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I have been thinking about the roles of wonders in this series for quite some time, and it just bugs me so much that I guess might well share them with the internet...
Regarding wonders, when comparing Civ6 to its predecessors, the most noticeable difference is that wonders are now occupying a slot on the map. Since many wonders are relatively large architectural-wise, I am quite convinced by that. Still, the fact that they need to complete the precious land with all the districts, improvements and even the city centers themselves are usually quite annoying, not to mention some of the landscape requirement for the wonders are just more annoying than fun.
Lets say I want to be a Great Library, in Civ6 I will first need to build a campus, a library in it, only then I can reach for my precious library, and it will be adjacent to my campus that will take away a potential adjacency bonus plus for campus I want it to be next to as much as mountains, coasts, etc. as possible, which further limited my choices. In terms of gameplay, I guess it promotes thinking and making choices, emphasis on opportunity cost and so on, but this mechanism just not really intuitive in my opinion. In Civ5 you can stack as many wonders as you wish in a single city, the lack of limits releases the land, and in some historical cities like Paris for example, they do indeed have massive amount of wonders, but I doubt the catch-them-all attitude on wonders are promoting strategic thinking, although it is a guilty pleasure that many have shared...
My suggestion is to make wonders more expensive, but they establish a corresponding district beneath them. Also, if a district has already been built, I can build my wonder on it with a discount, either way, the wonder and district will occupy the same slot. So for example, I want to build Great Library, if I don't have a campus, the Great Library would be, let's say 40% more expensive to build, however when I finish the project I get both the wonder and the district. And if I do have a campus beforehand, I get a discount of 40% off for my Great Library.
The other thing I want to discuss is that from Civ IV to VI wonders don't have maintenance. I find it strange that mega projects like wonders that took so much effort to build are just sitting there and take care of themselves once we finish them. I believe not only they need to have maintenance, but it needs to be high as well. On top of that, combining with my earlier suggestion, wonders should not only take gold to maintain but also a certain amount of population as well, if they can function like districts.
I will use the Great Library as an example again. As a campus, the Great Library should have at least two science citizens working in it for the whole time to receive its full advantage, if we don't have enough citizens to support that, its yield will be halved and a mechanism, called ruination, disrepair or whatever, starts to count the turn passed since the lack of maintenance. After reaching a certain threshold the Great Library becomes a ruin that only yields a small amount of Culture, Tourism and Production (Spolia). These ruins can be reused in some way after researched archaeology, or it can interact with some new Renaissance features nicely.
Sorry for posting some rather pointless stuff I would love to know how everyone thinks about these ideas.
Edit: I forgot to mention this: I hate the childish look 3d model in Civ VI, please bring my oil paintings back.
Regarding wonders, when comparing Civ6 to its predecessors, the most noticeable difference is that wonders are now occupying a slot on the map. Since many wonders are relatively large architectural-wise, I am quite convinced by that. Still, the fact that they need to complete the precious land with all the districts, improvements and even the city centers themselves are usually quite annoying, not to mention some of the landscape requirement for the wonders are just more annoying than fun.
Lets say I want to be a Great Library, in Civ6 I will first need to build a campus, a library in it, only then I can reach for my precious library, and it will be adjacent to my campus that will take away a potential adjacency bonus plus for campus I want it to be next to as much as mountains, coasts, etc. as possible, which further limited my choices. In terms of gameplay, I guess it promotes thinking and making choices, emphasis on opportunity cost and so on, but this mechanism just not really intuitive in my opinion. In Civ5 you can stack as many wonders as you wish in a single city, the lack of limits releases the land, and in some historical cities like Paris for example, they do indeed have massive amount of wonders, but I doubt the catch-them-all attitude on wonders are promoting strategic thinking, although it is a guilty pleasure that many have shared...
My suggestion is to make wonders more expensive, but they establish a corresponding district beneath them. Also, if a district has already been built, I can build my wonder on it with a discount, either way, the wonder and district will occupy the same slot. So for example, I want to build Great Library, if I don't have a campus, the Great Library would be, let's say 40% more expensive to build, however when I finish the project I get both the wonder and the district. And if I do have a campus beforehand, I get a discount of 40% off for my Great Library.
The other thing I want to discuss is that from Civ IV to VI wonders don't have maintenance. I find it strange that mega projects like wonders that took so much effort to build are just sitting there and take care of themselves once we finish them. I believe not only they need to have maintenance, but it needs to be high as well. On top of that, combining with my earlier suggestion, wonders should not only take gold to maintain but also a certain amount of population as well, if they can function like districts.
I will use the Great Library as an example again. As a campus, the Great Library should have at least two science citizens working in it for the whole time to receive its full advantage, if we don't have enough citizens to support that, its yield will be halved and a mechanism, called ruination, disrepair or whatever, starts to count the turn passed since the lack of maintenance. After reaching a certain threshold the Great Library becomes a ruin that only yields a small amount of Culture, Tourism and Production (Spolia). These ruins can be reused in some way after researched archaeology, or it can interact with some new Renaissance features nicely.
Sorry for posting some rather pointless stuff I would love to know how everyone thinks about these ideas.
Edit: I forgot to mention this: I hate the childish look 3d model in Civ VI, please bring my oil paintings back.