I read somewhere that they are trying to make it more difficult to come up with "best" builds/strats, so restricting Wonders to certain terrains would help with that.
http://www.digitaltrends.com/gaming/civilization-vi-first-details/
I'm sorry but that's completely ridiculous. There is nothing innate in Pyramids or Stonehenge that would somehow require particular climate or biome to be built in. Massive pyramid structures were build in Central America, South Asia and many other parts of the world, n very different geographic locations and climates, yet somehow 'these' pyramids require a desert tile? Why? Can they only stand on sand? Similarly, WTH with Stonehenge buildable only on grass, similar megalythic structures were found all over the world, from cold steppes to tropical islands.
If both wonders really had to be geographically limited (and I don't think this should happen to Wonders in general, with very few exceptions such as Machu Picchu or Great Lighthouse) then it should be supply of stone resource.
You have spoken truth Krajzen!
A requirement upon local stone would not be very realistic. Regarding the great pyramids (and other structures in Egypt), stone was not very local and required transporting the building blocks of stone from sometimes great distances. I have been watching a couple documentary series about ancient times, and have come to better realize that choice of stone was crucial and definitely affected structure design, planning, and building in many ways. However, many great structures were built with materials naturally originating in distant locations across the (known) world.
I have always found serious flaws in the approach to wonders in Civilization.
a) Only one civilization may successfully complete a specific type of wonder.
b) The wonders are based upon very specific historical structures built by a very specific historical civilization.
The notion of the English building the great pyramids does not make a whole lot of sense to me. It would seem to be much more realistic if the English have the ability to build some pyramid. After completion, it would be an English pyramid instead of the Pyramids of Giza in the desert of Egypt.
This is a very strong suggestion I am making regarding wonders in general.
Any civilization, at any point in time, has the realistic opportunity of creating a structure or great project which might eventually come to be considered a "world wonder".
There is absolutely nothing realistic at all about a great civilization beginning work on a great structure, involving years of design, planning, labor, and arrangement of materials, which instantly disappears and becomes a pile of gold, simply because a different civilization in the world completed a similar structure!
Here is the Civilization game design I would prefer:
Civilizations may construct or create projects of great magnitude and significance, which typically result in something considered a "world wonder".
All civilizations always have every possible type of structure or project available to be built. For example, a pyramid, religious building, distinctively unique structure reflecting their civilization, or world contribution (great market, library, center of science or art).
The benefits of each particular type of structure would always be received upon completion. All civilizations building a monumental religious structure would receive religious benefits which are inherent in the type of structure. In practical game terms, a specific Great Temple might bring +6 faith.
Flavors of specific monumental construction projects may be "skinned" on top of the basic structure type. An Egyptian civilization located in the desert would have their Great Pyramid "skinned" with the Pyramids of Giza. A civilization in America would have a "skin" similar to the Mayan pyramids.
These "skins" or flavors of the generic Great Pyramid may even come with their own unique benefits. The "Pyramids of Giza" "skin" might have an additional tourism benefit.
The skin is where the very unique aspects of the "Great Pyramids of Giza" should come into play. Only one civilization may build the "Great Pyramids of Giza" and receive the unique benefits of that particular historical structure. This never precludes the building of other significant Pyramid shaped projects. Any pyramid built by any civilization, anywhere in the world, out of any materials, within any terrain, would also be very significant in a more general way. The unique benefits from this new (not intended to mimic real life history) pyramidal shaped great project would have different unique aspects, influence, and benefits.
A further step would be to even include chosen attributes or focus of a particular Great Project. For example, in the ancient worlds, a building could include religious statues and be built in honor of a religious deity. Or they could be built to instill a sense of awe ("wow" factor) to foreigners. To impress upon other civilizations the military strength, scientific advances, cultural, or artistic prowess of the civilization which completed the project.
This type of game design would definitely be more realistic. Perhaps,....and only perhaps...a little more difficult to design and code. I believe game players would appreciate this significant change regarding wonders.
What would actually be the downside? What would be the harm? How would game play suffer? Would game balance suffer?
This.People keep using the term "realistic" in a game that has never once ever been realistic.
The only source of realism was the Civilopedia that provided interesting factbits (which was even questionable for Civ 5).
I don't understand the need and desire for Civ to ever be "realistic". Sure there's no other game but to me it's asking too much. And this goes for everything, the choices for leaders, wonders, representations etc. (altough I do agree with the high level of Eurocentrism in most games).
