Knowing When To Build Wonders

ratrangerm

Prince
Joined
Aug 29, 2001
Messages
380
Location
Raton, NM
In reading various threads, learning from others and through my own game experiences, I have helped kicked the Wonder building habit and am more selective with regards to building Wonders.

But I figure that helping newer players, or players who still can kick Wonder addiction, would be good, and thus I have started a strategy guide regarding the Wonders, which includes general advice and looks at what Wonders best fit into a player's strategy of choice.

This will be a work in progress as I cover each Wonder in detail, and also as I seek opinions from people about the Wonders that are available in the Warlords expansion pack (which I don't have yet). I've led it off with general advice about Wonders as well.

I appreciate all and any feedback.
 
INTRODUCTION

Many people will remember the days of past Civ editions in which the Wonders available were hotly pursued by almost every player. You could get yourself a free building in every city with the right Wonder, you could spend less time worrying about happiness, and you could gain the satisfaction in knowing your opponents didn’t get those free technologies from Darwin’s Voyage.

In Civ IV, however, it is not a wise idea to chase every Wonder that can be built. While it’s true that Wonders are still powerful, they are now better served as fitting into a player’s strategy for a particular game.

This guide will go over the Wonders that can be built in Civ IV and give some guidelines as to which strategies each Wonder best fits into.

GENERAL NOTES ABOUT BUIDLING WONDERS

When you are thinking about pursuing a Wonder, keep the following in mind:
• What is your strategy for the game and will the Wonder benefit that strategy?
• Can you commit to building the Wonder without taking away from other items your civ may need? (infrastructure, military, more Settlers, etc.)
• Do you have an appropriate resource to speed up production of the Wonder, and do any of your opponents have it as well?
• Does your civ possess the Industrious trait, and do any your opponents have it as well? (Industrious civs get a 50 percent production bonus when buildinga Wonders.)
• How long has it been since you and/or your opponents have acquired the technology needed to build the Wonder? (The longer you wait to build a Wonder after acquiring the tech for it, the more likely your opponents will have long since started building it.)

If, after considering these things, you decide to pursue a Wonder, then you should decide which city is going to build it. Sometimes it may not always be your most productive city, meaning you will likely want to have some forests you can chop to speed up production.

If you have the Slavery civic enabled, you can “crack the whip” to finish production of a Wonder, but bear in mind that it will cost a lot of population points to do so, and the option usually won’t be available until the Wonder is nearing completion. If you have the Universal Suffrage civic enabled, you can spend gold from your treasury to finish production, but it will cost a lot of gold, unless you rush buy when the Wonder is nearing completion.

If one of your cities produces a Great Engineer, you can use it to contribute toward either the completion or partial completion of a Wonder. A Great Engineer contributes a set number of hammers to a wonder, depending on map size, game speed and other variables. This is enough to finish most early wonders in one shot. For later wonders, it might be enough for 3/4, 2/3/, 1/2 or even less.

If an opponent beats you to a Wonder, any hammers you have accumulated toward production of that Wonder are converted into gold that is added to your treasury.

Bear in mind that every wonder generates points for a particular Great Person, so if you are trying to generate a certain type of GP in a city, you may wish to avoid building a Wonder there that would generate a different type of GP. (Example: Stonehenge generates points for a Great Prophet, so you may not want to build that in a city designed to generate Great Scientists.)

WORLD WONDERS

World Wonders are those Wonders that can only be built once by one civ. Some of the Wonders have their effects expire after you discover a certain technology (although they will still generate GP points and produce Culture), and if you acquire that technology before you or another civ completes the Wonder, you will not be able to build it.

WORLD WONDERS

STONEHENGE
Cost: 120 hamers.
Tech needed: Mysticism
Obsolete with: Calendar (in Vanilla and Warlords), Astronomy (in BTS)
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Prophet Points
Effect: Free Obelisk in every city, centers world map

Stonehenge doesn’t take long to produce as far as World Wonders go, but those who choose to build it need to do so early. This means, if your strategy involves building multiple cities as quickly as possible, or building military for an early rush on an opponent, you probably won’t have the time to devote to building the Wonder before an opponent does. Those who opt to found an early religion can benefit from the Great Prophet points the Wonder generates and use that Prophet to create a Holy Shrine. Creative civs don’t need to build Obelisks to expand their borders, so this Wonder isn’t as necessary for those civs.

PARTHENON
Cost: 400 hammers
Tech needed: Polytheism (in Vanilla and Warlords), Aesthetics (in BTS)
Obsolete with: Chemistry (in Vanilla and Warlords), Scientific Method (in BTS)
Production Speed Double By: Marble
Great Person Points Per Turn: Two Great Artist
Effect: Great Person production in all cities increased by 50 percent

Parthenon can be useful for players who want to generate a lot of Great Persons, although some players will argue it is better to be a Philosophical civ. The Wonder could be used to help boost a GP farm, but some will argue the GA points it generates can “pollute” that GP farm by producing Great Artists that a player may not want. Those who intend to grab a Cultural victory may find the Wonder useful in helping to generate more GAs.

