Wonders - eras - immersion?

V. Soma

long time civ fan
Joined
Apr 13, 2004
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Hungary
How do you feel about that, for example, one can begin build the Pyramids in the Medieval age or later?

There are lots of parts of the game tied to ages - wonders could also be.
My idea:

Wonders should be tied to the age when they become available and has the rule that a player can begin to build it only in the wonder's era... or meaybe in the next, too... later: not.

Maybe it would take some balancing (prod. cost, for example)...
 
It's usually not a problem in my games in Civ 5 as the wonders usually go pretty fast. So I'm not sure it's worth the effort.

It could be a different deal in Civ 6, of course, with the geographical requirements for wonders.
 
Indeed, the reason they are going late in Civ VI is because of the geographic requirements.
For instance, Quill declined to build a Great Wonder (one of the coastal ones) that would have only taken 1 turn in a city (due in part to overflow) because the only legal place to build it within the city would have destroyed a resource.
Early on he had wiped out the only AI that actually started on the coast (at least on his landmass; one of the AIs on the other landmass was wiped out early.)
 
With the specific placement requirements on wonders, which are more strict than in Civ5, I think there are enough limitations on wonders already.
 
Yeah, the terrain requirements and need for specific adjacency is the likely culprit. But honestly, it's not that big of a deal. I mean if you care THAT much about wonders being built in the "proper" era, use mods lol
 
From the limited footage I've seen, it seems like exorbitant production costs are are bigger culprit than terrain restrictions for players not building wonders (for the AI, I could see some of the more convoluted requirements being an issue, but I really hope they'll be programmed to deal with it). Whether this is intentional, a result of incomplete tuning or a result of suboptimal play isn't clear yet, but if it continues to be problematic, I'd much rather see adjusted costs as a solution than explicit timing constraints.
 
Could've worked in Civ5, but in Civ6 we already have enough limitations and opportunity costs of wonder-building. In fact, I'm already having a feeling that we're getting a bit too much on our plates when it comes to city planning.
 
Indeed, the reason they are going late in Civ VI is because of the geographic requirements.
For instance, Quill declined to build a Great Wonder (one of the coastal ones) that would have only taken 1 turn in a city (due in part to overflow) because the only legal place to build it within the city would have destroyed a resource.

Creating a wonder in 1 turn would feel kind of off, I guess. If it turns out to be a big problem, I'm sure there will be a mod to take care of it.
 
I remember back in the Civ 2 days, you sometimes got situations where a Wonder was available to built after it had already become obsolete.
 
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