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Wonder Ideas thread

Alucard648

Chieftain
Joined
Oct 4, 2016
Messages
91
Necroposting a 3-year old thread seemed to me a bad idea so I created new one.

Here you can post and discuss ideas for world wonders that can appear in DLC`s and expansions. When proposing new wonder idea, use thу following format:

Name of the wonder
Cost: Cost, in production. When determining production cost, use the one from wonder on the same column as tech/civic that unlocks wonder construction. Hidden in the spoiler is a table of recommended wonder cost, depending on placement in tech/civic tree.
Spoiler :
Ancient Era
1st column: 100 - 150:c5production:
2nd column: 150 - 200:c5production:
3rd column: 200 - 250:c5production:
Classical Era
1st column: 250 - 400:c5production:
2nd column: 400 - 500:c5production:
Medieval Era
1st column:500 - 700:c5production:
2nd column: 700 - 900:c5production:
Renaissance Era
1st column: 900 - 1100:c5production:
2nd column: 1100 - 1400:c5production:
Industrial Era
1st column: 1400 - 1700:c5production:
2nd column: 1700 - 2000:c5production:
Modern Era
1st column: 2000 - 2400:c5production:
2nd column: 2400 - 2800:c5production:
Atomic Era
1st column: 2800 - 3200:c5production:
2nd column: 3200 - 3600:c5production:
Information Era
1st column: 3600 - 4000:c5production:
2nd column: 4000 - 5000 :c5production:
Unlocked by: Technology or civic that opens access to this wonder. Use only techs and civics exising in Civ6.
Effect: Effect on civilization when finishing/posessing wonder. When proposing ideas, don`t hesistate to invent fancy and powerful effect, maybe as powerful, as in Civ2. Especially late-game wonders as they are not worth investment otherwise.
Placement: placement restrictions and other prerequisites for building this wonder, like "must be placed next to forest" or such. This is also important thing in balancing.

As for example, here are some example wonder ideas, ported from other threads:
Temple of Artemis
Cost: 450 :c5production:
Unlocked by: Theology (civic)
Effect: Doubles the Pantheon bonus. All buildings in Holy Sites in cities that don`t have a dominating religion yield +3 food. +1 Great Prophet point/turn
Placement: next to Holy Site with Shrine. Must found Pantheon.
---
Statue of Zeus
Cost: 400 :c5production:
Unlocked by: Games and Recreation (civic)
Effect: Any enemy unit within wonder`s Line of Sight (4 hexes if not blocked by obstacles) will receive lightning strike (ranged attack with strength 20) every turn.
Placement: on Hill. Must found Pantheon.
---
Mausoleum of Masuolos
Cost: 500 :c5production:
Unlocked by: Construction (tech)
Effect: +250 gold & +250 faith every time you expend a Great Person.
Placement: on any non-water tile.
---
Notre Dame
Cost: 800:c5production:
Unlocked by: Education (tech)
Effect: +10 amenities in host city, +2 Great Musician points/turn, 2 slots for Great Works of music.
Placement: next to Theatral Sqare district.

More ideas coming soon.
 
I don't have time to flesh these out right now, but here's some ideas:

Abu Simbel
Temple of Heaven, Beijing
Teotihuacan/Pyramid of the Sun
Ise Shrine
Krak des Chevaliers
 
Angkor Wat
500:c5production:
Theology Civic
+8 Housing, +1 Great Prophet Points. Gain Faith per turn equal to the housing of the city it is built in.
Must be built on a Jungle next to a river or lake

Macchu Pichu
800:c5production:
Guilds Civic
+2 Housing, +2 Faith, +2 Gold. Each road in your borders are 1 era more advanced
Must be built on top of a Mountain

CN Tower
2600:c5production:
Radio Tech
+3 Culture, +3 Great Musician Points. 3 Slots for Great Works of Music. Regional effects reach 3 tiles farther.
Must be built next to a lake
 
While more wonders are always nice, I think they are even better when using new mechanics ;-) The Apadana's bonus envoys was a thing that was very much missing so far in the game. The only other idea I can see here along that 'missing' line (but not that glaring) is Macchu Picchu giving road updates. Before we get new mechanics, I think a wonder boosting spies is missing.

