Wonder race tie

My vote goes to Zombie. Here is what he seems to be saying.

You get beat by a turn on a wonder.
Go back 1 turn and add some more production.
You win the wonder (if presumably the amount of overflow exceeds the winning countries amount of overflow).

This implies that for each turn, all production is done simultaneously (and presumably tech advances too), and that ties are resolved in favor of the one with most overflow (random for overflow ties?).

If there were a set order of civs getting their builds one after another then adding extra production would never change losing a wonder race to winning a wonder race.
 
This is my personal observation: I played a hot-seat game by myself just to experiment with different civics & experiment with buildings, etc. and the wonders are completed at the end of your turn. So that means that if the turn order was Alexander, Caesar and Napolean, and both Alexander and Caesar are working on the same wonder, and if Alexander finishes the wonder at the end of the turn, when it's Caesar's turn, he gets a little note that says "Alexander just completed the wonder you were working on WONDER", and then you get another note telling you your work was sold for X gold.

This is completely consistent with the wonder tie being decided by overflow production. As I understand it the production phases of all the civs occur simultaneously before the movement phases.

I suspect people are being confused because in Civ 3, the system was that the first civ on the list got the woder in the event of the tie. However this gave the human player a slight advantage (and the host player had this advantage in multiplayer, which was VERY noticeable). I would assume this is the reason for the change.
 
Hmm, I'm still in the "production immediately at the end of the turn camp", but there' are some weird bits.

As a test, I tried Play by Email on a duel map, ping ponging back and forth between the two players. With player #1 about to play, player 1 had 71 hammers invested in Stonehenge, producing at 12 per turn. player 2 had 78 hammers invested, producing at 10 per turn.

So on the next turn, player #1 hits 83 hammers. Here's what I saw after I clicked End Turn.
1) The build queue for the city emptied.
2) The "saved game" dialog appeared
3) After that dialog was dismissed, the announcement of the building of Stonehenge was broadcast to player #1.

Now I opened the saved game for player #2.
1) The event log lists that Stonehenge is BIDAL.
2) The production queue is not emptied.
3) There is no announcement for Stonehenge.

Click end turn
1) Production queue empties
2) I get the announcement that I cannot continue building Stonehenge, and get 78g (not 88g!) for my trouble.


I get the same results (with the roles of the players reversed) if I arrange for player #2 to score the wonder first.


This all appears to me to be consistent with my reading of the code: that the production phase occurs between the end of the turn and the beginning of the next player's turn. Overflow is thus completely irrelevent, all that matters is who gets the wonder finished on their build queue first... with enough weirdness in the scheduling of the announcements that one could easily believe that you "built" it first, only to get cheated out of it by someone after you.
 
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