I do not know about order, I believe in overflow theory.
If I finish wander with whip or engeneeer, I never lost one.
I don't think so, because I already lost a wonder I poprushed for.
if by design i'm supposed to know in 950 BC, but the message does not show up in time to stop me from using the whip or a GE because of the system doing me the so-called favor of only showing me one message at once, then that's seriously annoying. i've opened the event log to look for things and sometimes you have to wait for it to catch up, so it's not necessarily a cure-all to say "well, don't just depend on the green flash-by announcements, open the log."
why announce it in 950 BC using an inconsistently delayed event log system, but not stop us from building it until 925 BC? what does that do other than give us one more turn to convert hammers into gold if we want to, or a chance to seriously blow it and waste a big old whip or a valuable GE? my #1 rule is play the game in the way that's fun for you, and i don't define cheating for anybody but myself. so do that if you want to, i won't think less of you, i promise. all i mean is that i don't see the purpose of that in a game design, all that i can see is it as is a bug and it seems like they missed a step somewhere. not that i know how to program my way out of a paper bag, mind you. and it obviously leads to frustration when people think they're going to get the wonder and so they whip or spend that GE and then only get gold and they feel they've wasted something big-time. what am i missing?
yep, those things happen, and it's a kind of frustrating.
That's why I always wait for the end of my turn before whipping, to let the messages come in.
(When I then forget to whip, I

)
I'm inclined to open this up as a challenge: can anyone provide a save that demonstrates that overflow matters?
For a first cut, I would describe that as a save where
1) you are one turn away from completing a wonder
2) the wonder is not listed as being completed in the eventlog and is absent from the wonders page
3) some other civ beats you to the wonder after you hit end turn.
a little worldbuilder test would be easy enough, I think.
Can't remember if you can add hammers to a building in the queue, but even if you can't you can add forests all around a city and piles of workers on each forest tile to get a super mega large overflow.
Or you can just put a GE where needed.
people are saying that it happens even if they whip/buy it on the last turn. when whipping is the only option, it can happen that reloading two turns back you don't have enough hammers/pop to whip it ... bummer. and some don't like to reload to change judgment calls (i don't, but i 100% believe that everybody should make that determination for him/herself).
i do like VoiceOfUnReason's challenge and his willingness to look at these cases. go to your .ini file, set autosaves to 1, and if you get bitten by this, copy the latest autosaves (i'd do the most recent two years since i'm not sure which one contains the problem) since autosaves get replaced when you start a new game. share those with him and maybe we can figure this out, and help save people this obvious frustration?
I have autosave at 1 and keep large amounts of autosaves, but I'm not building many wonders

...
I suggest someone starts a game :
- with autosave each turn
- with egypt,
- slow builds stonehenge (a worker first may be good too) while growing really big and teching to BW.
- when 1 turn from finishing it, save.
- if an AI builds it before this, autosaves from the 2 previous turns (to be able to use worldbuilder in different situations).
I promised my wife I wouldn't play this week, so I'm not doing it.
But would like to see the results.