So how about the SIS Building
2400:c5production:
Ideology
Every spy gets a free promotion. Spies are cheaper to build and cost less maintenance.
 
Some more wonder ideas:
Statue of Liberty
Cost: 2500 :c5production:
Unlocked by: Suffrage (civic)
Effect: +1 food and +0.5 amenities and double base yields for all citizens working in districts in all cities.
Placement: on coast.
-
Kremlin
Cost: 2350 :c5production:
Unlocked by: Class Struggle (civic)
Effect: all your own tiles count as modern roads in terms of unit movement, +1 amenities in all Industrial Zone districts and their buildings.
Placement: In Tundra
-
Schloss Newschanstein
Cost: 1400 :c5production:
Unlocked by: Nationalism (civic)
Effect: +10 Tourism in every city with Ancient, Medieval or Renaissance walls.
Placemenet: on hills, next to Militiary Camp district.
-
Brandenburg Gate
Cost: 2400 :c5production:
Unlocked by: Totalitarism (civic) Effect: +2 MP, +10 strength to all cavalry units, including tanks and helicopters, +5 Great General points.
Placement: Next to Militiary camp with Militiary Academy
-
Sagrada Familia
Cost: 3400 :c5production:
Unlocked by : Synthetic Materials (tech)
Effect: All religious units receive +2 MP, Apostles gain free "Agitator" promotion (banish all other religious influence when spreading your own religion). Doubles your current Faith pool on completion.
Placement: on hills, next to Holy Site district with any kind of Worship building.
-
Ostankino Tower
Cost: 3150 :c5production:
Unlocked by: Space Race (civic)
Effect: Free Broadcast Center building in all Thetrical Square districts with any kind of Museum building. +10 culture for each posessed WMD warhead.
Placement: on flat tile, next to Theatrical Square with Broadcast Center.
-
Parthenon
Cost: 350 :c5production:
Unlocked by: Political Philosophy (civic)
Effect: Comes with pre-built Great work of Landscape art which cannot be stolen. +1 culture for each Great work of Art.
Placement: on hills, Not in the desert, next to City Center.
-
Burj Khalifa
Cost: 4000 :c5production:
Unlocked by: Composites (tech)
Effect: +200 gold/turn
Placement: Next to Commercical Hub district.
-
Space Elevator
Cost: 4000 :c5production:
Unlocked by Nanotechnology (tech)
Effect:+100% production for Spaceport district and Space Race projects for each Future Tech research cycle completed.
Placement: On flat tile, next to Spaceport district, next to Campus district with Research Lab built, on maximum latitude of 30 degrees.
 
Some more wonder ideas:
Schloss Newschanstein
Cost: 1400 :c5production:
Unlocked by: Nationalism (civic)
Effect: +10 Tourism in every city with Ancient, Medieval or Renaissance walls.
Placemenet: on hills, next to Militiary Camp district.

Why the requirement to be next to a Mil. camp? The real one isn't.

Why should the Kremlin be located in tundra?
Space Elevator is a fantasy. It isn't going to work. Maybe Future Tech at best.
 
How about a really early wonder that doesn't need any tech at all and is something to shake up the usual build order if you have the chance to build it? Like a really investment early on that you may lose and have a real problem, but if you succeed, it helps a lot.

Horus Temple of Nekhen
100 :c5production:
no tech required.
Needs to be built on a floodplain next to a river.
+15% production to all religious buildings and holy sites in all cities. +2 :c5faith:

Walls of Uruk
100 :c5production:
no tech required.
Provides Ancient Walls. Barbarians can't enter the territory of this city. +1 Amenity

Göbekli Tepe
100 :c5production:
no tech required.
Needs to be build on desert or plains with hills adjacent to stone.
Gives 3 random eurekas to ancient techs and 3 inspirations to ancient civics. Free pantheon + 1 Great Prophet point.
 
Bagan 10 000 temples
Cost: 900 :c5production:
Unlocked by: Divine Right (civic)
Effect: +6 faith, grants a new belief to your religion.
Placement: next to the Holy Site, in a flat tile.

Tower of Belem
Cost: 1400 :c5production:
Unlocked by: Mercantilism (civic)
Effect: +1 point for Great Admirals and Great Merchants. all naval units evolve into fleets.
Placement: next to the harbor, in a water coastal tile..

