In the end, the main problem with wonders is still twofold: (1) Game pacing (games end WAY too early) (2) Tech Web Design (most wonder tech requirements are harsh) To make a wonder useful to me it must provide me with a significant benefit that makes winning more likely. In case of an Affinity victory that mostly means reducing the win timer. Since I can convert production into science, my rule of thumb is basicially: Does the wonder provide a [COST/4] worth of science until the point when I start the Mindflower? If the wonder is not located at one of my affinity techs, it also has to recoup the cost for the tech I had to research to get it. And here is the problem: Barely any wonder will manage to do that. Heck, even most late game buildings (e.g. Nanopasture) are not worth building at this point, even if you unlock them quite early. I think to make wonders actually useful/powerful they need to push back the win timer by at least 100, maybe even 150 turns. As long as turn 200-215 wins are possible, many of the existing mechanics (including wonders) can just be ignored. Which is sad. Let's hope they fix that with the Spring Patch... ...if it is even fixable.