Lonecat Nekophrodite
Emperor
- Joined
- Jan 10, 2019
- Messages
- 1,850
What's your Civ5 Wonder choices you like them to reappear in Civ6?
While many Civ5 Wonders are carried over to Civ6 (Including The Great Wall, which now becomes TI exclusively buildable by China, and Russian 'Kremlin' which now becomes St. Peter Cathedral). The new Wonder Rules which treated wonders as a kind of non pillageable districts that had their own respective prerequisites such as construction site, adjacencies, parent city, etc, had reduced number of Wonders as well as District systems totally removed National Wonders completely. many Wonders in Civ5 were not included (though some did return in DLCs or expansion packs).
What's your Wonder Choices you want them to reappear? (You may choose as many as 5 (Five))
Lists of Civ 5 World Wonders available
1. Himeji Castle
Prerequisites
- Tech: Gunpowder
- Adjacency: Encampment
- Site: hills
Effect
- +2 Great Engineer Points
- Free Medieval Walls to a parent city if not constructed already. Additional Defense and ranged attack values to both City and Encampment
- +15% Combat Strength for units fighting in friendly territory.
- Fort functions
2. Porcelain Tower
Prerequisites
- Civic: Rationalism
- Adjacency: Campus OR Holy Sites
- Site: Any flat hex
Effect
- A Great Scientist is immediately awarded to player. If no Great Scientist is recruitable, Great Persons that player had accumulated highest score (left hand order if no highest score is determined) at the turn this wonder is completed is awarded instead
- 50% more Science from research agreements (Can't remember if RA is still called as such in Civ6)
- +2 Great Scientist Points
3. Statue of Zeus
Prerequisites
- Civic: Military Tradition
- Adjacency: Encampment OR Holy Site OR Entertainment Complex, AND Mountains
- Site: hills
Effect
- All units gain +15% Combat Strength when attacking cities
4. Parthenon
Prerequisites
- Civic: Mysticism
- Adjacency: Theatre Square (Ha! Greeks have Acropolis, and Parthenon is built right next to it IRL)
- Site: Hills
Effect
- One free Great Works of Art is awarded to a player once the wonder is finished (Tradeable), contains one Great Works of Arts slot.
5. Borobudur
Prerequisites
- Civic: Theology
- Adjacency: Holy Site
- Site: Rainforest or Forest (ANY)
- Other: A city must adopt religion (ANY)
Effects
- +4 Faiths per turn
- Adjacent Holy Site generates +1 Faith, +2 Sciences and Cultures per turn
- 1 Apostle and 2 Missionaries appear in a parent city.
6. Notre Dame
Prerequisites
- Civic: Divine Rights
- Adjacency: City Center and river (City does NOT neccessary located by the river. just one hex away is still permitted)
- Site: Flatlands (ANY)
Effect
- +3 Culture, +4 Faith per turn
- +3 Amenities in a parent city, and +2 to any city owned by parent civilizaiton within the radius of 10 hexes.
- Allows faith purchases of religious units even without holy sites and prerequisite buildings constructed.
7. Globe Theatre
Prerequisites
- Tech: Printing (Press is dropped )
- Adjacency: Theatre Square
- Site: ANY
Effect
- A Great Writer is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
- +2 Cultures per turn
- 2 (Two) slots of Great Works of Writing
8. Leaning Tower of Pisa
Prerequisites
- Tech: Printing
- Adjacency: City Center
- Site: Any
Effect
- +25% GPP by the turn this wonder is finished
- A Great Person of choice is awarded to a civ that finish this wonder, appears at the parent city
9. Red Fort
Prerequisites
- Tech: Metal Casting
- Adjacency: City Center
- Site: Any
Effect
- Grants a free Renaissance Walls to a parent city
- +1 Great Scientist Point
- Counts as Fort.
10. Sistine Chapel
Prerequisites
- Civic: Reformed Church
- Adjacency: Holy Site
- Site: Hills
Effect
- +25% Cultures generated in all cities
- 2 (Two) Slots of Great Works of Art
11. Uffizi
Prerequisites
- Civic: Humanism
- Adjacency: City Center OR Harbor (On land), Next to the coast.
- Site: ANY
Effect
- A Great Artist is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
- 3 (Three) Slots of Great Works of Art
- +2 Culture per turn
12. Brandenburg Gate
Prerequisites
- Tech: Military Science
- Adjacency: City Center, Capitol.
- Site: Flatlands (Any)
Effect
- +15% Experience to all units trained in a parent city.
- A Great General is awarded to a civ that finished construction, and appeared in a capitol city.
13. Louvre
Prerequisites
- Civic: Exploration
- Adjacency: None
- Site: Flatlands (Any)
Effect
- Four Slots of Great Works (Arts or Archaeology)
- A Great Artist is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
14. Neuschwanstein
Prerequisites
- Civic: Opera and Ballet
- Adjacency: None
- Site: Mountains!!!
