Wonders

I like most of the wonders, if you think they are pointless then don't build them. I would much rather a longer game on a bigger map with more technologies and more paths through the tech tree, with more wonders, I just haven't thought about how that would affect gameplay.

There should be about four times as many wonders; even in a game with a lot of Civs, there should be plenty you could go for at any one time. The key would be coming up with wonders that went well together, and building strategies around that - putting the Colossus and Copernicus and Newton in one city in Civ 2 was a gamebreaker, but several sets of wonders that backed each other up like that supporting different strategies would be good.
 
New wonders:

Sputnik: replaces Apollo Program:yuck:(Why does a milestone in space program, Sputnik, is not included??)

benefits:
enables ICBM
+1 ICBM to the civ who have completed it
+1 :)(We can now send someone to space!)

too much? its too few:p

Manhattan Project as a national wonder

Palace of the Congresses national wonder,
reqs:
democracy
representation civic is enabled

benefits:
+1 :) (We were happy we are represented) for every city of your civ
+100% :espionage:
+1 :commerce:

Stonehenge

+1 free priest

Shinkansen
+1 :commerce:/:hammers: on every tile with railroad on it
+1 movement on railorad

National Science Center national wonder

+25% :science: on total sum of beakers generated

that's it..

I will also compile your ideas into a word document.
 
Great Lighthouse- overpowered. Exclusive ocean capability that early is a game winner on certain types of maps.

Oracle- Excellent!!

Taj Mahal- Nice idea for a wonder capability. Seems under powered.
Could be 50% or more producation boost for all wonders (no continent requirement).

Emancipation Proclamation: -1 or -2 happiness for every other Civ running Slavery. Slavery not allowed for Civ, that builds it. Does not realy seem like a wonder. Kind of overlaps with Emancipation civic.

Darwin's Voyage: overpowered.

Penicillin: Does not realy seem like a wonder. I could see both the Germ Theory and Antibiotics as possible techs. Something like the National Institutes of Health would be more like a national wonder, but overlaps to some extent with the Red Cross.


Great Lighthouse [ +1 to all ship movement; all ships become ocean-capable ]
The Oracle [ all the resources from the Age you are in and the following Age are visible, without needing to discover pre-requisite techs; does not expire ]

Taj Mahal [ all wonders built subsequently on the same continent are 20% cheaper ]
Emancipation Proclamation [ ends all slavery worldwide ]

Seven Industrial Wonders
Darwin's Voyage [ 2 free techs ]

Penicillin [ faster unit healing, health/happiness improvement in all cities ]
The Pentagon [ enhancements to armies/expionage ]
Wall Street [ you start getting interest on positive sums in treasury every turn ]
 
Great Exhibition/Crystal Palace
Has identical effects of another Wonder already completed (by any Civilization), selected upon completion.
 
Great Lighthouse- overpowered. Exclusive ocean capability that early is a game winner on certain types of maps.

So make it so stonkingly expensive that any civilisation that builds it early enough to be a major factor in exploration will have to invest a sizable amount of productive capacity in it, and be smaller and weaker than other civilisations on most fronts.

Taj Mahal- Nice idea for a wonder capability. Seems under powered.
Could be 50% or more producation boost for all wonders (no continent requirement).

That seems a game-breaker to me, because it would be multiplicative rather than additice.

Emancipation Proclamation: -1 or -2 happiness for every other Civ running Slavery. Slavery not allowed for Civ, that builds it. Does not realy seem like a wonder. Kind of overlaps with Emancipation civic.

Well, I'm thinking of this in a context where I really really really want to see civics scrapped, and go back to fixed governments, and make slavery an entirely separate issue from government type.

Darwin's Voyage: overpowered.

It wasn't in Civ 1 through 3. Civ 4 wonders in general are nerfed; I think Wonders should be worth the effort.

It's also relatively less powerful if Civ 5 has three or four times the number of techs, which is another thing I argue for.
 
Scilly_guy said:
No I think its fine as a national wonder, I was thinking Big Ben and the houses of parliament wouldn't make sense as a replacement for the globe, the globe is about entertainment parliament is about government.

Don't be too sure about that. Entertainment is about all we've got left, so Big Ben would produce lots of it; it should produce Great Artists and Great Generals in equal measure but throw your political civic back to Despotism in the process (given some of the numbers I'm in the process of crunching).

HoP could be a good national wonder though. It would upgrade the Palace once your civ learns the technology opening the way to Representation (because until 1918 elections weren't universal) and perhaps you could simulate elections more frequently than the current "hanging chads" event allows for. The scheme I have in mind is complicated and would need refining, but some form of control on the leadership (bypassed by Police State like State Property negates corporations) is exerted in exchange for greater happiness or productivity OR, e.g. greater happiness produces more production (negated by Police State), OR a system like that for the Apostolic Palace is conferred within the state which feeds into more random events and/or events of a greater quality than currently operating. At the moment my problem with random events from a gameplay point of view is that my Theatre burning down in 1600 AD when I have 10,000+ GP just makes me spend the 20 GP needed to rebuild it. Under democratic control the government might overrule the leader's decisions making for more choices needing to be made the hard way (for example making rebuilding the theatre dependent not on a static and derisory payment but on a certain amount of GPT needing to be ploughed into rebuilding it over a number of turns, for example, which would make a production-rich but income-poor state just say, OK, I'll just spend more hammers on it then rather than divert gold into rebuilding it. Handling these through the HoP would give an element of maintaining a healthy happiness rate and therefore being able to invoke these kind of decisions. Seeing that "your Forge has burned down and if you want to keep it just pay a couple of GP which you can afford to throw away" message yet again suggests to me that if Civ V is to keep events it needs to think about them properly. They're fun but are not always game-threatening, particularly at lower levels.

