Wonder & Project Megalist

Publicola

King
Joined
Apr 26, 2014
Messages
759
With the new tech tree (inspired by the 'History Rewritten' mod), Leoreth has also opened the floor for the rest of us to propose "New Wonders" and projects. There's been a lot of discussion and debate, but so far I've been mostly proposed my ideas for new wonders by editing and updating a single one of my own posts. Unfortunately, I've long since run out of my 'icons' limit, and more recently I found I was butting up against the word limit as well.

So let's turn the megalist into a thread!

I'm going to reserve a bunch of posts for wonders from each era -- probably one per era so I have the space to include Leoreth's list of proposed changes to existing wonders. I'll also reserve a few posts for different types of projects. Then the floor will be open for additional proposals; I will periodically update these front-page lists, giving credit where due.

Table of Contents:

Finally, for reference: here are two "cheat sheets" for how to identify potential wonders and wonder effects.

Spoiler How to Identify Potential Wonders :
  • Borrow a wonder from Civ I, II, III, V or VI, as well as any expansion packs
  • Borrow a wonder from another Civ IV mod or modpack (Caveman2Cosmos has quite a few, as does Platyping)
  • Peruse the Civ VI "Master Wonder Mod List" on this forum for inspiration
  • Look up UNESCO World Heritage Sites for various regions
  • Look up the history of a region on Wikipedia
Spoiler How to Identify Wonder Effects :
  • After you identify a new wonder, try to narrow down what aspects make it special or distinctive.
    Pick out a few one-word descriptors, like "mountain" or "religious" or "medicine" or "tourism."
  • With those descriptors, find some way to connect those two or three concepts in a single effect.
  • Sometimes you can connect them by adding an unexpected bonus to particular buildings. For instance: the two key words for 'Cluny Abbey' would be "religion" and "politics", since the Abbot was famous for his influence in both spheres. So the wonder effect should tie those together: "monasteries provide an extra slot for statesman specialists."
  • Sometimes you can connect them by adding an unexpected bonus to particular tiles -- either terrain, or features, or resources. For instance, the key words for 'Petra' would be "trade" and "oasis", since it was a major trade stop in the Nabatean Empire. So it was pretty straightforward to connect them: "free village on oasis tile in BFC."
  • Sometimes you can connect them by giving a bonus for certain game mechanics -- like diplomacy or city defense. For instance, the key words for 'Torre de Belem' would be "navy" and "protection", since it defended the mouth of the Tagus river. So the wonder effect might connect them by giving bonuses for blockades.
  • Sometimes you can connect them by providing a slight benefit for certain civics. This is especially useful for Projects, since they tend to be more conceptual and less building-based. For instance, the key words for the (ancient) 'Olympic Games' would be "military" and "city-states." So it'd be pretty simple to connect them with "City-States civic provides extra experience for military units."
  • If all else fails, you can also look at the Civilopedia entry for each civ. Try to identify what sort of effect might help a civ achieve a UHV.
  • Alternately, look at each civ's entry, and consider if a slightly-modified version of their Unique Power might be suited for a wonder effect.
  • Finally, you can also see about borrowing a wonder effect from another game or expansion pack in the Civ series, or another mod for Civ IV.
Finally, a note on formatting.

Spoiler Format for Wonder & Wonder Proposals :
I suggest writing up wonders and wonder proposals in the following way, with each new wonder getting its own entry:

Wonder Name
  • Primary Effect: ___
  • Other Effects: ___ (extra culture, other bonuses)
  • City More Likely To Produce: ___ (all wonders produce +2 :gp: Great Person points)
  • Double Production Speed With: ___ (resource)
  • Tech Prerequisite: ___
  • Other Requirements: ___ (civics, resources, events, etc.)
  • Obsoletes With: ___ (tech)
  • Alternate Primary Effect: ___ (lists other possible effects that would fit)
  • Description: ___ (basically the Civilopedia entry, with context for wonder's role in history)
  • Reasoning: ___ (explains the basis for any these points if unclear)
I'll be adding these for for any new wonders, as well as for any existing wonders that might get new effects. I'll arrange them based on the tech tree prerequisite -- working my way down each 'tech column', then continuing to the next column over.

If a proposed wonder is tentative or not fully fleshed out, I'll hide it beneath a 'Spoiler' tag.

At some point I'll probably go back and add the other (unchanged) wonders, at which time this thread will serve as the mod's master-list as well.

Your suggestions -- for new wonders and wonder effects, as well as for 'cheat sheets' to help others -- are always welcome.
I'd also welcome any corrections and contributions related to existing wonders and their effects.
 
Column 1 Techs:

N/A

Column 2 Techs:

Great Sphinx
  • Primary Effect: Great Prophets can produce Great Works like artists.
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Masonry
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With: Theology
  • Alternate Primary Effect: wonders are produced using :food: food.
  • Description:
  • Reasoning: primary effect to help with the Egyptian UHV. The alternate effect per Leoreth's proposal.

Pyramids
  • Primary Effect:
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Masonry
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With: Civil Service
  • Alternate Primary Effect:cities grow while using food production
  • Description:
  • Reasoning: alternate effect per Leoreth's proposal

Karnak Temple Complex or Luxor Temple
  • Primary Effect: this wonder gains +1 :culture: culture per turn for every 5 turns running 'Monarchy' civic, to a max of +10 :culture: culture per turn.
  • Other Effects: +2 :culture:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Masonry and Ceremony
  • Other Requirements: 'Pantheon' civic; 'Monarchy' civic
  • Obsoletes With: Theology
  • Description:
  • Reasoning: Represents the steady accumulation of monuments and cultural artifacts in the temple complex with the coronation of every successive monarch in the eighteenth dynasty of Egypt's 'New Kingdom' period.

Great Granary or Great Bath:
  • Primary Effect: stores +10% of :food: food after growth in all cities.
  • Other Effects: +4 :culture: culture
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Property
  • Other Requirements: N/A
  • Obsoletes With: Generalship
  • Description:
  • Reasoning: represents either of the two greatest archaeological sites remaining of the Indus Valley Civilization. Should obsolete with either Generalship to indicate the Harappan collapse due to foreign invasion, or with Engineering to indicate the ecological collapse with the severe overuse of natural resources.

Labyrinth
  • Primary Effect: +100% :commerce: commerce from :traderoute: trade routes over coasts
  • Other Effects: all cities receive +1 :culture: culture from Cows resource
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Property and Seafaring
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With: Law
  • Alternate Primary Effect: receive double :gold: gold per turn through diplomatic trade
  • Description:
  • Reasoning: represents the thalassocratic nature of Minoan civilization, and the extensive system of tribute which was centered around Knossos. Extra culture with cows represents the cultural importance of the minotaur legend and the stories of Ariadne and Theseus that took inspiration from the Labyrinth.

Gamla Uppsala
  • Primary Effect: +1 :gold: gold per friendly city visible to you by map
  • Other Effects: +6 :culture: culture
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Gold
  • Tech Prerequisite: Ceremony
  • Other Requirements: 'Pantheon' civic; access to 'Furs'.
  • Obsoletes With: Clergy
  • Alternate Primary Effect: +1 gold per friendly city connected to you by trade.
  • Description: "As early as the 3rd century AD and the 4th century AD and onwards, Gamla Uppsala was an important religious, economic and political center. Early written records show that even during pre-history, the site was known in northern Europe as the residence of gods and kings. At the heart of the site was the great Temple, adorned in gold, the seat of the gods Thor, Odin, and Frey. According to the Ynglinga saga, it was Frey who built the temple and made his residence there, "directing it to all tribute due to him, both lands and chattels." This led to the custom of the Uppsala od, the tribute received by Kings of Sweden through the Middle Ages."
  • Reasoning: The furs helps ensure the wonder is built by the Norse rather than by a classical Mediterranean civ. I'm unsure of the obsolescence tech, as the wonder should expire fairly quickly, to give a short-term but powerful economic boost.

