No, the questions are not obsolete, they are about (Small) Wonders going obsolete.
So I have these Government Small Wonders in my mod, which can only be built if you're in a government (and lose effect after leaving said government).
Added Government Specific Small Wonders, all 200 shields, except Hillfort, which is 100 shields:
1: Despotism : Hillfort (100 shields) double barbarian bonus and 100% defense bonus for the city.
2: Republic: Circus Maximus, +2
in city, +1
in every city on continent.
3: Monarchy: Tax office, +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
4: Feudalism: Crusading Order. Builds a Footknight every 5 turns and lowers WW.
5: Fascism: Party Rallies - adds a palace, produces a smoke mortar every 5 turns.
6: Communism: Secret Police HQ
7: Democracy: National Health Care - +2
in all cities.
8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.
9: Theocracy: Holy City - treasury earns 5%, +1
in every city.
So, I suspect that the AI likes to build the hillfort (but I don't to be honest, I might remove it, or make it stronger - thoughts?) With them building the Hillfort in depotism and me not, that obviously puts me way ahead if they spend 100 shields on their capital production under despotism and I am not..., but, this also increases their defense bonus in the city, but really if all you have is the capital, it's only a matter of time.
So I am thinking hard of making a way to make the Hillfort stronger. If I make it a tourist attraction, will the money bonus come in even if one changes government? How about the culture that it gives, will that continue? I don't know how to test this in a game, so that's why I ask.
What other things can I do to make the Hillfort more of a value to build? Increase food, commerce, lux, or +1 trade?
I actually want to know what effects go obsolete, and which do not after changing governments.
So I have these Government Small Wonders in my mod, which can only be built if you're in a government (and lose effect after leaving said government).
Added Government Specific Small Wonders, all 200 shields, except Hillfort, which is 100 shields:
1: Despotism : Hillfort (100 shields) double barbarian bonus and 100% defense bonus for the city.
2: Republic: Circus Maximus, +2


3: Monarchy: Tax office, +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
4: Feudalism: Crusading Order. Builds a Footknight every 5 turns and lowers WW.
5: Fascism: Party Rallies - adds a palace, produces a smoke mortar every 5 turns.
6: Communism: Secret Police HQ
7: Democracy: National Health Care - +2

8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.
9: Theocracy: Holy City - treasury earns 5%, +1

So, I suspect that the AI likes to build the hillfort (but I don't to be honest, I might remove it, or make it stronger - thoughts?) With them building the Hillfort in depotism and me not, that obviously puts me way ahead if they spend 100 shields on their capital production under despotism and I am not..., but, this also increases their defense bonus in the city, but really if all you have is the capital, it's only a matter of time.
So I am thinking hard of making a way to make the Hillfort stronger. If I make it a tourist attraction, will the money bonus come in even if one changes government? How about the culture that it gives, will that continue? I don't know how to test this in a game, so that's why I ask.
What other things can I do to make the Hillfort more of a value to build? Increase food, commerce, lux, or +1 trade?
I actually want to know what effects go obsolete, and which do not after changing governments.