Other Wonders

DEFENSIVE WONDER i think this has been done already - or similar - for a wonder called 'the labyrinth'. enemies adjacent to city get x damage, Hrochland ade some great art for it - I mean, how do you represent a labyrinth in civ4? He managed it

RE: National Wonder increase - i saw a wonder effect that increased national unit counts, thought it might be the same kind case for buildings ... shows how much i know!

Some sort of Maginot Line/ Gorgan Wall effect where any enemies crossing your borders take damage, or, probably better, get a reduced movement allowance on that turn (useful only if you've got a huge variety of movement in your units, and a map so vast it's relevant)

connected but not quite the same - an extends - beyond - the - FOW warning system to warn of naval invasions ("Cinque ports"?), or a similar one for land units "enemy x has 50 land units within x tiles of your border". I' pretty sure the latter might have been fixed in a mod (via automatic patrols), not sure about the latter.

Interested in a mechanism that mitigates against stacks of doom, never been able to find a generalized "count number enemy units on same tile" function.
 
I would like to share a few wonders I created in my personal mod:

Arms Exporter:

Available pretty cheap once rifling is researched. It produces a unique resource called firearms. This can be traded or used to created a national limit of 8 Jaeger (riflemen), 4 field guns (cannons) and 4 Hussar (cavalry) without any technology requirements. The cannons and hussar do not require iron or horse, just the firearms. You can give (or sell) the firearms as a strategic resource to friendly or “enemy of my enemy” civilizations to arm them without permanently giving them any technology. For example, your biggest rival invades a small country and you want to help slow them down. But you give the underdog some free technology just for them to capitulate 2-3 turns later. This way you temporarily grant them weapons but without any permanent tech, and can also cancel the trade to disarm them.
 
I have desired for civ trade economics to be a bit more involved rather than just having open borders = trade routes. Behold ,

East India Company

Available at optics, requires harbor, +50% production speed with spices.

This wonder grants the city +1 trade routes and creates a resource called Tea. Kind of like Broadway plays etc. However you only get 3 tea which is a +1 health resource. It doesn’t provide a second health bonus with any buildings, just the base +1. The other 2 tea are only worth anything if you can trade them for resources you don’t have , or some extra gold. You can also make a grand total of 1 “trader” unit, which is like a baby great merchant that gives a few hundred or so gold from a trade mission.

I also made a twin/reciprocal wonder called The Black Market (+50% production with silver) which provides 3 opium (+1 happy) and can train 1 smuggler unit (same as trader).
 
I have also modified the Heroic Epic and West Point to allow for the training of 1 Champion and 1 Special Forces, respectively. The champion is a 12 strength melee unit +25% against other melee units. The special forces is a 2 movement 28 strength gunpowder unit which can paradrop and use enemy roads. These units are more expensive than other units of the era and limited to 1.
 
@Spillsandstains, I've seen that labyrinth model. Its one of the ones I want to use. The main aspect I want for the various "defensive" wonders is that they are triggered when a unit attacks a city and not onUnitMove or when someone comes close to a city.
I implemented the first two in CvUnit::updateCombat(bool bQuick), having created the associated integers.

I'm going to use this approach in updateCombat for most of the defensive wonders I was thinking of, in order to call a python function. There are python for a lot of the responses I was planning just didn't have a trigger point here.
Spoiler :
Code:
// LPlate - Defensive Wonders - Mirror
   CvCity* pCity;
   if (pPlot ->isCity())
   {
       if (pCity->getDefenceMirror() > 0 && GC.getGameINLINE().getSorenRandNum(100, "Mirror Defender") < pCity->getDefenceMirror())
       {
           CyUnit* pyUnit = new CyUnit(this);
           CyPlot* pyPlot = new CyPlot(pPlot);
           CyArgsList argsList;
           argsList.add(gDLL->getPythonIFace()->makePythonObject(pyUnit));   // pass in unit class
           argsList.add(gDLL->getPythonIFace()->makePythonObject(pyPlot));   // pass in plot class
           gDLL->getPythonIFace()->callFunction(PYSpellModule, "doDefenceMirror", argsList.makeFunctionArgs()); //, &lResult
           delete pyUnit; // python fxn must not hold on to this pointer
           delete pyPlot;   // python fxn must not hold on to this pointer
       }
   }
// End LPlate - Defensive Wonders - Mirror

@Underdog Ally, those look like interesting uses of the functionality that's available.
 
I've always wanted a two edged sword like wonder. While listening to The Fall of Civilizations podcast 7 the Songhai Empire I thought of one.

Mansa Musa Pilgimage requires a state religion and three sources of gold. When built gives +10% foreign trade to all your cities (I implemented this as a free building called Pilgrimage Tradition but I think it can be done in the wonder buildings XML). However it causes 1 turn of economic collapse in all cities with that religion present that are not in your empire, i.e. not in your nation, vassals or colonies.
 
Hi,
Platyping created of dozens of python based buildings.
Wonder packs.
Im certain you can find most of the effecr you want.

Wow. I need to download and check thru’ @Platyping’s work. There’s a phenomenal amount of ideas and graphics there.
 
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