Just to reemphasize the point.
If the game would last 350+ turns, some of these wonders would actually be decent. But as it is, you are actually better of converting science (if you go for an affinity victory). Maybe that's the big misunderstanding here - they don't expect the game to be over around turn 215?
I'm rather baffled by some of these changes. I probably would advise to simply ignore wonders for someone interested in having a strong game... disappointing. A couple of them are interesting but that's about it.
Again... it seems they're shooting in the dark.
Gene vault require you to make at least 5 more cities AFTER you make gene vault to be worth it. I'm not sure how likely that is in my experience.
In the end, the main problem with wonders is still twofold:
(1) Game pacing (games end WAY too early)
(. . .)
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.
(. . .)
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.
And this one made me laugh, given the previous:
I am not a competitive player, so I am in for the fun as well. It's just a different type of fun.
And the kicker:
Many people play the game for its tactical aspects. If you don't that's fine, but saying that there's only one way to play it and yours is the right way is just nonsensical. Obviously, this thread values wonders from a perspective of a somewhat efficient strategy, so if you play the game differently then your perception may vary.
The game does not require you to do enough to win. Thus these wonders, some of which are impressive, aren't necessary.
You make a fair point. It should also be said, however, that people aren't trying to win as fast as possible just for the fun of it: If you don't win around that time the AI will. So winning fast is a requirement not just a "nice to have".
In MP everyone wins slower I'd imagine since no one can afford to go full science.
I'm just wondering if anybody else sees the hypocrisy of the bolded portion of Ryika's last quote. If the designers don't design for Ryika's play style, this is the calm, well-reasoned reaction:
Who the hell designed that nonsense, Firaxis? Are you really sure he's the right person for that? And if you don't know what you're doing... how about just asking the players?
Foot, meet mouth.
Now, on to the theme of the others: you're all complaining that these game elements can't be pursued on difficulty levels where the AI wins early.
Here's a news flash:
This is how it's been since at least Civ 3. One consistent aspect of the games has been that wonders are something you aim for at lower difficulty levels.
It's just that this has somehow come to be viewed as a problem instead of the natural result of playing with distorted AI bonuses.
http://forums.civfanatics.com/showthread.php?t=71238
A related note, and at least as old, is the idea that anything past the point where you must win on higher difficulties is useless. tedeviatings chooses a difficulty where the AI will actually win at a certain point. Well and good. This isn't any of the lower difficulties.
Firaxis doesn't design the game around the highest difficulties, nor should it.
Saying that a Wonder is worthless because you have to keep expanding to get its worth when the whole point of the Wonder is to help those who are trying to expand is circular logic, to say the least.
Playing efficiently on higher difficulties is well and good. But to answer Ryika's initial question: yes, the designer was the right person, because he didn't make the glaring error of balancing the game around higher (or even the highest) difficulty levels or catering to the crowd whose only goal seems to be to stop playing a given game as quickly as possible.