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  • WONDERS (ver 2.1): Hosted by EnochF

    Here's where we're at so far. This is the summary in the new format. Some of the latest suggestions didn't make it in because, well, the thread suddenly went kerplooey last week, dumping almost thirty suggestions into oblivion, but I got the rest.

    Wonders of the World have become a part of the Civilization experience. Every player has his favorite, and there are entire strategies based upon them. They're not just about strategy, though. They're about imbuing the game with a sense of grandeur. And long-time Civilization players have quite a lot to say on the subject.

    1. NEW FORMS OF WONDERS

    Many players have suggested Wonder-like constructions which behave according to a different set of rules than the conventional Wonders of Civilization II, Call to Power and Alpha Centauri.

    1.1) World's Greatest: By paying double the shield cost, a civilization can build a World's Greatest city improvement, which grants a small bonus for that city (double effect, as in +100% gold for marketplaces, 4 citizens happy for temples, etc.) Another civilization can pay double that to outdo the current World's Greatest. A temple = 20 shields, the first World's Greatest = 40, someone else spends 80 to outdo them, etc. (Ecce Homo)

    1.1a) Pythagoras: Suggests limited timespan for world's greatest.
    1.1b) kmj: Suggests "bidding" for world's greatest. Suggests world's greatest can go obsolete, i.e. World's Greatest Marketplace loses all bonuses upon discovery of Banking.
    1.1c) Glacier: World's tallest building or longest bridge/tunnel could provide extra gold or happiness.
    1.1d) Ecce Homo: World's Greatest Palace would be buildable throughout the game, would give diplomatic bonus and kill corruption.
    1.1e) Q Cubed: Every World's Greatest would be effective until trumped by the new World's Greatest. Cost is not doubled but graded at 10% increases. 100, 110, 121, etc. Suggestions:

    1.1e1) Tallest Building [+trade]
    1.1e2) Longest Bridge [+trade] /must be built between cities across channel, river
    1.1e3) Longest Tunnel [+trade] /must be built between cities across channel (~Chunnel), river, mountain, hill\
    1.1e4) Greatest Places of Worship (temple, cathedral) [+happiness +trade]
    1.1e5) Greatest Places of Trade (marketplace, bank, stock ex., supermarket)) [+trade]
    1.1e6) Best (Places of Education (university, library, academy)) [+science]
    1.1e7) Best Superhighways [+production *easier travel between cities]
    1.1e8) Largest Harbor [+production +food +trade] /must be built in cities with access to inland seas or oceans\
    1.1e9) Busiest Airport [+food +production +trade *easier travel between cities such as multiple flights from airports to this city]
    1.1e10) Busiest Seaport [+food +production +trade] /must be built in cities with access to ocean
    1.1e11) Best Hospital [+science +happiness]
    1.1e12) Best (Factories) [+production +trade +science]
    1.1e13) Best Arcologies [+trade +science +food +production] /must be built in cities with all city radii squares filled, or cities larger than 21 people\
    1.1e14) Best (Entertainment Complexes (Stadium, Holotheaters, Movie Palaces)) [+trade +happiness]
    1.1e15) Largest Corporation [+trade +science +production +energy]
    1.1e16) Greatest Clock Tower [+trade +production]

    1.1f) Flavor Dave: World's Greatests could either be useless or dominant. Balance is important.
    1.1g) Theben: Disapproves of World's Greatest because it will end up a lot of wasted production for a minor effect.

    1.2) Land Engineering Wonders: The Great Canal, for example, requiring explosives, modern engineers, allows trade routes. The Polders may reclaim land from the sea. A Great Wall which actually acts as a physical wall along the civilization's borders. (Diodorus)

    1.2a) Ecce Homo: Canals, bridges, walls could be city improvements. The World's Greatest Canal could have effects resembling Great Canal.
    1.2b) kmj: Land engineering Wonders limited by terrain: no Great Canal by water
    1.2c) ml_4da3: Engineers should be able to modify rivers; perhaps a Wonder facilitates this.

    1.3) Natural Wonders: Effects are conferred upon a civilization simply by having the wonder in its territory. (CyberShy)

    1.3a) Taedott: Natural wonders are a resource, no benefits unless "improved."
    1.3b) meowser: Natural wonders appear on map, or random on map (SMAC geographical features). Size: 1 tile, offer resource bonus, can be "improved" to provide tourism.
    1.3c) J.DeMobray: Building Natural Wonders is ludicrous. What would Mt. Fuji do?
    1.3d) Q Cubed: Suggestions:

    1.3d1) Landmarks, randomly seeded by the fractal map generator; confers bonuses to all tiles within a city radius
    1.3d2) Big Waterfalls {goes by Niagara, Angel, etc.} [+energy +trade +production]
    1.3d3) Big Mountains {Kilimanjaro, McKinley, K2, etc.} [+energy +trade -population]
    1.3d4) Big Canyons, Trenches {Grand Canyon, Great Rift Valley, etc.} [+energy +trade]
    1.3d5) Big Volcanos {Krakatoa, Pinatubo, etc.} [+energy +production -population]
    1.3d6) Big Reefs {Great Barrier Reef, etc.} [+trade +science +food]
    1.3d7) Big Forests {Schwarzwald, etc.} [+trade +science +production]
    1.3d8) Big Jungles {Amazon Rain Forest, etc.} [+trade +science +food +production]
    1.3d9) Big Deserts {Sahara, etc.} [+trade +science -population]
    1.3d10) Big Inland Freshwater Seas {Lake Victoria, etc.} [+trade +science +food]
    1.3d11) Big Inland Saltwater Seas {Caspian Sea, etc.} [+trade +science]

    1.3e) Flavor Dave: 2 trade arrows for a Natural Wonder square; looks impressive on the city screen (city view screen). Would make Explorer units more useful. Cities can't be built on Natural Wonder squares.
    1.3f) Darkstarr: I don't see anything wrong with a Natural Wonder. There will probably be volcanoes, meteor craters and other large geographical features.

    1.4) Alternatives to Shield Production: Certain Wonders are not dependent upon shields (resources) to be built. Scientific Wonders built by beakers, Economic Wonders built by gold. (Ecce Homo)

    1.4a) NotLikeTea: How about the first civilization to send a ship around the world automatically gains the "Magellan's Voyage" Wonder. Manhattan Project is accomplished using Research Beakers instead of Shields.
    1.4b) Jimmy: agrees with Magellan's Voyage
    1.4c) NotLikeTea: Luxuries could be used to build happiness Wonders.
    1.4d) NotLikeTea: Rethinking his position because it will end up the rich getting richer. (more gold = more production for economic wonders)
    1.4e) Darkstarr: All turn-based games with resources involve the rich getting richer. That's the way reality works, too. Players beat the computer because they manage their resources more intelligently.

    1.5) Mini-Wonders: Suggests a huge number of wonders (rather than Wonders) with small effects, usually increased trade. Examples: Space Needle, Leaning Tower, etc. Rather than huge Wonders with sweeping effects like Pyramids, have countless small wonders with tiny, localized effects. (willko)

    1.5a) Russell: suggests "mini-wonders" with small build costs.
    1.5b) Theben: suggested mini-wonders a while back, double the cost; upon building, the player could choose a special bonus/effect for the mini-wonder (something small and reasonable); there would be a list of effects to choose from. Not all would be available to each building type. No two mini-wonders could have the exact same effects; therefore, there would be many possible mini-wonders per building type, but a finite amount.
    1.5c) EnochF: I was thinking mini-wonders would provide only trade bonuses. They'd be things like the Washington Monument, the Space Needle, the Leaning Tower of Pisa, the Louvre, the Neuschwanstein Castle, that sort of thing. It wouldn't make sense to have two of the same mini-wonder in the same city if this is the case.
    1.5d) Theben: No, the mini-wonder would be a temple or marketplace or library and count as that building, plus a couple extras, maybe +1 content or +1 morale to units built there. You'd get to name the wonder whatever you want, though the computer might suggest one or more names.
    1.5e) Darkstarr: How about World's Fair wonder/event, hosting city gains gold for hosting the fair.

    1.6) National Special Projects: "National Special Projects" is the general category, of which Wonders are a subset. Wonders are unique NSP's, but certain NSP's would be rebuildable. Certain Wonders or NSP's could not be built without "prerequisite" NSP's. (Darkstarr)

    1.6a) Q Cubed: As opposed to Wonders, National Projects can be built by more than one civilization, though the costs are roughly equivalent. High maintenance and weaker effects than Wonders, typically.
    1.6b) EnochF: Tends to think that early Wonders should remain Wonders, and NSP's would be more appropriate in the mid- to late game.
    1.6c) Transcend: Transcend: We need to separate wonders and secret projects. Wonders must have a physical form such as buildings, canals, etc. Secret projects are things like Manhattan, Apollo and Human Genome. Wonders can be destroyed and/or captured; secret projects cannot. Secret projects should not be built in a single city; they are property of a nation.
    1.6d) Darkstarr: About prerequisites. Hoover Dam has to be built before anyone can built the NSP of National Hydroelectric Project
    1.6e) Ecce Homo: Non-material achievements that are researched like techs, but can only be researched once. Examples: Almagest, Emancipation Act, Darwin's Voyage.
    1.6f) Jimmy: Secret projects should be secret. Other civs should not be notified when building begins.
    1.6g) EnochF: Maybe you could have the option to build in secret at an increased shield cost, or you sacrifice the ability to boost production with caravans.
    1.6h) Theben: I don't know about that. A competent spy network should manage to discover something is going on. Unless you've never met the building civ.
    1.6i) Andy B: Maybe a wonder like KGB could make your major projects secret from all other civs.

    Many people seem to like the concept of the World's Greatest and have contributed their own set or subset of rules to govern their use. I tend to think that World's Greatests would be most useful, and least realistic, in the early game, such as with the World's Greatest Palace and Marketplace. Many people have made the suggestion that the computer should allow the player to name the World's Greatest upon completion. (Of course, the computer will have a number of appropriate suggestions, names which the AI will use.) As Eggman remarked, "Yes, every city has a temple, but there is (or was) only one Temple of Artemis at Ephesus. There are plenty of clock towers, but only one Big Ben. Everyone has a museum, but there is only one Louvre."