GREAT LIGHTHOUSE
Cost: 200 hammers
Tech needed: Masonry
Obsolete with: Corporation
Great Person Points Per Turn: Two Great Merchant
Effect: Two additional trade route per coastal city

Two things to bear in mind with this Wonder: A Lighthouse is needed in the city before it can be built (and you need Sailing to build a Lighthouse) and there is no resource that can speed up its production. Great Lighthouse is fairly popular on Archipelago maps, not as popular on Pangaea maps. It provides the most benefit to players who have a lot of coastal cities… if you have just one, it’s not as beneficial. Additionally, trade routes can vary greatly in value. If you are on an isolated island or continent, you'll only have trade routes with yourself. In this case, it's really not worth building the Great Lighthouse. On the other hand, if you are in contact with many other civilizations, and have Open Borders agreements with more than one of them, this Wonder rises in value as it's possible to have trade routes wth multiple civs. The Great Lighthouse recieves a boost from Astronomy (which allows trans-ocean trade routes), so if you build it, make Astronomy a priority. It is rendered almost useless by Mercantilism, which closes off foreign trade. If you are planning to run a specialist economy, or are Philosophical, Mercantilism is attractive, so that makes the Lighthouse a bit less interesting. On the other hand, Mercantilism's effect only appears in the midgame, when this wonder is nearly obsolete anyway.

PYRAMIDS
Cost: 450 hammers
Tech needed: Masonry
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Engineer
Effect: All government civics are available to the player

Pyramids are an expensive Wonder for their era, so most players will not pursue them if they don’t have Stone. The Wonder is sometimes pursued by players who are running a Specialist Economy so they can run Representation early in the game. Because the Wonder generates Great Engineer points, it’s possible to use the Wonder to generate an early GE to help finish another early era Wonder.

ORACLE
Cost: 150 hammers
Tech needed: Priesthood
Production Speed Double By: Marble
Great Persons Points Per Turn: Two Great Prophet
Effect: One free technology to the civ that completes it.

Oracle is now a scaled down equivalent of Darwin’s Voyage/Theory of Evolution from past Civ games. That being said, it is a Wonder that shouldn’t be considered a “must have” if it means diverting from the strategy you are running (example: if you are not pursuing the techs for early religions, you are not likely to get to Priesthood in time to build Oracle). Oracle can be useful in acquiring key techs… at the lower levels, Civil Service is a tech that can possibly be acquired. There is also the Oracle-Metal Casting slingshot that some players will sometimes use to generate a Great Engineer to get the Pyramids built in one turn.

COLOSSUS
Cost: 250 hammers
Tech needed: Metal Casting
Obsolete by: Astronomy
Production Speed Doubled By: Copper
Great Person Points Per Turn: Two Great Merchant
Effect: Water tiles in every city the player controls generate +1 commerce

Colossus is another Wonder that gains usefulness on Archipelago maps, less so on Pangaea maps, and is dependent on the number of coastal cities you have. It also may be better for civs that have a lot of seafood resources within the Big Fat Crosses of their cities. Some players argue that this Wonder is not as valuable as the Great Lighthouse as you need to work water titles in order to take advantage of the Wonder’s benefit, when it may be better to work non-water tiles instead. You must have a Forge in the city you wish to build the Colossus.

THE HANGING GARDENS
Cost: 300 hammers
Tech needed: Mathematics
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Engineer
Effect: +1 health bonus in every city. Additionally, when the Wonder is built, each city under the player’s control receives an additional population point.

Hanging Gardens can be a useful Wonder for increasing health in cities as well as for generating Great Engineers. The city that builds it needs to have an Aqueduct first, so players that have plenty of health resources may never need an Aqueduct in a city, and thus may never build the Wonder. When captured, the Wonder will provide the health bonus to the civ that captures it, but not the population bonus.

GREAT LIBRARY
Cost: 250 hammers
Tech needed: Literature
Obsolete by: Scientific Method
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Scientist
Effect: Two free Scientist specialists in the city it is built.

Great Library is a popular Wonder among players, considered by most to be the perfect anchor for a Science/Research city. The free Scientist specialists, combined with the points the Wonder produces for Great Scientists, can help produce a long run of Great Scientists in the city the Wonder is built. Often, players will use those GSs to “light bulb” techs such as Philosophy, Paper, and in some cases, Education, on the way to pursuing Liberalism.

HAGIA SOPHIA
Cost: 550 hammers
Tech needed: Engineering
Obsolete by: Steam Power
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Engineer
Effect: Worker speed increased by 50 percent

Hagia Sophia can prove beneficial for players who have claimed or conquered a lot of territory and need many improvements, or have a lot of jungle to clear. The Wonder provides the benefit of the Serfdom civic without having to switch to that civic. Players looking to generate Great Engineers can also benefit from the GE points Hagia Sophia generates. In many games, though, the Wonder tends to get bypassed as players are often concentrating on building military or infrastructure, or have their attentions focused on other Wonders.

CHICHEN ITZA
Cost: 500 hammers
Tech needed: Code of Laws
Obsolete by: Rifling
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Prophet
Effect: All cities the player controls receive a 25 percent defensive bonus

Chichen Itza is a wonder considered by many to be weak and not that useful. The AI does not often try to take control of a player’s cities unless it senses the player is very weak, and most players will see to it that they have a strong military to prevent that from happening. In multiplayer games, human players are smart enough to bring along plenty of catapults, and the defensive bonus Chichen Itza provides can be stripped away by Cast just like any other bonus. The best use for the Wonder may be for those players who are pursuing a religious strategy and want to produce many Great Prophets.

