Contest: Design a Wonder

Kael

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This thread if for the third Design contest, this time to create a wonder.

The Rules:

1. Read the Wonder design thread before posting to make sure your idea isn't already included or planned. Submissions that are to similiar to current concepts probably won't be considered.

2. As always it is easy to make overpowered wonders, although we will consider armageddon spell type submissions we would be more impressed by balanced midgame type wonders with an interesting effect.

3. We don't want civ specific wonders.

4. We would like wonders that require a particular sort of mana. Its not required but you may want to consider it.

5. A backstory isn't required but an interesting name is, think of something creative!

6. Make sure to clarify if your wonder is a world or national wonder.

7. Cool ideas and mechanics are always good, but try to make sure your submissions also fills a design need. Even if those ideas don't win we are far more likely to steal it and include it in FfH.

8. Only one submission per person. Please dont use this thread for anything except submissions.


Submissions will be accepted until Saturday July 1st at 10pm EST. At that point the design team will pick our favorites. Our favorites will be posted in a public poll on Monday July 3rd by 10pm EST for you all to vote on.

Good luck!
 
Completely redoing my Wonder:
Paradox (World Wonder)
+6 Culture, +2 Great (whatever), +100% GP points in city, -5 Health (mental health that is).
Requires: 2 Chaos mana, 4 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...
 
That Which Was Taken

World Wonder, Requires Spirit Mana, +8 Culture, +2 Great Prophet

Grants the Divine promotion to all national units created within the city (not sure if this is even possible but it sounds cool). This would allow them to slowly gain exp over time (more quickly if you are arcane).
 
Kyorlin's All Seeing Eye
World Wonder
Requires 1 Mind Mana
+6 culture
+2 Great Sage
Creates a 0 movement unit/object in the city that is called the All Seeing Eye. The All Seeing Eye can cast the spell "Scry" which will reveal any 3x3 plot of land anywhere on the map (once per turn). Also will reveal hidden/cloaked units.

During the Age of Ice, when war raged throughout the lands, the sorceror Kyorlin travelled across the ice worlds to face the angel Mulcarn. Kyorlin realized that he needed to preserve his strength for his final battle with Mulcarn and sought to avoid the many minions that were in his path. He therefore created an orb which allowed him to briefly glimpse anywhere he wanted to see which allowed him to travel to Mulcarn's throne room unhindered. The original orb was tiny enough to fit into Kyorlin's pocket, but like many objects from the Age of Ice, the orb has since been lost to history. The closest anyone has ever come to recreating the orb resulted in an object that was larger than a horse and not so easily carrried as Kyorlin's original masterpiece.
 
The Clouded Walls
World Wonder
Requires 3 Shadow Mana
+2 (Great Engineer)

Make's the city invisible, so enemy units don't even know it's there. Only if they move on that space will they attack it.

Strategy: Great Defense against destruction as it's invisible and enemy's see it as an empty space.

Backstory: The Great wizard Jorlin, and the engineer Toran were both great friends. Each would help with their own work, if Jorlin needed a spell to create a catapult, he would call on Toran, and if Toran needed a spell to help with a machine, he called on Jorlin. Finally they worked together on their greatest invention, the invibility of an object. After finally accomplishing this, they went on to a city, where the King there called upon them to make his entire city invisible. It took a gigantic amount of shadow mana to create the invisibility. They finished after 40 years and by then they were at death's door.
 
Shrine of Elementals
The Shrine will provide balance to the elemental forces at work in your empire.
Requires at least 2 different types of elemental Mana
If you have access to fire mana it will provide one water mana
If you have access to earth mana it will provide one air mana
If you have access to water mana it will provide one fire mana
If you have access to air mana it will provide one earth mana

I stood in the center of the shrine, my eyes closed. Behind me I could feel the warmth coming from the salamanders dancing and playing in the red-gold heat of the Chamber of Eternal Flame. In front of me I could hear the endless chatter of waterfalls coming from the Chamber of Tranquility. To my right I could taste the charged residue from countless bolts of lightning that were ripping through the air of the Empty Chamber. From my left the scent of rich spring time loam of which the floor was made in the Chamber of the Great Glen made me remember walking through forests when the world was young. I can't tell you how long I stood in that place regaining my own personal balance, but I tell you this. If I seemed troubled and you can not find me, seek me there.