    The concept of National Special Projects probably stems from Wonders such as Women's Suffrage, Contraception, and other such things that would not ordinarily be limited to one nation. Thus, these Projects follow most of the rules that currently govern Wonders, i.e. their construction is "announced" to all players, they provide Wonder-like effects; however, they can be built once by each civilization upon reaching the necessary advance. Certain Projects and Wonders may require an advance and an NSP to be built. (However, no NSP would require a Wonder to be built, only an NSP; thus, no NSP would be limited to one nation.)

    Natural Wonders is, to me, in a category separate from all the other Wonders. Essentially, it is a slightly altered form of the "landmarks" in Alpha Centauri. The "Earth map" of Civilization III would include a number of Natural Wonders in the correct spot, and the square(s) containing the Wonders would provide a bonus to trade or production (which might be amplified by certain advances later on).

    2. NEW RULES FOR WONDERS

    Many players wish to keep the basic system for building Wonders that has existed in Civilization II and carried on to Call to Power. However, they wish to "tweak" the rules slightly, either in the name of realism or competitive gameplay or something else. Here are some of the changes to the current rules.

    2.1) Disallowing "Races to Build": No two cities in one civilization can build the same wonder at the same time. (meowser)

    2.1a) CyberShy: No races allowed at all.
    2.1b) kmj: Races between two civilizations should be discouraged but not disallowed by the game. A message appears, such as, "Sir, the Egyptians are believed to be working on a similar project. Shall we continue?"
    2.1c) SnowFire: Disallowing switching production would severely handicap the AI. A player can always buy the wonder at the last minute, leaving the computer with a great deal of wasted production.
    2.1d) ErikNYC: Left-over production could be converted into trade, food, science, or some other variable related to the Wonder being constructed.
    2.1e) Stefu: Don't disallow races. Disallow rush-building Wonders. This would make races more interesting. (Trying various ways of cranking up production).
    2.1f) NotLikeTea: Don't disallow rush-building Wonders. Limit it. Allow 10% rush-building per turn at a high cost.
    2.1g) Jimmy: Disallow switching production. How can Pyramid builders suddenly start building Leonardo's Workshop?
    2.1h) Theben: Do not allow civs to continue building Wonders that are already built; they can "upgrade" a city improvement to a mini-wonder or world's greatest, or can build mini-wonder/world's greatest building from scratch.

    2.2) Visible Wonders: Certain Wonders would appear in the city radius as impressive graphics. They would not confer any bonus to the worker on that square. (EnochF)

    2.2a) meowser: Visible wonders should be vulnerable to pillage (without direct assault on the city).
    2.2b) Ecce Homo: All Wonders should be visible. If it's not visible, it's not a Wonder (Women's Suffrage, Internet, Emancipation Act are thus disallowed)

    2.3) Gradual Wonder Obsolescence: Wonders should not cease all effects on obsolescence, but gradually "phase out" over a few turns. (Zorloc)

    2.3a) Zakalwe: Suggests something similar for captured wonders. Effects do not take effect immediately.
    2.3b) kmj: No advance should make more than one Wonder obsolete.
    2.3c) Russell: An advance discovered by a faraway civilization should not make your wonder go obsolete. This should only happen when you've encountered the civilization directly.
    2.3d) Ecce Homo: Wonders should not "go obsolete." They should become irrelevant. Examples: Great Library will only give Ancient or Medieval advances. Great Wall does not protect against gunpowder units. Thus, Great Wall will always protect against Legions, whether or not Metallurgy has been discovered.

    2.4) Wonders as a Civilization-Wide Project: Wonders are not built on the level of the city at all. Instead of being a city project, they are built by the entire civilization, using X% of total production or some such thing. Wonders thus do not appear in cities but in a special "wonder screen." (meowser)

    2.4a) Fugi the Great: Wonders built by engineers or terraformers rather than X% of production. Increase costs of Wonders.
    2.4b) Eggman: Instead, have cities "funnel" their production into building the Wonder. Instead of having cities build caravans, which add to production, "eliminate the middleman." A city could dedicate its production (or a percentage) to building a Wonder.

