Absolutely. Or merchant maybe.Cyrus W Field should absolutely be a Great Engineer.
Absolutely. Or merchant maybe.Cyrus W Field should absolutely be a Great Engineer.
, double production with marble, inspires a Great Engineer, obsolete at Medicine
in every city (taking the effect from Aqua Appia
in every city in the classical era is almost never utilized, in my experience. I think we should take a page out of Sunset of Civilization's book (@Imp. Knoedel) and change the
, maybe two. In fact, if you are running Redistribution, it might not give any benefit at all!
and 2
. Fairly helpful, seeing how they might be doing a lot of whipping and needing the
in newly captured cities to reach good tiles. It would also help showcase the Hellenistic culture, and Greeks building temples all over the Mediterranean. And if the Romans capture this wonder, then they receive the benefit as well, with pagan temples to their gods springing up in all of their cities.Already included in the spreadsheet with effects like "Double construction speed of health buildings" and "+4 health", but taking Aqua Appia's effect isn't a bad idea.I'd like to make another pitch for adding the
Great Bath of Mohenjo Daro.
The Harappans are the only 3000 BC civilization that isn't represented with a wonder, and a wonder like this would mesh very well with their unique power (health contributes to city growth).
- Requires Masonry, 120
, double production with marble, inspires a Great Engineer, obsolete at Medicine
- +2
in every city (taking the effect from Aqua Appia
If we are talking about taking the effect away from Aqua Appia, we are going to need to replace it with another effect, something more helpful. The +2in every city in the classical era is almost never utilized, in my experience. I think we should take a page out of Sunset of Civilization's book (@Imp. Knoedel) and change the
This wouldn't really fit the Aqua Appia, though? Why would an aqueduct help with hurrying construction. But it could be an alternate effect for the Flavian Amphitheater, or the proposed Pantheon wonder. I kind of feel like the mod could do without the Aqua Appia altogether.Aqua Appia
the same effect as the Kremlin from the base game. The Romans may not need extra health in their cities, but a wonder that makes their whipping more efficient would make this a very important wonder for them to build.
- -33% hurry cost
Disagree with this. The Temple of Artemis was used as a bank and indeed was one of the first banking establishments, that's why it inspires great merchants. And having a hybrid religious/commercial wonder is more fun than yet another purely religious one. The effect might be a bit underwhelming, but it's up to the player to build it in a strong commercial city.And lastly, I was playing as the Greeks again when I noticed the Temple of Artemis is a total dud of a wonder (in my humble opinion). The effects are all over the place: +100% trade route yield, a free priest, and it inspires a Great Merchant. +100% trade route at this point of the game isn't going to net you more than an extra, maybe two. In fact, if you are running Redistribution, it might not give any benefit at all!
And providing a free priest while inspiring a merchant is a bit odd. I know this wonder and its effects go back to vanilla Civ 4, but I'd like to make an argument for changing its effects toSpoiler My Temple of Artemis City :
Temple of Artemis
With the Greeks running Deification, this wonder would effectively give every city in their empire +1
- Free Pagan Temple in every city
and 2
. Fairly helpful, seeing how they might be doing a lot of whipping and needing the
in newly captured cities to reach good tiles. It would also help showcase the Hellenistic culture, and Greeks building temples all over the Mediterranean. And if the Romans capture this wonder, then they receive the benefit as well, with pagan temples to their gods springing up in all of their cities.
"Hurry construction" in the classical era is basically a euphemism for "whipping population with despotism", and the regular aqueduct helps cities recover from sacrificed population. So a wonder of an aqueduct basically does the same thing, but better. I guess the logic falls apart when you start using citizenship to rush units, but I don't think that ability is used too much by players, so it could stand to gain a small boost from a wonder.This wouldn't really fit the Aqua Appia, though? Why would an aqueduct help with hurrying construction. But it could be an alternate effect for the Flavian Amphitheater, or the proposed Pantheon wonder. I kind of feel like the mod could do without the Aqua Appia altogether.
I did not know that about the temple, that is definitely interesting. I guess my biggest gripe is that, from a gameplay perspective, it has to justify investing 140Disagree with this. The Temple of Artemis was used as a bank and indeed was one of the first banking establishments, that's why it inspires great merchants. And having a hybrid religious/commercial wonder is more fun than yet another purely religious one. The effect might be a bit underwhelming, but it's up to the player to build it in a strong commercial city.
(with marble) into it. And in the classical era, most of the pagan/Persian world inevitably goes to war with one another, breaking trade routes, leaving mostly domestic routes. And you can only get up to 3 trade routes in the classical era, with merchant trade and a lighthouse. It just seems to me that, in practice, in this mod, the wonder nearly always falls flat on its face. And wonders should be exciting!Alternately, we have a bunch of World Wonders that are basically a super-sized version of an existing building, and most of them give a free copy of that building for every city (Krak des Chevaliers giving free castles). Applying the same principle to Aqua Appia would lead to a wonder effect: "Gives a free aqueduct in every city".This wouldn't really fit the Aqua Appia, though? Why would an aqueduct help with hurrying construction. But it could be an alternate effect for the Flavian Amphitheater, or the proposed Pantheon wonder. I kind of feel like the mod could do without the Aqua Appia altogether.
And lastly, I was playing as the Greeks again when I noticed the Temple of Artemis is a total dud of a wonder (in my humble opinion). The effects are all over the place: +100% trade route yield, a free priest, and it inspires a Great Merchant. +100% trade route at this point of the game isn't going to net you more than an extra, maybe two. In fact, if you are running Redistribution, it might not give any benefit at all!
Disagree with this. The Temple of Artemis was used as a bank and indeed was one of the first banking establishments, that's why it inspires great merchants. And having a hybrid religious/commercial wonder is more fun than yet another purely religious one. The effect might be a bit underwhelming, but it's up to the player to build it in a strong commercial city.
I feel like Toby Ziegler in The West Wing. "I agree Josh and I agree with C.J. and I agree with Sam. And you know how that makes me crazy."I did not know that about the temple, that is definitely interesting. I guess my biggest gripe is that, from a gameplay perspective, it has to justify investing 140(with marble) into it. And in the classical era, most of the pagan/Persian world inevitably goes to war with one another, breaking trade routes, leaving mostly domestic routes. And you can only get up to 3 trade routes in the classical era, with merchant trade and a lighthouse. It just seems to me that, in practice, in this mod, the wonder nearly always falls flat on its face. And wonders should be exciting!
in city, +10% (or even 20%) from Pagan Temples sounds reasonable. I don't find the hurry bonus from Aqua Appia inappropriate but it could be changed to additional city growth (or a
bonus) for Aqueducts?
.
.
?) per culture level.
.
bonus to represent its architectural legacy, or something to reflect the centralization of the Church it helped foster.
.
in core cities.
and +X
on improved Wine resources in every city.
to Aqueduct? It would be cool for it to make Bath construction faster but that would be too much given Rome's UP.
.