Column 3 Techs:

Hanging Gardens
  • Primary Effect: no :yuck: unhealthiness from flood plains
  • Other Effects: +6 :culture: culture
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Construction
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With: (?)
  • Alternate Primary Effect: all cities receive +1 :food: food and +1 :health: health.
  • Description: The Hanging Gardens represents the bountiful cultivation of the Tigris and Euphrates rivers by the Babylonian Empire.
  • Reasoning: Reduced unhealthiness or the extra food add to growth without being as overpowered as the original "+1 population" effect.

Abu Simbel
  • Primary Effect: lower threshold for expanding :culture: cultural borders into rival territory (25% for historical/contested tiles, 50% for foreign/foreign core).
  • Other Effects: +6 :culture: culture
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Construction
  • Other Requirements: 'Pantheon' civic; unit with 2 promotions
  • Obsoletes With: Civil Service
  • Description: Abu Simbel is a twin-temple complex built during the reign of Pharaoh Ramesses II to commemorate his victory over the Hittites at the battle of Kadesh. The 'Great Temple of Ramesses, beloved of Amun' is the more famous, with its huge external rock relief figures. The 'Small Temple of Nefertiti,' his queen, was built into an adjacent mountainside. The temple complex was built in Nubia, on the banks of Lake Nasser. Its purpose was to impress and intimidate Ethiopia to the south, and to reinforce Egyptian influence in the region.
  • Reasoning: N/A

Ishtar Gate
  • Primary Effect: +1 slot for all specialists
  • Other Effects:
  • City More Likely To Produce:
  • Double Production Speed With: Stone
  • Tech Prerequisite: Construction
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:

Dujiangyan or Dujiangyan Yuzui or Fish Mouth Levee
  • Primary Effect: all farms in empire receive irrigation (fresh water) bonus.
  • Other Effects: +4 :culture: culture
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Construction
  • Other Requirements: 'Fresh water' (river) access; Taoism must be present
  • Obsoletes With: N/A
  • Alternate Primary Effect: all farms in this city's BFC produce +1 :food: food.
  • Description:Represents the massive irrigation system built during the Qin dynasty in China, to cultivate the Sichuan basin and avert flooding on the Minjiang River. This was only one of many monumental engineering programs during the Qin Dynasty, and their effects are still felt to this day.
  • Reasoning: The more general effect (all farms in empire) reflects the more general nature of Qin irrigation efforts. The more city-specific effect reflects the intense cultivation of the Sichuan basin in this wonder's immediate vicinity. The tech required should be ancient-era 'Construction' (rather than classical-era Engineering) to reflect the actual technological level needed to build the irrigation system. The 'Taoism' requirement should suffice to delay its construction until the proper timeframe, though its production cost might be increased as well.

Royal Library of Ashurbanipal
  • Primary Effect: receive a significant :science: science boost after capturing a city from a more advanced civ (between 25-50% of the :science: cost for any one tech that the enemy civ has that you do not)
  • Other Effects: +6 :culture: culture
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Writing and Divination
  • Other Requirements:
  • Obsoletes With: Scholarship
  • Alternate Primary Effect (1): +100% :science: science in city for four turns after conquering a city
  • Alternate Primary Effect (2): Military Instructor specialists provide +2 :science: science, receive a small sum of science whenever a Great General spawns.
  • Description:
  • Reasoning: represents how the library was stocked by King Ashurbanipal's conquest and raids of rival cities and neighboring states

Sanctuary of the Great Gods
  • Primary Effect: +2 experience points for any naval units produced in all cities.
  • Other Effects: +6 :culture: culture
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Marble
  • Tech Prerequisite: Shipbuilding
  • Other Requirements: 'Pantheon' civic; naval unit with two promotions
  • Obsoletes With: Theology
  • Description:
  • Reasoning: represents the temple complex at Samothrace and specifically the famous "Winged Victory" statue of the Greek goddess Nike, built to celebrate a naval victory in 190 BC.
 
Column 4 Techs

Apadana Palace
  • Primary Effect: All cities receive +50% :hammers: production when constructing barracks, stable, courthouse, granary, and market.
  • Other Effects: This city receives double :hammers: production for building workers.
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Contract and/or Geometry
  • Other Requirements: Zoroastrianism must be present
  • Obsoletes With:
  • Alternate Primary Effect: +50% production for libraries and/or forges in addition to list above.
  • Description:
  • Reasoning:Represents the infrastructure focus of Darius' empire. Setting 'Contract' as the tech prereq reflects the formalization of tribute as the basis for an empire-scale tax system as an empire-wide tax system. An alternate tech prereq might be 'Geometry', to reflect the engineering techniques needed to build the palace in the first place

Tophet Salammbo
  • Primary Effect: all temples produce +1 :health: health.
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Tradition
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the 'cleanliness' focus of ancient Mediterranean religious practice, specifically in constructing necropolises. The tech prereq reflects the wonder's construction by classical Carthage following the tradition of more ancient Phoenicia

Tomb of Cyrus
  • Primary Effect: settled Military Instructors provide +2 :culture: culture
  • Other Effects:
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Tradition
  • Other Requirements: Zoroastrianism must be present
  • Obsoletes With:
  • Description:
  • Reasoning:Represents the cultural legacy of Cyrus' conquests

Puʻukohola Heiau
  • Primary Effect: pagan temples give +5 experience for military units
  • Other Effects:
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Priesthood
  • Other Requirements: 'Pantheon' civic; requires whales; must be built on single-tile island
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the Hawaiian war temple built by King Kamehameha during his campaign to unify the Hawaiian islands. This wonder should need to be built on a one-tile island, to reserve it for Polynesia

Huei Teocalli
  • Primary Effect: +1 :c5happy: happiness, lasting 20 turns, after each combat victory, to a max of 5 :c5happy: happiness
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Priesthood
  • Other Requirements: 'Pantheon' civic; access to Corn.
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the Aztec's religious motivation for constant warfare and sacrifice. Should require Corn resource like other Mesoamerican wonders, to ensure this isn't built by classical civs around the Mediterranean

Marae Taputapuatea
  • Primary Effect: all naval units can traverse ocean tiles that border your culture, though they must end their turn on a coast
  • Other Effects: +25% :science: science
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Navigation
  • Other Requirements: 'Pantheon' civic. Requires Palace. Must be built on a single-tile island.
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the exchange of navigational knowledge among the Tongan sailors. The additional requirements should ensure it stays available for Polynesia. This wonder This will cut back on the 'culture expansion' requirement and make it possible to set Polynesia's start date closer to its historical origin in 1000 BC. The extra science effect should help Polynesia keep up with the rest of the world after it reaches its UHV.

Column 5 Techs

Castra Praetoria
  • Primary Effect: in all cities, barracks enable a single veteran unique unit (with at least 4 promotions) to be settled as a Military Instructor
  • Other Effects:
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Generalship
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With:
  • Alternate Primary Effect: veteran unique units can settle in this city as Military Instructors
  • Description:
  • Reasoning: Represents the barracks and military headquarters of the Praetorian Guard in Rome. The alternate effect lets these veteran units 'stack' (not limited to one), but limits the scope to a single city.