*edit* I am aware air mana does not exist as of yet. But it will. Yeah, it was intentional, that's it.
 
a very simple one

THE ARCANE UNIVERSITY

Simplely adds 2 exp to all arcane units created in every city

To become a Mage of the highest order one must study diligently. For those Mages a great university has formed. One where anything one desires can be learned if one is willing to pay the price.
 
Underworld Dwelling- found in the city of dis(the barb\underworld captial)
This world(national barb?) wonder acts as a barb capitol,
and can act as a center of government for any civ that captures it.

:generates 1 entropy mana

most importantly,
:reduces maintenance for nearby cities(in hell!)

once razed/captured it also allows the building of a national wonder
(portal out of hell)
for all civs

description:
The center of demonic bueracracy.
Tedious, with the occasional political fire sliging.



does starting as a barb/underworld civ wonder count as civ specific???
 
Shrine of the Conqueror
National Wonder
2X production w/ Marble
Availible with Honor (tech)
cost 300-500 hammers.

May only be built after your civ has had a Hero of level 10 or higher die. (Hero refers to any non-armeggedon World unit, even if they don't get hero promotion.) If more than one such is already dead for the builder, the Shrine is dedicated to the Hero with the most exp. Preferably the shrine would list the hero's name, i.e., shrine of Saverous or so forth.

+5 culture/turn
+3 GPP points --if you don't mind other civs potentially getting adventurers, I'd make it that, otherwise prophets.

Preferably each Hero's shrine would have a different additional effect or two depending on who it was, although this may be hard as there are many heros in now, second best would be each type of hero has a different shrine. Examples:

Order/bannor Heroes: no maintence from this city, units built here have free demon slaying.
Veil Heroes: +5 science, units built here get scourge free.
Overlords heroes: Free mind mana, units built in this city get magic resistance free
Runes/dwarves Heroes: +15% defense, Units get free march.
Leaves/elves Heroes: +1 happiness, units built here get free woodsman
Barnaxus/golem heroes: +4 hammers/turn, golems built here start at level 2 (any one free promotion w/o prereqs, iow.)
Baron Duin Halfmoon: Units built here have 10% chance to have werewolf (spread lycanthropy.)
Orthus: +1 food, free city raider promotion to barb units.
Dragons: +2 extra culture, units built here start with courage.
other Mage Heroes: Free spell extension to units built here.
Vampires: +1 Unhappy, no penalty for any pop. sacing in this city (rush or feed), units built here have 10% chance to start with vampirism.
War Machine: Provides iron, siege units built here start with bombard I.
etc.


If it is doable to make one different for each hero, then civs could maybe be able to build one for each hero that they have had die.
 
Wraith of Gaia (Restricted to Fellowship of Leaves)
Any enemy units that enter into the civilization's territory receive a 5% strength decrease each turn spent within the cultural boundaries of the builder of this wonder. Reduces enemy movement to 1 per turn. Treants receive the blitz promotion

Im not one much for writing flavorful texts but I thought I'd wing it:

It seemed as if the land itself turned against us as we pursued those damned elves through the forests. Our march was slowed to a crawl as the horses were crippled by hidden branches and its become harder and harder each day to scavenge enough food for the men. They speak of abandoning this accursed search, some of the soldiers have already deserted... or disappeared, I'm not sure which. I'd gladly lead them out of here, but nothing looks familar... it's almost as if it changes each night into the morning. Gods above help us to escape!
 
The Mithril Coinworks

World Wonder

Available with Mithril Working and Currency

Gives a +10 Gold for every Mithril worked by the Player, and +15 gold for every Mithril worked by enemy civilizations.

Also gives a +10% Trade Route increase across the Player's civ.

