National Wonder build requirements

Mesix

Obergruppenführer
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Mar 17, 2006
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As I play, I have discovered that many of the National Wonders go unbuilt in many of my games. When I am going for a culture or science VC with a tall strategy, the National Wonders are often built early in the game. When I go for a domination VC (often essential with the AI at higher levels) with a wide strategy, it is difficult if not impossible to build the National Wonders.

The idea that I have to improve national wonders is to eliminate cities which are currently in revolt (recently conquered) from the calculation of build requirements (i.e. all cities must have a University to build Oxford).

In many of my games, I have built up my cities to the point where I can build said national Wonder. I begin building and then the inevitable DOW occurs. As soon as I take an enemy city, the National Wonder stops building since the new city does not have the required building. If it is a large city, it could be several turns before it comes out of revolt allowing me to build/purchase the required building.

It seems counter intuitive that a strategy game should have a mechanic which becomes difficult or impossible to use if you are at war.
 
If you puppet the city, then it shouldn't count to the national wonder requirements, right? An in game solution would be to puppet until the national wonder is built, and then annex.

Though the suggestion to fix that loophole sounds a sensible one.
 
Thal's Vanilla Enhanced Mod takes care of this (and 4,999 other balance/fun issues) quite elegantly:
- National Wonders only require the prerequisite buildings in 75% of non-puppet cities.
- Some of the production cost for National Wonders is shifted from the prerequisite buildings to the National Wonders cost per city modifier (much higher).
- When a new city is added to the empire (including puppets), National Wonders increase in cost but do not cancel construction.​
(source)
 
Thal's Vanilla Enhanced Mod takes care of this (and 4,999 other balance/fun issues) quite elegantly:
- National Wonders only require the prerequisite buildings in 75% of non-puppet cities.
- Some of the production cost for National Wonders is shifted from the prerequisite buildings to the National Wonders cost per city modifier (much higher).
- When a new city is added to the empire (including puppets), National Wonders increase in cost but do not cancel construction.​
(source)

And National wonders are more useful in VEM too.
 
I like the way of the NWs work. I would change only the fact of you cannot construct then when destroying a city, maybe.

I think that should be more NW with buildings of middle and end game.
 
the thing bugs me about this is, razing cities are counted for NW req. So if you raze a city while building a NW it stops building until razing is done.
 
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