ANGKOR WAT
Cost: 500 hammers
Tech needed: Philosophy
Obsolete by: Computers
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Prophet
Effect: All Priest specialists produce one extra hammer. Additionally, the city that builds the Wonder may turn three citizens into Priests.

Angkor Wat is only useful for players pursuing a religious strategy. A player who is not intending to generate Great Prophets won’t get much use of the Wonder because that player will not be interested in running Priests. For those who do want to run Priests and generate Prophets, the production bonus the Wonder grants can be beneficial.

NOTRE DAME
Cost: 650 hammers
Tech needed: Music (in Vanilla and Warlords), Engineering (in BTS)
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Artist
Effect: +1 happiness per city under the player’s control on the same continent the Wonder is built.

Notre Dame can provide a nice bonus for increasing happiness, but players can usually remedy that with resources, civics and religion. Where this Wonder really shines is for players seeking a Cultural victory, as the Wonder itself generates a lot of culture per turn. Since players aiming for a Cultural victory will beeline to Music for the free Great Artist, it’s pretty easy for them to pick up this Wonder along the way.

SISTINE CHAPEL
Cost: 600 hammers
Tech needed: Theology (in Vanilla and Warlords), Music (in BTS)
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Artist
Effect: Every specialist generates an additional two Culture points per turn

Sistine Chapel is considered to be a “must have” Wonder for players pursuing a Cultural victory. Not only does the Wonder generate plenty of culture, but Artist specialists can generate even more Culture than they normally do, and other specialists, whether taken from the population or from Great People settled in the cities, get the bonus as well. While the Wonder can provide a benefit to people running a specialist economy, such players never build it as Theology is not a priority for those running SE (but it does provide a nice bonus for SE players who capture another civ’s city that has the Wonder). People who seldom use specialists (even if that type of player is rare, given the power specialists have) will have no use for Sistine whatsoever.

SPIRAL MINARET
Cost: 550 hammers
Tech needed: Divine Right
Obsolete with: Computers
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Prophet
Effect: All state religion structures generate +1 commerce

While Spiral Minaret certainly is a wonder coveted by those pursuing a religious strategy (particularly for the Great Prophet Points), it can benefit anybody who has adopted a state religion and is building plenty of temples, monasteries and cathedrals. That being said, you need to have a state religion adopted to benefit from the Wonder. Players who intend to switch to Free Religion as soon as it is available to them will not benefit from the Minaret. Additionally, Divine Right is a tech considered by some to not be imperative to research.

VERSAILLES
Cost: 800 hammers
Tech needed: Divine Right
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Merchant
Effect: Reduces maintenance costs in nearby cities resulting from distance from the palace

Versailles serves the same function as Forbidden Place (a National Wonder available to everyone). It can be useful to players who have an empire that is so large, even Forbidden Palace isn’t enough to control maintenance issues, as well as for players who intend to generate a lot of Great Merchants. However, players with large empires can generally get more benefit by beelining to Communism to switch to the State Property civic. As with the Minaret, Divine Right is a tech that some players never bother to research. One possible strategy is to let an AI civ build it, then conquer that city, thus giving you the reduced maintenance cost in a city that is likely to be some distance from your lands. The only caveat is that you won't have any control over its location.

TAJ MAHAL
Cost: 700 hammers
Tech needed: Nationalism
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Artist
Effect: Triggers a Golden Age for the player who builds it

Taj Mahal can be useful to any player who prefers not to use Great People to start Golden Ages. Players seeking a Cultural victory can also benefit from the Great Artist points generated. This Wonder is pretty popular among AI civs, so timing the Wonder to be built for a specific time frame can be risky. Taj Mahal is not a “must have” Wonder, despite its benefit, as while a Golden Age can help give you a short-term boost, it’s still possible to win a game without ever having a Golden Age.

STATUE OF LIBERTY
Cost: 1500 hammers
Tech needed: Democracy
Production Speed Doubled By: Copper
Great Person Points Per Turn: Two Great Merchant
Effect: One free specialist in every city on the same continent as the Wonder

Statue of Liberty is a very popular Wonder among players as it can benefit just about any strategy. Specialist Economies benefit from additional scientists, Cultural players can add another Artist, and so on. SoL allows players to continue to get the benefit from the Mercantilism civic while not losing out on foreign trade routes, and the Great Merchant points are a nice bonus for players wanting to generate them. The Wonder does require a Forge in the city you wish to build it in, and given that it costs so many hammers, it’s best to build it in your top production city if possible.

PENTAGON
Cost: 1250 hammers
Tech needed: Assembly Line
Great Person Points Per Turn: Two Great Engineer
Effect: All new units receive +2 experience points, regardless of which city they are built.

