Contest: Design a Wonder Question and Discussion thread

Zurai said:
Sword of the Lost Admiral
Requires: 1 Death mana, coastal city, some mid-game tech.

Effect: At the start of your turn, randomly creates barbarian-controlled Ghost Ships with Skeletons on board in coastal waters belonging to civs that are at war with the owning civ. These Ghost Ships will not attack the owner of the Sword.

I suggest calling them Black Pearls, if you know what I mean :)
 
:lol: Yep, that's more or less where the inspiration is from, as I noted in my commentary. I had to modify it a little, though, since 'finding' the Sword then having all the ghost ships come after YOU didn't seem like it would make a popular wonder :p
 
I posted my wonder idea in the thread and wonder what people think of it? I know airborne units in something like FfH are strange, but I think it fits and can be done :)
 
World Wonder
Requires: ... Commune with Nature (move Genesis wonder to Animal Mastery)
I think it makes more sense for yours to use Animal Mastery.
I think FfH could use aerial units other than hawks. (though I hesitate to say this game "needs" anything, given the work already put in ;))

edit: oh, but only if rangers can't carry them--that'd be awkward!
 
Nikis-Knight said:
I think it makes more sense for yours to use Animal Mastery.
I think FfH could use aerial units other than hawks. (though I hesitate to say this game "needs" anything, given the work already put in ;))

I see your point. No matter which tech it's chosen to go with, I think it would fit.
 
well since he asked I'll ask too since it didnt get any remarks here
Wraith of Gaia anyone?
 
ok ok I know it's lame but I simply cannot decide which one of my ideas I should suggest, so I'll post them here first :mischief: , maybe anyone has a comment? Or maybe some of them can be ruled out because of implementation or gameplay problems?

These are all world wonders, I didn't specify what kind of GP or how much culture they produce unless it is important.



Fortress of Mist

requires: dimensional mana, can only be built in capital

+ x% maintenance

Basically acts as an mobile palace. An immobile unit represents the FoM that can be 're-based' to another city (and then again), taking the palace building with it. This can be used to move to a better location regarding distance to palace maintenance, to rebase the capital in case of danger, and allows for some funky strategy combined with the civic that provides bonus for the capital (god king?) or the escape spell, the immortal promotion and so on.

To balance it there could be a maintenance penalty, a cool down period or even some anarchy period every time you use it.

Background:

The kings castle on top of the hill was almost fully covered in a deep gray mist. During dawn, something seemed to cast a glow of unnatural colours upon the haze, always as if coming from behind the castle.

From time to time, when the kings grip on the city was loose for months or even years, the castle remained completely hidden in the shadows, and one might start to wonder, if it was there at all...



Azhraebs Giant Machine

requires: death mana (+maybe dimensional)
maybe requires: being evil or OO as state religion

+ 1 unhappy face (gives negative diplo modifier such as with using death magic?)

Everytime a living unit dies in a combat you are involved in, there is a certain chance an undead unit of appropriate tier will spawn in this city.

BG: Ever since the machine started working, the boys and girls of the city would lie awake at night listening to the faint sounds coming out of the old man's mansion, for in their dreams they were haunted by the souls that were hold back from leaving the plane of mortals.



Mirror of Tears

Switches your alignment from evil to neutral or neutral to good. In order not to interfer with religions technicalwise it might be necessary to have as a requirement a compatible religion (such as being evil and OO or being neutral and runes, or no religion at all).

generates great bards.

BG:

The frame of this ancient but seemingly ageless mirror bears on top the face of an elderly, eerie woman, and on the bottom is engraved:

"What can change the nature of a man?"



Oki Kumas adventure

Instantly generates 2(?) Great Bards.

"I refuse to fail, to kneel or bow
No power in the 'verse can stop me now
Leading me towards the dawn of day
The stars above illuminate my way"

M.S.



ok the last one is more of an insider :)
 
@dreiche2:

I like them pretty much in the order you listed them, the Fortress of Mist is the best one in my opinion, very useful without being too overly unbalancing, expecially if you add some restrictions.
How about building the Fortress making the Forbidden Palace unavailable?
And maybe some unproductive turns following a move in both the city the Fortress has left and has arrived in (The people stop to gaze at the new wonder before them / are disturbed that the mist they got used to has suddenly disappeared)
 
Azhraebs Giant Machine

requires: death mana (+maybe dimensional)
maybe requires: being evil or OO as state religion

+ 1 unhappy face (gives negative diplo modifier such as with using death magic?)

