New Small wonders.
1] Green Revolution: Early in the 1960s mechanized farming combined with new fertilizers and new strains of food crops to quadruple farm yields enabling farmers to feed millions more people. This accelerated the trend towards large corporate farms very large populations. Of course since this time the world is now largely dependent upon fossel fuel powered crop production and therefore vulnerable to suppy interruptions of these key resources.
Requires Oil and Saltpeter(nitrates) to operate, combustion and chemistry to build.
The wonder generates one extra food icon in any land square in any city in the host civilization that has an existing food icon. It will cease operating if Oil or Saltpeter are absent in that city's resource box.
2] Internet: Originated out of a US defense advance research project to securly link defense research sites, it spread to universities and buisiness. Eventually, with the development of consumer level access software (the web) internet access becomes almost universal. The nature of the internet serves to enhance both commerce and academic interests. A major concern about the internet is security.
Requires five universities, computer technology and the Pentagon. Power generation must be available any city for it to have effect in that city. If computers or micro chips are available as manufactured resurces, that should be in the city resource box.
Culture value: 2
The effectiveness and culture value of banks, police and universities is doubled and one person in each city is made content. Civilizations that have internets will tend to randomly export their technology to other internet civilizations, and stealing technology from another internet civilization will be very cheap. Spies will have a new ability to steal cash from other internet civilizations and to cause people to be unhappy.
3] Superconducting power grid: In current power transmission technology, fully half of generated power is lost every 150 miles. Once connected with a superconductor, all resistance originated losses will be eliminated. The consiquence is that fewer plants will supply more electricy using fewer resurces and generating less pollution.
Requires superconductor to build.
Doubles the effectiveness of any power plant, reduces pollution by one half.
4] Chemical/Bio warfare lab: Creating killer bugs became a hobby of the major powers during the cold war, though using disease to win battles is an ancient tactic. Because the technology is relatively cheap, a number of minor nations also developed bio weapon capability for use as terror weapons. Since dispersement of this type of weapon is somewhat probematic it has never been seriously considered as an effective weapon.
Requires a total absence of morals and the corporation.
Culture value: 1
Science value: doubles science for the city in which it is built.
Allows all units with an artillary type of attack to lob a bug at their target. The bug bomb will persist for several turns reducing the hit values of all units and population by at least one each turn. The cloud may randomly move to a new locaton. A new spy mission will appear, poison or infect city. A choice of a varity of bugs and chemicals will be available to the spy with interesting effects. Civilizotins with a positive reputation that discover the existance of this facility will have a negative reaction. Open use of CBW is an atrocity, discovered use of a clandestine attack is an atrocity and grounds for war. Other Civs with good reputations will tend to volunteer to ally aganst the perpetrator. Ironically, a CBW facility allows you to defend more successfully against any such attack and disease in general.
5] Disney Theme park: Millions of people flood these parks to buy over priced food, see insipid commercial displays and to be physically accelerated by various rides.
Requires corporation and electronics, or tourism as a sub technology of corporation.
Culture value: 0
Happy and unhappy citizens in the host city will be made content.
All wonders in the host civilization generate gold instead of culture, all harbors and airports generate gold equal to twice their maintenance costs. Each theme part built dilutes the income value of all existing theme parks. Ownership of the theme park can be sold or traded and the buyer reaps the profits of that park. If one civ gains ownership of all existing theme parks, there must be at least three such parks existing, that civ wins an entertainment victory. The theme park is expensive to maintain.
6] Auswich: In Poland the Nazis set up a death camp system of which Auswich (Oswich) was the center. In these camps over 20 million people were systematically murdered for being members of some objectionable minority or as enemies of the state. Most people were killed outright, but the camps were also part of an industrial complex where the workers were slaves to be worked to death. Probably the single most evil project since the black hole of calcutta and the turkesh murder of the armenians. Succeeded only by Stalin's murder of 40 million soviet nationals (at least that is, in shear volume).
Requires chemistry, corporation, a rail connection and sociopathic tendencies.
Culture value: -4
Makes two citizens content in every city.
Doubles production in the city where it is built, any library in that city will be instantly sold.