Spring Temple Buddha
Cost: 3000 :c5production:
Unlocked by: Cultural Heritage (civic)
Effect: +10 faith, provides 5 apostles with 2 more charges than usual.
Placement: next to Holy Site and City Centre on a hill tile.

Cairo Citadel
Cost: 650 :c5production:
Unlocked by: Military Tactics (Technology)
Effect: Enemy units in the city borders can only move one tile per turn.+2 great General points.
Placement: next to the City Center, on a hill tile

Harmandir Sahib
Cost: 1150 :c5production:
Unlocked by: Reformed Church (civic)
Effect: +50 faith each time a Great Person power is used. +2 Great Writers, Artists and Musician points.
Placement: next to a river or lake, on a flat tile.
 
Casa da Índia
Cost: 1400 :c5production:
Unlocked by: Cartography
Must be build next to a harbor.
Effect: gain 3 Explorer units. Explorers act like caravels when embarked and like Rangers when on land (using different graphics), this includes movement points :c5moves: and strength :c5strength:. No promotions available. They have the ability to found cities :c5citystate:. You don't lose population :c5citizen:.

Registan of Samarkand
Cost: 1400 :c5production:
Unlocked by: Exploration (civic)
Effect: gain a free trader in this city every time a new trade route :trade: is available. +5 range for trade routes :trade:.
 
Bagan 10 000 temples
Spring Temple of Buddha effect is too weak for Atomic Era. By that time you need final push for Religious Victory, which Sagrada Familia does.

Some more Ideas:

The Leaning Tower
Cost: 1000:c5production:
Unlocked by: Printing (tech)
Effect: preserves 30% of GPP on recruiting great person.
Placement: Next to City Center.
-
Pentagon
Cost: 3000 :c5production:
Unlocked by: Advanced Ballistics (tech)
Effect: -50% unit upgrade costs. Pentagon wonder + Professional Army policy card = Unit Modernization FREE of CHARGE!
Placement: Next to Militiary Camp with Militiary Academy.
-
Fort Knox
Cost: 2400 :c5production:
Unlocked by: Electricity (tech)
Effect: Caravans cannot be robbed while inside own territory. Commercical Hubs can defend like Militiary Camps
Placement: Next to Commercical Hub with Bank, Next to Militiary Camp with Armoury.
-
Wall Street
Cost: 1600:c5production:
Unlocked by: Capitalism (civic)
Effect: +100% gold in host city. +3 Great Merchant points.
Placement: Next to Commercical Hub with Stock Exchange.
-
Prora Colossus
Cost: 2800:c5production:
Unlocked by: Cold War (civic)
Effect: Completely eliminates war weariness in all cities of host civ. Just like Alexander`s Leader UA. +50% domestic tourism on construction.
Placement: Next to Coast, on a tile with Breathtaking appeal.
-
The Great Firewall
Cost: 3500 :c5production:
Unlocked by: Computers (tech)
Effect: All enemy spies will be caught instantly as soon as they step on host civ`s terrotory. Tourism bonus from Computer tech is negated for all rival civs.
Placement: Next to Campus district with Research Lab.
 
Hoover Dam
Cost: 2800 :c5production:
Unlocked By: Electricity (Technology)
Effect: +2 :c5production: from all Power Plants and Factories in your empire.
Placement: On a flat tile adjacent to a river.

Mount Rushmore
Cost: 2000 :c5production:
Unlocked By: Conservation (Civic)
Effect: +4 :c5culture: Culture. Government Legacy Bonuses are doubled.
Placement: Adjacent to a mountain. The tile must have charming or greater appeal.
 
Hoover Dam
Cost: 2800 :c5production:
Unlocked By: Electricity (Technology)
Effect: +2 :c5production: from all Power Plants and Factories in your empire.
Placement: On a flat tile adjacent to a river.
I think, all river-adjacent tiles should gain +3 prod. And add "Next to mountain" to placement prerequisites. +4 :c5production: in all cities barely an effect in modern age.
I already proposed something like this in Multi-tile World wonders thread.
Multi-tile World Wonders?
 
