Wonders

xmen510

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Wonders:

- Rammas Echor (Wall of the Pelennor) (Great Wall)
- Mithril Mine: 1 Mithril Resource, +5% Gold in that city
- Durin's Tower (at the top of the Moria, where Gandalf fought the Balrog)
- The Great Fountains (of Gondolin, one great elven city)
- The Last March of the Ents (make hostile Ents randomly spawn at the map)
- The Noldolant (National Epic)
- The Gate of the Noldor (the Gate of the Elves, a secret passage to their city)
- The Arkenstone (a very valuable gem of the dwarves)
- Henneth Annun (a refuge and outpost of Gondor)
- Palantiri (allows to build the Palantir national unit)
- The Seven Beacons
- Forge of Ãol (one great elven-smith)
- Dagorlad
- Cirith Ungol (allows to make Laracna) - personal note: not sure what this is
- The Silmarils
- Grand Leaguer (ie the siege of Angband)
- Ultimate Hoard
- Voyage of Earendil
- Saruman's Industry
- Great Armament (Ar-Pharazon's force, intended to attack Valinor)
- The Argonath
- The Houses of Healing
- Tower of Meneldur
- Mindon Eldalieva - personal note: not sure what this is
- The Seats of Amon Hen & Amon Lhaw: Removes Fog of War
- The Nine Rings of Power (National Wonder) (Required to build Mounted Nazgul Units)
- The One Ring
- Dol Guldur
- Barad-Dur
- Thangorodhrim (Towers of the evil capital in the first age)
- The White Council
- Dwarven Mithril Mine: 1 Mithril Resource, +15% Gold in that city
- The Seven Dwarven Rings (National Wonder)
- The Three Elven Rings (the same, but doesn't get controled by sauron - they removed the rings before he could do so)
- Elven Flet: +10% Defence in all Cities (or Unique Building as suggested by Berenthor)
- Statue of Manwe
- Trees of the Valar
- Orthanc (Tower of Isengard)
- Lake City (Esgaroth)
- The Hornburg (Helm's Deep)
- The White Tree (National)
- The Shire (National, allows to make Hobbits)
- Silverdome Temple (of Numenor, as previously mentioned)
- The Lay of Luthian (Heroic Epic)

Alignment Wonders: (Only buidable by the required Alignment)

Civilization Wonders: (Only buildable by the required Civilization) - note: Every Civ should have at least one of these (or more) or some other bonus to compensate.

National Wonders: (Buildable by Anyone)

World Wonders: (Buildable by Anyone)

Projects:

Search for the Entives: Ents are no longer Hostile. You may now build Ents (National Unit: 3). Requires: Last March of the Ents to have been built. (Other Bonuses to be determined).

I will move/add/remove wonders as discussion develops. We can also then add/remove bonuses as seen fit.
 
Besides your three wonder categories there should also be a alignment category.

The list is pretty good, the Noldolant is a poem about the fall of the Noldor (attack on the Teleri) IIRC
 
All need to be discussed, so that we can get bonuses for them. Most of those are from the older lists from the first run at this and from the Updated list Sengir made in the Features thread.

I made some hard decisions and modified the list. Let me know what you think. This is really hard unless we want to make all but a very few buildable only by the originals in Tolkiens' work.

Otherwise only a very few would get access to certain ones such as:

Shadow type Wonders only buildable by Shadow Civs.
Dwarves get the Dwarven Mithril Mine

We could go another route as well:

If we want only Evil Civs to have Ringwraiths/Nazgul - link it to a tech and alignment.
Same with the Great Eagles.

Other than that, let any civ Build any wonder. Even if it means they get both Mithril Resources or Gondor builds Barad-Dur. Just give each wonder generic bonuses and don't link Units to Wonders.

I am thinking this might be the best route to go. An open game where only very few things are limited by Alignment. Otherwise we will have to make up a huge amount of Wonders to make it fairly balanced for each Civ.

So, let me know what you think.

Option #1: Just have National and World Wonders.

Option #2: Have many Wonders specifically divided out by Alignment and Civ.
 
My suggestions:
Some of these really count more as Projects than Wonders, but I'm too lazy to indicate it individually.