Pantheon
  • Primary Effect: double :hammers: production for temples of your state religion
  • Other Effects: after discovery of 'Social Sciences', all temples produce +2 :culture: culture.
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Marble
  • Tech Prerequisite: Engineering
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With:
  • Description:
  • Reasoning:Represents the re-purposing of pagan temples as Christian churchs. The extra culture represents the archaeological depth of history behind each temple built

Las Medulas
  • Primary Effect: +1 :hammers: production from all Gold mines in your empire
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Gold
  • Tech Prerequisite: Engineering
  • Other Requirements: 'Pantheon' civic; access to Gold in city radius
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the largest and most important gold mine in the Roman Empire, particularly notable for pioneering the use of hydraulic mining thousands of years before the Industrial Revolution

Petra
  • Primary Effect: places a village (+3 :commerce: commerce) and provides +1 :hammers: production on oasis in city radius
  • Other Effects: +1 :traderoute: trade route.
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With: Stone
  • Tech Prerequisite: Currency
  • Other Requirements: 'Pantheon' civic; requires oasis in city radius
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the impressive trading empire built by the Nabataeans, and the significance of Petra as a caravan stop

Haʻamonga ʻa Maui
  • Primary Effect: -50% maintenance for cities that occupy a single-tile island
  • Other Effects:
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Stone
  • Tech Prerequisite: Law
  • Other Requirements: 'Pantheon' civic; requires Palace; must be built on a single-tile island
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the administrative abilities of the Tu'i Tongan Empire that governed a large number of far-flung islands despite limited infrastructure. This wonder should have additional requirements to ensure it stays available for Polynesia. It should also make it feasible to continue playing as the Polynesians after they meet their UHV conditions

Academy of Gondeshapur
  • Primary Effect: all libraries produce +1 :health: health
  • Other Effects: +25% :science: science
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Medicine
  • Other Requirements: Zoroastrianism must be present
  • Obsoletes With:
  • Description:
  • Reasoning: Represents the intellectual culture of the Sassanid Empire, especially the famous teaching hospitals in Gondeshapur

Column 6 Techs

Khajuraho
  • Primary Effect: temples of your state religion produce +1 :food: food
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Artisanry
  • Other Requirements: Hinduism must be present
  • Obsoletes With:
  • Alternate Primary Effect: no :c5unhappy: unhappiness from non-state religions.
  • Description:
  • Reasoning:Represents the plethora of erotic sculptures on the temple facade, and more broadly Hindu attitudes towards sex. Thealternate effect reflects the fact that Khajuraho includes both Hindu and Jain temples in close proximity.

Longmen Grotto
  • Primary Effect: monuments provide +1 artist specialist slot
  • Other Effects: this city receives 1 free artist specialist
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Artisanry
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Description:
  • Reasoning:

Nalanda University
  • Primary Effect: this city receives +2 :science: science for each monastery of your state religion that you own
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Scholarship
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Alternate Primary Effect (1): this city receives +1 science for each (state religion) monastery you own
  • Alternate Primary Effect (2): this city receives +1 science for each (state religion) monastery owned by any friendly civ
  • Alternate Primary Effect (3): monasteries produce +2 science: in all cities
  • Description:
  • Reasoning: Represents the scientific and educational impact of this early community of Vedic monasteries. Should not obsolete until late in the Middle Ages, possibly with Literature or Education, so its impact will increase over time. The science bonus might be reduced to +1, since those extra bulbs are concentrated within a single city rather than spread out across your whole empire. Alternately, giving +1 science for all monasteries in friendly civs would reflect the multi-national nature of early Buddhism. Finally, we could just revert to the original effect from University of Sankore
 
Column 7 Techs

Mont Saint-Michel
  • Primary Effect: whenever you construct a monastery, that city receives free Walls.
  • Other Effects: if city already has walls, it receives half the :hammers: production cost of a Castle.
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Fortification
  • Other Requirements: Catholicism must be present. City must be on a coast.
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the famously fortified island-monastery on the northern French coast that withstood multiple sieges from both English and French kings over the course of its thousand-year history.

Spoiler Carcassonne :
Carcassonne
  • Primary Effect: walls produce +2 :culture: culture in all cities
  • Other Effects:
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Fortification
  • Other Requirements: requires Walls; Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
Taoudenni Salt Mines
  • Primary Effect: +2 :gold: gold per desert mine in city radius
  • Other Effects: Double speed for workers on desert tiles
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Gold
  • Tech Prerequisite: Machinery
  • Other Requirements: Must be built in city with 20 desert tiles in radius
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the Saharan salt production that was the source for Mandinka wealth. This should be restricted to a city surrounded by desert, like Rapa Nui is by water, and will enable Mali to plant a city with minimal population in the Sahara to drive their wealth. An alternate tech prereq might be "Riding", representing the breeding/training of camels to transport salt in trade caravans across the Sahara. This alternate prereq would reflect the actual tech level of the wonder, while counting on the desert-tile requirement to keep the wonder available for the Mandinka to build

Spoiler Hierapolis Sawmill :
Hierapolis Sawmill
  • Primary Effect: +1 :hammers: production from watermills
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Stone
  • Tech Prerequisite: Machinery
  • Other Requirements: Pantheon must be present; must be watermill in city radius
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
Alamut
  • Primary Effect: +10 experience for :espionage: spies built in this city
  • Other Effects:
  • City More Likely To Produce: Great Spy
  • Double Production Speed With: Stone
  • Tech Prerequisite: Alchemy
  • Other Requirements: Islam must be present
  • Obsoletes With: Gunpowder
  • Alternate Primary Effect: Spies built in city are automatically promoted with "Loyalty" (hides nationality), "Deception I" (less chance of getting caught), and "Alchemist I" (improved odds for poisoning/assassination).
  • Description:
  • Reasoning: Represents the mountain fortress of the Shi'a sect called 'Assassins'. Should obsolete fairly quickly, to provide a short-term but major boost to espionage

Prambanan
  • Primary Effect: priest and Great Prophet specialists provide +1 :food: food in this city
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Civil Service
  • Other Requirements: Hinduism must be present
  • Obsoletes With:
  • Alternate Primary Effect: priest and Great Prophet specialist provide +1 food in all cities
  • Description:
  • Reasoning: Represents the massive Hindu temple in Java, Indonesia. The effect is taken from Leoreth's proposed changes to Angkor Wat

Spoiler Cheomseongdae :
Cheomseongdae
  • Primary Effect: enables the construction of Observatories in all cities
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Civil Service
  • Other Requirements: Confucianism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
House of Wisdom
  • Primary Effect: this city receives +10% :science: science for every library you own, to a 100% max.
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Civil Service
  • Other Requirements: Islam must be present
  • Obsoletes With:
  • Alternate Primary Effect: libraries produce +10% science in all cities
  • Description:
  • Reasoning:

Monte Cassino
  • Primary Effect: double :hammers: production for all monasteries of your state religion.
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Marble
  • Tech Prerequisite: Theology
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect: all civs receive double production for monasteries of your state religion.
  • Description:
  • Reasoning: Represents the massive impact of both the monastery built and the Rule established by St. Benedict of Nursia, in spreading monastic communities all over Europe. This should be a pretty cheap wonder to build, maybe 2x or 3x the cost of a normal monastery, to encourage its construction early on.

Cluny Abbey
  • Primary Effect: monasteries in all cities give +1 statesman specialist slot.
  • Other Effects: this city receives +1 statesman specialist
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Stone
  • Tech Prerequisite: Theology
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect: Great Prophets can be used as Great Statesmen
  • Description:
  • Reasoning: Represents the astonishing amount of influence held by the Abbot of Cluny over both monastic life within the Benedictine order and over political life in France and Italy.

