Where to build Wonders of the World

Osvaldo Manso

Warlord
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Lisbon, Portugal, Europe
The location (which city) you choose to build a particular Wonder of the World in Sid Meier's Civilization is not always an easy decision.
The main goal is to choose a city where the benefit(s) of the Wonder are maximized.

However, some generic considerations must be taken into account:

1. Is the city well defended? Since Wonders of the World are particularly expensive to build (=they take too much time/resources) one should choose a city that will not fall easily into enemy civilizations or barbarians. If possible, avoid frontier cities even if the civilization laying across the "border" is friendly, because they will probably become hostile at some point in the game and usually the cities which are closer will be the first ones to be attacked.

2. Is the city stabilized in terms of happiness? Don't forget that most "healthy" cities will continue growing during the construction of the Wonder of the World, so you may have to deal with civil unrest during that time.

3. Is the city well connected to other cities? If you use (as I do) Caravans to speed up the construction of Wonders, it is important that the city should be well connected (by road or, even better, by railroad) to cities who will act as caravan feeders. If possible, one should choose a city in the middle of the empire instead of a city located on a far corner.
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Of course there are specific issues to take into account for each particular Wonder, especially those Wonders which have benefits limited to the city in which they are built.

Anyone wants to add another general idea on this?
 
I think you should first consider which wonders have a distinctive 'one city effect'. Those are only three, the colossus, Copernicus' observatory and Shakespeare's theatre. Obviously you want both the colossus and the observatory in your biggest trade city. One that grows to or exceeds 20 and works mostly ocean/gems/gold and has little to no hill/mountain/tundra/arctic, which offer no trade to benefit from. You want the theatre in a high production city, which will then be able to keep your armies on the field under a repubic/demo with no unhappiness and less upkeep/luxury costs for most of the game.

Your next consideration is the 'one continent effect', like Bach's cathedral, which many wonders have. I.e. don't build the cathedral on a continent with just three cities on it (unless it's your only island of course), that's just 6 unhappy people made content. Build it on that huge continent instead and benefit for 12+ cities. Same goes for the Hoover dam and potential production, don't build the dam on a flat landmass with little shields where most cities won't even have factories. Build it on that rocky island where you have cities churning out battleships and bombers.

Otherwise, yes, protect your wonders, but it doesn't really matter where you build most of them.
 
I think you should first consider which wonders have a distinctive 'one city effect'. Those are only three, the colossus, Copernicus' observatory and Shakespeare's theatre. Obviously you want both the colossus and the observatory in your biggest trade city. One that grows to or exceeds 20 and works mostly ocean/gems/gold and has little to no hill/mountain/tundra/arctic, which offer no trade to benefit from.

Yes, I agree. Colossus and Copernicus' Observatory are very effective when combined together and with the addition of a Library and a University in that same city.

Besides that, I never really liked to build the Lighthouse or Magellan's Expedition in a city which is not a port. I think that should not be possible.
 
Your 3 main points are well-made. A Wondertown must be safe, happy, and Caravanable. Laying out a program for Wonderization, which addresses all these considerations, and others. First, need to be on a large continent to maximize Hoover and Bach. At 4000 BC, will save the game and start exploring my home landmass. Don't use the WorldMap cheat, but have played enough games to get a "feel" for how much dry land there should be on an average M-class planet. By 3000 BC it's obvious whether i'm on an island or a continent, and how large it is. When i know how big my home is, it's easy to estimate how much land is not on my homeland. Learning Horseback Riding early in the game helps the exploration greatly. If there is not enough land, of the right type to build 20 cities, or if there is likely to be a continent larger than mine, will normally start over with a new map.

If i've got a homeland i can work with, then restart at 4000 BC and go for realsies, and now have identified which general direction the Settlers should be expanding my empire. Usually get up to 6 cities quickly, ideally in a ring around the capital. This makes the initial edible area about 14 X 14 squares, so there will certainly be one city near a coalhill, a horseplain, a large forest, or an oilswamp. So one city can become the productionmeister and quickly supply the military units needed for defense and a small army to go and harass the nearest neighbor. Once things are safe, start the second wave of expansion, making the first 6 cities into an inner core which are all linked and insulated from attack. Now there is a group of safe cities.

Settlers from this inner group all found new cities, then build more Settlers. This round of Settlers is the key to the first round of Wonders. Once a city has Temple, a garrisoned unit, and a Settler, then it is eligible to build a Wonder. The Temple and garrison ensure the city will be happy for the 30 - 40 turns it will be making a Wonder. The Settler immediately knocks the population down by 1, and keeps the city from growing too fast for the Temple and garrison to control the town by themselves. Now there is a group of long-term happy cities.