I considered having a requirement for hill or mountain adjacency as well to hold Lake Mead against as well, but because I'm not a geography expert, I wasn't sure how well it reflected the actual geography of the Lake Mead area. I don't personally like the idea of it providing production to tiles next to rivers though, since they Hoover Dam provides power to cities that aren't next to river but not to cities on the east coast that are. (Provided, it doesn't provide power to factories their either, so I suppose it's just preference, even if it would need to provide more hammers)
 
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Horus Temple of Nekhen
100 :c5production:
no tech required.
Needs to be built on a floodplain next to a river.
+15% production to all religious buildings and holy sites in all cities. +2 :c5faith:

Walls of Uruk
100 :c5production:
no tech required.
Provides Ancient Walls. Barbarians can't enter the territory of this city. +1 Amenity

Yes to these. I like the idea of early wonders a la Stonehenge, where there is a real opportunity cost in choosing wonders over vital early game units/buildings. Plus, Egypt could use a little love in the wonder department, as the Pyramids and the Great Library/Lighthouse are getting a little stale and aren't necessarily reflective of all Egyptian architecture. An anti-barbar wonder would also be a great complement to the updated role barbarians play in the early game now.

Registan of Samarkand
Cost: 1400 :c5production:
Unlocked by: Exploration (civic)
Effect: gain a free trader in this city every time a new trade route :trade: is available. +5 range for trade routes :trade:.

I love anything that gives me a free trader! A little disappointed that Petra lost this feature from Civ5. Also, Civ needs to throw some love to Central Asia and the Silk Road... for a region that played an enormous role in world history, the Civ series really doesn't highlight it. Scythia, the Mongols and the ancient Achmeniad version of Persia just don't cut it... I am not asking for an entire civ, but could we get at least this wonder or the return of Samarkand as a CS?
 
Burj al Arab
cost: 4000 :c5production:
unlocked by Globalization (civic)
Effect: Turism from wonders in this city is doubled. Each desert tile gives +1 tourism. Purchasing buildings costs 50% less gold and can use gold to rush wonders.
Placement: On a coast tile and adjacent to the city center or to a commercial hub
Spoiler :
burj-al-arab.jpg


Las Vegas
cost: 3800 :c5production:
unlocked by Computers (technology)
Effect: Receive 1 gold for each to tourism produced by this city. All the cities connected with this city by roads receive +3 amenities.
Placement: On a desert tile, adjacent to a aqueduct
Spoiler :
14679F47EC9B965E4A510BFB528895CE.jpg


Churchs of Lalibela
Cost: 400 :c5production:
unlocked by: Theology (civic)
Effect: Cities are stronger against conversion to foreign religions. Every district in this city gives +1 faith.
Placement: On a hill tile.
Spoiler :
23church14.jpg


Motherland Calls
cost: 3000 :c5production:
unlocked by: Cold War (civic)
Effect: Enemy units can't heal inside your territory. Great generals became 20% cheaper to patronize or recruit.
Placement: On a plain tile adjacent to a river
Spoiler :
latest


Santa Maria del Fiore
Cost: 1000 :c5production:
Unlocked by: Humanism (civic)
Effect: Commercial hub's buildings and workshops gives +1 culture each. After recruiting or patronizing a Great Person, 20% of its Great Person point cost is refunded (like Pedro's ability, and if he built it, he refunds 40%.)
Placement: Adjacent to the City Center
Spoiler :
Santa_Maria_del_Fiore1.jpg


(Edit.: I have changed a bit the Burja al Arab's effect and added pictures to ilustrate the wonders)
 
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Burj al Arab
cost: 4000 :c5production:
unlocked by Globalization (civic)
Effect: Turism from wonders in this city is doubled. Each desert tile in this gives +1 tourism.
Placement: On a coast tile and adjacent to the city center or to a commercial hub
I think it`s not powerful enough for end-game wonder. I am suggesting to add "Obtain all remaining great persons for free" to it`s effects and expand wonder and desert tourism bonus to all cities.
 