Famen Temple
  • Primary Effect: Missionaires have 100% success rate. Increased chance of your state religion spreading naturally.
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Theology
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:

Spoiler Saint Sophia Cathedral :
Saint Sophia Cathedral or Kiev Pechersk Lavra
  • Primary Effect: (?)
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Theology or Clergy
  • Other Requirements: Orthodoxy must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
Column 8 Techs

Krak des Chevaliers
  • Primary Effect: extra defense in cities where you have less than 50% of :culture: culture
  • Other Effects:
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Guilds
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect: when your last unit in this city is defeated, it survives with much reduced health and will be immune to further attack for the following turn. This immunity will only apply once every five turns.
  • Description:
  • Reasoning: Represents the impressive fortification built by Crusaders in unfriendly territory. An additional effect might extend the extra defense to cities in revolt. The alternate effect represents the Krak's status as the last of the holdouts after the rest of the Crusader States fell

University of Sankore
  • Primary Effect: +10% :science: science per :traderoute: trade route in city.
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Paper
  • Other Requirements: Islam must be present
  • Obsoletes With:
  • Alternate Primary Effect (1): +5% science per trade route in all cities
  • Alternate Primary Effect (2): monasteries provide +1 trade route in all cities
  • Description:
  • Reasoning: Represents the blossoming of science and education in Timbuktu due to the Saharan salt trade. One alternate effect applies the same principle more broadly, while the other reflects the fact that Sankore is technically a madrasa.

Itsukushima Shrine
  • Primary Effect: harbors in all cities provide +1 priest specialist slot
  • Other Effects: this city receives +1 priest specialist
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Compass or Patronage
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the religious importance of the shrine's torii, that required visitors to steer their boats through a beachfront gate in order to enter. If we decide to add 'Shinto' as a religion or minor religion this would make a great shrine, but under the current system it'd make a great wonder

Silver Tree Fountain or Tumen Amugulang
  • Primary Effect: on city conquest, capital receives a random amount of :gold: gold, :science: science, and :culture: culture (amount will vary -- between 10-25% of enemy treasury for :gold: gold, between 10-25% of enemy tech progress for :science: science, and between 25-50% of enemy city's accumulated :culture: culture.
  • Other Effects:
  • City More Likely To Produce: Great General or Great Artist
  • Double Production Speed With: Silver
  • Tech Prerequisite: Patronage
  • Other Requirements: Buddhism must be present; requires Palace; access to Horses
  • Obsoletes With:
  • Alternate Primary Effect: extra :culture: culture and :c5happy: happiness from horses, wine, rice, and silver
  • Description:
  • Reasoning: Represents the defining monument in the Mongol capital, which poured out various types of milk and wine from a silver tree in the courtyard of the Tumen Amugulang palace complex. The alternate effect reflects the actual liquids dispensed by the Fountain.

Alhambra
  • Primary Effect: city produces +50% :gp: Great Person points
  • Other Effects: +1 settled statesman specialist in city
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Marble
  • Tech Prerequisite: Patronage
  • Other Requirements: Islam must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: This effect was originally proposed for El Escorial (below); if we give it to Alhambra then we can give the Spanish wonder an effect more focused on its overseas colonies.

Biete Giyorgis
  • Primary Effect: +1 :gold: gold for every 2 friendly Christian (Catholic or Orthodox) cities.
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Clergy
  • Other Requirements: Orthodoxy must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the ambition of King Gebre Lalibela to build a new Jerusalem in Ethiopia, as a shrine for Christian pilgrimage

Notre Dame
  • Primary Effect: cathedrals only require 3 temples apiece
  • Other Effects:+50% :culture: culture
  • City More Likely To Produce: Great
  • Double Production Speed With: Marble
  • Tech Prerequisite: Clergy
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the astounding rate at which cathedrals were constructed during the High Medieval Eras. This effect was originally proposed for Thomaskirche, but Leoreth suggested swapping the wonder effects between Thomaskirche and Notre Dame.

Column 9 Techs

Arsenal
  • Primary Effect: double :hammers: production when building naval units
  • Other Effects: +1 free engineer specialist
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Gunpowder
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the efficiency and innovation of Vetetian ship-builders, that enabled them to mass-produce gunpowder-capable ships from a very early date, and contributed to the Holy League fleet that defeated the Ottomans at Lepanto

Santa Maria del Fiore or Il Duomo
  • Primary Effect: city produces +100% :gp: Great Person points
  • Other Effects:
  • City More Likely To Produce: Great Prophet or Great Engineer or Great Artist (?)
  • Double Production Speed With: Stone
  • Tech Prerequisite: Urbanism or Education
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect (1): receives a free random Great Person
  • Alternate Primary Effect (2): city receives +1 free engineer specialist, +1 priest specialist, +1 artist specialist, +1 merchant specialist
  • Description:
  • Reasoning: Represents the full flowering of Florentine Renaissance architecture. Replaces the 'Leaning Tower' wonder. The first alternate reflects an earlier version of Leaning Tower; both it and the second alternate effects represents the sheer breadth of talent and specializations in the Italian Renaissance.

Kazimierz
  • Primary Effect: city produces +25% :gp: Great Person points
  • Other Effects: city produces +25% :gold: gold
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With: Stone
  • Tech Prerequisite: Urbanism
  • Other Requirements: Judaism must be present
  • Obsoletes With:
  • Alternate Primary Effect: +1 free Great Merchant; +50% Great Person points
  • Description:
  • Reasoning: Represents the Jewish district of Krakow, that was for centuries a center of art, commerce, and education.
 
Column 10 Techs:

Torre de Belém
  • Primary Effect: all cities are immune to enemy blockade
  • Other Effects: your naval units receive twice as much :gold: gold from blockading foreign cities
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Exploration
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect: Causes damage to enemy ships in 2x2 area around city; reduces naval bombardment damage by 75%
  • Description:
  • Reasoning: Represents the strategic role of the Torre de Belem in protecting the mouth of the Tagus river and the Lisbon harbor. The alternate effect borrows the Vegvar (Hungarian unique building) effect from RFCE.

Spoiler Nkulumbimbi :
Nkulumbimbi
  • Primary Effect: missionaries of your state religion appear in all of your cities
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Exploration
  • Other Requirements: Catholicism must be present; requires marsh and jungle in city radius
  • Obsoletes With:
  • Alternate Primary Effect: monasteries of your state religion are auto-built in all of your cities
  • Description:
  • Reasoning: Represents the rapid spread of Catholicism in the Kingdom of Kongo under King Alfonso I.

Thomaskirche
  • Primary Effect: +2 :c5happy: happiness in all cities
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Humanities
  • Other Requirements: Protestantism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the cultural influence of J.S. Bach's music in the Lutheran Church. Also addresses the lack of any Protestant-specific wonders in the mod. The effect is swapped with Notre Dame's (above).

El Escorial
  • Primary Effect: receive a small sum of :gold: gold for each overseas colony you settle or conquer
  • Other Effects: +1 settled Great Statesman
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Marble
  • Tech Prerequisite: Statecraft
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Alternate Primary Effect: +1 free statesman specialist, +50% :gp: Great Person points
  • Description:
  • Reasoning: Represents the expanding and highly exploitative nature of the Spanish Empire in the New World. The alternate effect reflects the multi-dimensional nature of the whole Escorial palace complex as a center for religion, science, art and administration.

Potala Palace or Jokhang Monastery
  • Primary Effect: your state religion cannot be removed by persecution from any foreign civ
  • Other Effects:
  • City More Likely To Produce: Great Prophet
  • Double Production Speed With: Stone
  • Tech Prerequisite: Heritage
  • Other Requirements: Buddhism must be present; requires Monastery.
  • Obsoletes With:
  • Alternate Primary Effect (1): City retains an amount (between 25-75%) of Great Prophet points whenever it produces a new Great Person
  • Alternate Primary Effect (2): The shrine of your state religion acts as a palace when calculating maintenance
  • Description:
  • Reasoning: Represents the persistence of Tibetan Buddhism despite regular repression through history. (Jokhang Monastery is the first Buddhist temple built in Tibet, and the one subject to the most persistent persecution). The first alternate effects reflect the importance of the Dalai Lama. The second alternate reflects the administrative role played by this essentially religious site.

