[POLL] More Wonders for VP

What exclusive Enlightenment Era World Wonders you would like to see added in this mod (max. 3)

  • Wat Pho (Thailand) (around1688) tied to Economics

  • Buckingam Palace (England) (1703) tied to Navigation

  • Paro Taktsang (Bhutan) (1692) tied to EE-Flintlock

  • Bell Rock Lighthouse (Scotland) (1810) tied to EE-Wargames

  • Yellowstone National Park (USA) (1872) tied to EE-Wargames

  • Arc de Triomphe (France) (around 1830) tied to EE-Wargames

  • Bastille (France) (from XIV to late XVIII) (but as a prison) tied to EE-Fortifications

  • Taman Sari (Indonesia) (1765) tied to EE-Fortifications

  • Stone Town (Tanzania) (1830-1840) tied to EE-Fortifications

  • Bolshoi Theater (Russia) (1776/1825/1856) tied to EE-Romanticism

  • other (suggest in the thread, please)

  • Canal du Midi (France) (1681) tied to Navigation

  • Fontanna di Trevi (Italy) (1776) tied to Economics

  • Modlin Fortress (Poland) (1806) tied to EE-Fortifications


Results are only viewable after voting.
New natural wonders are added slightly different way than original ones, so RAS will not recognize them. I raised the limits for number of NWs per map significantly, so lack of NWs shouldn't be an issue. They are very common now.

If your really want to raise the limits even more, play with AsignStartingPlots.lua. I saw there is some beta file created in forum. My version is from 8-26-3 beta.
 
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I really wish there was a lite version with the most balanced and distinct wonders. Kinda want to try playing with more wonders for a better wonder balance in games with many players. Maybe I could make my own version. No insult to the creator, that's some great work, just don't want an overload in my game.
 
I really wish there was a lite version with the most balanced and distinct wonders. Kinda want to try playing with more wonders for a better wonder balance in games with many players. Maybe I could make my own version. No insult to the creator, that's some great work, just don't want an overload in my game.
I understand your concerns, but without proper feedback from numerous players, who actually play the mod, I cannot balance wonders. Most of them were initial ideas, and they didn't change since uploading. Some of them were compared to what @Infixo created in his mod. If you feel one or other wonder is under/overpowered why don't you post that here? Time for balance is now, when mod is in alpha stage. I totally encourage you to help me do the balance instead of starting your mod from scratch.
 
I really wish there was a lite version with the most balanced and distinct wonders. Kinda want to try playing with more wonders for a better wonder balance in games with many players. Maybe I could make my own version. No insult to the creator, that's some great work, just don't want an overload in my game.
BTW, you can always switch off World Wonders that are not balanced in your opinion. Just open file MainRulesForWonders and follow the instruction there.
 
Because I released v0.9 with new Natural Wonders, I think it's time to do some progress towards World Wonders this time. I have some art prepared by @hokath for Modern Era WWs, and some old art used by @Infixo in his mod so I will try to add some wonders across all 3 eras left. Moreover, I decided to bring back White Sands Facility to my plans. So, here's the current view:

Modern era (2 new wonder concepts; total 6):
upload_2020-10-1_23-10-10.png


Atomic Era (2 new wonder concepts):
upload_2020-10-1_23-11-1.png

upload_2020-10-1_23-11-16.png


Information Era (2 new wonder concepts):
upload_2020-10-1_23-11-52.png
 
I did not mean that I'd make my own more wonders mod, just that I'd like to try this with a tad fewer wonders, enough so that there's more of a fair chance for more civs to grab a couple during a game with many players, but not so many that the balance of the game is wacky.
 
I did not mean that I'd make my own more wonders mod, just that I'd like to try this with a tad fewer wonders, enough so that there's more of a fair chance for more civs to grab a couple during a game with many players, but not so many that the balance of the game is wacky.
Then manual disabling some of them seems right for you. Or maybe you should play with era restriction. It lowers number of built wonders significantly and lets the game preserve its balance. Most of people doesn't play with it. Maybe if you try it, you could give me some feedback?

upload_2020-10-2_13-55-42.png
 
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Some new concepts and changes to my old plan:
  • new wonders on the list: Museum of Humankind (Globalization), ITER (Nuclear Fusion), Curiosity Rover (Robotics);
  • Ice Hotel moved from Globalization to Stealth;
  • Onkalo moved from Nuclear Fusion to Particle Physics;
  • Hubble will be moved from Robotics to Lasers;
  • Sydney Opera will be moved from Ecology to Telecommunications;
This way, every information era tech will have a wonder.
 
Millau Viaduct suggestion:
upload_2020-10-2_23-35-10.png
 
On github currently pre v0.10 rev. 1+2:
  • 5 new wonders: Millau Viaduct, Arecibo Observatory and White Sands Missile Range in Atomic Era and Palm Jumeirah and Taipei 101 in Information Era; all currently without restrictions;
  • reworked (simplified) lua code placing dummies for WWs, so it would be nice to verify them all; I checked only few;
  • moved field for choosing voicebanks type to the beginning of the file;
  • corrected and updated help texts in files;
  • cleaned up some files;
  • updated .odt table;
  • moved Hubble S. T. and Sydney Opera House in tech tree (in the same tier);
  • added 2 new Pedia texts (Ait Benhaddou and Darjeeling H. R.) + all for new wonders added in this update;
  • updated art names and prepared them to future updates;
 
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Sorry for the lack of feedback currently, not too much on civ currently.