Players looking to finish up a Conquest or Domination victory in the late game have much to gain from Pentagon. Combining this Wonder with civics such as Vassalage and Theocracy means units that are produced in cities without Barracks come out with 6 experience points for Level 3 right away, and in a city with Barracks, these units will be Level 4 (10 experience points). The Great Engineer points can help players who are looking to generate those Great People to help finish other late Wonders, but players who are more interested in pursuing a peaceful victory may opt to pass on Pentagon and concentrate on other builds. There is no resource that can speed up the building of the Wonder

KREMLIN
Cost: 1000 hammers
Tech needed: Communism
Obsolete by: Fiber Optics
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Artist
Effect: “Hurry production” costs are reduced by 50 percent

Players who are running Universal Suffrage can really benefit from the Kremlin, as cutting the amount of gold needed to hurry production in half can go a long way to pumping out more units or buildings. While it can also benefit players who run the Slavery civic, by the time the Kremlin is available, most players are switching to Emancipation to curtail unhappiness. If a player never intends to run Universal Suffrage, building the Kremlin is a waste of time. While the Wonder does generate Great Artist points, most players pursuing a Cultural victory are running the Cultural slider at 100 percent and aren’t pursuing Communism, hence they don’t plan to build the Wonder.

BROADWAY
Cost: 800 hammers
Tech needed: Electricity
Great Person Points Per Turn: Two Great Artist
Effect: The player who builds it gets access to the Hit Musical luxury. The number the player receives varies based on the size of the map. Additionally, the city in which the Wonder is built has it cultural output increased by 50 percent.

Broadway is most useful for players who are pursuing a late Cultural victory and looking for that one final push for one of the cities to reach Legendary Culture. Other players can benefit as well, such as those who are pursuing late Conquest or Domination victories and are looking for a way to counter unhappiness from War Weariness. It is not a Wonder to drop everything else to build, as if another civ builds it, it’s usually easy to get the Hit Musical luxury in trade. Broadway can not have its production sped up by any resource.

EIFFEL TOWER
Cost: 1250 hammers
Tech needed: Radio
Production Speed Doubled By: Iron
Great Person Points Per Turn: Two Great Merchant
Effect: Free Broadcast Tower in every city the player controls

Eiffel Tower is fairly popular among players, as the free Broadcast Tower is useful for generating Culture, and players then don’t have to research Mass Media (which is required for Broadcast Towers) if they are not planning to pursue a Diplomatic victory. For those seeking a Cultural victory, Eiffel Tower is more useful than Broadway or Rock N’ Roll in the final push to get cities to reach Legendary Culture, as its effect applies to all cities. The Great Merchant points are a nice bonus to those generating those Great People.

ROCK N’ ROLL
Cost: 800 hammers
Tech needed: Radio
Great Person Points Per Turn: Two Great Artist
Effect: The player who builds it gets access to the Hit Single luxury. The number the player receives varies based on the size of the map. Additionally, the city in which the Wonder is built has it cultural output increased by 50 percent.

Rock N’ Roll’s benefits are similar to those Broadway provides, except most players seeking Cultural victories will not build it as their games have been won by the time they can start building it (and if they haven’t, they are more likely to concentrate on Eiffel Tower). The Wonder’s production cannot be sped up by a resource.

HOLLYWOOD
Cost: 1000 hammers
Tech needed: Mass Media
Great Person Points Per Turn: Two Great Artist
Effect: The player who builds it gets access to the Hit Movie luxury. The number the player receives varies based on the size of the map. Additionally, the city in which the Wonder is built has it cultural output increased by 50 percent.

Of the three late-game Wonders that provide a luxury, Hollywood is the one few players build. Those seeking Cultural wins have usually won their games by this point, players wanting a Diplomatic victory will pursue United Nations, and other players aren’t likely to bother with Mass Media because it is a dead-end tech. There is no resource that can be used to speed up Hollywood’s production.

UNITED NATIONS
Cost: 1000 hammers
Tech needed: Mass Media
Great Person Points Per Turn: Two Great Merchant
Effect: The player who builds is assured to be a candidate in elections for Secretary General

The rule of thumb to always follow with United Nations is this: If you want a Diplomatic victory, build it. Even if you have the largest population, it’s a good idea to build UN to assure that you will be a candidate for Secretary General in case another civ slips past you in population late in the game. Those who are not pursuing a Diplomatic victory can pass… even the Great Merchant points generated aren’t a good enough reason to build the Wonder. The Wonder’s production cannot be sped up with any resource.

THREE GORGES DAM
Cost: 1750 hammers
Tech needed: Plastics
Great Person Points Per Turn: Two Great Engineer
Effect: Every city on the same continent the Wonder is built receives a power plant.

Three Gorges Dam is the equivalent of Hoover Dam from past Civ games. It needs to be built in a city along a river. The Wonder is most useful for players pursuing a Space victory as it can help give an extra boost to production and the player doesn’t need to spend time building power plants in each city that will build spaceship parts. The Great Engineer points are a nice bonus, but one can easily get a Great Engineer at this point by beelining to Fusion. Its production cannot be sped up by any resource.

THE SPACE ELEVATOR
Cost: 2000 hammers
Tech needed: Robotics
Production Speed Doubled By: Aluminum
Great Person Points Per Turn: Two Great Scientist
Effect: Spaceship part production increased by 50 percent in all cities.

Simply put, if you want a Space victory, get this Wonder. The AI does not put Robotics as high on its list as other Space techs, so most players will find it easy to beeline to Robotics, get the Wonder started, then head straight to Fusion to claim the free Great Engineer, finish production of the Space Elevator from there, then backtrack to get other needed techs to finish building the spaceship. Because the game is nearly won by the time Space Elevator is finished, the Great Scientist points generated are just gravy. Bear in mind, though, that the Wonder must be built in a city located at a latitude of at least 30 degrees.

