Willco,if they put what you just said straight into the game it would be a much better game.
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Seems to me that once you reach the MODERN era then most 'Wonders' are no longer one shot builds. For example say you build the tallest building in the world - well anyone can do that and once one civ has it there is nothing to stop another civ building there own tallest building which exceeds yours by a few meters.
What I suggest then, is that you have some wonders that can be built as many times as civs want because they are not inherently one shot deals. So you'd have such things as:
- World's Tallest Building
- World's Longest Bridge
- World's Longest Tunnel
- World's Biggest Shopping Mall
and so on. These Wonders would bring in tourism and would gain 'gold' and 'happiness' for the owning civ until such time as someone built something bigger. Of course you could always then build one bigger.Victory at all costs, Victory in spite of all terror, Victory however long and hard the road may be.
- Winston Churchill
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Oh boy, my first venture onto the CIV 3 suggestions for firaxis.
Let's get down to business.
1st of all, my eyes are nearly popping out of my head because no one has mentioned the Potala, one of the greatest, imho, structures in the world!!! This building was a center of learning, spirituality, and government for a culturally advanced society. This proposed wonder would be for the non-fanatical religious government that Firaxis should create.
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"Love your enemy, for he teaches you patience!"
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Drake Tungsten
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-=*BUMP*=-
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CIV3 DEVELOPMENT LIST COORDINATOR
**(un)Officially Making Lists for Firaxis Since SMAC Enhancement 3!**I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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Sieve Too: Your wonders are waaaaaay too powerful.
I agree that switching production is silly, but otherwise, the AI would be in big trouble. There's a big race to build this one wonder- and now there's nothing for those built up resources to go to. A good human could buy right before the AI finished (like they do now), and instead of getting a consolation SP, now they have nothing. Of course, if you want it that way, SMAC has that lovely little switch in alpha.txt to make it so that occurs...
"Meowser: No two cities can build the same wonder at the same time, no switching production midway"
Why not? Now all I have to do is start the wonder, and even if that city generates a measly one resource/turn, no one else can build it and that wonder is guarenteed to me. That would defeat the ENTIRE purpose of wonders, and it'd be a race to "who can discover the technology for a wonder first."
"Eggman: Evolving wonder efects as ages progress (several agree)"
"Eggman: Maintenance costs for aging wonders"
What's wrong with obsolecence? I don't like this idea; if a wonder is going to cost you money, it should be upfront, and it should always cost that amount of money (doesn't it have to be maintained when it's young, too? But the costs are so insignificant compared to national budgets...)
"Meowser: Suggests limited re-buildable wonders: only an option in a "race" to build a wonder; the second civ to build receives a happiness bonus rather than the standard wonder effect."
Don't like this idea either. Just allow them to change production, not make "The Good Library" instead of "The Great Library."
"Meowser: Suggests wonders be tied to specific civilizations (no Egyptians = no Pyramids)"
Ack! Kill this idea right now. Again, rewrite history, don't repeat it.All syllogisms have three parts.
Therefore this is not a syllogism.
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-First Post in this (New) Thread-
Look at "Wonders" in Game Terms - what do they do in the game? They provide either a special advantage/attribute to one city, or to the entire civilization. Now look at actual historical (or semi-historical) human projects and undertakings that did the same thing:
PYRAMIDS - were tombs: the effect was to keep the population busy between planting and harvesting for X years while they were being built, and act as riches deposits after the king was buried in them with all his loot - and they acted as tourist magnets from at least 500 BC (Solon of Athens the first recorded tourist there) - How do you put any of this in terms of Advantage to Civ or City?
STONEHENGE - acted as a religious center and possibly an astronomical calendar. Could be interpreted as a boone to agriculture (food production) and Happiness - religious contentment - in the Civ
GREAT WALL - defensive value to the entire kingdom - but only where it weas actually built in a landscape that provided invasion routes to be blocked.
DRUGS - are at best a mixed blessing to any society. Previous Post was correct: Antibiotics is a better 'Wonder' because they increased survivability tremendously among the sick and injured - they also had a major effect in WWII, in that wounded men were more often returned to service than buried, for the first time. Even more important, though, was:
GERM THEORY - Louis Pasteur revolutionized medicine and life: effective birth rates and pop increase soared when the infantry mortality rate dropped by orders of magnitude, life spans increased, way was open to actually have soldiers survive their wounds: this is the major Medical Wonder of the modern period.
Some Civ-wide 'Wonders' are a mixed blessing: a major Religious Wonder, like a fabulous religious center (Hagia Sophia, St Peter's Basilica, Kamakura Buddha, for instances) might result in better Happiness (religious contenment) but also in reduced Science and Growth (people are TOO content)
ARISTOTLE'S ENCYCLOPEDIA OF KNOWLEDGE
- this is my candidate for a 'mixed blessing' wonder: Aristotle influenced so much scientific thinking that later Europeans took everything of his as gospel, and it actually stifled research - if it weren't in accord with Mr. A, it weren't Proper. Thus, Aristotle would give a big bonus to ancient Science, but as time went on it would reduce your Science until it was a negative. Another Advance (Scientific Method?) would Obsolete it altogether - not another Wonder, because if someone else got that Wonder, you're civ would be handicapped past reality...