    2.5) Wonder Deterrents: Random negative effects for more powerful wonders. Leonardo's might leave a percentage of units not upgraded. Lighthouse has a chance to burn out each turn. (Ufa)

    2.5a) EnochF: As an alternative to random effects, use constant negative effects instead. Increased pollution or corruption in the host city, slight happiness reduction for the civilization, high maintenance cost in gold, or something along those lines.
    2.5b) EnochF: Example: if the Great Library is ever captured, your civilization may lose all the technology it provided.
    2.5c) J.DeMobray: How about instead a Wonder that gives you a chance per turn for something positive to happen. West Point could grant veteran status to units within its city, or Tokyo Exchange could grant the city 10x gold.
    2.5d) Q Cubed: That might be okay for world's greatest or mini-wonders, but not Wonder wonders.
    2.5e) Matthew: Maybe building certain Wonders would preclude the building of other Wonders. Or perhaps certain Wonders would be less effective for larger civs or civs with more cities, to balance out ICS strategies.
    2.5f) EnochF: Perhaps large maintenance costs for Wonders. Keep them low for early Wonders, maybe 8 or 10 gold per turn. Examples: Pyramids and Hanging Gardens: 1 shield + 10 gold. King Richard's: 3 food + 20 gold. Michelangelo's: 2 shields + 30 gold. Oracle: 5 gold. SETI: 4 shields + 50 gold. Adam Smith's: buildable only in cities w/bank, nullifies marketplace and bank in host city, cost 2 shields + 30 gold.
    2.5g) Andy B: Wonders that cost money: no, no and no.

    2.6) Re-buildable Wonders: Only if two rival civilizations are building the same wonder, the second civilization to complete the wonder receives a "compensation" bonus of happiness or gold. The first civilization receives the standard wonder effect. (meowser)

    2.6a) Fugi the Great: Civs can build the same Wonder and call it something different.
    2.6b) wheathin: Wonders should be only those things which are not reproducible; everything else is a city improvement of some kind, but mini-wonders could work as a middle step.
    2.6c) paraclet: Favors off button, or that all civilizations should be able to build each Wonder once. Once a Wonder is built, all civilizations could build a corresponding "national project," i.e., Leonardo's equivalent would be National Academy of Technology.
    2.6d) Flavor Dave: Wonders should be built only once. This incorporates important choices in the strategy of the game.
    2.6e) Q Cubed: Multiple clones of a Wonder are a poor alternative to the "unfair advantage" of one civilization having dominion over one Wonder. A re-buildable Wonder wouldn't be a Wonder.
    2.6f) Matthew: I don't like the idea of more than one civ building the same Wonder. Then it wouldn't be a Wonder.

    2.7) Evolving Wonders Through the Ages: Wonder effects which change as the ages progress. Pyramids act as granary early on, then change to gold bonus. Olympic Games provide extra gold, cease to function in Renaissance, then increase happiness in later ages, etc. Aging wonders may incur higher and higher maintenance costs. (Eggman)

    2.7a) EnochF: All obsolete wonders generate tourism gold.
    2.7b) SnowFire: Aging wonders should not incur maintenance costs simply because they are obsolete. However, maintenance costs for certain Wonders may be feasible.
    2.7c) EdCase: When a Wonder goes obsolete, adds 10% to income of the city.
    2.7d) Depp: The game's more fun when Wonders never go obsolete.

    2.8) Culture Specific Wonders: Certain Wonders are only constructible by certain civilizations. Which civilization can build which Wonder may be randomized at the beginning of the game. (meowser)

    2.8a) kmj: Disagrees with cultural wonders, warns against "factions" rather than civilizations, which might work in SMAC but not in Civilization III.
    2.8b) (Many disagreements)

    2.9) Uncertainty of Wonder Effects: Effects of wonders should not be predefined. Effects of the Wonder should only become clear to the builder X number of years after it is built. (CyberShy)

    2.10) Shared Wonder Effects in Alliance: Also suggested in the Diplomacy list. All civilizations allied with each other receive the effects of each other's Wonders. (meowser)

    2.11) Cooperative Wonder Building: Certain limited Wonders could be jointly built by a conglomeration of nations. United Nations is an obvious choice. (meowser)

    2.11a) Torando7: I like the idea of gaining the ability to combine your efforts with allied civs to build super-wonders, like the International Space Station. The bonus would apply only so long as you are allied.
    2.11b) Maybe building the Unity, the ship bound for Alpha Centauri, should be limited to international construction. Or maybe not.

    2.12) Name Your Own Wonder: Hoover Dam may be called Aswan or Three Gorges or London Dam. Forbidden City may be called Imperial Palace, Throne Hall of Persepolis, Palace of Versailles or Atlanta Palace. The Agency may be called FBI, CIA, KGB, KLA or KMJ Killer Squad. (kmj)

    2.12a) Trachmyr: The game should suggest a few key names.
    2.12b) Flavor Dave: Naming your own wonder would offset America-centrism.

    2.13) Wonder Cost Affected by World Type: Certain wonders are more beneficial in certain worlds. Lighthouse and Magellan are more useful in watery worlds; Marco Polo for large worlds. Thus, they would cost more shields in such worlds and less in other worlds. (Theben)

    2.14) Destroy Wonder: The spy ability to destroy a Wonder in an enemy city. In SMAC terminology, counts as an atrocity. (Stefu)

    2.14a) Mo: Alternate idea. If a city containing a Wonder is destroyed, the Wonder will remain visible in one of the city squares (assumes Visible Wonders are implemented). Any civilization which builds a city near the wonder gains "part of its effects."
    2.14b) meowser: Visible wonders should be vulnerable to pillage. (This is a suggestion made a while ago on the subject of "visible wonders.")
    2.14c) Andy B: Why aren't Wonders destroyed when you nuke a city?
    2.14d) Eggman: How about the option to rebuild a Wonder if it's destroyed. Perhaps only the original building civ could opt to rebuild, and it must be done within in a certain number of turns after its destruction or the Wonder is lost forever.
    2.14e) Andy B: Or maybe you can only rebuild it after it's gone obsolete... and it becomes a tourist attraction.