WORLD WONDERS ADDED IN WARLORDS

THE GREAT WALL
Cost: 250 hammers
Tech needed: Masonry
Production Speed Doubled By: Stone
Great Person Points Per Turn: One Great Engineer (in Warlords), two Great Spy (in BTS)
Effect: Prevents barbarians from entering your borders on the continent it is built, chance for Great General emergence increased by 100 percent for combats that take place within your cultural borders.

The Great Wall can be a good defensive move for players who want to keep barbarians from entering their borders and pillaging improvements, and it is particularly cheap if you have Stone. It can also be useful for generating a Great Spy early in the game. The Great General benefit tends to get less usage, as most players planning to go to war will take the battles outside their borders, although it is possible to engage in a defensive war to start, then take the battle outside the borders.

TEMPLE OF ARTEMIS
Cost: 400 hammers
Tech needed: Polytheism
Obsolete by: Chemistry
Production Speed Doubled By: Marble
Great Person Points Per Turn: Two Great Merchant
Effect: Income from trade routes increased by 100 percent and a free Priest in the city it's built.

The Temple of Artemis can be useful for generating additional commerce from trade, but really has its biggest benefit when you have a lot of foreign trades. In terms of Great Person generation, it's a double-edged sword, as while the Wonder itself generates points toward Great Merchants, the free Priest generates points toward Great Prophets. It can be useful to those pursuing a strategy that revolves around founding many religions.

UNIVERSITY OF SANKORE
Cost: 550 hammers
Tech needed: Paper
Obsolete by: Computers
Production Speed Doubled By: Stone
Great Person Points Per Turn: Two Great Scientist
Effect: +2 research for all buildings associated with your state religion

University of Sankore can help boost your research, provided you have adopted a state religion. Those adopting a state religion can consider placing this Wonder in the same city as the Great Library to generate more scientists, and it does have some use for a specialist economy. It doesn't serve much use if you never adopt a state religion, though.
 
NOTES ON PROJECTS

A Project differs from a Wonder in that it cannot be sped up by using the whip, gold or a Great Engineer to hurry production. Projects can have their production speed doubled with an appropriate resource and you can chop forests to contribute hammers to their production. Projects do not contribute any Great Person points

MANHATTAN PROJECT
Cost: 1500 hammers
Tech needed: Fission
Production Speed Doubled By: Uranium
Effect: All players can build nuclear weapons and bomb shelters.

Manhattan Project isn’t necessary to win the game. Most players who build the Project are trying to complete a Conquest or Domination victory late in the game and need a quick way to finish that victory. Using nuclear weapons carries diplomatic penalties, so nukes should be used with caution. Building this Project as a defensive or intimidation measure doesn’t work as all players, once they have the Fission tech, can build nukes the instant anybody finishes the Project.

APOLLO PROGRAM
Cost: 1600 hammers
Tech needed: Rocketry
Production Speed Doubled By: Aluminum
Effect: Allows the player to begin building spaceship parts.

As with Civilization III, if you are planning to win by Space Race, you need to build the Apollo Program yourself. Players who do aim for the Space Race victory shouldn’t be too worried if another AI civ build the program first, as the AI tends to prioritize the techs that cost less to research and build spaceship parts as it acquires the techs. So as long as you have strong production cities and time your research so you get to Space Elevator before the AI does, you should be fine. Obviously, players not interested in a Space Race victory can ignore the Program.

SDI
Cost: 750 hammers
Tech needed: Satellites
Production Speed Doubled By: Aluminum
Effect: Has a 75-percent chance of intercepting nukes. The Manhattan Project must have been built.

If you never intend to build the Manhattan Project, and nobody else does either, SDI will never be an issue. If the Project has been built, then building SDI may be necessary if you plan to win via Space Race and you don’t trust your rival to stay peaceful. While it doesn’t happen often, it is possible that the AI will use nukes, particularly Aggressive civs or any civ who is your sworn enemy and suspects you are weak.

THE INTERNET
Cost: 2000 hammers
Tech needed: Fiber Optics
Production Speed Doubled By: Copper
Effect: The player who builds gains every technology discovered by at least two other civilizations.

The Internet is a Project that only one civilization can complete, and while, on the surface, it appears to be useless given how late it appears in the game, it can come in very handy if one is trailing in tech and trying to claim a Space Race victory. There are plenty of techs that can be bypassed on the path to Fiber Optics, so somebody who is trailing in the tech race can quickly catch up by building the Internet. The Internet’s effect is best seen on higher levels, on which the AI is more likely to gain a tech advantage over the human player.

SPACESHIP PARTS
Obviously, one is only going to be concerned with building spaceship parts if pursuing a Space Race victory. The Apollo Program must be built before any part can be built. The parts are:
Casing – Five needed, 400 hammers each, requires Rocketry, production speed doubled by Aluminum
Thrusters – Three needed, 600 hammers each, requires Satellites, production speed doubled by Aluminum
Cockpit – One needed, 800 hammers, requires Fiber Optics, production speed doubled by Copper
Life Support – One needed, 600 hammers, requires Ecology, production speed doubled by Copper
Stasis Chamber – One needed, 1000 hammers, requires Genetics
Engine – One needed, 1000 hammers, requires Fusion
Docking Bay – One needed, 1200 hammers, requires Robotics, production speed doubled by Aluminum
An ideal research path to follow for a Space Race victory goes like this:
• Research Rocketry so you can begin the Apollo Program
• Pursue Robotics next so you can begin the Space Elevator. Computers comes on the path to Robotics, so you can, if desired, start building Laboratories to speed up spaceship part production. Plastics also comes on this path, allowing you to build Three Gorges Dam if you wish.
• Pursue Fusion next to get the free Great Engineer. By this time, you should have Space Elevator about halfway completed, so the GE can finish it in one turn. You will pick up Fiber Optics along the way, allowing you to build the Internet if deemed necessary to grab techs.
• From there, backtrack to pick up missing spaceship part techs.