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I think all of you pose very intresting ideas for how Wonders should be handled in Civ III. One thing i didnt really like when i was first reading about Call to power was the wonders. Things like contraception and Ramayana didnt really seem like "wonders" to me. Where is my colosus? Where is my Pyramids? But when i played the game its abstract wonders really grew on me and i took as much enjoyment in trying to be the first one to build stonehenge as i was to build the great library. But i still think there should be lots of old school style wonders in Civ III while borrowing a cue from Call to Power and having these more abstract wonders. One idea that i thought was really intresting was having windows 95 as a wonder. I think the main things that should be looked upon are
1. Making wonders balanced and not having incrediblly powerful (Great Library) or useless (AI entity) wonders.
2. Have strong wonder movies. These always gave me a great sense of satisfaction after finally completed a wonder. Make sure they are similar in nature to Civ 2's wonders and not these CG graphic little numbers like Call to power had.Jai Guru Deva Om
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I suppose by drugs you mean antibiotics? That should be a discovery with benefits, not a wonder.
Natural wonders shouldn't have too large of a benefit on your civ.
Some wonders that should be included:
All of the 7 wonders of the world
SDI (The program, not individual defenses)
All the Civ2 wonders
Project to build the H-Bomb (eliminates Nuke Pollution--HBomb fallout is localized)
Carnegie Steel Co. - Free Factory in all cities
Three Gorges Dam--Free Power to all Cities
I'll think of more later.
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Forgive me if this has already been posted and I missed it but...
I think that there should be National Special Projects. Wonders would be Unique Special Projects that could only be built once, and that would confer some special bonus (SETI Program = +25% Research all cities), or open new possibilities (i.e. Manhattan Project allows the production of nuclear war heads), or enables the ability to build Special Projects that follow in its footsteps (Hoover Dam is a Wonder that gives an Hydro-Electric plant in all cities owned by Nation on its continent. Once built, it permits the building of Continental Hydro-Electrical Power (CHEP) systems which act as Hydro-Electrical Plants in all cities owned by Nation on Continent. In addition, Nation that owns Hoover Dam gains +50% bonus towards building CHEPs.
Special Projects could also be used as mechanisms to adjust Social Engineering if the SE system used is similars to SMACs (only more granular). This would represent the time and resources, training, etc that it takes to turn a nation that thinks that bathing is religious crime (i.e. Health -3), and enables demons to enter you, to a society that prizes health and clean living conditions and hygene (i.e. Health +3 rating).
-Darkstar
(Knight Errant of Spam)-Darkstar
(Knight Errant Of Spam)
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I think that everyone is missing the original point of the "Drugs Wonder." It was suggested that drugs be one of the negative side-effects of a Wonder being built.
In addition, (yes, Enoch, I like this "random" thing even though it bites me all the time) what if the completetion of all required advances for a Wonder did not guarantee you would think up the idea for the Wonder immediately? Do something like a 5-10% cumulative chance each turn that you'd think it up.
Ex. - The leap from "Hey, we can build bricks now" to "Cool, let's go build some Pyramids" more than likely won't happen in one year. This could also slow down the people who store 10 billion shields (looking at the ceiling and whistling) and wait for their favorite advance to come along : in a multiplayer game, it's more fair across the board, and give others a CHANCE if they aren't the first to discover a tech.
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I like the idea about not being able to switch Wonders after another Civilization completes the one you were trying for.
And if you don't switch, you usually end up with a lot of production points, and it sucks to end up paying 200 points for one legion unit, or whatever the game switches you to.
I suggest that once a Civ completes a Wonder, all the other Civs who were developing that same Wonder automatically convert whatever production points they had acquired into a related trade, science, happiness, etc, bonus based on the Wonder they were developing.
For example, the Egyptians complete 'The Pyramids' first. If my Civ was developing the same Wonder, and only was up to about 175 production points by the time the Egyptians built it, spread 175 food between all my cities. It would not be as good as having a granary in each of my cities, but it will still give me some benefit for working on the Pyramids for so long. It makes more sense to do that then to suddenly switch all my workers who had been concentrating on building Pyramids to another Wonder, or taking all those points and spending them on a Library or Temple.
Thus, the loser in the "Leonardo's Workshop" race might get a burst of productions points torwards any new units they were building. The "Sun Tzu's War Acedemy" losers might be able to cash in their production points to promote a number of their current units to veteran units, based on whatever formula Sid and Brian come up with.
I am not trying to come up with the actual specifics of what the Wonder losers might get (the examples above are crude at best), but rather just put out that general idea as a more realistic alternative than switching Wonders or reassigning the production points to just any new troops or improvements.
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