing.
- Again, this mod is modular. You can run with only the World Wonder overhaul (no National Wonders) by removing the NationalWonders folder. If you only want National Wonders, remove the WorldWonders folder. ThemingBonus.xml contains most theming bonus changes, so you can remove that too if you don't like that (adding theming bonuses to writing/music slots).
- Mods that include a Production Queue have been reported to not properly support National Wonders (MaxPlayerInstances), but I have not been able to replicate this issue. It seems to work fine on my end, but if you can provide a save file that demonstrates the conflict, I will look into it.
- Remove ThemingBonus.xml to make it play nice with other mods that alter theming bonuses of buildings and wonders, like thecrazyscot's Omnibus mod. Pretty sure that's the only real conflict there.
- Any mod that messes with World Wonders has the potential to conflict with this mod, though if they only touch theming bonuses the above should be enough to fix it.
- National Wonders largely stand alone and should play nice with just about anything, aside from mods that remove certain buildings and/or districts.
- The World Wonder overhaul is in the WorldWonders folder, and the National Wonders are in the NationalWonders folder.
- This mod should not be run alongside the following mods as it has already been integrated into them in part or in whole: Test of Time, the Balancer, Ananse's BFG Modpack, and Mouse's Rise of Mankind.
- If you are gifted a city containing a National Wonder (or get it as part of a peace deal), it may allow you to have multiple copies.
- Further adjustment based on feedback.
Enjoy and happy civving. All positive or negative comments are very much appreciated.
Some Screenshots
Spoiler :