Red Fort
cost: 900 :c5production:
unlocked by millitary engineering (technology)
effect: Acts as a fort and also has a ranged attack. Walls are 100% stronger and gives + 1 culture, and forts gives double extra defense to occupying units, gives +2 culture, and after research Natural History, gives tourism and gold.
placement: In a plain tile in the capital territory.
Spoiler :
14iday.jpg


Piazza di San Marco
cost: 1000:c5production:
unlocked by exploration (civic)
effect: Have 1 relic slot (with the bre-built St. Mark's relic), two "great works of art" slots and a "great work of music" slot. Every trade route gives +1 culture. After reseraching Cultural Heritage, the Piazza gives +5 turism and the great works in this wonder have doubled yelds. Gives +2 housing.
placement: in coastal or marsh tile, adjacent to habour district

Spoiler :
Aerial-View-Of-Piazza-San-Marco-And-Saint-Marks-Basilica.jpg
 
Monk's Mound
Cost: 900 :c5production:
Unlocked by: Medieval Faires (civic)
Effect: Increase trade slots by 1, domestic trade routes to and from this city provide +2 :c5culture:, and double the base range of land trade routes (from 15 to 30).
Placement: Tile with a Hill adjacent to a Commercial Hub.
Spoiler :
chappell48.gif

Note: Picture is not entirely accurate, as Monk's Mound was made of multiple tiers of colored soil, with grass growing on top after years of being unkempt. Couldn't find any pictures depicting this, though.
 
Motherland Calls
cost: 3000 :c5production:
unlocked by: Cold War (civic)
Effect: Enemy units can't heal inside your territory. Great generals became 20% cheaper to patronize or recruit.
Placement: On a plain tile adjacent to a river
Spoiler :
latest

Instead of a wonder, I think it would be better represented as a policy card "scorched earth" (obtainable through the scorched earth civic), which when in effect would stop them from healing in your territory, but also have the side effect that your farms don't provide any bonus to tile yields.
 
Time to next batch of wonder ideas:

The Louvre
Cost: 1850:c5production:
Unlocked by: Natural History (civic)
Effect: 6 Great Art slots. Automatic theming bonus in all sites where it can exist, as long, as all great work slots are filled in that building. +4 Great Artist points per turn.
Placement: Next to Theatral Square with Art Museum.
-
Borobudur
Cost: 850:c5production:
Unlocked by: Divine Right (civic)
Effect 50% discount in all :c5faith: purchases for units and buildings.
Placement: Next to Holy Site, in/next to rainforest.
-
Golden Gate Bridge
Cost: 2000:c5production:
Unlocked by: Steel (tech)
Effect: The water tile the wonder is built becomes passable for land units without having to embark/disembark. +15 tourism on adjacent tiles.
Placement: on water tile with 2 land tiles on diametric opposite sides.
-
The Great/Panama Canal
Cost: 2500:c5production:
Unlocked by: Electricity (tech)
Effect: The land tile the wonder is built becomes passable for naval units. +5 :c5production:on adjacent tiles.
Placement: on land tile with 2 water tiles on diametric opposite sides.
-
Ishtar Gate
Cost: 220:c5production:
Unlocked by: Masonry (tech)
Effect: Walls +2:c5science:, +2:c5culture:, +2:c5gold: for all cities. Effect stacks as walls improve, up to +8:c5science:,:c5gold:,:c5culture: when Civil Engineering civic is adopted.
Placement: Next to City Center with Ancient Walls.
-
Versalles
Cost: 1000:c5production:
Unlocked by: Diplomatic Service (civic)
Effect: +100% Influence points for earning envoys.
Placement: Next to City Center.
-
The White House
Cost: 2150:c5production:
Unlocked by: Mass Media (civic).
Effect: awards 20 envoys upon completion.
Placement: Next to City Center with Palace.
-
Doomsday Granary/Seed Vault
Cost: 3600:c5production:
Unlocked by: Composites (tech)
Effect: +30:c5food:&+30:c5production: in cities for 20 turns after suistaining WMD attack. Fallout decays 5x faster in owned tiles.
Placement: on snow tile, next to mountain.
-
World Trade Center
Cost: 3400:c5production:
Unlocked by: Synthetic Materials (tech)
Effect: +50% to all trade route yields. Affects all trade routes.
Placement: Next to City Center, Next to Commercical Hub.
-
Petropavlovskaya Fortress
Cost: 1300:c5production:
Unlocked by: Metal Casting (tech)
Effect: +15:c5strength: for all cities with Holy Site district.
Placement: Next to river.
 
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