[NFP] Civ 6 World Wonder for Domination Victories Elimination Thread

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Alhambra (1)
Colosseum (8)
Forbidden City (12)
Kilwa Kisiwani (9)
Temple of Artemis (16)
Terracotta Army (10)

Colosseum (7+1): It keeps your infrastructure from sagging under the weight of increased Amenity demands before late-game Amenity sources are unlocked. The luxuries that your core cities no longer need because they're covered under Colosseum can now be distributed to your occupied cities, thereby reducing Loyalty problems.
Alhambra (4-3): Of the remaining wonders, this is the one I'm least inclined to build myself.
 
Alhambra (0) (1-3) (Eliminated)
Colosseum (8)
Forbidden City (12)
Kilwa Kisiwani (9)
Temple of Artemis (17) (16+1)
Terracotta Army (10)

Alhambra: I'm trying to get this thread to end as soon as possible, so Alhambra, sorry, mate, you're going.

Temple of Artemis: Temple of Artemis is better than the Hanging Gardens for this one purpose: While it provides additional Growth as well, it also provides Amenities to counterbalance the War Weariness your Population will generate.
 
Colosseum (8)
Forbidden City (9)
Kilwa Kisiwani (9)
Temple of Artemis (18)
Terracotta Army (10)

Temple of Artemis (18) - If we're judging strictly based on bonuses, then Colosseum is better. But if we're taking into account that it's production cost is more than twice as high, it comes later, and it requires a bad district plus a worse building that you could end up stuck with...I'm going with TOA.

Forbidden City (9) - I've beaten the pro-Forbidden City drum earlier in the thread, but domination is all about the snowball and this does come later than the others remaining.
 
Colosseum (5) [8-5] for the reasons Vargas just listed. All of the remaining wonders are great if you get them. The sunk cost of Colosseum is the biggest if you miss it.
Forbidden City (9)
Kilwa Kisiwani (9)
Temple of Artemis (18)
Terracotta Army (11) [10+1] I've argued for Teracotta last time I upvoted, but in short - big one time burst at the right time can still have greater impact that smaller, always-on boost
 
Colosseum (6)
Forbidden City (6)
Kilwa Kisiwani (9)
Temple of Artemis (18)
Terracotta Army (11)

Colosseum (5+1): Missing this is tough. I've switched to not going for it unless I have the gold to purchase the Arena. But the changes to EC adjacency and amenities have softened the blow.
Forbidden City (9-3): Similar argument to Alhambra. Since I'd rather take it off the AI's hands I have a lower incentive to construct it.
 
Colosseum (3) (6-3) Too many hammers, which you could/should be spending on units.
Forbidden City (6)
Kilwa Kisiwani (9)
Temple of Artemis (18)
Terracotta Army (12)(11+1) Can make for a neat timed-push. Also tends to be ignored by the AI, in my experience, whereas Colosseum is very hit-and-miss.
 
Colosseum (0) (3-0) (Eliminated)
Forbidden City (6)
Kilwa Kisiwani (9)
Temple of Artemis (19) (18+1)
Terracotta Army (12)

Colosseum: Mercy kill.

Temple of Artemis: Basically the Colosseum but has a better placement requirement, adds growth while also generating enough Amenities to compensate for that, etc.
 
Forbidden City (6)
Kilwa Kisiwani (9)
Temple of Artemis (20)
Terracotta Army (9)

Temple of Artemis (20) - Lets you build one big city for infrastructure/wonders while you pump out units in your front-line cities.

Terracotta Army (9) - Unless I'm playing a small map or trying to rush a sub-120 turn win, I'd rather have an extra policy card or a 15% empire-wide boost to science/culture/faith/gold/production for half the game.
 
Forbidden City (6)
Kilwa Kisiwani (9)
Temple of Artemis (17)
Terracotta Army (10)

Temple of Artemis (20-3) I don't get the love for this versus any of the other 3 left here. Ya the faith is usable. Ya, it's a good wonder if you go the religion route. But this is Domination!
Terracotta Army (9+1) Can't get past the fact that this is (a) available and (b) helps every single military unit you own by promoting them (and thereby getting a healing boost). Sure it's one time benefit but... what a benefit!
 
