Archon_Wing
Vote for me or die
- Joined
- Apr 3, 2005
- Messages
- 5,255
Most of the time I was thinking one of the few percentage based ones would be good, but how much science can an individual city really generate? Assuming Enlightenment boosted campus and grabbing all the needed great people, we're talking a +20 uni, a +8 library, and +10 (expensive) research lab. And let's assume +4 from adjacency and a 30 pop city (unlikely) for +21. That means a city with 63 science. 20% of that isn't very impressive. Even if we had some more insane bonuses popping it to 100, it'd be the equivalent of an extra university. Of course, there's the additional issue of Einstein not being there until the modern era.
So basically, we're building the thing for 2 free techs then? Problem is that sometimes beelines are done so it might pick up some pretty bad ones. For example, I never pick up military tactics, or if I'm playing a Pangaea-like map, naval techs would be irrelevant. (Then again, I never play that in this game)
Finally, it also comes at a time where you have things like Big Ben and Ruhr, if you're not trying to win the game already.
I actually think this wonder seems stronger if you're not going for a science victory. If say, you are going culture or warring, you are more likely to not have that strong of a science and getting lucky with the techs can allow you to catch up especially if you are losing the GPs. The 2 extra slots of writing also helps with the culture game.
On a related note, what about Research Labs? Any pleb city can build or buy a university, but those things are so expensive and don't give much more than a university. With great people boosting unis, it feels even worse. They often come so late that some don't even finish before I've researched everything and then they just cost me maintenance (somewhat muted with the Totalitarian card)
So basically, we're building the thing for 2 free techs then? Problem is that sometimes beelines are done so it might pick up some pretty bad ones. For example, I never pick up military tactics, or if I'm playing a Pangaea-like map, naval techs would be irrelevant. (Then again, I never play that in this game)
Finally, it also comes at a time where you have things like Big Ben and Ruhr, if you're not trying to win the game already.
I actually think this wonder seems stronger if you're not going for a science victory. If say, you are going culture or warring, you are more likely to not have that strong of a science and getting lucky with the techs can allow you to catch up especially if you are losing the GPs. The 2 extra slots of writing also helps with the culture game.
On a related note, what about Research Labs? Any pleb city can build or buy a university, but those things are so expensive and don't give much more than a university. With great people boosting unis, it feels even worse. They often come so late that some don't even finish before I've researched everything and then they just cost me maintenance (somewhat muted with the Totalitarian card)
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