Uraniborg
  • Primary Effect: castles in all cities provide +1 scientist specialist slot
  • Other Effects: this city receives +1 scientist specialist
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Optics
  • Other Requirements: Catholicism must be present; requires Castle
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Reflects the phenomenal scientific discoveries made by Tycho Brahe in his personal observatory in Denmark. His naked-eye observations of the stars led him to develop the Rudolphine Tables, which were used by his student Johannes Kepler to develop the three Laws of Planetary Motion, which in turn led Isaac Newton to discover his own Three Laws of Motion.

Column 11 Techs:

The Bourse
  • Primary Effect: all corporations in this city provide a double effect (except for :yuck: health and :c5unhappy: happiness penalties)
  • Other Effects:
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With:
  • Tech Prerequisite: Corporation
  • Other Requirements: Requires Bank
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the economic boom that resulted from the development of the first modern stock market

Naqsh-e Jahan Square
  • Primary Effect: +2 free settled Great Merchants
  • Other Effects:
  • City More Likely To Produce: Great Engineer or Great Merchant
  • Double Production Speed With: Marble
  • Tech Prerequisite: City Planning
  • Other Requirements: Islam must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the massive irrigation and cultivation program to make Estafan the Safavid capital, and the impact of the massive bazaar for merchants traveling the Silk Road

Chakri Maha Prasat
  • Primary Effect: Automatically relocated capital; Palace national wonder has double effect
  • Other Effects:
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Gold
  • Tech Prerequisite: City Planning or Social Sciences
  • Other Requirements: Buddhism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the massive Grand Palace complex built in the heart of Bankok

Shalimar Gardens
  • Primary Effect: all excess :health: health adds to :c5happy: happiness
  • Other Effects: this city receives +3 :health: health
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Horticulture
  • Other Requirements: Islam must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the health and happiness benefits of the gardens

Column 12 Techs:

Louvre
  • Primary Effect: artist and Great Artist specialists produce +2 :commerce: commerce in all cities
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Social Sciences
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect (1): this city receives +2 commerce for every ancient and classical wonder you own
  • Alternate Primary Effect (2): all cities receive +1 commerce for every level of accumulated culture
  • Alternate Primary Effect (3): all cities receive +1 commerce for every 5 culture per turn
  • Description:
  • Reasoning: Represents the effect of culture on both tourism gold and archaeological science.

Spoiler Miagao Fortress Church :
Miagao Fortress Church
  • Primary Effect: temples of your state religion provide +25% defense
  • Other Effects:
  • City More Likely To Produce: Great Prophet or Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Measurement
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
 
Column 13 Techs

Bell Rock Lighthouse
  • Primary Effect: all coast tiles provide +1 :commerce: commerce
  • Other Effects:
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With: Stone
  • Tech Prerequisite: Machine Tools and Nationalism
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect: All coastal cities receive +1 :traderoute: trade route
  • Description:
  • Reasoning: Represents the increase in shipping safety with the construction of Bell Rock Lighthouse and other navigational aids.

Bayreuth Festspielhaus
  • Primary Effect: Half of all percentage bonuses to :culture: culture also apply to :commerce: commerce.
  • Other Effects: this city receives +1 settled Great Artist
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Nationalism
  • Other Requirements: Requires 'Theater'
  • Obsoletes With:
  • Alternate Primary Effect: this city receives a minor Great Work (+800 culture) whenever a Great Artist spawns in one of your cities
  • Alternate Primary Effect: this city receives a minor Great Work (+800 culture) whenever a Great Artist spawns from any friendly civ that you share borders with.
  • Description:
  • Reasoning: Represents the massive impact of Wagner-inspired tourism on the city of Bayreuth. The alternate effect represents the outsized cultural impact of Wagner's work on all musicians in Germany and in Europe as a whole.

Neuschwanstein Castle
  • Primary Effect: castles in all cities produce +1 :gold: gold and +2 :culture: culture
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Nationalism
  • Other Requirements: Requires castle
  • Obsoletes With:
  • Alternate Primary Effect (1): castles in all cities provide +1 health and +1 artist specialist slot
  • Alternate Primary Effect (2): artist and Great Artist specialists in all cities produce +1 health and +1 gold
  • Alternate Primary Effect (3): all cities receive extra happiness from the level of accumulated culture
  • Alternate Primary Effect (4): all cities receive +1 happiness for every +8 culture per turn
  • Description:
  • Reasoning: Represents the point at which castles go from "obsolete fortress on private estate" to "tourist destination." The first alternate effect reflects Neuschwanstein's function as a retreat house. The second alternate effect reflects the fact that Neuschwanstein was inspired by the music of Wagner. The third and fourth alternates reflect the cultural and national pride inspired by Wagner's music.

Column 14 Techs

Big Ben
  • Primary Effect: engineer and Great Engineer specialists in all cities produce +1 :culture: culture and +1 :gold: gold
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Engine
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the cultural and tourism effects of Big Ben as a symbol of industrial engineering

Spoiler Abbey Mills Pumping Station :
Abbey Mills Pumping Station
  • Primary Effect: +1 :health: for every city with a fresh water (river) bonus
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Engine
  • Other Requirements: Requires river
  • Obsoletes With:
  • Alternate Primary Effect: less unhealthiness from population
  • Description:
  • Reasoning: represents one of the earliest and most advanced sewer systems in the Industrial era.

Suez Canal
  • Primary Effect: all cities receive +50% :commerce: commerce from foreign :traderoute: trade routes
  • Other Effects: wonder auto-places a fort improvement (culturally controlled by you) on the 'Sinai' tile in the Middle East
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Railroad
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the construction of the Suez Canal, and its effects on international trade. The Sinai tile will be immune to foreign cultural influence, but is still vulnerable to military attack

Panama Canal
  • Primary Effect: all cities receive +50% :commerce: commerce from foreign :traderoute: trade routes
  • Other Effects: wonder auto-places a fort improvement (culturally controlled by you) on the 'Panama' tile in Central America
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Railroad and Microbiology
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the construction of the Panama Canal, and its effect on international trade. The additional 'Microbiology' prereq represents represents the medical advances that made it possible to finish construction of a railroad through a dense disease-ridden jungle.. The Panama tile fort will be immune to foreign cultural influence, but is still vulnerable to military attack

Crystal Palace
  • Primary Effect: +1 :gold: gold and +2 :culture: culture for every 100 :science: science produced by your civilization.
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Electricity
  • Other Requirements: City must have power
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the Great Exhibition's effect on tourism, in both culture and commerce

Brooklyn Bridge
  • Primary Effect: every coast tile you own that borders at least two land tiles provides +1 :hammers: production
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Labor Unions
  • Other Requirements: Requires coast
  • Obsoletes With:
  • Alternate Primary Effect: +1 production for every tile in your empire that surrounds the mouth of a river.
  • Description:
  • Reasoning: Represents the awe and optimism caused by this monument to engineering, and the explosion of productivity that resulted in a second Industrial Revolution

Column 15 Techs

N/A
 
Column 16 Techs

Spoiler Golden Gate Bridge :
Golden Gate Bridge
  • Primary Effect: (?)
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Mobility
  • Other Requirements: Requires coast
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
Bletchley Park
  • Primary Effect: universities provide +2 :espionage: espionage in all cities
  • Other Effects:
  • City More Likely To Produce: Great Spy
  • Double Production Speed With: Iron
  • Tech Prerequisite: Radio
  • Other Requirements: Requires University
  • Obsoletes With:
  • Alternate Primary Effect: universities provide +1 spy specialist slot; this city receives 1 free spy specialist.
  • Description:
  • Reasoning: Represents the recruiting ground for British intelligence services during World War II.

