New Wonder Revisions

About those later science wonder like CERN, let them have huge cost like -100 gold per turn, +100 science per turn, and unlock certain tech, or -10% cost for future tech.
Oh just one thing to note about that, is that when you have negative gold in a city, multipliers like markets, banks, etc. still apply the same way, so they make you lose even more gold. As far as I know the only way for that to happen at the moment is if you have a nuclear reactor leak event, choose the option that gives them -5 gold, and have research/culture/espionage at 100%, but I would imagine this would work the same way unless something was changed. Honestly it seems a bit like a bug from the original civ 4 to me, I think that event was in the base game right?
 
At Refining, Château Frontenac comes too late to be much help with the railway Canadian UHV, you're better off going for Labor Unions and spamming Laborers. Maybe it could instead help with the territory UHV and, in addition to a free Railway Station in every city, gives a free Hotel too (for :culture: and a bit of trade route income).
 
A list of new wonder effects I'd like, most of them I've already mentioned before:

-Atomium: +20%:science: per Defensive Pact with civs on the same continent.
Reasoning: I've always been a bit confused by the ressource bonus since Belgium isn't exactly a very large country. Synergizes with Berlaymont. Percentage could be adjusted for balance though.

-Brooklyn Bridge: +100% Cottage growth in every city.
Reasoning: Levees are so useful that most cities will build them first, before the wonder is done. A cottage bonus is important for a young civ like America that is supposed to have a synergy with Individualism but doesn't have the time to grow them. Less relevant for Old World civ who have the time to grow their cottages.

-Chateau Frontenac: Free Railway Station and Hotel in every city.
Reasoning: The railroad construction bonus is weak because you don't have a lot of time to build the wonder for the relevant Canadian UHV. The wonder itself is also an hotel, and the :culture: bonus works for the territory UHV + pushing back against America's :culture:, while the trade route bonus makes weak underdeveloped cities a bit better.

-Dujiangyan: +1:food: on Hill River tiles, doesn't obsolete.
Reasoning: Weaker effect (encouraging a more accurate location too) but you don't lose population for hitting a certain tech.

- Eiffel Tower: +1:hammers: per Artist in the city, another Great Person is born whenever a Great Artist appears.
Reasoning: If you play the UHV there's no incentive to work Artists once Paris hits Legendary Culture, which feels backwards.

- Ishtar Gate: Enemies cannot pillage or block tiles in the city's vicinity, defeated Workers retreat to the city.
Reasoning: Current effect was moved to Pyramids. Babylon sees a lot invaders and doesn't have great offensive power thanks to lack of strategic ressources so something to soften the blow of an invasion feels appropriate.

- Krak des Chevaliers: On completion, grants a sum of gold per shrine owned. Requirements: Catholic state religion, Islam, Desert in city's vicinity. Obsolete with Academia.
Reasoning: I never bother completing this wonder except maybe as Spain. An instant bonus seems more appropriate for a wonder associated with the short lived Crusader States. Encourages conquering Jerusalem (but not founding Protestantism first).

- Porcelain Tower: +1:food: from Statesmen in all cities, foreign trade routes aren't impeded by Civics or no Open Borders.
Reasoning: Same effect, just rewording it to clarify the synergy with Isolationism.

- Pyramids: +1 slot for every specialist type.
Reasoning: Current Ishtar Gate effect. I get annoyed by AI Egypt spamming cities so rewarding them for building settlers feel wrong, and human Egypt doesn't need that many workers or settlers so the effect is kind of niche even with the Sphinx combo. Pyramids feel thematically connected to every specialist type except maybe merchants.

- Temple of Artemis: 1 free Priest, 1 free Merchant.
Reasoning: Stronger effect than +100% trade route yield, which is really weak in this era.

- Temple of Kukulkan: +1:food:, +1:commerce: on Rainforest in the city.
Reasoning: There are so little rainforest tiles in Mesoamerica that the effect can afford to be stronger. Research bonus for Maya UHV.
 
A list of new wonder effects I'd like, most of them I've already mentioned before:

-Atomium: +20%:science: per Defensive Pact with civs on the same continent.
Reasoning: I've always been a bit confused by the ressource bonus since Belgium isn't exactly a very large country. Synergizes with Berlaymont. Percentage could be adjusted for balance though.

-Brooklyn Bridge: +100% Cottage growth in every city.
Reasoning: Levees are so useful that most cities will build them first, before the wonder is done. A cottage bonus is important for a young civ like America that is supposed to have a synergy with Individualism but doesn't have the time to grow them. Less relevant for Old World civ who have the time to grow their cottages.

-Chateau Frontenac: Free Railway Station and Hotel in every city.
Reasoning: The railroad construction bonus is weak because you don't have a lot of time to build the wonder for the relevant Canadian UHV. The wonder itself is also an hotel, and the :culture: bonus works for the territory UHV + pushing back against America's :culture:, while the trade route bonus makes weak underdeveloped cities a bit better.

-Dujiangyan: +1:food: on Hill River tiles, doesn't obsolete.
Reasoning: Weaker effect (encouraging a more accurate location too) but you don't lose population for hitting a certain tech.

- Eiffel Tower: +1:hammers: per Artist in the city, another Great Person is born whenever a Great Artist appears.
Reasoning: If you play the UHV there's no incentive to work Artists once Paris hits Legendary Culture, which feels backwards.

