So, if your Wonder gets sniped the turn before, it just goes away and turns into a pile of gold. It's not at all realistic, which is not necessarily an issue. And it does sometimes create an interesting dynamic, but it's a little tough to plan this because the Wonders can take so long, so sometimes it's just a dynamic and isn't strategically interesting. I prefer interesting dynamics that also drive a strategic response. I was thinking that second-rate Wonders could be completed that give a smaller benefit rather than the full benefit. There would be a number of ways to implement something like this - I'm not really tied to one. I'd just like to see something more interesting/less devastating than the pile-of-gold business. A few thoughts - 1) each Wonder has a list of bonuses, first to build gets first pick (sort of like the religion dynamic); 2) Each second-built Wonder gets a specified lesser benefit (maybe even decreasing for third, etc.); 3) All production on that Wonder stops when built, and the benefit is tied to percent-completion; 4) any second-built Wonder becomes a generic improvement tile (like a cultural improvement), perhaps tied to the theme of the Wonder. There are a few management issues, like perhaps a built Wonder cannot be started by anyone else after it's built. I don't imagine there will be any energy around actually doing this at Firaxis, but it seems an interesting thought exercise to see if this can be done better than it is today.