I had a look at some feedback on some of the new wonders and spent some thought on that. Before putting anything into practice, I wanted to put those where I agreed the concerns were valid up for discussion again with my ideas on how to improve them.
Notre Dame: One less temple required for cathedrals. This is very weak and situational to almost only the Polish UHV.
Here I am torn. The desert theme makes sense imo, but I don't think making deserts semi-workable really makes sense. Do we really want to see cottages in Arabian deserts, or worse, buff windmill hills? So the choice is, either make a stronger desert requirement similar to Delta Works, or provide different benefits that scale with desert. Since the UAE have a large immigrant population and resident foreign nationals I think free specialists work best.
Gardens by the Bay: +2 commerce per excess health. Not good enough, too expensive to built. To be honest, I find those "per excess X" effects kinda awkward, both from a programming and a communication perspective.
The idea was the connect the Gardens to health through its ecological theme and Singapore's famous emphasis on cleanliness. I wanted to avoid giving extra health with this wonder because that would just encourage being dirtier, while rewards for being healthy encourage other means of being healthy. Nevertheless, ideas:
Escorial: extra gold for colonies founded or acquired. Also commented on being weak.
In general, this effect is obviously geared towards Spain, which founds and conquers a lot of colonies if played historically. To a lower extent, this may also apply to Portugal. The idea was to have an effect that rewards colonisation without making it more sustainable in the long term. Is it too weak even in those cases? In that case, further ideas to strengthen it, which may be combined:
I think the latter is fine. It's meant to be limited and you should be ready to make use of it when you get it. Also Optics can be easily skipped for a while when getting into the Renaissance. Is it too expensive to build considering that limited time?
Silver Tree Fountain: free great person for every great general born. Critique is that there is no time to build the wonder for the historical Mongols because they're busy building military. Which is fair.
I think the effect itself is good, especially if you are doing a lot of warring. But as additional effect
This is kinda tough to balance. I guess if we want this to end up in Central Asia, and not another Muslim civ that is usually ahead of the Turks in tech, there should be a resource requirement. But then also, maybe there should be a different effect so this isn't so nakedly useful only for the Turkic UHV and nothing else. Maybe something else related to conquering cities?
Does this address some of the concerns and flaws with these wonders? Any preferences among the options? Other wonders that need looking at?
Notre Dame: One less temple required for cathedrals. This is very weak and situational to almost only the Polish UHV.
- +25% building production with state religion: still connected to religion, would help France with its building oriented goal and theme, easily implemented
- should the old effect still stay?
Here I am torn. The desert theme makes sense imo, but I don't think making deserts semi-workable really makes sense. Do we really want to see cottages in Arabian deserts, or worse, buff windmill hills? So the choice is, either make a stronger desert requirement similar to Delta Works, or provide different benefits that scale with desert. Since the UAE have a large immigrant population and resident foreign nationals I think free specialists work best.
- option 1: requires 10 desert tiles in city radius and +1 specialist per trade route
- option 2: +1 specialist per 2 desert tiles in city radius
- I don't know about the cost. I guess there should be some accounting for the fact that this cannot be built in usually productive locations.
Gardens by the Bay: +2 commerce per excess health. Not good enough, too expensive to built. To be honest, I find those "per excess X" effects kinda awkward, both from a programming and a communication perspective.
The idea was the connect the Gardens to health through its ecological theme and Singapore's famous emphasis on cleanliness. I wanted to avoid giving extra health with this wonder because that would just encourage being dirtier, while rewards for being healthy encourage other means of being healthy. Nevertheless, ideas:
- free Recycling Center in every city
- double health from buildings (in all cities)
- cities celebrate when they are healthy
- +1 health per 10% science rate
- +2 happiness per culture level
- +2 food per culture level
- Double happiness per culture rate (in all cities)
Escorial: extra gold for colonies founded or acquired. Also commented on being weak.
In general, this effect is obviously geared towards Spain, which founds and conquers a lot of colonies if played historically. To a lower extent, this may also apply to Portugal. The idea was to have an effect that rewards colonisation without making it more sustainable in the long term. Is it too weak even in those cases? In that case, further ideas to strengthen it, which may be combined:
- increase gold amount awarded
- +1 population in acquired colonies
- no colony maintenance after acquiring colonies for X turns
I think the latter is fine. It's meant to be limited and you should be ready to make use of it when you get it. Also Optics can be easily skipped for a while when getting into the Renaissance. Is it too expensive to build considering that limited time?
- Great People can discover up to 3 technologies (as a specific effect of the wonder)
Silver Tree Fountain: free great person for every great general born. Critique is that there is no time to build the wonder for the historical Mongols because they're busy building military. Which is fair.
I think the effect itself is good, especially if you are doing a lot of warring. But as additional effect
- Free Lancer in every core city
This is kinda tough to balance. I guess if we want this to end up in Central Asia, and not another Muslim civ that is usually ahead of the Turks in tech, there should be a resource requirement. But then also, maybe there should be a different effect so this isn't so nakedly useful only for the Turkic UHV and nothing else. Maybe something else related to conquering cities?
- requires Patronage
- requires Silk (or Gems?)
- settled specialists in conquered cities are relocated to the city where the wonder is located
Does this address some of the concerns and flaws with these wonders? Any preferences among the options? Other wonders that need looking at?