All the while, the wave of non-building Settlers, knowing that they must exist for 30 - 40 turns, have the luxury of time to knock out some difficult developments. Mines in hills, roads in a few key mountains and forests, a project to road/irrigate a swath of plains. Every shieldgrass irrigated lets a square of plainsmen migrate to a forest. Maybe there's a jungle which looks like a citysite, but needs development in nearby squares before it can be founded upon? There is a dedicated corps of engineers ready to tackle big projects. Turn it loose on finalizing the road network, and the inner group of safe and happy cities is now very Caravanable.

Time for Wonders. By this time, all 7 of the Ancient Wonders should be available. Set up a mutual-aid society where one city in the group builds a Wonder, and the others build Caravans. Pound camels into the first builder, which is usually my capital, and if playing as the Babylonians, then it's the Hanging Gardens there. Playing as Egypt, it'd be the Pyramids, etc. Using Caravans to bring the city within 50 shields of completion, will let it build naturally from there, commonly about 5 turns from finishing. When one city in the group achieves a Wonder, it rejoins the Caravan Campaign until the whole group is all Wondered up. The last one to build is normally the group's productionmeister, who has had non-founder Settlers improving its production squares for 30 turns, and thus is now a powerhouse, with some Caravans coming quickly. By this point, the productionmeister can build an Ancient Wonder in 10 - 15 turns.

Later in the game, as the frontier expands and more cities are safe, organizing newly Wonder-eligible cities into groups of 4 works best for me. Small enough a number to be painless when they're all out of play for 30 - 40 turns, and large enough to benefit from a shared Caravan society.

Of the Ancient Wonders, Colossus is the odd man out. Won't build that until a goldmount is located, with a citysite is nearby which can also eat some other high-value squares, like fisheries, gems, and oases. An irrigated oasis means that you get gold for free, and still grow like a normal city. Very important for the Colossus/Copernicus city to grow. Have discarded scenarios where everything else was good, but the homeland didn't have a single goldmount. With luck, the Col/Cop site will be on the other side of the continent as the startsquare, which can enable worthwhile early trade routes, easy and very early, a pittance to begin with but if established in the dawn of time, can pay a steady dividend over a very long period.

When the Col/Cop site is identified, everything in the empire scrambles. Settlers make their way to the site along with some protective military units. Caravans start heading for the site, and Col/Cop is the only reason i would ever disturb a mutual-aid society in progress. If close to discovering the RR, might wish to adjust the rates to forge advances ahead so Col/Cop can be railroaded before founding. Highly lucrative. This city will be thirsty for Caravans for a long time. Slake it. Temple is 1 Caravan. Granary is 1 Caravan and 20 clams. Marketplace is 1 Caravan and 60 clams. A Bank is 2 Caravans and 40 clams, and a University takes 3 Caravans plus 20 clams. Every camel thrown into the Col/Cop is an investment which pays off fast and forever. Don't forget to new-home 3 Caravans and send them trading, which is like forcing other civs to sell you the tin you need to make the bronze you'll later conquer them with.

Among the seven Medieval Wonders, Shakespeare is the odd man out. You're looking for an inland city with the most shieldgrass and river squares. Grow, baby, grow. But the risk with Shakeytown is having a village on a far-flung island turn into Electronics before you were ready for it, and throwing Shakeytown into chaos when the Globe burns down. I'll build Shakespeare's Theater just because it's 20 civscore points, but rarely allow that city to grow like wild. When i get Religion, Shakeytown is the first place to get a Cathedral "just in case".

Among the 7 Modern Wonders the effects are mostly global, except the Hoover Dam. With Bach, it's the reason to only play deep in scenarios starting on a large continent. 20 loosely-packed cities is the minimum to benefit from Bach and Hoover. 30 is better. By the time you can build these two, it shouldn't matter where you build them, since you should have a pervasive defense capability based on Knights by Bach's time and based on MechInfs by Hoover's day. Either one of those units is kryptonite to anything the Barbies can put in the field at the time. And, if you're able to field Knights overseas then no rival civ should be able to land on your shores with Cannons. Same goes for MechInfs and Artillery.