Everytime a living unit dies in a combat you are involved in, there is a certain chance an undead unit of appropriate tier will spawn in this city.

BG: Ever since the machine started working, the boys and girls of the city would lie awake at night listening to the faint sounds coming out of the old man's mansion, for in their dreams they were haunted by the souls that were hold back from leaving the plane of mortals.

Please read the wonder thread as stated in thecompetition rules..
 
Hm I think I did so, did it a second time now... you are referring to the first post in the design:wonders thread where all the wonders are listed, aren't you? Some are missing a description there, otherwise I don't know.. I mean the effect of my wonder is not hard to think of, so I actually was surprised there wasn't a similar one already...

@Mailo


thanks for the comment.
 
Ah. Just checked back. Obviously the effect in not listed (at leat in the first post) of the thread but somewhere during the thread (you should read the entire thread ;)).

Diing unit rising again as undeads is the effect for the Armaggeddon Spell:
Armageddon: Knell of Darkness- requires 2 Death
 
No, it's not listed anywhere in that thread at all, Chalid. I just read through the whole thing.
 
soibean said:
well since he asked I'll ask too since it didnt get any remarks here
Wraith of Gaia anyone?

I'd tweak it to slightly as follows: Instead of -5% per turn, no enemy can recieve defensive bonuses in you land. The forrests won't aid your enemies and it's easier to pick them off, but not completely debilitating to your enemies after a long siege.
Instead of -1 movement, 10% chance to entangle enemies with each step (just because entangle sounds appropriate anyway.)
And since it's restricted to FoL, add in a bonus to Treents, cause they're fun. Like, Forrest-summoned Treents start with blitz.
 
Just wanted to point out that I removed Fragments of the Ancient Peaks from the contest and replaced it with:
Paradox (World Wonder)
+6 Culture, +2 Great (whatever), +100% GP points in city, -5 Health (mental health that is).
Requires: 2 Chaos mana, 2 Earth mana, 1 Stone.

Allows you to build 1 wonder which already exists, in the city. Allows creation of Evil Twin (World Unit): 3 Movement, copies any enemy ability (causing 50/50 combat odds), starts with: Hero, Immortal (can gain spellcasting after killing an arcane unit). The Evil Twin can not gain any promotions, other than spellcasting (not to push over the 50/50 odds). Good civilizations could get a different unit...

Note: The Stone and Earth mana represent the existing wonder and the ground it's on :)
 
thanks for the suggestions... I really do like the -5% strength per turn because it makes it seem more like the natural world is fighting the intrusion for you, but I enjoy your entangle idea and treant bonus. Whatd you have in mind for the entangle? Is there a way to prevent a unit from moving at all in a turn?
 
Deathling said:
Paradox (World Wonder)
+6 Culture, +2 Great (whatever), +100% GP points in city, -5 Health (mental health that is).
Requires: 2 Chaos mana, 2 Earth mana, 1 Stone.

Allows you to build 1 wonder which already exists, in the city. Allows creation of Evil Twin (World Unit): 3 Movement, copies any enemy ability (causing 50/50 combat odds), starts with: Hero, Immortal (can gain spellcasting after killing an arcane unit). The Evil Twin can not gain any promotions, other than spellcasting (not to push over the 50/50 odds). Good civilizations could get a different unit...

Being able to duplicate an existing wonder AND creating a new hero both is pretty strong... I think either one alone would be enough for a wonder.
 
Xuenay said:
Being able to duplicate an existing wonder AND creating a new hero both is pretty strong... I think either one alone would be enough for a wonder.
How about instead of allowing an existing wonder to be built in the Paradox' city, allowing all civs another chance at building it? That would balance it a bit and make it more exciting.
But I must say, neat idea, even though I liked the Fragments one as well.
 
Mailo said:
How about instead of allowing an existing wonder to be built in the Paradox' city, allowing all civs another chance at building it? That would balance it a bit and make it more exciting.
But I must say, neat idea, even though I liked the Fragments one as well.

Thanks... I'm not really sure it's a good idea, you could have the AI trying to build an existing wonder in every city they have. Fragments didn't really stand a chance, it was too complex I believe... You'd have had to build units that could already travel mountains or capture mountain climbing units with a unit with commando just to attack the city.
 
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