Changing the unlocks wonder, to boosts wonder production

Anastase Alex

Warlord
Joined
Jul 10, 2013
Messages
221
Location
Paris
Here are the things I would be interested in changing in the new policy tree:

Replace the unlocking aspect of world wonders to a +30% bonus production when building those wonders.

Apart from that, I believe that returning to the choises og GEM would be nice.
The other thing I would like is for tenents to depend on in game situations:

you cannot unlock most of them unless you meet specific criteria, and some of them are given to you for free/give you extra bonuses when addopting it.

Example:
Police state: you need to have at least a police station in half your cities (rounded down). If you have a police station in each of your cities, police stations add +5 :c5culture: per turn.
 
I want to keep the unlocked wonders, if only to put some constraints upon Science-focused gameplay, which already get enormous advantages over other approaches by simple reason of having access to everything that much earlier than everyone else. Locked wonders help keep this somewhat under control.
 
I am a Wonder-Whore. I download a large amount of wonders. I like seeing all the different abilities and having a wide selection of wonders to fit my chosen "victory" method.

With that said, I really enjoy the "unlock" aspect in BNW, and I would almost want to see it expanded (maybe with any wonders that will be included in a future CEP release... Have one unlock in the opener and one unlock in the finisher). It balances out the game greatly in my opinion.

Just my 1 and a half cents.

Side Note: Can't wait for more CEP release!
 
I agree with tobia but I think we can argue this one later. :)

I really need to finish a complete game of BNW first. :D
 
Unlocks on finishers wouldn't really be ideal here.

I think the faith-buys of GPs tied to finishers makes sense as a "we have a society really invested in X" and as a means of rewarding finishing trees. Wonders should be tied to policy openers, when at all, to prevent as limited an obstacle to getting them to the AI as possible. I'm fine with them being on the openers as it encourages dabbling in trees to cherry pick them off. Most of the time it's easy to get the opener well before the techs you'd need as it is.

I could see policies that improve wonders (via increases in culture/city culture, happiness, bonuses to tourism/GWs, along with beliefs like faith per/WW), but not more means of limiting how to get them.
 
Myst, The same logic can be applied to adding wonders to closers as well. Your civilization has specialized in something so much, they build a specific structure not only to commemorate their achievements, but to symbolize it, hence providing a bonus specific for that tree. I mean it makes sense both ways. Take commerce, as that is the easiest example. Big Ben opener: Starting symbol of a fledgling economic power (Early modern-Britain). Finisher: Burj Khalifa (Not currently in the game, Largest man-made structure currently located in the UAE). Symbolizes what a country with an extreme economic might can do, regardless of their size or military power.

But anyways, it was just a thought, I'm not going to push for that. I was just commenting on that I do like the idea so much I wouldn't mind it as a closer as well. The primary point wanted to make was that the 'unlocks for openers' stay in CEP and are not replaced with just a production bonus.
 
It is more realistic to do the wonder as a finisher, I grant that. But in game play terms, it suffers I suspect. It is largely a flavor-based way to limit a few wonders right now, but going through another 5 picks to get to a wonder is pretty extreme for the AI. The faith-buying at least limits human players in a meaningful way as buying GPs is probably more potent strategically than any one wonder.
 
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