Everyone loves Stonehenge, the Hanging Gardens, Angor Wat, etc. There are a lot of wonders that people natural flutter to. But what about the less sung about wonders. Which wonders do you think are generally undervalued by the community and are actually a lot stronger than they appear?
My top 3:
What are yours?
Honorable Mention - Roman Forum
Hanging Garden often gets the love, but the Roman Forum can be surprisingly useful for early CS play. For example, being able to grab a cultural CS (and strip out the early influence from an opponent, which is hard for them to recoup) is a big deal. Further, getting to 2 paper gives you a lot more flexibility in producing diplo units....a benefit you normally have to wait signficantly longer for. Played correctly with a bunch of CS around you, the forum can give you an early game stranglehold on the CS in the area.
My top 3:
- Mausoleum of Halicarnassus: In between Stonehenge and the Hanging Gardens it be can easy to overlook this wonder. But I think its actually a sleeping powerhouse. WLTKD in your capital are often easy to maintain almost infiniately, which means this wonder is translating into a major boost in yields. Second, by giving you a free stone works (especially in cities you can't build it normally) it unlocks hammer ITRs much earlier in the game. This is very powerful, as this is the time your cities are getting off the ground. Being able to commit hammer ITRs to your first key cities can dramatically speed up their development."
- Terracotta Army: When you first get this wonder, its not all that great. The bonus isn't all that good for that time. However, later in the game when wars are long, kills frequent, and you now have an era scaling behind you, the culture you can gain from this wonder is just massive.
- The Motherland Calls: As a relatively new wonder, it can be easy to underappreciate what this one has going for it, especially late in the game. The supply is nice, the building maintenance reduction is actually more powerful than it might seem (building maintenance is a LOT in the late game). However, the ability to negate pillage power in late game wars can be a game changer. Armored units especially gave a massive power from the ability to hit move, pillage, and hit again, constantly maintaining health. During that off effectively ties one hand behind someone back.
What are yours?
Honorable Mention - Roman Forum
Hanging Garden often gets the love, but the Roman Forum can be surprisingly useful for early CS play. For example, being able to grab a cultural CS (and strip out the early influence from an opponent, which is hard for them to recoup) is a big deal. Further, getting to 2 paper gives you a lot more flexibility in producing diplo units....a benefit you normally have to wait signficantly longer for. Played correctly with a bunch of CS around you, the forum can give you an early game stranglehold on the CS in the area.
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