Design a Wonder contest

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Kael

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This is our third design contest. In this one we are designing a wonder. This may be the most open ended of the three contests because it isnt limited to certain civs as the design a unit contest is, and it is in something you are all very familiar with.

Include your entries here. Make sure you have the requirements, effects and name of the wonder. Pedia entries for the wonders aren't required.

Entries will be accepted until November 30th at 6pm. After that the team and I will select our favorite entries and put them up for a public vote to select the winner.
 
The Olympics

It is of course based on the Greek Olympiad. Today the symbol of the Olympics is a flag with five circles resembling five continents. To port it to Erebus and not to lose the original theme I thought maybe to change the meaning of the circles to the five rases of Erebus: Human, Elf, Dwarf, Orc, Gnome[I see Luchiurship as gnome but if I there is another rase I have forgot give me a hint, no not the vampires :), maybe Dragons? ] Its purpose is to spread the idea of peaceful competition between nations and rases. I think it would perfectly fit to the Emperian theme. When I designed it it thought as the Lugus gift to the world. :king:

It is a NATIONAL WONDER witch will give the ability to build it to other civilisations without the required tech.

Effects:
- it destroys the Olympics upon build if there are any in the world
- gives the ability to build it to other civilisations[this way you can either chose to invest your production on something beneficial that can be taken from you the next turn{hurried by an engineer}, it should be expensive but not too much so normally you will get the chance to be happy about it but not for long]

Additional effects:
- +1 :) in your empire
- +1 :) in the city that has it
- no one can start a war with you [my first idea but it would be game breaking on smaller maps I think]
- diplo bonus while you have the wonder with everyone
- +4 :culture: for the city
- +1 :culture: in each of your cities on the continent
- +50% :traderoute: yield for the city
- :yuck: for the city [all the tourists :) ]
- it is destroyed when you start a war!

Comment: It gets more powerful later when you have the trade civics and buildings but the initial bonuses are also good, especially for culture wars since you can move it [after someone builds it].

Requirements:
- you can't be in a war with anyone to build it
- tech: I was thinking when I designed it that Honour would be perfect for it but now when it creates a religion it may be to much, so I propose some additional technology that would require theatre [it is a dead end tech anyway] and honour -> Sports [gives access to 'The Olympics', can build 'Gimnasium': +1 :health:, +% chance to win a competition when taking part in the olimpics{the bigger the empire the bigger chance you will get a champion :) }]

Extra:
Just imagine how many events can be created just for this single building!
Some examples:
1. A chance every turn that one civ will have a 'victory' in one competition that will make the ppl of that civ happy for a short time. The civ will get 5 to 10 turns +1 :) in their empire. The chance that the host empire will win will be slightly bigger. This can only happen to civ that can take part in the olimpicks, that means if they are not in a war[for any reason]
2. A diplo bonus, positive or negative for competing civilisations. Some civ can be sour losers :)
3. 'Magical stimulant scandal!' - a diplo modifier for all participants towards cheating civilisations, bigger chance for evil civils, another event would be a decision if you want to cheat :) [will upper the chance of the #3 event but also upper the chance to get a win]
4. Boycott your rivals games - remember Moscow? :mischief:

...and so on :D

We could have a special screen with competition lists, the history of a competition [witch civilisation won witch], etc.
 
My idea is a wonder restricted to evil civs only, called "River of blood"

This can only be built in a cit with a pop of over 20 and will immeadiately cost 4/5 point of population. Also only if the city has a river running through its close 9tiles. These peeps will be sacrificed and a randon river sqaure will transform its blue water to red blood. This will then have a % chance to spread down the river each turn (and maybe increase the unhealthy ness in the city to represent continued sacrifice). If the river has changed then you will get one extra gold and shield for ever 2 already in that sqaure, but only if you remain evil. If you can then the red river will cause unhappyness for each tile. Eventually the blood will reach the sea and the same can happen. the sea/ocean can turn red and give bonuses as above. This could be limited to the overall pop of the city or allowed to continue ad infinitum (depends on game mechanics)

This sort of wonder would be unique and would have to be planned very carefully. ie take into account where it may spread and the pop effects/sickness/unhappyness..

to balance it out perhaps any sqaure with the blood effect in could cause damage to any unit moving through it? or that v diff to code??
 
