Why do you think the Wonder race is insufficiently competitive?
Because that's the way it's seemed in my games. Esp. when I'm the one in the lead.
If you are first to the tech by a good amount of time, you *should* be able to get the wonder if you want it.
I don't agree. I think you should have an advantage, but not as much as you seem to want.
Sticking arbitrary penalties on is boring, and losing wonder races when you won the tech race is not-fun at all IMO.
Of course arbitrary penalties are boring. That's why everyone here is putting some thought into a discussion about useful mechanisms with "realistic" or gameplay rationales, if not both, that'll be an overall improvement to the game.
I don't think Wonderless civs *should* catch up.
Too many arbitrary catchup mechanics are not good; they punish success.
First, there's that word again.
Second: Do we need to discuss why some catchup mechanics are a good idea? It's trivially true that "too many" catchup mechanics aren't good. It's pretty much determined by "too many." Now... how many are too many?
If I build a lot of wonders, that has a big opportunity cost; I have fewer cities, smaller military, maybe lower pop. That's the downside I should face from concentrating on wonders. Why should I face another extra penalty too?
To make the game more challenging.
Yes, there are opportunity costs. The question is are the opportunity costs really so high that a penalty isn't in order? Esp for a human player, who is likely to optimize to a greater degree than the AI.
We don't penalize civs who build/buy all their military units in one city...
That's all true.
Two other true statements: Wonders aren't military units. Wonders aren't gold.
Its often the case that a wonder-oriented civ like Egypt takes lots of wonders, but remains otherwise small/weak. They aren't very powerful, they just have lots of wonders - and are a ripe target for invasion.
Perhaps, but I haven't seen it.
Also, it isn't clear to me how a particular city is necessarily "optimized for wonders". Its not like there are buildings that provide a production bonus just for wonders. All you want is a high production city, but that could be good for lots of things (including military).
A city optimized for wonders rather than one optimized for military production is a city that's favored bonus-to-production over buildings that give xp for military units.
It's also likely to skip or lag behind in other buildings because it's busy building wonders.
So the idea is rather a-historical. Raw industrial cities - ones that emphasize production over everything else - weren't Wonder magnets.
I do not find great engineers to be lacking in usefulness.
Me either. But I don't find the idea of increasing the usefulness of engineers to be a stopper.
Please bear in mind I'm not pushing for the idea. (ATM at least - I'm undecided.) But
a) I think it's interesting and deserves discussion.
b) I don't think there's anything really hard to understand about why it might be desirable.
Cost and Opportunity cost...
Zaldron said:
If it doesn't then we just need to increase the cost of wonders until the opportunity cost is balanced.
Yeah, that's a strong possibility. And that's what a % penalty mechanic does on Wonders after the first, but with a built-in catch-up mechanic.
And I do believe we could use more catch-up mechanics.