Effect
- +1 Great Merchant Points
- + 4 Culture, +2 Gold per turn, +1 Gold per tourist visiting parent city
- All Medieval Walls of a parent civilization generates +3 Gold and +1 Amenity
15. Prora
Prerequisites
- Civic: Totalitarianism
- Adjacency: Coast with sand beaches
- Site: Any
- Other Prerequisites: Parent City has Industrial Zone with factory built.
Effect
- +2 Amenities
- One Economic and Wildcard Policy Slots
- +1 Appeal to any coastal tiles
- +1 Amenity to a city that has at least one Seaside Resort
- +2 Gold generated by Seaside Resort of any appeal.
16. The Pentagon
Prerequisites
- Civic: Mobilization
- Adjacency: Next to existing districts that built next to Capitol City Center
- Site: Any
Effect
- + 2 Great General Points
- Grants effects of Professional Army policy card by default + Additional 33% Discounts on unit upgrades calculated by base costs
- Removes professional army card.
17. CN Tower
Prerequisites
- Tech: Rocketry
- Adjacency: Next to existing districts that built next to City Center
- Site: Any
Effect
- Theater Square can be constructed even if a construction is exceeding district quota count. Free Broadcasting Center in every theater square regardless of preexisting Theatre Square buildings. Future Theater square comes with pre built broadcasting center.
- +1 Housing and Amenity in every city
- +1 Great Merchant Point.
18. United Nations
Prerequisites
- Civic: Cold War
- Adjacency: City Center OR Commercial Hub
- Site: ANY
- Other Prerequisite: A city must have Harbor built
Effect
- +2 Great Merchant Points
- Less Warmonger penalties incurred, Warmonger reduced faster.
- +100 Golds per Every Civilizations (minus parent civ) and +50 golds per every city states still existing in the game.
19. Circus Maximus
Prerequisites
- Civic: Games and Recreations
- Adjacency: Entertainment Complex with Arena being built AND Encampment with Stables built.
- Site: Flatlands (Any)
Effect
- +5 +2 Culture, +3 Amenities from entertainment (Effects doubled with Combustion tech)
- Encampments with Stables generate +1 Culture and +1 Amenity
- +10% Experiences to cavalry units built, in addition to Stables effect.
What do you think of my Prereq and Effect profiles of these wonders in the choice?
While many Civ5 Wonders are carried over to Civ6 (Including The Great Wall, which now becomes TI exclusively buildable by China, and Russian 'Kremlin' which now becomes St. Peter Cathedral). The new Wonder Rules which treated wonders as a kind of non pillageable districts that had their own respective prerequisites such as construction site, adjacencies, parent city, etc, had reduced number of Wonders as well as District systems totally removed National Wonders completely. many Wonders in Civ5 were not included (though some did return in DLCs or expansion packs).
What's your Wonder Choices you want them to reappear? (You may choose as many as 5 (Five))
Spoiler :
Lists of Civ 5 World Wonders available
1. Himeji Castle
Prerequisites
- Tech: Gunpowder
- Adjacency: Encampment
- Site: hills
Effect
- +2 Great Engineer Points
- Free Medieval Walls to a parent city if not constructed already. Additional Defense and ranged attack values to both City and Encampment
- +15% Combat Strength for units fighting in friendly territory.
- Fort functions
2. Porcelain Tower
Prerequisites
- Civic: Rationalism
- Adjacency: Campus OR Holy Sites
- Site: Any flat hex
Effect
- A Great Scientist is immediately awarded to player. If no Great Scientist is recruitable, Great Persons that player had accumulated highest score (left hand order if no highest score is determined) at the turn this wonder is completed is awarded instead
- 50% more Science from research agreements (Can't remember if RA is still called as such in Civ6)
- +2 Great Scientist Points
3. Statue of Zeus
Prerequisites
- Civic: Military Tradition
- Adjacency: Encampment OR Holy Site OR Entertainment Complex, AND Mountains
- Site: hills
Effect
- All units gain +15% Combat Strength when attacking cities
4. Parthenon
Prerequisites
- Civic: Mysticism
- Adjacency: Theatre Square (Ha! Greeks have Acropolis, and Parthenon is built right next to it IRL)
- Site: Hills
Effect
- One free Great Works of Art is awarded to a player once the wonder is finished (Tradeable), contains one Great Works of Arts slot.
5. Borobudur
Prerequisites
- Civic: Theology
- Adjacency: Holy Site
- Site: Rainforest or Forest (ANY)
- Other: A city must adopt religion (ANY)
Effects
- +4 Faiths per turn
- Adjacent Holy Site generates +1 Faith, +2 Sciences and Cultures per turn
- 1 Apostle and 2 Missionaries appear in a parent city.
