Contest: Design a Wonder

Oh, why not...

Seed of Cer...Whatever the God/Angel of Nature's name is.

Causes Food resources to grow on random plots of land all over the world, they may be in your land, your worst enemy's land, some other guy's land, etc. some civs may get more than others. The only way to undo this is by using Blight which comes later in the game.

Oh yeah, it requires 1 Nature (or Maybe Life your choice) mana. :D
 
The Disciple Code

-National Wonder
-Requires: 1 Pagan Temple + 1 "Religious" Temple in the chosen city.
(I mean by religious temple a temple of one of the different religion.)
- Cost: 350 Shields
- Tech: Fanaticism
- Gives free promo "Combat I" to all disciple units build in this city.
+ 25% Disciple units production in this city.
+1 GP (Great Prophet) not an obligation
+1 Culture not an obligation

A picture of an open book would be a good choice for this wonder.

Obedience, Brotherhood,Courage,Valor. These are the main moral values extoled by the Code. The only topics of the Disciples: Faith. The only fear of the Disciple: other faiths. Their way of life: promote their faith, hunting heretics, atheists, heathens and unbelievers.
 
Phantom Labyrinth
Requires: Summoning, 1 Mind mana, Walls

Effect: The Phantom Labyrinth is a powerful summoning spell that creates a maze of mists that befuddle attacking units. Units must first succeed at a 50% before being allowed to perform their normal attack against units in a city with this wonder.

"In the mightiest repositories of lore there exist spells which can turn cities into hidden fortresses; protected by conjurations that turn away even the mightiest. I have seen one of these phantom labyrinths in an ancient city, and barely escaped with my mind intact." -Anonymous sage
 
The World Council Of Peace

World Wonder
All civs gain +1 relationship with all other civs and +2 with the civ that built it.
+3 culture (optional)
Require Law Mana (optional)

Once, every decade or so, a diplomat from each nation comes to the council to discuss issues they have with other nations. They meet in a great domed building sitting in a circle so they know that one nation is not above any other. A conclusion rarely comes from these meetings, but it is better than nothing.
 
Andvaranaut

World Wonder
Requires: Metal Casting, Earth Mana

  • Mines produce +1 commerce
  • Provides two Gold resources
  • Can appoint an engineer specialist
  • Provides +2 engineer GP points

Inspiration from:

http://www.pantheon.org/areas/mythology/europe/norse/articles.html

Andvaranaut

A sorcelled ring of Norse mythology, andvaranaut seeks out gold and was the possession of Andvari, until Loki stole it. Andvari hexed the ring and into gave bad luck and pain to all who beheld it. Loki gave the ring, which he regretted stealing by now, to King Hreidmar of the dwarves, as reparation for the murder of Otter, Hreidmar's son, accidentally. When Fafnir killed Hreidmar, he took the ring.
Wagner told the story of the ring in his famous operatic cycle Der Ring des Nibelungen, which charts the progression of the ring from Andvari to the end, showing the endless stream of misfortunes that befalls those who hold the beautiful ring.

Some have said that andvaranaut is the basis for the modern urban legend about the Hope diamond, which is also beautiful and worth a fortune, but is said to bring pain and misfortune to all who hold it.

Andvari

In Norse mythology, Andvari is a dwarf who can assume the shape of a fish if he is pursued. He lives underneath a waterfall and collects great wealth with the help of his ring Andvaranaut. He was caught by Loki with a net provided by the goddess Ran and forced the yield all the gold he possessed. The dwarf tried to withhold his ring so that he could rebuild his wealth. Loki made him give up the ring as well and the dwarf cursed the stolen gold which would from then on bring disaster to all who owned it. The gold was used by the gods to pay a blood-debt to pay Hreidmar, the father of Fafnir, because they had killed his son Otter. This myth formed in later times the prelude to the Nibelungsaga.

***

Of course, this Andvaranaut would be the version before it was cursed. ;)

This could become an equipment item if that's introduced in some further FfH version.
 
The Glade of the Pegasi

World Wonder
Requires: 1 Nature Mana, 1 Air Mana (do we have these?), Commune with Nature (move Genesis wonder to Animal Mastery)

Provides: +5 culture/turn
+1 trade route per city
ability to build Pegasus Archers

Pegasus Archers would be an airborne unit (we don't have any of these in FfH) that would allow the civ to bombard cities and enemy units from above. These would be a limited unit (5 total at any time).
Hammer cost: TBD

Cons: Good aligned civs would fare the best in trying to tame the pegasi. Neutral aligned civs would run a chance (the same chance as having an animal escape from their carnival) that a pegasus would revolt and either join a good civilization nearby or turn and attack the neutral civ. Evil aligned civs would have an even greater risk of this occurring.

Backstory: Before the shattering of Sucellus, the pegasi were his creatures, allowing him to survey all of Creation and the Life he gave it. After his shattering, during the Age of Ice, the Pegasi retreated and hid themselves away. Only now that the Age of Rebirth has started have they returned, with no master and nobody to protect.
 
The Midnight Zone
world wonder


requires:1 Shadow Mana or 1 Enchantment Mana
Required Tech: something sleepy. (im thinking mathematics or philosophy. haha. that'd make anyone tired. -.- :D)
Double production with the other mana type.
500 Hammer Cost

-20% Production
+30% Production with Nightmare. :lol: (basically negate the production penalty)
-20% Research
+30% Research with Incense (negation again)
-20% Great People Rate
+30% Great People Rate with Overlord's Temple (negation)
-20% Commerce
+30% Commerce with Inn (negating commerce penalty)
-1 Unhappy (cause they're too tired to rebel)
-1 Culture
-10% Defense
Removes any negative effects (if there are any, i cant remember. im too tired) from the Asylum, Prison
No chance of the city this is built in of flipping to another civ.

