Design a Wonder contest (public poll)

Which Wonder do you think should be added to FfH?


  • Total voters
    281
  • Poll closed .
Personally I feel myself uncomfortable with CoaTS because on the one hand it needs an accurate planning of the resettlement in the early game, on the other hand you can not be sure to be able to catch it. Of cause it makes this wonder more balanced but I do not like trading my comfort for balance... :)
 
Well, there are none unless the Kuriotates turn evil, and blocking this wonder from them seems a natural solution in any case...

Why oh why would be a solution ? To what problem ? Kurio have this trait but it is balanced by the inability to have more than 3-4 productive cities. Other civs have other advantages and penalties. I see absolutely no reason why the Kurio should not be allowed to benefit of this wonder while other civs are. I mean it's not like they are overpowered, in fact they have been the crappiest civ (AI wise) from an year now. I highly dislike the wonder itself instead. Its main flaw is that it is unoriginal since it gives a unique ability of a civ to any other civ. Other wonders were original and introduced original and strategically interesting concepts. Luckily it's only a wonder and not some complicated mechanism, so it won't be hard to delete it.
 
@onedreamer

If you're looking for security for that academy of yours, I've got a bunch of battlemages all dressed up with nowhere to go :)

I'm reminded of the words of an Amercian politico (sorry, don't know who): "The voters have spoken. The b'stards." Just kidding.
 
Why oh why would be a solution ? To what problem ?

The problem is that settlements can't build wonders, and it's apparently quite hard to make the wonder give a fourth ring, so they either can't build it or they won't get any advantage of it.

(Mind you, I've thought for a long time that the Kuriotate settlements should be made a bit more useful - replacing their "can't build nearly anything" restriction with "can only work the first ring" and removing the massive penalties to gold and science entirely would be my suggestion.)
 
[NWO]_Valis;6244073 said:
Yup, we play differently. A small empire is a better-to-defend empire. Also the penalty for the distance from your capitol is important for me. Altho it may be something as a habit from vanilla, dono. Has it really changed that the distance does not matter now?


Distance to Palace is still a bit of a steep issue, but I typically run City States for just that reason. And I find that the sprawling Empire is the easier one to defend, if you sprawl just right. Once you get your borders up to some choke points (which I typically B-line for when I find them, regardless of distance and resources nearby), you can wind up with a HUGE empire that only needs 3 cities defended to keep all borders secure (since Naval attack is generally quite late in the game, when you have had time to build yourself up).
 
Usually in my games running Godking makes up for the distance maintainance, even though it adds somehing like 10%. If you play the bannor you can use their units to reduce maintainence too.
 
For the Kuriotates, would it be possible for them to gain an extra sprawling city? Instead of 3-4 they'd get 4-5? Of course the wonder can't be built in a settlement, but if it was built in a real city then perhaps they could turn one settlement into a city?
 
Kael and Kol.7 will work together on the final design. So I'm guessing that there will be no alignment restriction since Kol.7 appears to agree that there shouldn't be one. I'm just guessing though.

I agree that its an easy thing to switch alignments and therefore get around the restriction.
But if the slums were destroyed upon alignment change, that would seem sort of odd to me.
 
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