    2.15) Delayed Availability: Merely having researched the appropriate technology does not immediately allow the construction of the Wonder associated with that technology. There is a cumulative chance each turn that someone will "think up" the Wonder, making it available for your civilization to build. (Ufa)

    2.15a) Harel: I've already suggested that a new technology, Architecture, would be required in order to build Wonders at all. Without applied knowledge of mathematics, engineering and construction, you can't build something so huge.

    2.16) One Wonder Per City: As a way to hinder the "rich get richer" syndrome, limit cities to one active Wonder at a time. If City A builds Hanging Gardens, it cannot build another Wonder until HG goes obsolete, thus eliminating the "super city" strategy. Or tie it to population. Cities of pop 25+ can have two Wonders (New York has UN and SOL).

    2.16a) Theben: I disagree. I like my super-science city. Turning off Wonders is challenge enough without arbitrary limits like this.

    3. IMPLEMENTATION OF WONDERS

    This is a tricky category. Some people want to tweak the way Wonders affect the game and the way in which we think about Wonders. For example:

    3.1) Programmable Wonders: A long series of flags allows players to redefine current wonders and create new ones to a much larger extent. Any Wonders dropped from the final release of the game might still persist as possible game effects to be used by scenario and modpack designers. (EnochF)

    3.2) Wonders Off Option: An option in the game menu to disallow all wonder effects (and even the ability to build wonders). Alternatively, an option to "tone down" wonders, maybe decrease effects by half wherever possible. (kmj)

    3.2a) Ufa: A "modifier" for wonders, like Civilization II's modifier for barbarians
    3.2b) Mark_Everson: Disallow wonders that count as an improvement in every city. Wonders that never go obsolete are unbalancing.
    3.2c) Ecce Homo: Suggests Pyramid be city improvement, thus Great Pyramid = world's greatest

    3.3) "Culture" Partly Defined by Wonders: Part of a larger system suggested in other forums. The Wonders a player builds help define a new game element called "culture," which may affect a civilization's war readiness, science, economy, government, even graphical representation on screen. A fairly radical reordering of traditional Civilization. Bears resemblance to "social engineering" as found in SMAC. (Trachmyr)

    3.3a) Darkstarr: Special Projects could be mechanisms for adjusting social engineering.

    3.4) Universal Wonder Effects: Growing out of Sieve Too's Internet Wonder. Many wonders provide benefits to all civilizations, i.e. the Olympic Games open to all who choose to participate, Wormhole Sensor, Apollo, Manhattan, etc. (Ecce Homo)

    3.4a) willko: Disagrees. Wonders should have localizable benefits to the city they are built in (e.g., Lighthouse only functions at X distance maximum). Any wonder with a "universal" benefit should have a separate "non-universal" benefit, i.e. Manhattan Project also grants +25% science.
    3.4b) Theben: I strongly believe the positive effects of wonders w/UB should slowly spread to other civs. Otherwise player has no incentive to build his/her own.
    3.4c) Andy B: The Olympic Games could act as a peace and trade wonder. It could only function when the civs are at peace with each other.
    3.4d) NotLikeTea: I don't think Olympic Games should be a peace wonder.
    3.4e) Eggman: In times of war, the Olympics have been canceled. But countries have agreed to ceasefires so their athletes could compete (especially in ancient Greece). Maybe the Olympics could be an event that happens every 20 years or so, rather than a Wonder. A new city would host each time, providing some trade bonus, and whoever "wins" gets an "I Love the Leader" day in every city for one turn.

    3.5) Eliminating Eurocentrism and Americacentrism: Consensus is that the Wonders are Eurocentric or Americacentric. There is a call for more international Wonders. Several are listed in the Suggested Wonders section. (too many to list)

    3.5a) Areas for consideration: Russia has been passed over for Wonders. The Americas are under-represented, except for the United States, which is over-represented.

    3.6) Eliminating Person-Based Wonders: Wonders such as Shakespeare's Theater would be eliminated. Instead, "Great Leader" units would pop up occasionally. (Bubba)

    3.7) Seven Wonders per Age: Every age would have exactly seven Wonders (mrtemba)
    "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

  • #2
    4. SPECIFIC WONDER SUGGESTIONS

    Finally, there have been countless suggestions, in the course of this thread, for specific Wonders people want to see in Civilization III. A lot of them are absolutely terrible, a lot are appropriate, and a few are practically incontestable. There aren't really any guidelines for what is and is not an appropriate Wonder, but Harel quotes a general rule: "If atleast 10% of the people don't have a clue what you are talking about, it's probaly not a wonder." I'll let you decide which are which. First, though, there are some rather important suggestions.