Forbidden City (3)
Kilwa Kisiwani (9)
Temple of Artemis (17)
Terracotta Army (11)

I don't know wjat ToA has to do with religion, anyway

Terracota +1
Just to level before final fight between ToA and Terracota, both wonders you would rather build by yourself,

while

FC -3
Both Kilwa and FC you can take from AI and AI is more willing to build FC first (and FC basically built by every civ every game)
 
Kilwa Kisiwani (9)
Temple of Artemis (17)
Terracotta Army (12)

Terracotta Army (11+1): Did you know it buffs Spies, too?
Forbidden City (3-3) [ELIMINATED]: Should've gone before Colosseum.
 
Kilwa Kisiwani (10)
Temple of Artemis (14)

Terracotta Army (12)

It's getting down to the point where I can simply present myself with the choice between the remaining wonders, and this reflects how I think I'd rank them given that.
 
@Goodenuf, I suspect you've confused Temple of Artemis with Mahabodhi Temple or something similar. Despite the name, Temple of Artemis has no relevance to faith or religion: it grants food, housing and amenities.

Kilwa Kisiwani (7) (10-3)
Temple of Artemis (14)
Terracotta Army (13) (12+1)

Kilwa: toss up between Kilwa, the best all-round wonder here, and ToA, my personal favourite. Kilwa gets the downvote because 1.) the city-state minigame is not that important for domination, and 2.) it arrives later than Artemis and domination is largely about the early game. But still, a great wonder.

Terracotta: probably the most obvious domination pick here. Free promotions are great.
 
Kilwa Kisiwani (4)
Temple of Artemis (15)
Terracotta Army (13)

Temple of Artemis (15) - Personal favorite wonder, and since we're into the top-3, I'm letting bias take the lead

Kilwa Kisiwani (4) - Probably the best overall wonder in the game, but less important in domination.

This thread has inspired me to try a domination game where I build a big army and then build Terracotta - I never found it all that game-altering in the past, but it sounds like I'm in the minority, so maybe I just haven't been utilizing it correctly.
 
Kilwa Kisiwani (1) (4-3)
Temple of Artemis (16) (15+1)
Terracotta Army (13)

Temple of Artemis (16) - ToA is nice not just because of its benefits, but also because of how low-commitment it is. Animal Husbandry should be one of your first techs as a domination player anyway, so camps shouldn't be hard to come by (unless you get screwed over with your spawns, which is likely if you have luck like me :cry:). A relatively low production cost also means that even if a city is only mildly developed, you can crank it out fast. Plus, that low cost means that if it gets stolen, you aren't seeing as many potential units go down the drain.

Kilwa Kisiwani (1) - As much as I'd like to be the one who kills Kilwa, I'll leave the honor for someone else. All I know is that I'm just here to vote off whatever is on its last legs, and Kilwa- you're that.
 
Kilwa Kisiwani (1) - As much as I'd like to be the one who kills Kilwa, I'll leave the honor for someone else. All I know is that I'm just here to vote off whatever is on its last legs, and Kilwa- you're that.
That would be me.

Kilwa Kisiwani (0) (1-3) (Eliminated)
Temple of Artemis (17) (16+1)

Terracotta Army (13)

Kilwa Kiswani: Third place is more than respectable.

Temple of Artemis: Like what @Hellenism Salesman said above.
 
Temple of Artemis (14)
Terracotta Army (14)

ToA is one of my fav wonder, but you are not able to build it every game (lack of camps, AI)
-3

while you can reliably build Terracota every domination game, cause AI don't favor it any more
+1
 
That would be me.

Kilwa Kisiwani (0) (1-3) (Eliminated)

Damn. What a perfect setup.

Temple of Artemis (11)
Terracotta Army (15)

Terracotta Army: This wonder has had a lead from post #1, and it's easy to see why. Its bonus is one of the most directly relevant to Domination.

Temple of Artemis: While its bonus is really good, it does not contribute directly to Domination, and that's the distinction that earns it my downvote.
 
Temple of Artemis (8)
Terracotta Army (16)

Temple of Artemis (11-3):
I upvoted this a while ago because I feared that it would be eliminated in the middle of the pack. Glad I was wrong. It's a strong runner-up.
Terracotta Army (15+1): One final point, I have a suspicion that the AI doesn't make a decision to build a wonder and then develop the necessary pieces. Instead, I suspect that when it finishes production, it makes a choice from the list of things that are immediately available for production. This would make wonders with many or complicated build requirements (like TA) paradoxically easier to get because they would show up fewer times in the AI's potential-build lists. All speculation, of course, and not that TA needs any more reason to build it.
 
Temple of Artemis (5) (8 - 3) Camp resources are not always nearby.
Terracotta Army (17) (16+1) If you can delay this so that you are promoting a lot of units from level 2 to 3 or 3 to 4, it's useful.
 
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