Millau Viaduct suggestion:

I like this idea. Perhaps replace -2 :c5unhappy: Unhappiness from Urbanization and the +1 :c5happy: Happiness by a -1 :c5unhappy: Unhappiness from Urbanization in all cities connected (but it's one lua more)

Some remarks :
For Statue of Liberty, I play a lot of game and you can greatly increase the number of specialists needed to have a real limitation (between 10 and 15), even for the AI.
For Hubble, the limitation is to have an observatory but with that, only civilization with rationalism can build it. The Hubble telescope was built by the NASA with contributions from the ESA, maybe a least one Research Agreement and a minimum of :c5science: Science per turn in the city.

I played with natural wonders in my last few games and it's really cool.

Thank you for the last revision.
 
Agree on Hubble. I had a game with no mountains but was trying a SV. I did not went Rationalism.

Maybe keep the Mountain requirement but no Observatory or just buff it more and put as a Rationalism finisher.

One of CS requested me the Gobekli Tepe since Ancient era and stick through whole game. Sadly I had no Mountain in range. Anyway I think, like other quest, it should fade out after some time.

It seems AIs put some good efforts on building the new wonders but still prefer the classic ones (Stonehenge, Hanging gardens, Pyramids, etc) when they match the requisites.
 
Hi, adan_eslavo, I know that Machu Picchu is a base wonder, but I use only MWfVP and EE, mods that modify wonders, so I thought to ask question here.
Does Machu Picchu still give bonus to mountains? Description says 1 food, production, culture, faith per mountain, but I don't see any in the city
 
I like this idea. Perhaps replace -2 :c5unhappy: Unhappiness from Urbanization and the +1 :c5happy: Happiness by a -1 :c5unhappy: Unhappiness from Urbanization in all cities connected (but it's one lua more)
Nah, I want to avoid lua were I can. This is simpler, but does almost the same thing.
Some remarks :
For Statue of Liberty, I play a lot of game and you can greatly increase the number of specialists needed to have a real limitation (between 10 and 15), even for the AI.
For Hubble, the limitation is to have an observatory but with that, only civilization with rationalism can build it. The Hubble telescope was built by the NASA with contributions from the ESA, maybe a least one Research Agreement and a minimum of :c5science: Science per turn in the city.

I played with natural wonders in my last few games and it's really cool.

Thank you for the last revision.
I will look on Hubble surely, right after Wonder Planner v8 release (soon).
Agree on Hubble. I had a game with no mountains but was trying a SV. I did not went Rationalism.

Maybe keep the Mountain requirement but no Observatory or just buff it more and put as a Rationalism finisher.
Hubble is too late to be finisher. I will change it, but not this way.
One of CS requested me the Gobekli Tepe since Ancient era and stick through whole game. Sadly I had no Mountain in range. Anyway I think, like other quest, it should fade out after some time.

It seems AIs put some good efforts on building the new wonders but still prefer the classic ones (Stonehenge, Hanging gardens, Pyramids, etc) when they match the requisites.
Post it on VP Github. I have no power to change the AI or CS logic. Quest fading away and being substituted with other seems reasonable solution.
Hi, adan_eslavo, I know that Machu Picchu is a base wonder, but I use only MWfVP and EE, mods that modify wonders, so I thought to ask question here.
Does Machu Picchu still give bonus to mountains? Description says 1 food, production, culture, faith per mountain, but I don't see any in the city
Maybe it was changed in VP? I was using wikia:
upload_2020-10-7_17-18-58.png

Must verify it closer.
EDIT:
Old descriptions says the same and it is from VP:
upload_2020-10-7_17-51-7.png
 
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Wieliczka Salt Mine not work properly.
1 turn before construct. 2 salts already created:
upload_2020-10-10_18-51-36.png
After Construct - no new salts. Valid terrain is present
upload_2020-10-10_18-53-45.png
Same bug if I replace/delete already present salt resource.
It is Ingame editor situation, but I've built it many times in many games - never seen salt appear

ver 0.9
 
New try. Without IGE now.
1st turn.
upload_2020-10-10_19-32-37.png
1 turn before construct:
upload_2020-10-10_19-46-49.png
After construct:
upload_2020-10-10_19-48-8.png

T_T
 
Wieliczka Salt Mine not work properly.
1 turn before construct. 2 salts already created:
View attachment 571583
After Construct - no new salts. Valid terrain is present
View attachment 571584
Same bug if I replace/delete already present salt resource.
It is Ingame editor situation, but I've built it many times in many games - never seen salt appear

ver 0.9

New try. Without IGE now.
1st turn.
View attachment 571590
1 turn before construct:
View attachment 571592
After construct:
View attachment 571593

T_T
I am aware of this issue. On first page there's info about it ^^. Can you post your screenshots on this thread? I think it must be VP issue because I use theirs sql table for resource spawning.
 
Done. I think, you should pay attention on 3rd and 4th Unique Components for VP - Official thread
Egypt UB makes same job, as your salt mine:

UB - Nilometer (replaces Water Mill):
Unlocked at Masonry
150 :c5production: Production cost
can be built in city without River
+2 :c5food: Food, +2 :c5production: Production and +1 :c5culture: Culture
+2 :c5production: Production for every 5 :c5citizen: Citizen

on construction spawns 2 Flax Resources in the City

And it works without problems. May be ask question to pineappledan will be a good idea.
 
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