Sagrada Familia
  • Primary Effect: this city receives +1 :gold: gold and +1 :culture: culture for every :gp: Great Person point it produces
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Iron
  • Tech Prerequisite: Psychology
  • Other Requirements: Catholicism must be present
  • Obsoletes With:
  • Alternate Primary Effect: city receives +1 Great Person point for every 10 culture and for every 10 gold it produces.
  • Description:
  • Reasoning: Represents how the basilica's intensely personal meditation on faith has proven such a massive draw for tourists.

Tsukiji Ichiba:
  • Primary Effect: this city receives +1 :food: food and +1 :gold: gold per Fish resource
  • Other Effects:
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With:
  • Tech Prerequisite: Macroeconomics
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect (1): markets in all cities produce +1 food and +1 commerce with access to fish
  • Alternate Primary Effect (2): fishing boats in all cities produce +1 food and +1 commerce
  • Description:
  • Reasoning: Represents Tokyo's massive seafood market and tourist attraction

Column 17 Techs

Ryugyong Hotel
  • Primary Effect: angry citizens consume 3 :food: food, but can still be assigned to work a tile or serve as specialist.
  • Other Effects: +1 :gold: gold per :c5unhappy: angry citizen
  • City More Likely To Produce: Great Artist or Great Spy
  • Double Production Speed With: Iron
  • Tech Prerequisite: Rocketry and Tourism
  • Other Requirements: 'Totalitarianism' civic
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the dystopian nature of North Korea, in providing tourist income and production out of unhappiness.

Harbour Opera House
  • Primary Effect: all cities receive +100% :gp: Great Person points for any turn that they hurry :hammers: production with :gold: gold
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Marble
  • Tech Prerequisite: Tourism
  • Other Requirements: Requires coast
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:

Shrine of the Book (proposed by Ani Taneen)
  • Primary Effect: Priests and Great Prophet specialists in this city produce +1 :science: science
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Tourism
  • Other Requirements: Temple of Solomon
  • Obsoletes With:
  • Alternate Primary Effect:City ruins provide +200 science when removed
  • Description: This section of the Israel Musuem houses the Dead Sea Scrolls, which date to the second century BC. And the and the Aleppo Codex, a 10th century manuscript. These texts are of texts are of great historical, religious, and linguistic significance, bringing tourists and scholars from around the world
  • Reasoning: Gives Jerusalem, with it's two shrines and at least one religion oriented wonder, Plus any additional temples (since it often has 3 or more religions), additional value in the Modern era, rewarding players for capturing a city that till this day is the center of much conflict.

The Motherland Calls
  • Primary Effect: this wonder gains +1 :culture: culture per turn for every 5 turns running 'Central Planning' civic, to a max of +10 culture per turn
  • Other Effects: +2 :culture: culture
  • City More Likely To Produce: Great General
  • Double Production Speed With: Stone
  • Tech Prerequisite: Activism
  • Other Requirements: 'Central Planning' civic
  • Obsoletes With:
  • Alternate Primary Effect: +1 culture per turn for every 5 turn running 'Totalitarian' civic, to a max of +10 culture per turn
  • Description:
  • Reasoning:

Spoiler Gateway Arch :
Gateway Arch
  • Primary Effect: +1 culture for every farm in this city's BFC.
  • Other Effects:
  • City More Likely To Produce: Great Artist
  • Double Production Speed With: Stone
  • Tech Prerequisite: Tourism
  • Other Requirements: Requires river; city must be surrounded by 20 land tiles (no coast)
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning:
Column 18 Techs

Space Needle
  • Primary Effect: +10% :science: science and +10% :gp: Great Person points
  • Other Effects:
  • City More Likely To Produce: Great Engineer or Great Scientist
  • Double Production Speed With: Iron
  • Tech Prerequisite: Spaceflight
  • Other Requirements:
  • Obsoletes With:
  • Alternate Primary Effect (1): World's Fair project has double effect in this city
  • Alternate Primary Effect (2): enables construction of the World's Fair project
  • Description:
  • Reasoning: If the World's Fair won't be a project, I prefer the main effect. If it will be a project, I very much prefer the first alternate, even though I'm not yet sure what such a project would look like or what its effects should be.

Burj Khalifa
  • Primary Effect: +2 :food: food and +1 :gold: gold per desert tile in BFC
  • Other Effects: +2 merchant specialist slots
  • City More Likely To Produce: Great Merchant
  • Double Production Speed With: Iron
  • Tech Prerequisite: Globalization
  • Other Requirements: requires coast; requires at least 10 desert tiles in city radius.
  • Obsoletes With:
  • Alternate Primary Effect: chance of immigration to city, like a local version of America's Unique Power, in addition to desert bonus above
  • Description:
  • Reasoning: Represents the remarkable growth and population density of Dubai in a desert-heavy region. Extra requirement of desert and coastal tiles should ensure it's built in a reasonable location.
 
Column 19 Techs

Hubble Space Telescope and/or International Space Station
  • Primary Effect: laboratories in all cities provide +25% :science: science and +2 :culture: culture
  • Other Effects:
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Power
  • Tech Prerequisite:
  • Other Requirements: requires Laboratory; requires power.
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the significant scientific advances made possible by space-based telescopes, and the effects on popular culture of astronomical images circulating freely. The same effect probably would fit the Hadron Super Collider wonder/project as well, though I'd prefer to find a more original effect. Still, most of those wonders should tie in to the Laboratory building, since that does stand for modern-day centers of research

Large Hadron Collider
  • Primary Effect: this city receives +5% :science: science for every laboratory owned by a friendly civ.
  • Other Effects: laboratories in all friendly cities produce +5% :science: science
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Power
  • Tech Prerequisite: Superconductors
  • Other Requirements: Requires laboratory; requires power.
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the incredible scientific advances made possible by international collaboration

Channel Tunnel
  • Primary Effect: Allows 1 free 'airdrop' per turn of one of your units to nearest (to this wonder) friendly foreign capital
  • Other Effects: +2 :traderoute: trade routes, +50% :commerce: commerce from all foreign trade routes
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Robotics
  • Other Requirements: Requires public transportation; requires power.
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the increased trade and travel between France and England as a result of this underwater tunnel

Delta Works or Zuiderzee Works
  • Primary Effect: +2 :hammers: production, +1 :food: food for all coastal tiles in city radius
  • Other Effects: Provides power to this city
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Iron
  • Tech Prerequisite: Renewable Energy
  • Other Requirements: Requires coast; requires river
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the massive effort put in to reclaim land from the Netherlands coastline, protect the low-lying areas from flooding, and exploiting the tides for energy

Spoiler Eastgate Centre :
Eastgate Centre or (?)
  • Primary Effect: all cities with power receive +1 :health:
  • Other Effects:
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Power
  • Tech Prerequisite: Renewable Energy
  • Other Requirements: Requires power
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents a remarkably energy-efficient commercial building in Harare, Zimbabwe, that's designed to use only 10% of the energy used by a normal office building of its size
Svalbard Global Seed Vault
  • Primary Effect: +2 :science: science per plant resource (wheat, corn, rice, bananas, incense, sugar, spices, dyes, silk).
  • Other Effects: All cities receive +1 :food: food for every 2 plant resources they have access to, up to a max of 4 food
  • City More Likely To Produce: Great Scientist
  • Double Production Speed With: Power
  • Tech Prerequisite: Genetics
  • Other Requirements: Requires power; requires at least 10 tundra tiles in city's BFC
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the scientific and agricultural benefits of the seed vault

