No Wonders

jertheboy

Chieftain
Joined
Jan 28, 2003
Messages
5
Hi.

Just wondered whether anyone had played a game with building no wonders? How did it turn out?

Cheers
 
I haven't, but I know it's been done. Such games are often very trade oriented to cover up the lost effects of the wonders, both the happiness wonders and the science and money wonders.
 
Takes longer if you play with large cities, as you have to compensate for happiness wonders, but many small cities works OK (the "Infinite City Sleaze" strategy). You cannot win by SpaceShip - you must conquer. Don't put Restarts On or you'll have to kill restarted civs at least three times per color.
 
Originally posted by ElephantU
You cannot win by SpaceShip - you must conquer. ...

Actually, that might be a challenge -- except that one would have to play kind of slow, waiting for the AI to build Apollo, THEN launch with a faster spaceship.
 
Now that could be an interesting challenge - no Wonders, and you HAVE to win by space ship!
 
Even if you don't build wonders, the ai will. Then when you capture cities, you will have them. A no wonders game probably needs to be done with a scenario that prohibits wonders.
 
If we're doing this for a challenge, we could just make it a rule that you can only raze (not capture) any city with a wonder in it. That will make it an interesting challenge if an AI manages to launch a space ship and happens to have a wonder in their capital!:eek:
 
Sounds like a great idea for a succession game (glad I almost thought of it -- see the "Dirty" succession game over at 'Poly) -- we could do that here.

No wonders (raze what ever we come across); win by spaceship.

No problem.

I'd say build a nucleus of a few cities, play akin to early Landing/OCC style but instead of an SCC, use a 'core" of say five well developed cities & an outer ring of helpers. Lead in science, but otherwise lay low...

I'm in.
 
I think we're close to a quorum -- if nobody else jumps I’ll start something in the next day or two & post it in the Stories & Tales forum & invite others to join in.
 
Are you talking about a team effort on a single game, or each of us playing such a no-wonders game individually and comparing our results? Either way, it sounds interesting.
 
"Succession game" means that we'll all take a few turns (say 20 for the first round, then ten each round thereafter), save the game and the next player steps in. We can all comment and offer advice & the games move faster than a democracy game (usually).

"Comparison game" means that we'll all begin from the same start and when the game is over post notes and comments.

Both are interesting, but for this one, I think that I'd prefer a succession game noting the subtle differences in play along the way as strategies change slight direction with the changing of the players.

Care to join?
 
IN.

I have done it to about 1100 ad...razing and expanding....simply as an exercise, but never imagined the possibility of a real space victory.

In that game I found it necessary to keep the cities abot 10-12 and to focus on trade and units..science took care of itself because of the trade - as long as I was not fundy.

Always get a kick out of seeing something like "Pyramids" lost
 
IN.

I have done it to about 1100 ad...razing and expanding....simply as an exercise,
but never imagined the possibility of a real space victory.

In that game I found it necessary to keep the cities abot 10-12 and to focus on
trade and units..science took care of itself because of the trade - as long as I
was not fundy.

Always get a kick out of seeing something like "Pyramids" lost
 
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