Civ isn't necessairly designed to be a simulation. The Empire Management thing wasn't a simulation. It came out the way it came out (I can't say personally given I've only really been into the game since Civ 5 to be honest and I have very little experience in either Civ 4 and 3 and never really played Civ 1 or 2). But Civ has always come across as a boardgame style game rather than a game that uses realistic mechanics.
So for Wonders to have some restrictions if it helps balance out the wondermongering (that I personally do) is a nice challenge and welcome change.
I smell nerfed wonders a la Civ:BE.
Also, isn't Petra can only be built in Desert too? And Colossus can only be built on coast?
and warriors that take 500 years to walk from Paris to Rome... and Battleships that take 3 years to cross the Atlantic...When people bring up realism I just think of 200ft tall troops running around on the map
People keep using the term "realistic" in a game that has never once ever been realistic.
The only source of realism was the Civilopedia that provided interesting factbits (which was even questionable for Civ 5).
I don't understand the need and desire for Civ to ever be "realistic". Sure there's no other game but to me it's asking too much. And this goes for everything, the choices for leaders, wonders, representations etc. (altough I do agree with the high level of Eurocentrism in most games).
Civ isn't necessairly designed to be a simulation. The Empire Management thing wasn't a simulation. It came out the way it came out (I can't say personally given I've only really been into the game since Civ 5 to be honest and I have very little experience in either Civ 4 and 3 and never really played Civ 1 or 2). But Civ has always come across as a boardgame style game rather than a game that uses realistic mechanics.
So for Wonders to have some restrictions if it helps balance out the wondermongering (that I personally do) is a nice challenge and welcome change.
The more I think about it, the more I don't like this one. If you make wonders terrain-prohibitive, you lower the competition for them. Some wonders it will be completely impossible for any but one civ to build on occasion.
The result of that setup is that civs will arbitrarily get exclusive access to wonders for free, with no risk/reward in teching for them or decision on whether the potential benefits merits a divergence on tech path.
The stronger the exclusive benefits, the more RNG-dependent you become in the relative sense on terrain generation luck. On the flip side, what strategic purpose does limiting many wonders in this capacity serve?
You could make a case that some wonders can help to offset otherwise bad terrain, but aside from that this comes off as a negative, in that it gives civs more random freebies.
think positive - half cost on deserts.Definitely not realistic, but I'm fine with that.
Like I mentioned in the city districts thread putting some restrictions on what players can build where goes a long way to making choices more interesting. After all, if you can just build everything, everywhere and there's no bonus or penalty for doing so then it doesn't really matter what you choose. I probably would have gone for a softer restriction (double cost outside of deserts?), but I can definitely see what Ed is going for.
- Jon
afaik, Colossus & the Lighthouse must be on the coast. the Pyramids must be build on a desert tile. Stonehenge must be build on a flatland tile (grassland only?) adjacent to a stone resource.I smell nerfed wonders a la Civ:BE.
Also, isn't Petra can only be built in Desert too? And Colossus can only be built on coast?
any competition for the ancient wonders will be eliminitated. they are too early on the tech tree for a civ to afford to explore the map for a tile that satisfies the requirement(s). maybe for classical and later wonders terrain limiters (gates) make sense. anyway, this whole mechanic remainds me of the Statue of Zeus from civ3. it was all kinds of awesome.The more I think about it, the more I don't like this one. If you make wonders terrain-prohibitive, you lower the competition for them. Some wonders it will be completely impossible for any but one civ to build on occasion.
the purpose has been stated already - to push players out of their comfort zones.The stronger the exclusive benefits, the more RNG-dependent you become in the relative sense on terrain generation luck. On the flip side, what strategic purpose does limiting many wonders in this capacity serve?
The more I think about it, the more I don't like this one. If you make wonders terrain-prohibitive, you lower the competition for them. Some wonders it will be completely impossible for any but one civ to build on occasion.
3. Requiring a dedicated tile already limits the Wonder race (no more all Wonders in one city). Having additional requirements just shapes the limitations.
In early game, the additional requirements will dominate.
It's later on that the tile limitation will come into play, and it might well be that if your capital's terrain is homologous enough, that you'd run out of wonders to choose from that are allowed in that type of terrain before you run out of tiles.