Colonial Administration:
National wonder
Requires: Exploration, Feudalism, Mercantilism and at least one vassal

Effects: Provides additional control over vassals by getting extra gold out of each of them while getting more happy. This will also reduce maintenance on colonies. One additional effect is that for each civ you have under your control you get a new unit from that civ (only buildable in the city that has the Colonial Administration). This could be implemented two ways:

1. have them gain one of the civs unique units (easier to do)
2. have them gain a hybrid unit of the two civs. For example a golem ship if the Lanun are the Luchuirps vassal or vice versa. (much hard because it would require new units)
 
I'll go for simplicity:

Golgothan Fortress
World Wonder
Requires: Engineering (or perhaps Construction, as Engineering is slightly overloaded already), Walls.

+2:gp: (Great Engineer)
+200% Defense bonus in city. (Can be sieged as normal.)
Grants the Defensive promotion to units built in the city.
 
Mana Vault (National Wonder)

Requires: Arcane Lore
+2 :gp: (Great Sage)

For each mana source within city radius (from buildings in the city plus mana nodes) the Mana Vault gives another mana of the same kind.
 
The Arcana Academy (world wonder)

Requires: Arcane lore, lvl 6 arcane unit
800:hammers:
+10% production speed with each mana sphere the builder has access to
+3:gp: great sage, unlimited sage or 3[?] sage
(+1 free reagents, the training of the Academy allows the mages to create their own reagents)
(+2:culture: )
doubles the rate arcane units gain xp inside the city, (very valuable for getting high-level archmages)
+3:yuck: because of the dangerous residue of magical experiments left around, (you know, the mages aren't very good in cleaning up their mess...)

Spoiler :
Strategy: arcane leaders: get insanely powerful archmages, non-arcane leaders: even the odds against arcanes, non-magical civs: remove a possible threat of magical civs getting too powerful. Everyone has a reason to build it.
 
Pilgrimage (National Wonder)
Tech Required: Religious Law
Other Requirements: You must follow a religion for which you do NOT have the Holy City.
Automatically destroyed when you switch religions (although you can build it again if you meet the criteria).
400:hammers:
+2:culture:, +2:gp: (Great Prophet)
All disciple units built in this city gain +2XP and the ability to conduct a pilgrimage to their Holy City.
Once your disciple unit reaches the Holy City, you may exchange it for a surge of :gp: points in your city that has the Pilgrimage wonder, based on the distance between the two cities and the sacrificed disciple's XP.
 
Cliffs of Dwarrowdelf

requires: Construction, way of the earthmother (but not necessarily runes of kilmorph state religion)
can only be built in a city with ROK
800:hammers:
+2 :culture: +3% :gp: (great engineer)

Effect: prevents Barbarians from entering your lands, and give all units produced in that city the homeland promotion.

art (eventually) gerat cliffs that rise up on you cultural borders
 
Citadel of the Mourning Star (World Wonder)

"On the third day of battle, the sun did not rise. In it's place, a hollow black sphere rose from the east, driving all those who saw it to their knees. Brave men wept, and cowards hid themselves in their tents, no man was spared. Then the golems came."

Requires: Sorcery and Astronomy
1000 Hammers. +2 Culture +2 Great Sage GPP
-10% Production speed per mana node controlled by the player.

Adds 20% To city defense.
Provides access to the "Call forth the Mourning Star" spell (ala Shrine of Shirona). One living unit per turn can cast the spell, making all living units in it's own square, and all surrounding squares immobile for one turn. It has no effect on non-living units, and cannot be cast by non-living units.

---------------------------------------

The idea I had was a wonder that could be used by any civ to good effect, but would be an "evil" wonder that might appeal to a Luchuirp player as well.
 
Would someone please make a creative name for this wonder?

World wonder
250:hammers:
Unlocked by the Chartography tech
+3 GGP (Great Engineer)
Must be built in a city on a hill
Reveals and removes fog of war within a 30-tile radius of the city.

My idea is this:
- Chartography is a dead-end tech
- in multiplayer, nobody trades maps.
- Pact of the Nilhorn is limited in usefulness in single player, as the oppertunity cost is too great. And again, useless in multiplayer.
- there's a lack of early wonders (or early game in general in FFH2, and I understand Kael wants more early game ideas)
- it's a wonder that's very useful in the beginning, but becomes less useful later, as you have more cultural borders. Like Stonehenge.
- A lot of energy is spent fighting animals and barbs, which is boring. Defog the damn area, especially the jungles, and free up your warriors doing something else.
- Helps you plan your expansion better. An incentive to race for it.
- No more sneak attacks. I did not enjoy being killed by arcane barges and the drown.
- Pure information is very hard to be overpowered.
 