Adds 4 Unhealthiness to the City that builds it.

Possibly requires a river. May be too much complication.

I tell you what, Stovil, these coins are almost impossible to counterfiet, they're accepted across the known world, but as for the those nasty leftovers from the smelting, we just dump them in the river. Out of sight, out of mind.
 
The Mantle of Oblivion

World Wonder, Requires Entropy Mana (or maybe Mind)

Makes bordering civs "forget" a random technology
Units built in city have increased withdrawal chance

The more I tried to look at it, the more I was unable. Not hiding in shadows, nor transparent to the light. In fact, the orb is quite plainly seen to the eye I'm told. It is the void the cursed object generates in your mind. If you look at it, you won't even know it. When you walk away, it's as if it never existed. You see, the mages concentrated the forces of entropy into a single point of inertia, but its effect is far reaching. Thoughts are stilled in their tracks, very memories are sucked away into the chaos.
 
School of Kyorlin's sacred Order

World Wonder,
requires Air Mana
double production speed with marble

+6 Culture
+2 Great Scientist GPP
Can assign 3 Sienentists

All Adepts created in the city start with twincast. Archery and Gunpowder units recieve 3 extra first strikes when defending the city.

+25% mantainance and -2 food in the city.

School of Kyorlin's sacred Order is a marble palace build on a giant rock that is levitated by ancient air magic. The Order is a society of spellcasters that gathers the most talented students from the whole country to teach them knowledge normaly unknown to all but the most powerful archmages and summoners. The lifestyle of the inhabitans is very expensive and they demand to be supplied by the people of the city. In exchange for money and food the local militia is allowed to man the flying castle during sieges.
 
Wall of Dancing Blades

World Wonder

Requires: 2 Air, 1 Creation and 1 Earth Mana

+/- 0 culture per turn

Creates a City Wall in all Cities on the same continent, and a Wall of Dancing Blades (WoDB) in the City it is built.
Enemy units trying to pass the WoDB (aka attacking the city) take damage from the flying blades.

I am ashamed to admit it, but I ran and hid when the attackers came. I know I should have taken up arms and risen to the defense of our fair city, but what could I possibly do? A simple farmer? And what would have happened of my family if they had lost me?
Praise the gods that our mages were not as cowardly as me. Ever since they learned of the shadow that came over our neighbours to the West, they have been searching for a hope against the terrible armies arrayed against us.
And lo, behold, they have created a spell the likes of which the world has not seen.
Even as the mighty army of our foes marched upon our home, a strange hum arose and grew ever in volume. At first, the soldiers ignored it, but then it became too loud to ignore, and everyone, friend and foe alike, threw themselves on the ground and covered their ears.
When everything became silent again, a strange ring of silvery light surrounded our city.
Not knowing what to do, the soldiers turned to their leaders, which ordered them to advance and raze our homes.
Their downfall it became.
As soon as the first enemies entered the ring of silver, the terrible, yet beautiful truth was revealed: It was no light, but a veritable wall of dancing blades. Many fell beneath those blades, and those which prevailed and reached the city, were too injured to pose a great threat to our vailant defenders.

When other cities of our land heard of this wonderful news, the citizens were so inspired they tried to copy this marvel, using their hands and stones, lacking the powerful mages our capital had.
 
Celestial Forge
Requires: 1 Enchantment, 1 Life, 1 Mithral

All industrial buildings (i.e. increased shield output, allows units) that produce unhealthiness no longer produce it. All that do not produce unhealthiness produce 1 culture. The celestial forge adds +10% hammers to production in its home city.
 
Taming of the Savages
Requires: 1 Law

Removes all non-hero barbarian units currently on the continent. All new melee units built in this city get the orc slayer promotion. All new recon units built in this city receive the subdue animal promotion.
 
Barbarian Compact

National Wonder

Could require a Chaos mana.

Can build after slaying x units of barbarians....