    4.1) Internet: A suggestion that provoked a huge response of support. The Internet wonder would provide benefits to not only the host civilization, but all civilizations with the Computers advance. Sparked the discussion about "universal" wonders. (Sieve Too)

    4.1a) anachron: Internet should be a technological advance, not a Wonder.
    4.1b) (many agreements)

    4.2) New Eiffel Tower: The Eiffel Tower would prevent other civilizations from sneak-attacking you. (Bird)

    4.2a) Sieve Too: Suggests the new Eiffel Tower plus United Nations might be an unfair combination. Suggests instead a permanent, unbreakable alliance with all civilizations.
    4.2b) Theben: Changed Eiffel Tower to Bill of Rights in his modpack.

    4.3) Human Genome Project: Should have military ramifications, such as the ability to infect an enemy city with genetically engineered virus and start an epidemic. (anachron)

    4.3a) Incidentally, the Human Genome Project is one of the few viable near-future Wonders that almost everyone can agree on. This would be an example of an NSP as described above.

    4.4) Finally, the complete list of Wonder suggestions. Use at your own risk!

    Abu Simbel
    Admiral Nelson's Fleet: increased ship strength/movement, maybe
    Agora (huge market in Mali, possibly, trade bonus; effect: caravans treat all squares as roads, or 6 moves, or travel over water without ships).
    Alaskan Oil Pipeline
    Alfred Nobel's Foundation
    The Almagest (Ptolemy's Almagest): boost to science
    Angel Falls
    Angkor Wat
    Area 51
    Aristotle's Encyclopedia of Knowledge: boost to ancient science, but gradually declines to become a hindrance to science later on; eventually goes obsolete with Heliocentrism
    The Aswan Dam
    Aura of Invincibility (morale, police bonus)
    The Aztec Temple in Tenochtitlan
    Banaue Rice Terraces
    The Bay of Fundy
    Borobudur Temple
    Carnegie Steel Corporation: boost to production, I assume
    The Channel Tunnel: connects two cities (must be constructed between two civilizations, maybe?)
    Chronosphere (airport in every city)
    The Clock Tower (Big Ben)
    The CN Tower
    The Colosseum
    The Crystal Palace
    Diderot's Encyclopedia: science
    Dome on the Rock (one content per city; all civs with Monotheism suffer 1 unhappy per city in 4+ cities; in addition, religion based govts would suffer x2 effect, while atheist govts, i.e. communism, would be immune)
    Drugs
    Ellis Island (makes 0.01% of the world's population emigrate to the city each year)
    Empire State Building
    Fedreal Bureau of Investigation: veteran spies, effects of spy in every city, better protection vs. rival spies/diplomats/corporate branches, etc.
    First Contact (achieves victory)
    Francis Bacon's Royal Society: science
    The Gateway Arch
    The Grand Canyon
    Grand Palace of the Soviet (diplomatic bonus)
    The Great Barrier Reef
    The Great Canal
    Great General Staff (Gro?er Generalstab)
    The Great Polis (removes negative effects of current government in that city only; if captured, will not function again until all citizens "assimilated" into your empire)
    The Great Revolution (allows democracy and modern republic governments; before which, only autocratic governments and oligarchic republic are allowed; instantly switches building civ's government to modern republic and halves military costs for next 20 turns)
    Ibn Battuta's Travels
    Iguacu Falls
    The Iliad: double movement rate of settlers and clerics
    Imperial Navy Shipyard
    International Space Station (buildable only cooperatively with allied nations)
    Ise Shrine
    Itaipu Dam
    The Kaaba: happiness
    King Asoka's Edict
    KGB: same as FBI
    King Richard's Crusade (modified): bonus morale to all land units, all cities gain +1 trade for temples, +2 if cathedrals, +3 with both. Increases chance of tech diffusion with civs you've contacted. Available w/Chivalry, ends w/Conscription.
    Krakatoa Island
    The Kremlin
    The Leaning Tower
    Lucasfilm
    Machu Pichu
    The Marianas Trench: underwater natural wonder
    Mars Colony
    The Mausoleum
    The Mayan Temples of Mikal
    Millennium Tower (allow more citizens to live in the city, or boost population by 3 in one turn)
    Mines of Potosi
    The Moai Statues
    Mont-Saint-Michel
    Moon Base
    Mt. Everest
    Mt. Fuji
    Mt. Kilimanjaro
    Mt. Rushmore
    Nakamatsu's Workshop
    The New Deal (same effect as Cure for Cancer)
    Niagara Falls
    The Olympic Games: happiness wonder, buildable in early ages, goes obsolete in renaissance ten "turns on" again in modern times
    Paricutin Volcano
    The Parthenon: happiness
    Petra
    The Petronas Towers
    The Polders: reclaiming land from the sea
    Potala
    The Queen's Dominion
    Red Square
    The Red-Line (Transatlantic Cable)
    St. Basil's Cathedral
    St. Peter's Basilica
    SDI
    The Shwedagon Pagoda
    Statue of Zeus
    Statue of Cristo Redentor: happiness
    Stupa of Wild Goose
    Sultan's Forge: boost to gunpowder units/cannons
    Sydney Opera House
    Taj Mahal
    Temple of Artemis
    Temple of the Inscriptions
    Tennessee Valley Authority: increased public works, maybe...
    Three Gorges Dam
    The Throne Hall of Persepolis
    The Time Tunnel (look, it wasn't my idea)
    Trans-Siberian Railroad (will build railroads between all cities; this assumes that RR's do not allow unlimited movement, but perhaps 1/12th point per square; also halves time to build RR's)
    Tycho Brahe's Observatory (Uranienborg): science
    Utopia (effect of Great Polis in every city in civ; your govt and SE can never change)
    Victoria Falls
    Wall Street
    West Point
    Ziggurat at Ur
    "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

    Comment


    • #3
      Thank you again, EnochF!