6. Notre Dame
Prerequisites
- Civic: Divine Rights
- Adjacency: City Center and river (City does NOT neccessary located by the river. just one hex away is still permitted)
- Site: Flatlands (ANY)
Effect
- +3 Culture, +4 Faith per turn
- +3 Amenities in a parent city, and +2 to any city owned by parent civilizaiton within the radius of 10 hexes.
- Allows faith purchases of religious units even without holy sites and prerequisite buildings constructed.
7. Globe Theatre
Prerequisites
- Tech: Printing (Press is dropped )
- Adjacency: Theatre Square
- Site: ANY
Effect
- A Great Writer is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
- +2 Cultures per turn
- 2 (Two) slots of Great Works of Writing
8. Leaning Tower of Pisa
Prerequisites
- Tech: Printing
- Adjacency: City Center
- Site: Any
Effect
- +25% GPP by the turn this wonder is finished
- A Great Person of choice is awarded to a civ that finish this wonder, appears at the parent city
9. Red Fort
Prerequisites
- Tech: Metal Casting
- Adjacency: City Center
- Site: Any
Effect
- Grants a free Renaissance Walls to a parent city
- +1 Great Scientist Point
- Counts as Fort.
10. Sistine Chapel
Prerequisites
- Civic: Reformed Church
- Adjacency: Holy Site
- Site: Hills
Effect
- +25% Cultures generated in all cities
- 2 (Two) Slots of Great Works of Art
11. Uffizi
Prerequisites
- Civic: Humanism
- Adjacency: City Center OR Harbor (On land), Next to the coast.
- Site: ANY
Effect
- A Great Artist is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
- 3 (Three) Slots of Great Works of Art
- +2 Culture per turn
12. Brandenburg Gate
Prerequisites
- Tech: Military Science
- Adjacency: City Center, Capitol.
- Site: Flatlands (Any)
Effect
- +15% Experience to all units trained in a parent city.
- A Great General is awarded to a civ that finished construction, and appeared in a capitol city.
13. Louvre
Prerequisites
- Civic: Exploration
- Adjacency: None
- Site: Flatlands (Any)
Effect
- Four Slots of Great Works (Arts or Archaeology)
- A Great Artist is awarded to a civ that finished construction, and appeared in a city where this wonder is built.
14. Neuschwanstein
Prerequisites
- Civic: Opera and Ballet
- Adjacency: None
- Site: Mountains!!!
Effect
- +1 Great Merchant Points
- + 4 Culture, +2 Gold per turn, +1 Gold per tourist visiting parent city
- All Medieval Walls of a parent civilization generates +3 Gold and +1 Amenity
15. Prora
Prerequisites
- Civic: Totalitarianism
- Adjacency: Coast with sand beaches
- Site: Any
- Other Prerequisites: Parent City has Industrial Zone with factory built.
Effect
- +2 Amenities
- One Economic and Wildcard Policy Slots
- +1 Appeal to any coastal tiles
- +1 Amenity to a city that has at least one Seaside Resort
- +2 Gold generated by Seaside Resort of any appeal.
16. The Pentagon
Prerequisites
- Civic: Mobilization
- Adjacency: Next to existing districts that built next to Capitol City Center
- Site: Any
Effect
- + 2 Great General Points
- Grants effects of Professional Army policy card by default + Additional 33% Discounts on unit upgrades calculated by base costs
- Removes professional army card.
17. CN Tower
Prerequisites
- Tech: Rocketry
- Adjacency: Next to existing districts that built next to City Center
- Site: Any
Effect
- Theater Square can be constructed even if a construction is exceeding district quota count. Free Broadcasting Center in every theater square regardless of preexisting Theatre Square buildings. Future Theater square comes with pre built broadcasting center.
- +1 Housing and Amenity in every city
- +1 Great Merchant Point.
18. United Nations
Prerequisites
- Civic: Cold War
- Adjacency: City Center OR Commercial Hub
- Site: ANY
- Other Prerequisite: A city must have Harbor built
Effect
- +2 Great Merchant Points
- Less Warmonger penalties incurred, Warmonger reduced faster.
- +100 Golds per Every Civilizations (minus parent civ) and +50 golds per every city states still existing in the game.
19. Circus Maximus
Prerequisites
- Civic: Games and Recreations
- Adjacency: Entertainment Complex with Arena being built AND Encampment with Stables built.
- Site: Flatlands (Any)
Effect
- +5 +2 Culture, +3 Amenities from entertainment (Effects doubled with Combustion tech)
- Encampments with Stables generate +1 Culture and +1 Amenity
- +10% Experiences to cavalry units built, in addition to Stables effect.
What do you think of my Prereq and Effect profiles of these wonders in the choice?