Other than that, some of the Civ II wonders were good but I forget what they all do now as their Civ IV counterparts (especially the Great Wall) are better on average than in Civ II. I'd like to see more "projects" earlier and counterparts to the Pyramids and Shwedagon Paya for other civics (particularly for Economy - The Silk Road? - when I've still got enough forest and jungle left for Environmentalism to matter), but that's just me.
 
I think there should be a tech called archeaology, which then trigger obsoleted wonders as tourist attractions. Also, during golden ages, the effects of the obsoleted wonders revive.
 
I think that random events, such as earthquakes, should damage the condition of wonders, which should go down regularly. After a certain point, wonders should then become allowed to become tourist attractions. Archeology should give you the ability to rebuild wonders, rejuvinating their bonuses.
 
I think Air Conditioning is the greatest invention ever created. It should be a Wonder, or at least the most powerful tech in the game. What would you rather have, nukes or air conditioning? They should build a monument to the inventor of the air conditioner.
 
Random...............


New Wonder Idea:
Walls of Babylon (requires walls) +150% defense bonus, +2:culture:, Allows construction of High Walls(+1:culture: +75% Defense Bonus)

Another Idea, A great Unit/wonder
The Great Cross( a solid gold Cross surronded by heavy infantry ) Spreads state:religion: into every city it enters, 14:strength: 1:move:, gives all units Morale promotion. Starts with Morale, and Combat 1,2,3.

PS- The Great Cross may be overpowering, but it was just an idea.;)
 
I think Air Conditioning is the greatest invention ever created. It should be a Wonder, or at least the most powerful tech in the game. What would you rather have, nukes or air conditioning? They should build a monument to the inventor of the air conditioner.

Personally I would like nukes. Then I can kill my enemies.
 
I think alot of these would make good national wonders
esp. Disney World, do they not have a Disney World Paris, Disney World tokyo and who knows where else.
 
National Wonders:
Templar Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Templar Knight 11:strength: 2:move:

Templar Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Templar Knight 11:strength: 2:move:, and Templar Sergent 7:strength: 1:move:

Hospitaller Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Hospitaller Knight 11:strength:

Hospialler Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Hospitaller Knight 11:strength: 2:move:, and Hospitaller Sergent 7:strength: 1:move:

Teutonic Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Teutonic Knight 11:strength: 2:move:

Teutonic Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Teutonic Knight 11:strength: 2:move:, and Teutonic Sergent 7:strength: 1:move:

World Wonders:

Templar Knights Headquarters:(Requires Guilds, and 2 Major Chapter Houses):See Minor Chapter House: Allows Production of Templar Knight 11:strength: 2:move:, and Templar Sergent 7:strength: 1:move: and Hugues de Payens

World Units:
Hugues de Payens (requires Guilds, and Templar Headquarters) 13:strength: 3:move: Starts with Led by General, Leadership, Morale, Tactics,Crusader ( +40% combat vs. other religions), and buy Templar Sergents for 100:gold:
 
National Wonders:
Templar Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Templar Knight 11:strength: 2:move:

Templar Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Templar Knight 11:strength: 2:move:, and Templar Sergent 7:strength: 1:move:

Hospitaller Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Hospitaller Knight 11:strength:

Hospialler Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Hospitaller Knight 11:strength: 2:move:, and Hospitaller Sergent 7:strength: 1:move:

Teutonic Minor Chapter House(Requires Guilds): There can be multiple of these, but cannot be built, they come from a special event: +2:culture: +1 :beaker: Allows production of Teutonic Knight 11:strength: 2:move:

Teutonic Major Chapter House (Requires Guilds, and Minor Chapter House): See Minor Chapter House: Allows Production of Teutonic Knight 11:strength: 2:move:, and Teutonic Sergent 7:strength: 1:move:

World Wonders:

Templar Knights Headquarters:(Requires Guilds, and 2 Major Chapter Houses):See Minor Chapter House: Allows Production of Templar Knight 11:strength: 2:move:, and Templar Sergent 7:strength: 1:move: and Hugues de Payens

World Units:
Hugues de Payens (requires Guilds, and Templar Headquarters) 13:strength: 3:move: Starts with Led by General, Leadership, Morale, Tactics,Crusader ( +40% combat vs. other religions), and buy Templar Sergents for 100:gold:

someone is a big medieval 2 fan,
I love the game
 
Back
Top Bottom