NOTES ON NATIONAL WONDERS

National Wonders, sometimes referred to as "Small Wonders," can be built by every civ. The catch is that a city can not have more than two National Wonders, so it requires strategically placing them. There are certain combinations that veteran players may consider ideal.

Note that the required number of buildings is based on the Standard size map. The number of buildings can vary based on map size.

FORBIDDEN PALACE
Cost: 200 hammers
Tech needed: Code of Laws
Production Speed Doubled By:
Great Person Points Per Turn: One Great Merchant (Vanilla and Warlords), One Great Spy (BTS)
Effect: Reduces maintenance in nearby cities
Requires: Six courthouses and at least eight cities

Obviously, the best place for Forbidden Palace is a city far from your capital. If you ever plan to move your capital, delay building Forbidden Palace until you've decided on the new spot for your capital.

GLOBE THEATRE
Cost: 300 hammers
Tech needed: Drama
Production Speed Doubled By:
Great Person Points Per Turn: One Great Artist
Effect: No unhappiness in city, may turn three citizens into Artists
Requires: Six Theatres

Globe Theatre is an ideal Wonder for a cultural victory, particularly when it's paired up with National Epic, as it allows for plenty of Great Artists. If not pursuing a cultural victory, an option could be to build Globe Theatre in a production city, as it allows you to keep whipping units and buildings with no unhappiness penalty.

HEROIC EPIC
Cost: 200 hammers
Tech needed: Literature
Production Speed Doubled By: Marble
Great Person Points Per Turn: One Great Artist
Effect: +100 percent military unit production
Requires: Unit of Level 4 experience (Vanilla), unit of Level 5 experience (Warlords and BTS)

The best spot for Heroic Epic is usually your main production city, as it then allows you to crank out military units rapidly. It works well when paired with West Point (a National Wonder you are certain to get if you are warmongering) as it allows you to quickly crank out units with lots of experience right off the bat.

NATIONAL EPIC
Cost: 250 hammers
Tech needed: Literature
Production Speed Doubled By: Marble
Great Person Points Per Turn: One Great Artist
Effect: +100 percent Great Person birth rate
Requires: Library

National Epic should always go into your Great Person farm. As mentioned earlier, pairing it up with Globe Theatre is a good strategy for pursuing a cultural victory. But even if you aren't pursuing such a victory, getting this National Wonder helps greatly with Great Person generation and the Great Artist point it contributes is negligible.

OXFORD UNIVERSITY
Cost: 400 hammers
Tech needed: Education
Production Speed Doubled By: Stone
Great Person Points Per Turn: One Great Scientist
Effect: +100 percent science, may turn three citizens into Scientists
Requires: Six Universities

Oxford University belongs in your main science city, and if you are pursuing a Specialist Economy, it should be in the city that houses The Great Library.

HERMITAGE
Cost: 300 hammers
Tech needed: Nationalism
Production Speed Doubled By: Marble
Great Person Points Per Turn: One Great Artist
Effect: +100 percent culture

Hermitage can be useful for anybody pursuing a late cultural victory, as it can give one of three Legendary Culture candidates a final push. For other players, Hermitage is strictly optional, but could be used to help push cultural borders against a nearby neighbor.

IRONWORKS
Cost: 700 hammers
Tech needed: Steel
Production Speed Doubled By:
Great Person Points Per Turn: One Great Engineer
Effect: +50 percent hammers with Coal, +50 percent hammers with Iron, +2 unhealthiness, may turn three citizens into Engineers
Requires: Six Forges

Ironworks should obviously go into a production city. The unhealthiness usually does not present a problem as production cities aren't meant to be large cities. It can be paired with Heroic Epic if you aren't warring enough to ever get a unit that allows you to build West Point, but it's not the most ideal pairing.

WEST POINT
Cost: 800 hammers
Tech needed: Military Tradition
Production Speed Doubled By: Stone
Great Person Points Per Turn: One Great Engineer
Effect: New units receive +4 experience points
Requires: Unit of Level 5 experience (Vanilla), unit of Level 6 experience (Warlords and BTS)

Those who are seeking conquest and domination victories are the ones most likely to get this National Wonder, which obviously should go in a production city, and certainly paired up with Heroic Epic. That allows you to pump out military units with plenty of experience points from the start.

WALL STREET
Cost: 600 hammers
Tech needed: Corporation
Production Speed Doubled By:
Great Person Points Per Turn: One Great Merchant
Effect: +100 percent gold. may turn three citizens into Merchants
Requires: Six Banks

The best location for Wall Street is in a cottage city to take advantage of the commerce that is converted into gold. Some players will try to locate it in a city that has a holy shrine to multiply the gold that the shrine generates.

