The problem with the wonders is that they're all boring. Just boosting numbers.
They need to make some interesting ones, possibly by moving the effects of quests to them. Having a wonder that granted trade routes safety from aliens would be good (possibly overpowered?).
I miss wonders like Petra and the Great Lighthouse or The Great Wall which could radically affect game play.
Oh yeah, it makes sense why wonders are less important - and I think that's a good idea. Nevertheless, I don't think that removing everything that makes a wonder unique is a great idea.As it is, you can just tech for other priorities (Units, Buildings, Terrain Improvements, Affinity points, etc.) and build whatever Wonders you gain access to along the way for minor boosts if you so desire.
Yeah, both Nanothermite and Archimedes Lever are fairly powerful. If you get them all in one city, it's basically invincible even to late game melee units.
The issue with these wonders (and more than a few others) is mostly where they are on the tech web honestly. Archimedes Lever for example would be wonderful if the player didn't have to go way out of their way to get it, but as is it's not really worth straying away from a more optimal tech path all by itself.
+25% to naval trade routes
Trade routes immune to aliens when peaceful (aka, when they are green)
+1 xenomass/firaxis/floatstone from every sources of xenomass/firaxis/floatstone
+1 food to farms next to fresh water
+1 affinity point in your leading affinity per turn (end game wonder)
increased some yield for some/all specialist through out the colony (could have a handful of wonders which do things like this)
+1 science per worked tile with Miasma (tied to a harmony tech)
+15% strength against colonies where the leading ideology is NOT purity (tied to a purity tech)
+1% growth per x energy produced in that city, maxed at +y% (tied to a supremacy tech)
Satellites require two shots to be brought down
Furthermore, a lot of them are just plainly bad investments: a lot of times, putting the same resources into a new outpost (or just research a new similar building) becomes more efficient.
One of the reasons why I think the blander wonders should provide a small amount of affinity XP, that way they would become more desirable yet fit into the affinity system used for the main progression. Additionally, more wonders should influence the civilization as a whole - that's where the blandness comes from, they get lost in a single city (and Civ:BE encourages more expansion, so they feel even more "lost" in the sea of cities). Mix that with some wonders that can influence play style a bit more... and I think there's potential for interesting wonders that are "nice to have" but not mandatory.
How about the one who builds a wonder first does so for it's base hammer cost, and everyone else get an 1% penalty for each turn passed after that?How about two wonders with the same effect, in different parts of the tree, and they can't stack. So EctoPod is matched by another +Food to Farms wonder, like on Ballistic LEV or something.