Once built the Barbarian Compact allows you to build hidden nationality units in the host city. These units would be barbarians...whatever the current barbarian level unit is. The button for the queue would be, build barbarian, not build barb orc spearman...So it gives you a cost and spits out the appropriate level barb for the times. These hidden nationality units appear to be just like normal barbarians to all other civilizations, are un-upgradeable, might have a chance of turning into real barbs, and would be subject to barbarian rules...(ie Magnadine can convert, can't attack civs w/ barb trait, etc...) Maybe leaders w/barbarian trait don't have to slay the x amount of barbarians, and can build immediately.

"The idea of barbarism is born of fear of the unknown, and differences in culture."

- unknown philosipher

The prince looked out from the ramparts upon the tent city below. Like animals these people rutted in the dirt, and worshipped heathen spirits they thought gods. Despicable, but useful, he thought. Like the beasts, they are the dominion of man, and have been brought to heel. They would be useful fodder in the coming war. The prince smiled.

- excerpt from "The Glory of Prince Xaros." Master Scribe Iuderites III

Purpose/Design Niche:
1. Allows hidden nationality units, which aren't in the game as of yet.
2. Keeps barbarians in the game for a much longer time through the chance that the "owned barbarians" become true barbarians.
3. Makes the barbarian trait a little stronger, which I've always felt was more of a hindrance than a boon. (Hidden nationality "owned barbarians" can't attack an opposing city/unit if the leader has the barb trait. Also if you have the barb trait you could build the Barbarian Compact right out of the gate, but I imagine it being pretty expensive.)
 
Yes, it's a bit goofy. It was conceived of in that grey, fuzzy area right before sleep last night.


The Rift to Beyond the Beyond
World Wonder

Requires: Ashen Veil, Tech: some suitable mid/late magic tech (Ethereal Call?), 1 Dimension Mana, 1 Void Mana
Cost: 500

Graphic: A shimmering "tear" in the sky above the city.
Provides: 1 Death Mana, 1 Chaos Mana
+2 GPP Great Priest
Randomly, preferably about 1-2 times per game, The Rift will open. Also, any caster owned by the same civilization that owns The Rift with at least Dimension 2 & Void 2 can sacrifice themself in the city with The Rift to open it.

When The Rift opens (preferably with a big sucking sound):
»» A random number (I'm leaning toward 2d5) is rolled, this is the number of turns The Rift stays open.
»» The city with The Rift loses one unit and has a 50% chance to lose 1 population per turn The Rift is open. If the population of the city would be <1, the city (and The Rift) is razed.
»» Also, at the beginning of every turn that The Rift is open, all creatures not fortified in a city that are on the same continent as The Rift are dragged toward The Rift. For each point of movement the unit has, there is a 50% chance of being pulled one space closer to The Rift and losing that point of movement. On its turn, the units that have been dragged can move normally with their remaining movement points. If they make it into a city, and fortify, they are no longer affected by the rift. If the unit is pulled into the city with The Rift, it is sucked out into oblivion (destroyed).

When The Rift closes again (with a POP!):
»» Some sort of melee-based demon appears in the city with The Rift, under control of that civilization. If The Rift was opened with the sacrifice of a caster, the demon has +2 iPower and is able to cast the same spells as the original caster (but is unable to gain further spells).
 
The Cursed Graveyard

World Wonder
Requires: 2 Spirit Mana, Omniscience
+50% science in this city
800 hammers
+2 GPP Prophet

Gives Units built in this city the Spirit Guide Promotion OR the Burning Blood Promotion. It is a 50% chance for every promotion.
 
Sword of the Lost Admiral
World Wonder, 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.




Commentary: It shouldn't produce TOO many Ghost Ships, otherwise the seas would be totally covered in them in a long war. 1 per turn per war (maybe even a little less) should be about right. I leave the Ghost Ships themselves up to the designers, but they should have some kind of carrying capacity so they can land raiding parties. I'm envisioning raids like the Black Pearl attacking the city in Pirates of the Carribbean - they wouldn't really be strong enough to take over a city but they'd pillage some improvements and maybe hurt the defenders some.
 
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