Power to the People (National Wonder)

Requirement: More worker units than non-worker units
Cost: 100 :hammers:
+2 Engineer :gp:

City can now build the special unit: Freedom Fighter

Freedom Fighter
Just like a normal worker, but with 2/2 :Strength:.

Cost is 50% more than for a normal worker.
 
Port Royal (can have any name actually - if there is a legendary harbor like this in ffh lore.)

Requires: Blasting Powder
?:hammers:
+2:culture:
+2 foreign :traderoute:
+100% :traderoute: income in this city
+2:gp: (merchant)

+2 relations with civs who have foreign trade
-2 with civs that have mercantilism

City can not be blockaded, enemy and hidden nationality ships take damage when they are in the cities fat cross.

(Gives line of sight to every city with a harbor when the civ uses foreign trade. Not sure about that one...)

"Look at it - a marvel of civilization. Ships are coming in and bring goods and rumors from all seven (?) oceans. On a busy day like this you could surely think that this is the center of Erebus." - Geert ?, Harbormaster

"High and insurmountable are it's walls and far roar it's cannonballs. Many a proud ship was lost in the calm water of this bay - fortresses like this clearly mean the end of piracy" - ?, Lanun Captain
 
City of the thousand Slums.

? :hammers:
-20% :culture:
+ 20% maintainance

Evil civs only

Allows the city it is built in to access the third ring of tiles around it (ala Sprawling trait)

Allows a civ to create a very large and powerful town. Would work well any civ with god-king if the slums were built in the capital, especially the calabim who I kind of had in mind when I was thinking about this.
 
Name: Cornucopia

Requirements: Commune with Nature and <Protect the Meek or Public Healers>

Cost: 900 :hammers: (+20% with live mana, + 10% with nature mana)

Effect: Every granary and every smokehouse gives +2 :food:


Rationale: It's a really powerful late-game wonder (or ritual) that gives caring civs a boost - while the evil ones have sacrifice the weak the "good" have a chance for this one.
 
As Ardaron went through the great doors into the quiet halls he bacame so intensly aware of the power used within that he almost thought he could see the streams of raw magic power. As he grew older he grew to like how he could almost hear knowlege seep along the floors. As the eldest archmage ever lying on his deathbed he said that he could feel the love of the art radiating from the halls into the world.

As written by Crystios the Court Bard from the saga of Archmage Ardaron the Wise

Name: Halls of power
Prereq: Sorcery and at least 1 mana of each group

Price: 900:hammers: with 2 mana from each group 600:hammers: with 3 mana from each group 300:hammers:

Effect:
Magic units built in the city start with +6 xp
-4:gold:
+4:culture:
+4:gp:

For bonuses:
One of Great Liberary or Catacomb Liberarus in the same city doubles rate mage units in the city gains XP and all mage units built in the city start with Spell extension I. Both the bounus wonders quadruples xp and all mage units built in the city start with Spell extension II

For this wonder to really to take effect you need it and the two others in the same city on top of it you need 1 mana from each group reducing possibilities building the towers.
 
Great Magic Show (World Wonder)
Perquisites: Sorcery, Carnival, 3000 culture.
Price: 1200 hammers (or 400 culture if it's possible to have a city use culture to build something).
Effects: +1 Great Bard point, +1 Great Sage point, +1 culture, +3 happiness, +5% commerce for every completed mana sphere (3 of a type), may cause nuclear meltdown.

A unit with Sorcery, Channelling III and Hero may join the magic show to increase the show's income by 50% (this action lasts a single turn).
 
Bandar's Great Port of New Haven (better name needed :p)
Prerequisites: Optics (or something better), Harbor

Effects: +1 Hammer on every water tile, and +1 hammer at every river tile.
 
Nullstone
reqs: Arcane Lore
500 hammers (?)
[+2 culture, maybe...doesn't really fit flavourwise, but does mechanically]

Within the city's cultural radius:
- Magic may not be cast (or targeted).
- All magical promotions (buffs/curses only, not spheres) are removed.
- Summoned units are destroyed (independent of allegience).

Spoiler :
Thought it'd be nice to have a way to counter armies of magic levelled at you (*cough*Sheaim*cough*). The AI should have no problem with this, as it is purely defensive, like a Ring of Warding. They'd probably need some sort of AI weight against attacking such a city with mages/summoners though.

No fireballs for YOU.
 
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