I added your two suggestions to the spreadsheet, feel free to edit them!This might be OP AF, but:
-Capitoline Museum (Academia - no religious requirement)
-Scientist
-Unobsoletes great wonders within your Core, Historical, and Contested Territory
- +2
-(Ironically) Obsolete in Industrial Age
The wonder doesn't last too long, but it does have some interesting possibilities.
?
, Prophet 
in city with Buddhism when you are at war with a stronger civilization and their military units are at your tile
, Engineer 
and +1
per fully fortified Gunpowder Unit in this city (well maybe this is OP I think)
-2

+2
+1
-1
to Mines




Should be called Marienburg Castle, since it was built by the German-speaking Teutonic Knights, or maybe even just "Marienburg"Malbork Castle
per Desert Mine in its radius (NOTE: the city does not need to work the mines to receive the gold bonus)I feel like there's a continuum, between 'powerful wonder that costs a lot to build' and 'weak wonder that's relatively cheap to build'. I feel like Jomsborg should be on the 'weak/cheap' side of the spectrum -- the Norse start out underdeveloped and have minimal production (and most of that is needed for building military). I'd be inclined to use a weaker effect, and make the wonder cheap enough that the Norse can realistically build it (using the 'Furs' requirement to ensure it's still available for them when the time comes).Primary Effect: all units get +10% combat bonus when attacking cities with a state religion (or boost it to 20%? Not really sure; that seems a bit OP)
OR
Primary Effect: Units get +25% bonus to loot when capturing cities with a state religion (or boost it to 50%? Same issue as above)
Sudden thought: we have a 'Salt' resource. If we put a bunch of salt around a site in the desert, near an oasis, we could make a wonder effect along the lines of +4Taghaza Salt Mines
Primary Effect: +2per Desert Mine in its radius (NOTE: the city does not need to work the mines to receive the gold bonus)
Secondary Effect: +50% worker speed on desert tiles
per salt quarry in this city. Or leave the resource distribution as-is, and either give +2
per salt quarry everywhere in your empire, or add +1
to the salt resource itself.
to a resource the same way we can change
and
?
or
or
(or something else, like Great People points...) to a resource directly, rather than needing to have the wonders boost a specific building tied to that resource. Something like turning the Silver Tree Fountain into "gives
for each animal resource with a pasture on it". Or Tsukiji Fish Market could be "+1
from all seafood resources".