SCOTLAND YARD
Cost: 500 hammers
Tech needed: Communism
Production Speed Doubled By:
Great Person Points Per Turn: One Great Scientist
Effect: Required to train Spies (Vanilla and Warlords only)

Scotland Yard is only available as a National Wonder in Vanilla and Warlords and comes late in the game, but it can be useful for those engaging in late wars, or if you have a nearby opponent who is in the space race with you and you want to sabotage his production. In BTS, Scotland Yard is not a National Wonder, but instead a building that a Great Spy can create.

MOUNT RUSHMORE
Cost: 500 hammers
Tech needed: Fascism
Production Speed Doubled By: Stone
Great Person Points Per Turn: One Great Artist (Vanilla and Warlords), One Great Spy (BTS)
Effect: -25 percent war weariness

For those pursuing a late Conquest or Domination victory, this National Wonder is useful for helping to combat war weariness. Paired with the Police State civic (which is also allowed with Fascism), the effects of war weariness are greatly reduced and you are able to finish off those late wars without much problem.

RED CROSS
Cost: 600 hammers
Tech needed: Medicine
Production Speed Doubled By:
Great Person Points Per Turn: One Great Scientist
Effect: Units built in the city receive the Medic I promotion
Requires: Six Hospitals

Red Cross is, in my opinion, of dubious value. In Vanilla and Warlords, players seldom pursue Medicine as it is nearly a dead-end tech, and in BTS, the main appeal of Medicine is to found the Sid's Sushi Co. corporation. Additionally, most players will take an early unit, intending to designate it as the Medic, so that as the game progresses, that unit will not be called upon to defend stacks. When Red Cross is built, it's no longer possible to build a Warrior or Chariot to use as a Medic. Even in BTS, players seldom build Hospitals as healthiness can be addressed in other ways, so it's extremely rare that a player will opt to build Red Cross.
 
A very promising start to what looks to be a very good guide.

A suggestion regarding the Colossus: as its benefits are dependent upon actually working water tiles, I would suggest that it's really only useful if you have several coastal cities and you have a significant number of seafood tiles that those cities are working. Are you really likely to work a water tile early in the game just for 1 extra coin?

Also, once you cover the wonders themselves, you might want to get into which ones provide good "synergy". For example, combining wonders for similar Great People production. Or building a combination of the Temple of Artemis and the Great Lighthouse to maximize trade route income. Or building the University of Sankore and the Spiral Minaret to get the most out of religious buildings (especially if you're spiritual and temples are cheap).
 
Sisiutil, thanks for the feedback. I updated the guide to include your suggestion about Colossus. Also added five more Wonders.

The "synergy" strategies you mentioned would be good to cover as well. Like I said, I don't have Warlords and would love to get suggestions from people about how to use Wonders such as Temple of Artemis.

But yes, there are several Wonders that can work well together in the same strategy, be it multiple World Wonders, a World Wonder paired with a National Wonder, or even a case of pairing two National Wonders together.
 
Sisiutil, thanks for the feedback. I updated the guide to include your suggestion about Colossus. Also added five more Wonders.

The "synergy" strategies you mentioned would be good to cover as well. Like I said, I don't have Warlords and would love to get suggestions from people about how to use Wonders such as Temple of Artemis.

But yes, there are several Wonders that can work well together in the same strategy, be it multiple World Wonders, a World Wonder paired with a National Wonder, or even a case of pairing two National Wonders together.
You're welcome. Good additions, and very clear-eyed evaluations.

One benefit of Hagia Sophia you didn't highlight: GPP towards a Great Engineer. GEs are notoriously difficult to generate because you can't run many Engineering specialists until very late in the game, and only in the Ironworks city. This goes back to my point about combining wonders for synergy. So if you build the HS in the same city as the Pyramids, the Great Wall, and the Hanging Gardens (yeah, good luck getting all of them!), or even one or two of those GE-generating wonders, you can expect to have at least a couple of GEs during the game.

The real weakness of Chichen Itza is that you want to be actively defending your tile improvement from pillagers, not cowering in your cities. So it's of little utility to a smart human player. (And aren't all Civ players smart? :D )
 
one thing you could add about the ToA is that you may not want to build it because if you send a GM into the city eith th ToA you get +50% gold
 
A very good wonder synergy is the Great Lighthouse and ToA, if your captial is coastal. This allowed me to get a capital that was pulling in over 1200 beakers (without settled specialists), and is a very good option if you are Industrious. However, without Industrious it is rather dangerous as the GL is quite expensive and the ToA has to be built in the capital.

It also has a nice side-effect of generating mostly Great Merchants (which are useful now for popping Civil Service) and giving Great Prophets at the beginning of the game when you need them, as the great prophet points disappear when Chemistry is discovered.
 
What Wonders fit well into a Diplomatic Victory decision?
The U.N., obviously--although you might not want to be the one to build it.

The vote rivalry will be between whoever builds the UN and whoever is highest or next-highest on population. So if you're the biggest civ and your bosom buddy is #2, you might want to try to engineer things so that #3, who is your mutual worst enemy, builds the U.N. so it's a contest between you and the pariah.

That can, obviously, be tricky to pull off. Trading and/or withholding Biology can be useful, allowing your preferred rival to grow while an ally stagnates.
 
I've been struggling with the stonehenge lately. It's potentially an extremely powerful wonder, but you have to work towards it.