Any citizen or worker in the host empire can be instantly converted directly into gold and shields in any connected city. Defeated units can be converted if the battle occures on any connected square. Doing this constitutes an atrocity against that civilization. Discovery of this facility will produce a reaction negatively proportional to the reputation of the discovering civilization.
7] Superhighway: In 1955 President Eisenhower began a program of highway construction in the US, based upon the German autobahn, with the intent of being able to move goods, people and military units quickly from one part of the country to the other. The system has grown beyond all expectation and largely reduced the roll of railroads in commerce and civilian transport.
Requires combustion and construction to build, a supply of oil to operate.
Culture value: 2
Allows road movement to be equal to rail movement and markets to be more effective in all connected cities. Roads on tiles are recolored from brown (dirt) to white (concrete). Road construction time doubles.
8] Atomic clock: Central time device operated by the department of standards. Time is accurate to one second in 20 million years and is broadcast nationally on a special frequency and the internet.
Culture value: 1
All improvements and specialists in all connected cities produce one extra icon of the type relevant to that improvement or specialist.
9] Strategic Reserve: Due to the 1970's oil shortage, the US created a program of strategic reserve where old salt mines were converted to store a critical reserve of oil. During the cold war reserves of other strategic materials were created against the possibility of supply interruption.
Requires: The existance of at least ten oil dependent units
Culture value: 0
Excess (unused) resource and luxury icons are stored each turn in the reserve. Twenty Icons can be stored. If there is a defficit of any stored resource one icon of that resource will be released each turn until the supply is exhausted.
10] Central Grainery: The Bible fable of Jacob advising the Phaero of Egypt to build a central grainery against famine based upon a dream is well know and is mistakenly used as a basis for how the Great Pyramids operate in this game. More reciently, beginning in the mid 20th century, the US Department of agriculture began a program to purchase and store excess agriculture production as a means to avoid damaging price fluctuations. Often this excess food was given away in releif efforts at home and abroad.
Requires: Pottery
Culture value: 1
Allows the storage of excess food production which can then be redistributed to connected starving cities, sold or traded.
1] Green Revolution: Early in the 1960s mechanized farming combined with new fertilizers and new strains of food crops to quadruple farm yields enabling farmers to feed millions more people. This accelerated the trend towards large corporate farms very large populations. Of course since this time the world is now largely dependent upon fossel fuel powered crop production and therefore vulnerable to suppy interruptions of these key resources.
Requires Oil and Saltpeter(nitrates) to operate, combustion and chemistry to build.
The wonder generates one extra food icon in any land square in any city in the host civilization that has an existing food icon. It will cease operating if Oil or Saltpeter are absent in that city's resource box.
2] Internet: Originated out of a US defense advance research project to securly link defense research sites, it spread to universities and buisiness. Eventually, with the development of consumer level access software (the web) internet access becomes almost universal. The nature of the internet serves to enhance both commerce and academic interests. A major concern about the internet is security.
Requires five universities, computer technology and the Pentagon. Power generation must be available any city for it to have effect in that city. If computers or micro chips are available as manufactured resurces, that should be in the city resource box.
Culture value: 2
The effectiveness and culture value of banks, police and universities is doubled and one person in each city is made content. Civilizations that have internets will tend to randomly export their technology to other internet civilizations, and stealing technology from another internet civilization will be very cheap. Spies will have a new ability to steal cash from other internet civilizations and to cause people to be unhappy.
3] Superconducting power grid: In current power transmission technology, fully half of generated power is lost every 150 miles. Once connected with a superconductor, all resistance originated losses will be eliminated. The consiquence is that fewer plants will supply more electricy using fewer resurces and generating less pollution.
Requires superconductor to build.
Doubles the effectiveness of any power plant, reduces pollution by one half.
4] Chemical/Bio warfare lab: Creating killer bugs became a hobby of the major powers during the cold war, though using disease to win battles is an ancient tactic. Because the technology is relatively cheap, a number of minor nations also developed bio weapon capability for use as terror weapons. Since dispersement of this type of weapon is somewhat probematic it has never been seriously considered as an effective weapon.
Requires a total absence of morals and the corporation.