One vexing problem is how to keep rival civs from building a Wonder before you. Anecdotally, may have solved that problem. Not sure if it's a real thing, or just coincidence and thus a mere civperstition, but since i noticed it, the effect has worked consistently. Here's the trick: when you move a Caravan over to help some city build a Bank or Marketplace or what have you, you must momentarily tell that city to build a Wonder. Then you "help build Wonder" and change the city's build back to whatever they were building. The odd thing i noticed is that whatever Wonder you change a city to build briefly, that Wonder is never built by surprise by another civ at a later date.

Again, not sure if this is a real effect of the AI's programming, or if it's just a coincidence that keeps on happening. But since i noticed it and began watching for it, no rival civ has built a Wonder which i previously faux-built. Would love it if someone could prove or disprove this effect.
 
Thank you, Posidonius, for your extensive comment.

If i've got a homeland i can work with, then restart at 4000 BC and go for realsies, and now have identified which general direction the Settlers should be expanding my empire.

This looks like cheating to me :)
Just a small remark: you can't restart at 4000 BC, because you can only save the game at 3980 BC.

Overall, I agree with your strategy and play in a way somewhat similar. I just think that you build Temples too early (usually I build them when cities grow from size 5 to 6). Building them as later as you can, can save you a lot of money. Many times, when a city needs a Temple, I buy it right away (Temples are among the less expensive improvements to build), using partially the money I saved by not building it earlier.

We all have our preferences when it comes to Wonders of the World. I like the Colossus, being the easiest/quickest/cheapest to build (tied with Lighthouse). It is very effective when you combine it with the Copernicus Observatory, a Library, a University and three good trade routes.

Generally speaking, I try to minimize the financial "per turn" burden. That's why I look for Wonders that save money, like the Oracle. Building an Oracle avoids the need for building Colossus or Cathedrals for quite same time. And later on, there's always J.S. Bach's Cathedral and Women's Suffrage which are, I believe, the key wonders to win the game.

It was great reading your comment! Anyone else want to join in?
 
Just a small remark: you can't restart at 4000 BC, because you can only save the game at 3980 BC.

Really? Huh, would not have guessed that as one of the differences between CivDOS and CivWin. I can save at 4000 BC, and often save twice in 4000 BC. Save as "XXX4000B" before founding the capital, then found the 1st city and save again, naming it "XXX4001B". Just in case after exploring, for example, the square 1-North of my startsquare turns out to be a dream citysite, i can go back to a version of 4000 BC before founding the capital.

This looks like cheating to me :)

Heehee! ;) yes it would be cheating if i was playing to win, but for some months have been running test-bed games to perfect some techniques which require a large-land home. The current one has a continent which runs from Pole to Pole, with just a 1-square water passage between oceans at the top and bottom of the world. The Col/Cop city in this scenario has 3 goldmounts to eat (and 14 plains/grass/river squares) so it's just teeming with trade-arrows.

This test is running very well so far, with 50+ cities on my homeland. With several more gaming sessions, if things turn out the way i'm planning, i might be able to achieve something remarkable and unique in the history of Civ I. On the Intelligence Report, the order of the civs listed (including yours) reflects the order in which civs move during a single turn of the game. Working on an idea to manipulate this information. If it works, will certainly crow about it here in a few weeks.:mischief:
 
Really? Huh, would not have guessed that as one of the differences between CivDOS and CivWin. I can save at 4000 BC, and often save twice in 4000 BC. Save as "XXX4000B" before founding the capital, then found the 1st city and save again, naming it "XXX4001B". Just in case after exploring, for example, the square 1-North of my startsquare turns out to be a dream citysite, i can go back to a version of 4000 BC before founding the capital.

Oh, I'm sorry I didn't know you were playing CivWin.
I always save at 3980 BC but not for going back if something goes wrong, just for building a large database of "worlds".
I'm not sure what I will do with it but it seems interesting to keep them stored.
Usually, I don't build a city in the first turn and instead move the settler unit to explore the surroundings. This way, when I save at 3980 BC the initial city has not been founded yet.

I only build a city right away (in 4000 BC) when the starting point is an ideal spot:
- coastal;
- has access to a couple of grassland (with shield) or river squares or plain+horses;
- has access to at least one hills square or a swamp+oil square.

If the starting point does not match these criteria, I prefer to move for a while until finding a good spot.
 
For the last few months I've only been playing Civ in OCC mode, so definately Colossus+Copernicus'+Newton's on a good trade site with 2-3 good production squares is the most powerful combo. Then I quickly replace the Colossus and Newton's with SETI to keep ahead when I make the other two obsolete.
 
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