First of all, the basics: how many cities do you plan on having before acquiring calendar? Stonehenge costs 120 hammers, a monument costs 30 hammers, so depending on whether you built the Stonehenge in your capital or not, it pays off after you settle 3 or 4 new cities. But if that's the only benefit, no-one would build it, because you also have to consider the oppertunity costs of delaying your initial settler. On the other hand, if you have the industrious trait and/or you start with stone, then it becomes extremely powerful, as you get granaries much earlier in your cities, which translates to escalating early-game advantages.

There are a few more concerns though, and this I may need help from more wonder-happy players out there. First, if you're building (or capturing) a lot of cities early, is it almost necessary to build The Oracle for code of laws as well? Even if so, how would you obtain enough workers to chop all the courthouses, and what about granaries? If you do have a lot of cities, chances are hapiness and therefore calendar won't be a pressing issue, as more land area means more variety of hapiness resources. One thing to note is that if you're shooting for cultural victory, than Stonehenge and Oracle are extremely powerful, because you get them so early, and buildings generating culture double their output after 1000 years (NOT a set number of turns, very critical).

Now the hard question: which of these traits are more important for determining whether you build stonehenge or not:
- industrious trait
- start with stone
- imperialistic
- charismatic
- expansive
- organized
- lots of forests
 
Just a quick update... been spending the time I haven't been working with playing an offline game of CIV. :) I'll do some work on the guide tomorrow.

Thanks to everyone for the feedback so far.
 
OK, all the World Wonders from Vanilla CIV have been covered. I'll get to the rest when I can... I'll be heading out of town for a few days this week.

@sylvan:
My experience has always been that Stonehenge is best suited for players who are wanting to generate Great Prophets. Obelisks don't cost much to build. As far as when to acquire Calendar, that depends on how many Calendar resources you have nearby. I know there are players who just don't bother with Stonehenge if they know Calendar is going to be a priority tech based on what resources they have available.

Also, Oracle should be built not simply to try to grab a free tech. You really need to keep in mind _what_ tech you are going to grab. A person grabbing Code of Laws from it is probably less interested in building Courthouses right away and more interested in founding Confucianism (which fits into a religious strategy).

That being said, I haven't seen too many players use Oracle to grab CoL, since it doesn't cost as much to research as other techs people might want to grab, particularly ones that fit into a strategy a player is pursuing.
 
I am playing on Noble - Prince . I usually don't have time for wonders but when i do the Ai always builds them faster forcing me to lose hammers. Though i am always concentraing on having a military and wining , conquering lands . I find wonders useless in most of my games there is usually always something more necessary to build. I usually lead the score and have no wonders.
 
I play Huge maps on Monarch, and find it absolutely mandatory to have wonders. Because aside from their direct benefits they provide Great People and those are key for me in 1000-1750 frame, helping me get key technology, start a very important (for me at least) Golden Age! Because many cities is not a solution and great army doesn't always help you.

It is my first post:mischief: I am nervous!:eek:
 
I play Huge maps on Monarch, and find it absolutely mandatory to have wonders. Because aside from their direct benefits they provide Great People and those are key for me in 1000-1750 frame, helping me get key technology, start a very important (for me at least) Golden Age! Because many cities is not a solution and great army doesn't always help you.

It is my first post:mischief: I am nervous!:eek:

you don't need wonders to get great people!
use specialists, and enjoy super early specialists.
 
I've added the next part of the guide to cover the Projects. Also threw in what I have found to be the ideal research path for the Space Race, since the Projects section, in part, covers the Space Race.
 
I play Huge maps on Monarch, and find it absolutely mandatory to have wonders. Because aside from their direct benefits they provide Great People and those are key for me in 1000-1750 frame, helping me get key technology, start a very important (for me at least) Golden Age! Because many cities is not a solution and great army doesn't always help you.

It is my first post:mischief: I am nervous!:eek:


There are very few problems that many (good) cities and a great army won't solve :)
 
Now the hard question: which of these traits are more important for determining whether you build stonehenge or not:
- industrious trait
- start with stone
- imperialistic
- charismatic
- expansive
- organized
- lots of forests


Stonehenge is hard to justify for non Industrious / Charismatic / Religious (=starts with mysticism) civs.

Industrious civs can build it cheap and its worthwhile because its a cheap way of getting border expansions and you deny it to someone else.

Charismatic will want to build monuments everywhere - so its really worthwhile to them. +1 free happy in all cities until calendar! (which I would often then delay for a while).

Religious civs may want it for the great prophet. If you start with Mysticism you have a good chance of founding hinduism. Your later great prophet can be used either to build a shrine or lightbulb theology, both of which are worthwhile. Since you start with mysticism you can build it early without researching outside of your main tech path.

Even then its not always going to fit. Oracle will give you a great prophet too and may be more useful since you won't need the border expansion so much (as your religion spreads this will happen for you).

For everyone else I doubt you will build enough monuments to warrant it. It generally gets built in your capital which means your capital isn't building something else more valuable. The monuments can be cheaply chopped in most cities and whipped in others. Generally I only bother with monuments in production cities. Cities I will be using for specialists and cottages will usually get their border expansion by chopping or whipping a library instead.
 
what would be interresting would be "classic" date when wonders are built by the AI...

exemple: if you can build the oracle in 17 turns and it's 480 BC on emperor, forget it...
 
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