      My comments:

      1.1. World's Greatest should have effects similar to the current Wonders (maybe toned down) plus the City Improvement effect:
      Library=Great Library
      Wall=Forces peace
      Megalith (like Stonehenge, could be a primitive Temple)= +food

      4.4: New wonder - Circus Maximus

      Mark Everson wrote that Wonders counting as one improvement in each city should be disable-able (?), as they are unbalanced. I agree. The effects of a Wonder/WG should be limited to the host city.

      And could the Wonder list be split into structures, projects and landmarks?
      __________________________
      The best ideas are those that can be improved.
      Ecce Homo
      <font size=1 face=Arial color=444444>[This message has been edited by Ecce Homo (edited September 03, 1999).]</font>
      The best ideas are those that can be improved.
      Ecce Homo

      Comment


      • #4
        Oh, bugger. I forgot all about Dio's big long post... Dio, I'm sorry! That'll be my next goal, trust me! It'll take a while, though, because I'm basically integrating two summaries into one, which amounts to adding like fifty separate suggestions.
        "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

        Comment


        • #5
          Thanx for that last, E, I was about to report that sucker for the third time!
          If you do need it reported here, lemme know and I can drop it in...

          Comment


          • #6
            Crud. My wonder idea was one of those lost.. Ah well... here it is again, more or less

            -----

            Palace of Soviets
            =================

            Background:
            ----------
            A wonder that was never actually constructed. To have been placed in Moscow, the palace of Soviets was to have beent he worlds tallest building, topped with a statue of Lenin larger than the Statue of Liberty.

            (more info and pictures at http://nw3.nai.net/~virtual/sot/church.html)

            Effects:
            -------
            This was to be essentially a propaganda building, both in the race to be the world's tallest, and in that it housed many museums and auditoriums.
            This wonder could only be build be communist civilizations. If they switch out of communism, construction stops. Effects only apply if the holder of the wonder is communist.
            The holder of the palace would gain diplomatic advantages with other communist nations (improved trade from alliances). It would also decrease unhappiness (by eliminating several unhappy citizens, or if popular opinion is implemented, by making the people more friendly towards the government).

            Note:
            ----
            This wonder could be replaced (with identical effects) with the "Monument for the Third Communist International"
            Another WoW that was never actually built, the MftTCI would have housed a convention hall, a propaganda office, and a radio station. It also looks very cool (designed by the same man as the palace, above). Info, and images at http://www.pixi.com/~howarth/TATLIN/history.htm

            Comment


            • #7
              I suggest that, while every wonder has similar effects for each culture, it has a different name and icon for some. Thus, instead of Hoover Dam, the Egyptians would build Aswan Dam. Instead of Bach's Cathedral, the Arabs might have the Kaaba Mosque, and the Jews might have Solomon's Temple. Even so, only one of each wonder category (one Great Dam, for example) could be constructed.

              Wonder titles would be somehat like special government titles. There would be a normal one (say Great Pyramid) and then their would be an option to have a Civ use a special one (like Great Ziggurat instead) This would add a much bigger "cultural" feeling to the game, but it wouldn't actually affect gameplay and make the civs into factions, as they'd all have the same effect.

              Comment


              • #8
                I agree with Giant Squid, and posted something similar on the bit that got lost... oh well.
                However, instead of different wonder names for each Civ, I would limit it to a different name for each (early) wonder depending on the Civ's pre-industrial City Style (Bronze Age, Oriental, Medieval, Classical etc)... and doing teh same for units, some city improvements, throne room etc. Again, no difference in effect, and only one of any type of wonder could be built... but this would give style and atmosphere a far stronger presence in the game. The principle is this: as we could have the samurai, Legion, Swordsman and Impi for various Civ types all available with the same advance and with the same abilities, they could be represented by different names and icons to add to the style of the game. The same could be done for Wonders....

                A few of the ideas I wrote...
                Barracks type wonder: (Sun Tzu)
                Oriental - Sun Tzu's
                Classical - Field of Mars
                Bronze Age - Shaka's Induna
                Medieval - King Richard's Crusade? Napoleon's Guards?

                Granary type wonder: (Pyramids)
                Classical - Pyramids
                Bronze Age - Great Zimbabwe
                Oriental - any ideas??
                Medieaval/European - Agricultural Revolution?