- Durin's Tower: either some sort of recon or production bonus
- The Great Fountains: +Culture, +Happy (maybe +Health)
- The Last March of the Ents: GOOD ONLY: Your civ gets a couple Ent units
- The Noldolant: NOLDOR ONLY: National Epic equivalent (have others for other civs)
- The Gate of the Noldor: allows entrance to the city from 1 other tile instead of up to 8, only the possessor knows which tile it is
- The Arkenstone: DWARVES ONLY: Maybe should be an item, if not: Reqs Gems, +Happiness or Culture or Something
- Henneth Annun: Better Rangers
- Palantiri: Either 1. No Fog-of-war 2. Increased LOS for everything or 3. Every X number of turns you get to reveal a small section of the map
- The Seven Beacons (is this Beacons of Gondor?): Grants you a small army of your most friendly ally's (or chosen ally's) unique unit
- Forge of Eöl: ELVES ONLY (maybe SINDAR ONLY): Either EPIC production bonus or major upgrades for units built in the city
- Dagorlad: EVIL ONLY: The equivalent of Hell terrain is more useful
- Cirith Ungol: WHEN GOOD OWNS: Defense bonus in all cities, WHEN EVIL OWNS: Allows you to get either Spider units or Shelob Hero unit
- The Silmarils: Major culture bonus, IDK what else (needs to be pretty good though), Diplo penalty from all civs
- Grand Leaguer (ie the siege of Angband): GOOD ONLY: IDK if this is such a good idea, but still: All Good civs get a bunch of extra units and a major temporary diplo penalty against Evil (maybe just all Good civs declare war on the Shadow)
- Ultimate Hoard: Is this like Smaug's or Glaurung's? then: EVIL ONLY: Major Culture and Commerce bonuses
- Voyage of Earendil: We had this as a victory condition like Space Race once, IDK if that's still there. If not: GOOD ONLY: Large amount of very powerful Maia and Vala units with temporary duration -- Should be REALLY EXPENSIVE
- Saruman's Industry (maybe better as Orthanc?)
--If 'Saruman's Industry': EVIL ONLY: Big production bonuses, maybe some unit upgrades
--If 'Orthanc': WHEN GOOD OWNS: Defense bonus to all cities, WHEN EVIL OWNS: Acts like above
- Great Armament: NÚMENOR AS EVIL ONLY: Bunch of powerful sea units (maybe with some land units on board), major diplo penalty with Good civs -- Should be REALLY EXPENSIVE, especially if it gives you a whole free army and navy
- The Argonath: +Culture, maybe some bonuses involving rivers
- The Houses of Healing: GOOD ONLY: Increased heal rat
- Tower of Meneldur (do you mean Meneltarma? there was no 'Tower of Meneldur' according to Encyclopedia of Arda): GOOD ONLY: +Culture, maybe something involving religion
- Mindon Eldaliéva (tower of Ingwë in Tirion): ELVES ONLY: +Culture, +Happiness
- The Seats of Amon Hen & Amon Lhaw (combine with Argonath?): Removes Fog of War as long as the Palantíri don't
 
I added Projects.

You have some good ideas T F.

We really have to decide if this is going to be pretty much a mirror image of the LOTR universe when it comes to Wonder & Project Building (who can build what) or a game that can take on its own life (very few restricted Wonders & Projects).
 
I would like to put down as few limits as possible, but I like the idea of different effects of wonders depending on alignment.

I think we should try to make most wonders available to all (or a complete alignment) and only have a few select ones be limited to specific civs.
 
I'm fine with a lot of general wonders, we'll just have to make sure they make sense (so the Elves can't build the Great Armament and the Shadow can't build the Mindon Eldaliéva). We should probably restrict more often by alignment than by civ. I would definitely like it to be way open-ended.
The Noldolantë in there gave me an idea - I think we should have some Unique National Wonders, at least by alignment if not by civ.

And do we still have the Voyage of Eärendil victory condition, or did we get rid of that?
 
It's a cool list, but don't make the Orthanc a wonder, make it the palace for Isengard.
 
Wasn't it just called the Pelennor, or maybe the Pelennor Wall? (Or wait, it might be that 'Pelennor' means 'walled' or something in Sindarin...)

And Orthanc - agreed. That's probably better than the Isengard civ not having it.
 
Rammas Echor was the wall surrounding the Pellenor Fields. I had it in the list of UU building for Gondor, but I like this idea better. Will the great wall have the same function as in BtS because due to the bigger concentration and amount of barbs in FFH2, it might give a civ a more distinct advantage than in BtS.

Have we actually already discussed victory conditions? I thought we hadn't even touched those, but maybe I missed it.
 
Stop editing your posts, your confusing me :crazyeye: :p
 
I put up the Machu Picchu Wonder link thinking it would be a good Racial Wonder for Dwarves, but the file no longer exists. I'll have to try and find which mod it is in again. Sorry about that. That was why it turned into a Nevermind! post, as I removed it after realizing you couldn't actually get the file.

It adds +1 Food, +1 Commerce and +2 Production to each mountian in the City Radius. It adds +1 Food and +1 Commerce to all (controlled at the time of the wonders building) Peaks within cultural borders. It also adds +1 Food and +6 Commerce to 1 Tiles in the wonder city.

I hope I remember it correctly.
 
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