Probably, the limit is Hydro's HDD space.How is the wonder density per turn at the moment (as one advances through the game)? Is anyone keeping an eye on this to avoid barren (or overly dense) parts of the tech tree?

Probably, the limit is Hydro's HDD space.How is the wonder density per turn at the moment (as one advances through the game)? Is anyone keeping an eye on this to avoid barren (or overly dense) parts of the tech tree?
Its hard to tell since many also require resources, relegions ,etc so they can clump up when you unlock those requirements.
But from the 6 buildings I proposed ...
Megalith Construction = 6 Wonders
Masonry = ~4 Wonders (Since many require Masonry but also require a later tech)
Canal Systems = 5 Wonders
Engineering = 2 to 4 Wonders (Also many cross tech requirements)
Feudalism = 3 Wonders
Industrialism = 1 Wonder
Note I did not count Culture Wonders or Corporation Wonders.
0) if they should be bounded to some culture -- I guess, it can solve the problem with the overflow, at least for nowI think somewhere in the future we need to go through all wonders and check
1) if they should be moved (to make a smoother density),
2) if they should be changed (While I love free buildings, I don't like so many "Free Building X" Wonders)
3) if they should be make normal buildings
4) if they should be removed.
Big number of wonders and big number of units per tech are totally different. Wonders can boost your civilization. When you discover a tech with many wonders and build at once 3, it brings serious imbalance to the game. And you can you this imbalance to be the first to discover next techs with wonders and build them. Actually, this is probably the reason, why my games are boring, as I can always take it in my advantage and outrun all enemies over at least a half age.Well I think above all else the Wonders should make sense on what they require. Not all techs make sense for wonders and of course some techs are magnets for wonders.
But this is also true for other features like some techs are heavy in units or civics or resources. But I think that's one of the great parts of C2C is that you have to pick which tech you should get and not all are equal. Which makes things less boring.
If they were all the same and balanced with like 1 unit, 5 buildings and 2 wonders that would be extremely boring. The fact that some give like a ton of buildings or wonders while other can have very few or even empty is great for a more dynamic and unexpected game.
That's why the wonder requirements are key. Just because you have discovered the tech of the wonder doesn't mean you can build it. Some require specific resources, buildings, religions or even civics.
Also I know not everyone plays this way but I do, if you do not turn on unlimited wonders then you just may not have enough slots to get a wonder. Especially if a wonder requires a certain city size and all your big cities are filled and your small cities have not grown large enough yet.
That's a HUGE balancing factor that more people should use when playing if they don't want wonders to become unbalanced.
EDIT: As for "boring games". Aside from say increasing the difficulty you could put your own limitations on yourself such as choosing not to build any wonders. I have tried it and have been happy with the results since it boosts the AI.
I thinkwould be a bit extreme, plus you would miss out on classic ways of building such as Slave building the Pyramids or out right buying the a wonder with gold.
We could always make them more expensive however I personally think the slot limits per city works the best. However not everyone uses it and thus complains its not balanced.![]()
I don't like it because it seems artificial...
Could we make buildings cost a one timewhen they are build? This would be usefull for wonders and especially for space realted stuff.
This would again bring me in a big disadvantage. I do not have time to manage too many cities, so I rather restrict myself in building them. So I would have much fewer number of slots then opponents. Together with much fewer number of cities, it would leave me rather small chances against them. -- Well, ok, maybe with the level of cleverness of CPUs it is not fatal, but the game would probably need a lot of my effort, which as I mentioned, I do not want to give.We could always make them more expensive however I personally think the slot limits per city works the best. However not everyone uses it and thus complains its not balanced.![]()
2. I can't build more Wonders in my city! What's going on?
Spoiler :Maximum number of Great Wonders you can build in one city is set to 6 in this mod. This was added to the mod to make Wonders spread out more. You will have to be bit more careful when building Wonders. Holy cities can have 5 wonders: Holy Shrine + 4 regular Great Wonders. If you want to have unlimited world wonders per city, open up file '..\Rise of Mankind\Assets\XML\GlobalDefines.xml' and set the world wonder defines to -1 value.
But I like wonders building. ;-;Your "no Wonders at all" handicap sounds very interesting, too!
But I like wonders building. ;-;