Culture value: 1
Science value: doubles science for the city in which it is built.
Allows all units with an artillary type of attack to lob a bug at their target. The bug bomb will persist for several turns reducing the hit values of all units and population by at least one each turn. The cloud may randomly move to a new locaton. A new spy mission will appear, poison or infect city. A choice of a varity of bugs and chemicals will be available to the spy with interesting effects. Civilizotins with a positive reputation that discover the existance of this facility will have a negative reaction. Open use of CBW is an atrocity, discovered use of a clandestine attack is an atrocity and grounds for war. Other Civs with good reputations will tend to volunteer to ally aganst the perpetrator. Ironically, a CBW facility allows you to defend more successfully against any such attack and disease in general.
5] Disney Theme park: Millions of people flood these parks to buy over priced food, see insipid commercial displays and to be physically accelerated by various rides.
Requires corporation and electronics, or tourism as a sub technology of corporation.
Culture value: 0
Happy and unhappy citizens in the host city will be made content.
All wonders in the host civilization generate gold instead of culture, all harbors and airports generate gold equal to twice their maintenance costs. Each theme part built dilutes the income value of all existing theme parks. Ownership of the theme park can be sold or traded and the buyer reaps the profits of that park. If one civ gains ownership of all existing theme parks, there must be at least three such parks existing, that civ wins an entertainment victory. The theme park is expensive to maintain.
6] Auswich: In Poland the Nazis set up a death camp system of which Auswich (Oswich) was the center. In these camps over 20 million people were systematically murdered for being members of some objectionable minority or as enemies of the state. Most people were killed outright, but the camps were also part of an industrial complex where the workers were slaves to be worked to death. Probably the single most evil project since the black hole of calcutta and the turkesh murder of the armenians. Succeeded only by Stalin's murder of 40 million soviet nationals (at least that is, in shear volume).
Requires chemistry, corporation, a rail connection and sociopathic tendencies.
Culture value: -4
Makes two citizens content in every city.
Doubles production in the city where it is built, any library in that city will be instantly sold.
Any citizen or worker in the host empire can be instantly converted directly into gold and shields in any connected city. Defeated units can be converted if the battle occures on any connected square. Doing this constitutes an atrocity against that civilization. Discovery of this facility will produce a reaction negatively proportional to the reputation of the discovering civilization.
7] Superhighway: In 1955 President Eisenhower began a program of highway construction in the US, based upon the German autobahn, with the intent of being able to move goods, people and military units quickly from one part of the country to the other. The system has grown beyond all expectation and largely reduced the roll of railroads in commerce and civilian transport.
Requires combustion and construction to build, a supply of oil to operate.
Culture value: 2
Allows road movement to be equal to rail movement and markets to be more effective in all connected cities. Roads on tiles are recolored from brown (dirt) to white (concrete). Road construction time doubles.
8] Atomic clock: Central time device operated by the department of standards. Time is accurate to one second in 20 million years and is broadcast nationally on a special frequency and the internet.
Culture value: 1
All improvements and specialists in all connected cities produce one extra icon of the type relevant to that improvement or specialist.
9] Strategic Reserve: Due to the 1970's oil shortage, the US created a program of strategic reserve where old salt mines were converted to store a critical reserve of oil. During the cold war reserves of other strategic materials were created against the possibility of supply interruption.
Requires: The existance of at least ten oil dependent units
Culture value: 0
Excess (unused) resource and luxury icons are stored each turn in the reserve. Twenty Icons can be stored. If there is a defficit of any stored resource one icon of that resource will be released each turn until the supply is exhausted.
10] Central Grainery: The Bible fable of Jacob advising the Phaero of Egypt to build a central grainery against famine based upon a dream is well know and is mistakenly used as a basis for how the Great Pyramids operate in this game. More reciently, beginning in the mid 20th century, the US Department of agriculture began a program to purchase and store excess agriculture production as a means to avoid damaging price fluctuations. Often this excess food was given away in releif efforts at home and abroad.
Requires: Pottery
Culture value: 1
Allows the storage of excess food production which can then be redistributed to connected starving cities, sold or traded.
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