Column 20 Techs

ITER
  • Primary Effect: All of your cities receive power; wonder removes all other power buildings.
  • Other Effects: All cities in world receive double :hammers: production of nuclear power plant; wonder removes chance of nuclear meltdown.
  • City More Likely To Produce: Great Engineer
  • Double Production Speed With: Power
  • Tech Prerequisite: Fusion
  • Other Requirements: Requires nuclear power plant
  • Obsoletes With:
  • Alternate Primary Effect:
  • Description:
  • Reasoning: Represents the exponential improvement in energy production enabled by successful cold fusion

Column 21 Techs

N/A
 
Law Codes or Traditions:
(Can only be built once; only one can be built per civ)

Code of Hammurabi: -10% maintenance with 'Monarchy' civic. Prerequisite: Writing
Ten Commandments: -10% maintenance with 'Organized Religion' civic. Prerequisite: Priesthood.
Mandate of Heaven: enables 'Absolutism' civic. Prerequisite: Divination. (Can only be built in Confucian holy city? Or just requires Confucianism in city? )
Edicts of Ashoka: increased chance of state religion spreading with 'Organized Religion' civic. Prerequisite: Construction (Requires Buddhism)
Shahanshah: increased chance of state religion spreading with ______ (government) civic. Prerequisite: Tradition (Requires Zoroastrianism)
Twelve Tables: -10% maintenance with 'Pantheon' civic. Prerequisite: Law.
Corpus Juris Civilis: -10% maintenance with 'Absolutism' civic. Prerequisite: Judiciary (Requires Orthodoxy)
Code of Euric: +2 experience for all units with 'Levy Armies' civic. Prerequisite: Steel or Nobility
Lex Salica: -10% maintenance with 'Feudalism' civic. Prerequisite: Feudalism (Requires Catholicism)
Magna Carta: enables 'Representation' civic. Prerequisite: Paper. (Requires 'Feudalism' civic)
Kouroukan Fouga: enables 'Mercantilism' civic. Prerequisite: Guilds (Requires Islam)
Golden Bull: can build wonders that require other state religions, with 'Scholasticism' civic. Prerequisite: Education (Requires 3 religions in city)
Sobornoye Ulozheniye: -10% maintenance with 'Autocracy' civic (?).
Constitution: -10% maintenance with 'Republic' civic. Prerequisite: Constitution
Napoleonic Code: -10% maintenance with 'Standing Army' civic. Prerequisite: Social Sciences
Civil Code: +2 experience for all units with 'Industrialism' civic. Prerequisite: Machine Tools (Requires Buddhism)

[Obviously most of this list may/will change depending on extent of Leoreth's reforms to the civics system...]


Roads and Infrastructure: (Can only be built once; each civ can only build one. Possibly add +1 trade route for city that builds project?)
Chapar Khaneh (Persia) - double speed for workers through flood plains. Prerequisite: Riding
Via Appia (Rome) - free Roman Roads connecting 3 most populous cities in Core or historical region. Prerequisite: Engineering
Hohe Straße (Germany) - double movement for workers through forest. Prerequisite: Civil Service
Qhapaq Nan (Inca) - double movement for all units through mountains. Prerequisite: ___
El Camino Real (Spain) - free roads connecting first 3 overseas colonies to build a monastery. Prerequisite: Exploration or Logistics
Transcontinental Railway (America) - free railroads connecting capital to farthest city on same continent. Prerequisite: Railroad
Autobahn (Germany) - double movement for all units on railroad tiles in Core region. Prerequisite: Mobility

Spoiler old wonder effects for roads :
Via Appia: +1 trade route for any cities in your empire that are connected to your capital by Roman roads. Prerequisite: Engineering. (Represents the massive infrastructure improvement of the early Roman engineers, and the corresponding increase in trade and travel. An additional effect might provide free Roman Road connections to all cities in your Core. An alternate effect might attach that free +1 trade route to forums, which would probably be easier to code for.).

Qhapaq Ñan: +1 trade route, double movement for all units along mountains. Prerequisite: Engineering (Represents the Incan road network of bridges and mountain trails. Should require Pantheon and corn to ensure it is built by an American civ. An alternate possibility would be to give the 'units can traverse mountains' effect to Machu Picchu).



Great Achievements
Antikyra Mechanism



Great Events



  • Olympic Games (ancient) - Ceremony - extra experience points for units with 'City States' civic
  • Antikyra Mechanism - Calendar OR Navigation - small boost to science with each naval unit produced (?)
  • Prose Edda - (?) - extra culture from unimproved forests (OR extra culture from temples not of your state religion)
  • Trade Fair - Guilds - enables 'Free Market' civic early (?) OR provides bonus gold + trade route to one city in your empire (with bonuses relocating to a new city every 5 turns).
  • 95 Theses - Printing - founds Protestantism
  • Peace of Westphalia - (?) - current borders require 80% or 90% foreign culture before they flip
  • King James' Bible - Printing - temples of your state religion provide +1 science (representing increased literacy)
  • Principia Mathematica - science bonus from Observatories (?)
  • Metric System - Measurement - free Great Engineer (OR free Great Scientist)
  • Encyclopedia - Social Sciences - extra science with 'Representation' civic (?)
  • Rosetta Stone - Social Sciences - extra culture from all ancient and classical wonders (?)
  • Constitution OR Declaration of Independence - Constitution - extra stability with 'Democracy' civic.
  • South Pole Expedition - ice no longer impassable, double movement on tundra
  • Nobel Foundation - Refining - small sum of extra culture/gold/hammers for being first one to discover new tech (?)
  • Women's Suffrage - Civil Rights - all cities receive +25% bonus to :gp:. Double unhappiness for foreign civs without 'Emancipation' civic.
  • Maginot Line - Mobility - enemy units take damage when crossing from their territory to your territory directly.
  • Green Revolution - Ecology - all corn, wheat, and rice tiles produce +1 :food: (OR generates a chance of those resources spreading to any resource-free tile).
  • Great Firewall - extra defense vs. espionage with 'Totalitarian' civic (?)
  • Hubble Space Telescope
  • Space Elevator (?)
  • Human Genome Project - Genetics - +1 population in each city
  • Pleistocene Park (?)
 
