Even if you only have 1 natural wonder it is still worth proposing. Generally there are only slightly more than half as many natural wonders as there are players per map setting (In a standard game, there are 8 players and 5 natural wonders). If 5 players had 1 natural wonder each then that is 3 players that are denied the benefit of that resolution. Even if you only benefit the same amount as 4 competing civs, you are still benefiting more than 3 remaining civs. This also ignores that it is more likely that you are only giving a bonus to 2 or 3 other civs, given how common it is for natural wonders to spawn next to city-states.
If everyone contributed the exact same amount of

production to a WC project then everyone would get the silver bonus. If any civ contributes more, aiming for the 1st place prize, then there will necessarily be at least 1 civ that doesn't reach silver. Generally, 2 civs will contribute most of the production to a WC project, which means that most civs will not reach silver. In my own experience, a
breakdown like this is typical, where 2-3 civs will take silver, which means the remaining 5 didn't. The WC proposal specifically encourages you to go after the civs who didn't contribute to your arms race, and you know exactly who they are.
re: the Menin Gate. I like that it is a wonder, but I don't have a strong opinion on what it should do. I really was pushing for the wargames resolution to have a wonder because
- every other WC project has a wonder
- This means that a winner can further augment their 1st prize with wonder bonuses (WC proposals that boost wonders, goddess of beauty, instant boosts for completing a wonder, etc.)
- The winner also gets a historic event
- Like any other WC project wonder, the wargames 1st prize can be conquered and stolen by another player later.
- It has an icon in your city. A "trophy" for your winning a WC project, if you will. This adds a bit more flavor to the project.
- A wonder is a permanent bonus. I didn't like that the old 1st place prize for Wargames was a massive
production investment that only gave you a 20 turn expiring bonus. No permanent bonus made the wargames proposal uniquely forgettable.
- A wonder gives you access to all the building bonuses and tables, opening up all sorts of possibilities for what the Menin Gate can do.
W.r.t. the specific bonuses of the menin gate, They work extremely well for an imperialism player. The extra 1

1

is the tiny extra push that forts need to be spammable everywhere in combination with the colonialism tenet (2

1

on forts and citadels). This is the first patch with Menin Gate as a wonder and I didn't expect to get it perfect the first time. However, you can look through this post and see that basically no one was offering ideas for what a wargames wonder should actually do. Now there's a wargames wonder, so maybe people will actually start a conversation for what this wonder needs to do.
- Maybe it just needs bigger numbers? (1
2
, so Colonialism forts get +2
2
2
?)
- Maybe it could give a promotion to Great Generals, like medic?
- Maybe it should augment defensive buildings in all cities?