What are the most useful wonders?

They're actually pretty bad at maintaining those relationships. +2 envoy points per turn is nothing even early on, and the +4 comes really late.
I can't agree. +2 is a 60 % increase when you're in a tier 1 government. That's pretty significant. One can argue that there should be a card that ups it to +3 around the time where you'd be expected to get a tier 2 government. +4 is also close to +60 % on a tier 3 government. Of course you'll get many envoys also through civics, but I think for cards that fill slots which you'll often have empty (i.e. nothing better to fit in), they are fine.
 
That's 1 more every 50 turns.

I mean, if, you have a blank green slot, you could put it there, but building an entire wonder for that isn't very impressive
 
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