  • Pax Dei - Clergy - for all participants, no population loss and fewer buildings destroyed when conquering a city.
  • Hanseatic League - Finance OR Cartography - +1 trade route with 'Guilds' civic in every coastal city. (Alternate or additional effect: +100% trade route income with other participating nations. Alternate effect: receive :food: and :hammers: from trade routes with participating nations. If we want a special bonus for the civ that contributes most to this project, we could give any or all of these benefits to a single 'Free Imperial City').
  • Templar Order - Guilds - cathedrals receive +1 :c5happy: and +2 :gold: when you conquer any city with your state religion from a civ with a different religion. (Represents the religious and tourism benefits of recovering relics from the 'Holy Land'). Alternately, we could add all three major Crusader Orders (Templar, Hospitaller, Teutonic) and have them give a short-term promotion to Knight units. That'd probably be too complicated, though.
  • Containerization - Mobility OR Macroeconomics - +50% to trade routes, trade routes give production. (Represents the huge economic and industrial impact of standarized containerization).
  • International Space Station
  • World's Fair - (?) (multiple tech prereqs?) - temporary corporation that stays in a single city for five turns before moving on to a new city. During those five turns, it provides +25% production and +25% science (Alternately: +50% apiece?) Perhaps we could randomize the city selection, or keep it to a 'first come, first served' queue (corporation goes city to city in order that this project is completed). If the latter, perhaps we could allow civs to build this project multiple times so they can add cities to the future queue. (Though if so, we'd need to restrict it -- say, "can only be built once at a time" and "cannot be built while World's Fair Corporation is in one of your cities"?) We might also consider dividing this into two or three versions of the Fair, for the three 'eras' of Fairs mentioned on Wikipedia (Industrialization, Cultural Exchange, National Branding) -- with distinct benefits for each (extra production for Industrial era, extra culture from the latter ones?). Alternately, we could offer a list of possible benefits, with each civ able to choose what benefits its 'host city' receives. Finally, I really like the idea of adding a few 'World's Fair'-based wonders if we go this route, which might include: the Crystal Palace (1851 Exhibition, London), the Eiffel Tower (1889 Exposition, Paris), Ferris Wheel (1893 Fair, Chicago), the Golden Gate Bridge (1939 Exposition, San Francisco), the Atomium (1958 Expo, Brussels), the Space Needle (1962 Fair, Seattle), the Unisphere (1964 Fair, New York City), the Biosphere (1967 Fair, Montreal), and the Expo Axis and Art Palace (2010 Expo, Shanghai).
  • Olympic Games (modern)
  • ITER (possibly?)
  • Internet (possibly?)
  • Large Hadron Collider (possibly?)
  • Svalbard Global Seed Vault (possibly?)
  • Cure for Cancer
 
Shrine of The Book
Shrine-of-the-Book-icon.jpg

  • All Priests and Settled Great Prophets in city produce +1 :science:
  • +2 Scientist :gp:
  • Double Production Speed With: Stone
  • Tech Prerequisite: Tourism
  • Other Requirements: Temple of Solomon
  • Alternate Primary Effect: City ruins produce +200 :science: When removed
  • Discription: This Section of the Israel musuem houses the Dead Sea Scrolls, which date to the second century BC. And the and the Aleppo Codex, a 10th century manuscript. These texts are of texts are of great historical, religious, and linguistic significance, bringing tourists and scholars from around the world
  • Reasoning: Gives Jerusalem, with it's two shrines and at least one religion oriented wonder, Plus any addtional temples (since it often has 3 or more religons), additional value in the Modern era, rewarding players for capturing a city that till this day is the center of much conflict.
 
A few comments.

I think 4 wonders for Polynesia is a bit too much. Why so many wonders for a civ that doesn't exist most of the games? (I'm aware that this is a brainstorm thread. I just want to say that giving Polynesia a lot of wonders is useless)

The effect of the Tophet Salammbo and Khajuraho are the same. Maybe the Tophet Salammbo should apply the food bonus to Pagan Shrines instead.

As for the effect of Neuschwanstein Castle, castles will be obsolete by the time you enter the industrial age.
 
I think 4 wonders for Polynesia is a bit too much. Why so many wonders for a civ that doesn't exist most of the games? (I'm aware that this is a brainstorm thread. I just want to say that giving Polynesia a lot of wonders is useless)
That's fair. The biggest and most essential proposal I'm recommending would be the Marae Taputapuatea, to ensure the Polynesians can island-hop more quickly (and thus, making it possible to set their spawn date to a more historical point).

Huamonga a' Maui would be the next priority, since the drastic cuts to maintenance would enable the Polynesians to actually keep the historical extent of their empire. Alternately, this might be incorporated as their civ's Unique Power, though I'm having a 'brain-drain' at the moment and don't recall what their current UP is.

Puʻukohola Heiau is a much lower priority -- I kept it in because it was the first one I found for Polynesia, and because I thought it actually would contribute to the post-UHV gameplay for Polynesia once they were actually discovered by other civs. Still, it's outside the normal timeframe for a Polynesia game, and outside the normal area where it would most often be built, so it's not really a key proposal. I can put it in spoilers if that'd help.

In general, one of the reasons I proposed so many wonders for Polynesia, is because their historical/gameplay situation is just so unique, and so much more imbalanced than everyone else's. After all, the only way to let them succeed at the current UHV was for their civ to spawn 2000 years before its historical origin. And that's not to mention the only reason their economy doesn't collapse entirely during the end-game is because Polynesia should be entering a Golden Age as it pursues its UHV. Afterwards, maintenance will be killer.

So if giving them 2, or 3, or even 4 wonders would help make Polynesia more stable (in terms of gameplay) and accurate (in terms of history), then sure. I'm all for it.

The effect of the Tophet Salammbo and Khajuraho are the same. Maybe the Tophet Salammbo should apply the food bonus to Pagan Shrines instead.
This was a typo -- thanks for catching it. Tophet Salammbo's intended effect was "+1 health from temples", and I've fixed it to state that.

As for the effect of Neuschwanstein Castle, castles will be obsolete by the time you enter the industrial age.

I know their defensive effects are designed to be useless against gunpowder/rifling, but at what point do castles (as a building) obsolete? Also, what does that obsolescence mean? Does it just mean you can't build them any more, or does it mean they are no longer able to have any effect?

Part of my intention for the Neuschwanstein effect was to give extra bonuses to pre-existing buildings that are no longer useful otherwise. But if that doesn't work... hmm. Perhaps we could rephrase the effect so: "all cities that have a castle receive +1 gold and +2 culture" -- so it's not the castle itself producing the effect, but rather each city. Or we could just use one of the (many) alternate effects.
 
Hey, thanks for creating this comprehensive thread. I think we can retire the old discussion and continue here.

A couple of corrections:
- prophets can already spread your state religion, so that is not an available effect
- the Polynesians do spawn in 1000 BC, not 3000 BC as you seem to be assuming

Obsolete buildings cannot be built anymore, but they also aren't removed from cities. So giving them effects is still an option.

I'm also wondering about the varying strengths of the proposed effects. Adding minor bonuses to one building isn't nearly as strong as traditional wonder effects. In case those are rebalanced with different construction costs, a new category (e.g. "minor wonders") might be a good idea.
 
I've noticed that the Great Library, Parthenon, Mausoleum of Halicarnassus, Pharos of Alexandria, Colossus of Rhodes, Statue of Zeus at Olympia, and the Artemision are all absent from this list

Given that we have ingame models for them already, is there abscence intended?

Specifically for the Parthenon I have a proposal to change it's current effect.

Parthenon
  • Primary Effect: You can choose any "Goverment/Leadership" Civic
  • Other Effects: +2:culture: with "Heritage" tech, +2:gold: with "Tourism" tech???
  • City More Likely To Produce: Great Statesman
  • Double Production Speed With: Stone
  • Tech Prerequisite: Philosophy
  • Other Requirements: 'Pantheon' civic
  • Obsoletes With: Main effect obsolete with Fuedalism
  • Alternate Primary Effect: Can run the "Republic/Democracy" civic
  • Description:
  • Reasoning: Allows for Athenian, Roman, and Cartheginian "Democracy" without adding a civic
 
That is a really neat idea!
Refill the the GPPB (Great Person Progress Bar) similar to the way a granary refills the foodbar.

No glass ceilings in DoC :)

(which is only a small disappointment when attempting a Space Race Victory. Mars, here we men come! ;))
 
This thread is a year old (pardon the self-necro), but given the other thread discussing Wonders and Projects, I figured this megalist might provide a few ideas for wonders to include, or effects to apply.

There are a lot of wonders/effects I really like from this list. I particularly fond of 'minor' wonders, that provide a free specialist and enable a common building (monastery, temple, monastery) to provide a specialist slot in other cities. There are also a number of geography-specific wonders I'd love to see (esp. the Taoudenni Salt Mines and Marae Taputapuatea) to improve gameplay for civs like Mandinka and Polynesia.
 
Back
Top Bottom