50% Chance of anyone within 5 squares of the city falling asleep for 1 turn,
unless the unit is Magic Resistant (or an adept/insomniac) -.- (including your own units)


"Early to bed and early to rise makes a man healthy, wealthy, and wise... but I'm still going to sleep in." --Anonymous

zzzZzzZzzz... wow! it's already 11 a.m.? I'll guess I'll sleep a little more... I'm so tired...



I wrote this one up after midnight, so... [/joke submission] time for bed!
(yeah, i made a new account just to submit something.)
 
Black Death
Requires 1 death mana
When wonder is built, 25% of worlds cities become plagued.
They get -5 health/-50% production, or possibly scaled (some get -3 health/-25% production, some -6 health/-75% production) Disease spreads via trade routes, like religion, and lasts 5-6 turns in each city. Any unit which is built or which enters town becomes diseased as well (not plagued).
Effect is to stop rival civs from developing for some time, and also weaken their military. Large health deficit would also decrease their population.

Maybe it could be reversed so that 25% of units get disease and they then spread it to cities.
 
The All Seeing Eye

World wonder
requires any state religion
cost 300-500 (tbd)
2x construction rate with stone
+6 culture
+2 great prophet points
can allocate one population to great prophet

Reveals the territory (no fog of war) of all civs that share the same religion as the civ that build the all seeing eye.

Also reveals any invisible recon units that enters your territory.

Owning this world wonder prohibits your civ from changing state religion.

The brotherhood trusts all true believers of the faith, especially those that cannot hide in the shadows.
 
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 at a later time), 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 king's 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...
 
The Eyes and Ears Network (national wonder)
Technology: Trade.
It Requires 5 Inns to be build.
You acquire any technology 3 realms you have an open border treaty already have.
You know the technology the realms you have an open border treaty are researching.
You get warnings when a realm starts building a wonder and when it is nearly done.
The city is more resistant to secret ops actions.
Flavor: A secret ops isn’t only special agents’ actions. It is also the construction of a extensive network of informants that feeds the realm with a great deal of info about its friends and foes.
Role: A builder national wonder. It have sinergy with a focused tech research program and turns the open borders treaty a more complex option. Allows builder player a early alarm against world shattering armaggedon spells.
 
Mana Shell
National wonder, requires any two mana of the same type.
Double production with metamagic mana.

Taking the arcane energies flowing from mana nodes across the land, this wonder takes their power and transforms it, spreading it out in a protective shell around the empire. Any spell cast by a unit not belonging to you within your cultural borders has a (number of mana nodes of that spell type you have * 10)% chance of simply not working each time it's used. The multiplier increases from 10 to 15 if you have the Magic Resistant trait.

I considered making this a world wonder or reducing the multiplier to 5/10, but then decided against it - after all, the purpose of this is to make it more valuable to have more than one mana of the same type. A 5% reduction to the enemy's chance to cast the spell probably isn't going to make anyone get an extra node of that type - but a 10% one just might.
 
Arcane Gate

Requires reagents

Increases the strength of all arcane and summoned units on the planet.
Their strength will return to normal if the wonder is destroyed.

Flavour:

They spent weeks chanting. The smell of incence was overwhelming, and the heat unbearable. Several of them had passed out over the course of the week, only the most powerful of them remained. Months ago, one of them had explained to me what they were doing. He explained that every adept, every archmage, when using even the simplest magic, must summon a portal between themselves and some other ... some plane of existance far beyond my comprehension. I got the impression even he did not understand it fully, but he certainly had a deeper understanding than I. He went on to explain that several of the eldest mages had discovered a means of creating a permanent gate between these worlds, and that this would... would increase their power somehow. He was convinced it was a good idea, anyway.
 
Corridor of the Near and Far

Requires: Sorcery, Construction, 2 Dimensional Mana to build
Requires 1 Dimensional Mana after construction for effects to work, otherwise no effects occur.

Effects:
Any unit in the city with this wonder may instantly travel to any other friendly city at the cost of 1 movement point.

Any unit in a friendly city may instantly travel to the city with this wonder at the cost of all movement points for the turn.

+3 Trade Routes in the city with this wonder

If and when captured by an enemy, There is a 50% chance of the wonder automatically relocating to another city under your control. (Assuming that there are other cities under your control, otherwise, it stays)

Flavor Text:

"It's just a long walkway", say the uninitiated. Some of the brighter ones eventually notice and inquire about the slight curvature of the ceiling in the distance and the occasional flickering of the walls that are cool to the touch. However, none of them have yet even begun to grasp the full nature of what they are experiencing.

It is probably for the best. While they are amazed and pleased at being able to walk to the other side of the planet in a few days, they would probably be terminally shocked if they understood where the corridor actually was, and how close they were from the dark void, just outside those cold, flickering walls.
 
Call from the Grave

World wonder.
+2 culture, +2 Great Prophet points
Requires: Necromancy, 1 Death mana


Effects:

When built, all dead heroes that belonged to the building civ are resurrected. This is a one time effect. The resurrected units gain the Undead promotion.
 
The contest is closed for submissions. Give us until Monday at 10pm EST to pick our favorites and we will put up the public poll.
 
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