                Similar parallel stylistic options would work well for wonders with effects like those of King Richards (or whoever's) Crusade, Colossus, Marco Polo, the Dams (Hoover, Aswan, Kariba,...), Oracle, Newton, Observatory, Michelangelo, Shakespeare, Bach etc... in fact, almost all pre-modern, and some modern wonders.

                This has the added bonus of bringing far more wonders into the realm of possibility, keeping everyone happy by having a cultural balance of wonders. It also adds a little more variety, in that the same wonders won't be built every game - if the Zulus build their wonder before the Chinese, Shaka's Induna will be in the game - and Sun Tzu's will never be built. I like that - it becomes rather a boring procession if exactly the same wonders are bulit in every game of Civ...

                And please let's have random natural (landscape) wonders in Civ3...

                Comment


                • #9
                  Squid & Miz:
                  In my long post which is yet to be summarized here (ahem!) I did something of the sort you're suggesting. Special Projects as a type of wonder were divided by effects/types. In other words, a bunch of Civs could all start building a Religious Center which, according to the Civ, might be the Kaaba, Ise Shrine, St Peter's Basilica, Mont St Michel, etc. Likewise, Great Hydroelectric Dam could be Aswan, Three Gorges, Grand Coulee, Hoover...
                  The idea was to include all the various suggestions that all had roughly the same purpose in a given Civ, allow the variety of architecture and culture they represented, and allow more than one such 'Wonder' to be built. Each would, of course, have a separate graphic associated with it. Since they'd be static renderings, I didn't and don't think this would be an unreasonable burden on the artists even though each category might have 6 - 10 different named structures or projects.
                  If you want to read the whole thing, it's over in the Trouble With Wonders Thread for the moment. I think it managed to incorporate most of the various Magnificence, Religious, and Industrial Wonders and Projects that have been suggested (although I did forget the Palace of the Soviets, which is embarrassing because I'm supposed to be an expert on the Soviet military!)

                  Comment


                  • #10
                    You know, I just realized my post on capturing wonders never made the 1st list.

                    Wonders are divided into "concrete" (Great Wall, Lighthouse) and "abstract" (Cure for Cancer, Women's Sufferage). Concrete wonders are captured when the city itself is captured (or tile if wonders are visible on terrain); abstract wonders are only captured when the civ itself is conquered. If more than one civ is responsible for the conquest, then each conquering civ gets a % chance to get the wonder based on the # of population points captured. Perhaps the wonder can be "conquered" before the enemy is completely overrun if wonder-sharing is allowed, % chance, per enemy city using wonder, per pop point conquered. Also other civs might be able to "conquer" wonder as well.

                    BTW, the modified KRC tech diffusion was meant to be vs. civs you're at war with, not contacted. And the tech diffusion bonus would only benefit the civ with the wonder.

                    Great summary. Keep up the good work!
                    I'm consitently stupid- Japher
                    I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                    Comment


                    • #11
                      Also forgot to say that obsolete "concrete" wonders should generate a trade bonus (tourism) in the city they belong to; +5 trade for 1 wonder, +2 per extra wonder in city.
                      I'm consitently stupid- Japher
                      I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                      Comment


                      • #12
                        Don't know if this has been suggested yet. I read through the list but couldn't find it so here goes:

                        What if, instead of building wonders, you are awarded wonders based on your civilizations greatness? The computer checks the different civilizations from time to time (preferably when you enter a new age) and awards a wonder to the civilization that is the greatest. Some might think that this would unbalance the game (rich get richer syndrome) but think about it. The game is already made in that way. When I play, I never miss a wonder that I want, I always get them and I suspect that most Civ-veterans do too.

                        This could infact help balance the game since a civilization can be great in most areas but often not in all, which means that the wonders would be more evenly spread out, depending on which areas certain civs have excelled at.

                        Oh well, just a thought.

                        //Jonathan

                        Comment


                        • #13
                          In one of my scenarios i believe renamed some wonders to
                          "Is There Alien Life?"
                          "Belief in Alien Life"
                          "Proof of Alien Life"

                          Each one was obsolete with the tech that allowed construction of the next one.
                          Maybe something like this can be used?

                          Comment


                          • #14
                            One wonder that I believe should be added is the Internet wonder. It would change the later portions fo the game. This is how it would be implemented:

                            Every civilization can build the Internet wonder. The wonder would have the following effects: +1 trade per square in every city, effectively doubling both science and income. Those civilizations that have constructed the Internet have their civ's advances become public knowledge. Everyone who is tapped into the Internet would possess the same advances. This would make world domination after the Internet's construction difficult.

                            Comment


                            • #15
                              One wonder that I believe should be added is the Internet wonder. It would change the later portions fo the game. This is how it would be implemented:

                              Every civilization can build the Internet wonder. The wonder would have the following effects: +1 trade per square in every city, effectively doubling both science and income. Those civilizations that have constructed the Internet have their civ's advances become public knowledge. Everyone who is tapped into the Internet would possess the same advances. This would make world domination after the Internet's construction difficult.
                              If one civilization was far ahead of the others, it would present an opportunity for those in the back of the pack to make up ground.

                              Comment

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