Comment on the midgame wonders thoughts:
The distinguishing characteristic of these wonders is that they tend to be specialized. As such, their utility is dependent on what you are doing/have already done.
I have to agree that Notre Dame is pretty darned pricy for what it does. Less so if you have a Stone hookup, but it's still one that I rarely build.
Chichen Itza is the turtle wonder - if you plan to establish a base of terrain and turtle through the Middle Ages to try to outtech the comp, placing your border production capacity behind the cities in the Rise of Nations style, it's pretty useful. It's like an extra two defense promotions for your City Garrison units, which with Longbowmen is pretty obnoxious and makes city defense cheap. (Couple of Longbowmen and a Knight to deal with pillage marauders and you're covered.)
Sistine Chapel has its uses - again, like Notre Dame, it's pricy. It enables one trick I find incredibly useful during land grab/conqueror phases - switch the first citizen in a city to Citizen for 5 turns and expand the borders, regardless of anything else that's going on in the city. In special resource situations (particularly after stealing a city) this can be incredibly useful, and better for the city's growth and production in the long run.
Granted, you can do this if you consistently run Caste System by making an Artist, but I find that I'd almost always rather run Slavery until late.
Angkor Wat again is specialized - if you're running a GPP Prophets game, it can yield quite a bit on the investment. Realistically, at higher levels it's probably the weakest of the wonders, though.
Don't sell Colossus short - if you're in a game where you felt it appropriate to build the Great Lighthouse, you should build it. End of discussion. It's just that good in a heavily coastal civ, as it helps greatly in keeping coastal cities competitive in tech output compared to cottage spam.
Forges comments - I find that they are a specialized improvement early, as the return in commerce cities is quite low until Suffrage. Obviously, with Industrious they go up everywhere, but without Industrious it takes some picking and choosing. I definitely agree with you that after snagging Lit for the GL it's time to head up to Metal Casting for production cities. (Though I have been known to snag Music and Drama first for Theatres and the Artist for some border pushing, since the AI tends not to prioritize Music either.)
Then it's up to Liberalism to snag Unis, Nationhood, Guns and Military Tradition all in one fell swoop to build Oxford, draft some defense/new city garrisons and spam a Cavalry assault force. I then go back and pick up Banking to slam those up once my assault force is complete so that I can support the cities I steal.
The distinguishing characteristic of these wonders is that they tend to be specialized. As such, their utility is dependent on what you are doing/have already done.
I have to agree that Notre Dame is pretty darned pricy for what it does. Less so if you have a Stone hookup, but it's still one that I rarely build.
Chichen Itza is the turtle wonder - if you plan to establish a base of terrain and turtle through the Middle Ages to try to outtech the comp, placing your border production capacity behind the cities in the Rise of Nations style, it's pretty useful. It's like an extra two defense promotions for your City Garrison units, which with Longbowmen is pretty obnoxious and makes city defense cheap. (Couple of Longbowmen and a Knight to deal with pillage marauders and you're covered.)
Sistine Chapel has its uses - again, like Notre Dame, it's pricy. It enables one trick I find incredibly useful during land grab/conqueror phases - switch the first citizen in a city to Citizen for 5 turns and expand the borders, regardless of anything else that's going on in the city. In special resource situations (particularly after stealing a city) this can be incredibly useful, and better for the city's growth and production in the long run.
Granted, you can do this if you consistently run Caste System by making an Artist, but I find that I'd almost always rather run Slavery until late.
Angkor Wat again is specialized - if you're running a GPP Prophets game, it can yield quite a bit on the investment. Realistically, at higher levels it's probably the weakest of the wonders, though.
Don't sell Colossus short - if you're in a game where you felt it appropriate to build the Great Lighthouse, you should build it. End of discussion. It's just that good in a heavily coastal civ, as it helps greatly in keeping coastal cities competitive in tech output compared to cottage spam.
Forges comments - I find that they are a specialized improvement early, as the return in commerce cities is quite low until Suffrage. Obviously, with Industrious they go up everywhere, but without Industrious it takes some picking and choosing. I definitely agree with you that after snagging Lit for the GL it's time to head up to Metal Casting for production cities. (Though I have been known to snag Music and Drama first for Theatres and the Artist for some border pushing, since the AI tends not to prioritize Music either.)
Then it's up to Liberalism to snag Unis, Nationhood, Guns and Military Tradition all in one fell swoop to build Oxford, draft some defense/new city garrisons and spam a Cavalry assault force. I then go back and pick up Banking to slam those up once my assault force is complete so that I can support the cities I steal.
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