Okay, my intuition was right: as I tinkered a bit more, my method does work.
I will probably make 2 version one for with many requirements removed for many wonders (not for those which may break, or are hardcoded from VP, not More Wonders, not for those that are a fitting niche, for example Majorville for Tundra). Second is the same but with new policy wonders detached from policy finishers at all and non exlusive, just normal ones. Those ones from VP (Djenne, etc) single wondre for a policy, will still need them, but no other requirements (desert, river that were added with MWfVP) and not excluding other wonders that were previosly from those policies. For example Notre Dame is no longer tradition finisher and doesn't require a river, it can be snatched by AI who built Djenne.
Unique old and new ideology wonders are still mutually exclusible, you have to chose and aim to be first, and still give all the others to competitors.
The same is the fact for the infrastructure wonders (you can only get one Interstate Highway, Transsiberian, Concorde) They are great boost to late AIs and even up the field. Their requirements for resources (aluminum) and actually reasonable and it's late enough for you to take into acount and aim/be excluded.
Karnak was a weird bad designed wonder: always your first building is monument, you will fall back entirely irreperable, at least on deity i it is not. Having a free mounment on a wonder that is on granary already is just not conceivable. It is now reduced in cost in line with those wonders from agriculture and moved to it.
First techs tier, Wieliczka, Stonehenge and Pyramids are now no requirements to make a player have to compete with AI and not have them unavialble or guaranteed.
Some wonders still have their req like Habitat something i don't recall that gives +3 pop to tundra, Majorville, Nazca, they are very valid and part of the wonder core and niche, while they will not have hill/river anymore unless it's very core of the wonder and necessitated by its strength and character.
Some like Rockefeller will have coast, but lose river/hill which are too exclusive and not usually available on most AI coast cities.
Nealry all hill or flat land are removed, there will be few that will still be present due to balance reasons that substantiates and is offset by their power.
I can't remove citadel/fort for req (too interdependent lua coding) I think so they stay for now, btu Brandenburg doesn't require river anymore.
Some req like very saddly a landmark of all things to the Louvre stay cause they are hard coded in lua in some way.
Removed are most if not all jungle/forest req that are not from VP
TBH anything that is from VP, like Statecraft for Westminster, Desert for Perta are not modifiable in this modmod, so they stay but are very rare and known.
The cheesiest thing available: looking who build which religious wonder and being able to guarantee you get one, as they were mutually exclusive (someone who built el gibra couldn't build hagia sophia and 7 more wonders etc). They still al require holy city but are not mutually exlusive so plan wisely, you are no longer quaranteed anything.
Now, look in the civilopedia (right click on a wonder on tech.production) and
scroll down to the technical info only there is now actual info. There you will get info if coast or hill or smth is required. Texts are outdated and they were anyway in the normal More Wonders which I discovered by checking files, many times they stated hard (option 2) requirement in text even if 1 was enabled leading to even more confusion. TIf you play with those default texts you probably don't know what the wonders does anyway, I didn't as it is a new invention, and even switching to normal texts doesn't clarify much (it's also impossible as texts for civilopedia must be one for the mod regardless of internal modmod options). Wonders like ROman Forum were said to require marsh while they didn't with option 1. Maybe I will clean it up one day just for my version. It is
not the oversight on part of Edan Eslavo, his intended wonder texts are correct and they cannot be automatically changed due to engine limitations if someone switch to 1 option of requirements.
Policy screens and wonders unique to them don't mention their exclusivity or for wonders that have them removed (pre ideologies) so at least that is cleaned up, remember that those base VP ones still requires them Wartburg for example says it needs progress finisher but it doesn't and no longer says it is exlusive to Forbidden palace and it indeed isn't. Policy screen don't mention it at all.
I will EDIT this post when I test more and finish initial versions.
If you remember Adan, can you just briefly explain what those two mean, and if anythign at all all important?
some coding involves second bracket when denoting ([...] AND (Value=1 OR Value=2)) and some don't, I assume it's a vestige of former system that was differerntiating between them
what sometimes appearing UNION ALL denote? it could be explained in the file, sorry for lack of due dillegence, trying just seem faster and would have have to be done anyway so I skipped learning the files, in place of checking and applying patterns.
I almos got everything to work as of Wednesday and will post changelog I compiled for each wonder and new rules (this time in more clean and properly formatted way with no typos, from my dystrophy weak topress and chaotic fingers haha)
Then
@adan_eslavo, you and everyone can review it and I can send you initial version if you wanna test or check. You can decide if you want this version of modmod I compiled for my personal tastes meets your quality criteria and if youw ant to see it hosted in your main thread of this monumental mod. Then I will post two versions of this modmodmod. I want to regularly use it in the future so I will try to keep up with updates for the mod. Mod, as of only affects only WorldWOnderDefinitions, sql, is basically one file and requires correct versions of settings in GlobalSettings file, which I will also provide or anyone can switch a their own initiative
I actually left a bit more requiremnts that I thought I would that aling with how AI expands on higher difficulties, and every biome (coast, requiring no coast, tundra, plains willl have 2-3 niche wonders) but desert or grassland no more, hills req have been halved but is still retained for some fitting wonders in no cheesy way (so many req that only human willl conciously aim and meet them) and even a few rivers/flat remain (including aj mahal cause it is so powerfuL) but those are like only 1/3 of what they were aand I am quite happy with the design, flow and hopeful for stability (each era tested so far with IGE, first full new game incoming). Hopefully now AIs will get and compete with you for twice or thrice (if you will use policy and religious wonders unchained) as many wonders, so be prepared. This will also stand for medium difficulties I hope.
In the future it is probable that I will update texts for this version, so they match correctly with requirements/exclusions and effects.
Remember that
you will get less wonders and will need to plan and strategically chosee wonders and devote to them, surveying AI cities no longer is enough. There will still be a lot of flavor and specific req for some wonders but not to be annyoing for the player or excluding for the AI.
The modmodmod is intended to reduce complexity (AI can't compue all that) and increase the number, varaiety and speed of getting wonders by the AIs. It will NOT make you get more wonders, but pool will be equalized you vs. AIs for both a bit. The increasing costs will still work very well as it is in VP, and won't leave you completely out of reach.
Everyone feel free to comment and add any insights or proposals for the changelog listing all wonders and if/what change that will come in a few days maybe even today or tomorrow!
I also cqught this line from Adan "
Nope. v24 is under construction. It was leftover I should have deleted, because it has multiple bugs spread out." I was one of those who grabbed v24 and played with it, thinking it was more stable, but it was still WIP by Adan, so I revert to use 23.7 as base for my tweaks, I am glad I found that, and maybe it will bring some answer why some things were working and others not like smal icons. It shouldn;t be used as it is probably something only Adan know how works as he cooks new version, he knows what he is doing, but it is stable and good, I unkownignly played it, just not the good place to start tweaking.