- Ishtar Gate: Enemies cannot pillage or block tiles in the city's vicinity, defeated Workers retreat to the city.
Reasoning: Current effect was moved to Pyramids. Babylon sees a lot invaders and doesn't have great offensive power thanks to lack of strategic ressources so something to soften the blow of an invasion feels appropriate.

- Krak des Chevaliers: On completion, grants a sum of gold per shrine owned. Requirements: Catholic state religion, Islam, Desert in city's vicinity. Obsolete with Academia.
Reasoning: I never bother completing this wonder except maybe as Spain. An instant bonus seems more appropriate for a wonder associated with the short lived Crusader States. Encourages conquering Jerusalem (but not founding Protestantism first).

- Porcelain Tower: +1:food: from Statesmen in all cities, foreign trade routes aren't impeded by Civics or no Open Borders.
Reasoning: Same effect, just rewording it to clarify the synergy with Isolationism.

- Pyramids: +1 slot for every specialist type.
Reasoning: Current Ishtar Gate effect. I get annoyed by AI Egypt spamming cities so rewarding them for building settlers feel wrong, and human Egypt doesn't need that many workers or settlers so the effect is kind of niche even with the Sphinx combo. Pyramids feel thematically connected to every specialist type except maybe merchants.

- Temple of Artemis: 1 free Priest, 1 free Merchant.
Reasoning: Stronger effect than +100% trade route yield, which is really weak in this era.

- Temple of Kukulkan: +1:food:, +1:commerce: on Rainforest in the city.
Reasoning: There are so little rainforest tiles in Mesoamerica that the effect can afford to be stronger. Research bonus for Maya UHV.
I second that the temple of kukulkan is a bit weak in its current state, often times not even built in its capital due to the short deadline to achieve the UHV (and the lack of production in the capital). I would suggest +1 food +1 commerce to all rainforest tiles in your empire since we have only a few usable rainforest tiles in the americas anyway like you mentioned. Plus, by extending it to your whole empire, I can see the incans benefiting from it too as we do have some rainforest close to Qusco and in a few major cities (so we could capture chichen itza in the 600ad scenario and have a better shot at getting the higher population in SA?).

The +1 commerce would slightly help the amerindian civs in catching up with the Europeans, especially on higher difficulties (the gap is just unbearable).

As Mayans, the +1 commerce could help in researching the tech necessary to get caravels a bit faster and hopefully reach Europe before they reach you, which is currently just possible on the easiest difficulty (not considering the Greenland cheese).
 
-Brooklyn Bridge: +100% Cottage growth in every city.
Reasoning: Levees are so useful that most cities will build them first, before the wonder is done. A cottage bonus is important for a young civ like America that is supposed to have a synergy with Individualism but doesn't have the time to grow them. Less relevant for Old World civ who have the time to grow their cottages.
I feel like this would be a great wonder effect for a totally different wonder representing American expansion and population boom: Levittown, the first suburb. Leoreth, is there any chance that might be made into a wonder for the game?
 
Probably not.
 
I don't have major plans to expand the wonder list but I am always open to suggestions.
 
Nascent proposal for revision of Torre de Belem (if possible to code): Unlocked by Cartography (EDIT: Disregard for historicity. Too early. Optics works for timeline but has no little to the Portuguese player. I suggest Logistics if you're ok with two wonders on one tech). Requires a colony. Production speed doubled by a TC resource. Reduces Cities Maintenance by x%/distance (net reduction a ratio of distance - something like that). OR like Escorial but Lump sum of gold granted for each new TC resource acquired (by direct control only - Casa de India). I think this would be more fitting to the tower's double use as a ceremonial reception point for returning fleets and more valuable to the Portuguese player. If you're set on Foreign Trade Income I'd insist the effect and scope be augmented significantly as it currently amounts to a super expensive Customs House.
 
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Nascent proposal for Torre de Belem (if possible to code): Unlocked by Cartography. Requires a colony and TC resource. Reduces Cities Maintenance by x%/distance (net reduction a ratio of distance - something like that).
It's already in the game with the effect "+100% foreign trade route yield"
 
Another Idea for Torre de Belem: Free Customs House in all coastal cities.
 
It's a bit ironic that both Roman classical wonders are built in Rome IRL while Rome's UP is a disincentive for spending time building wonders in your capital. Maybe they could be changed:

Aqua Appia: The :health: bonus isn't great in this era, some benefit to :hammers: would encourage building it early in Rome. Ideas, if those aren't too strong:
- +1 :hammers: per two excess :health:,
- +2 :health: in the city, +1 :hammers: on growth (Granaries and Aqueducts) and :health: buildings (the wonder itself and Baths).

Flavian Amphitheater: In addition to the wonder cost Rome isn't an ideal military center. It's also unlocked by the same tech as Aqua Appia despite being built much later. New tech could be Architecture (which is a UHV tech that Rome doesn't have much use for otherwise), and the pagan requirement (in the city) could be changed to pagan religion (for the civ), and maybe presence of Orthodoxy too if the wonder shouldn't be buildable everywhere. As for the effect:
- Units' XP gain contribute to :gp: in the city,
- A weaker effect in all cities (+2 XP or +25% military production) could be applied as well if losing the original effect would be too much of a military nerf.
 
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