Here's the model as it currently stands. Do not post this on the board yet cuz I'm not in charge and I sent a copy to Chris who is in charge so he has the final say.
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Wonders and Other Great Achievements Model
1.0 - Introduction
2.0 - Groups
2.1 - Man-Made Structures
2.2 - Natural Structures
2.3 - Projects
2.4 - Items
2.5 - Ruins
3.0 - Effects
3.1 - Multiplier Factor
1.1 Before I continue I must want to say that the this model will not limit the number of wonders to
the number 7 as has been done in our world historically. Also many things that might have made it
to the "wonder" status never have because there was that limit of 7 and some things were just slightly
better.
2.0 There are 4 groups that will be listed here in the wonder model: Man-made Structures, Natural
Structures, Projects and Items.
2.1 Man-Made Structures: These are buildings, monuments and other great achievements created
by the human race. These are not things like Magellan's Expedition or the Apollo Program. Those
are Projects. There are various levels of status for Man-Made Structures which will be listed
below. The effects of Man-Made Structures changes over time and its effects can, if it isnft of
enough status, disappear.
Man-Made Structures Status Chart
Level Base %
Chance Max %
Chance Length
of Effect Length of Effect
Multiplier
Ordinary 98 N/A N/A N/A
Feat 1 50 2 1
Achievement .55 27.5 2 2
Monument .35 17.5 3 3
Wonder .15 7.5 5 4
Grand Wonder .05 2.5 5 5
Level: Various levels of structures. Ordinary being the lowest level, Grand Wonder being highest.
In order to build anything beyond Ordinary level the player must invest extra resources into its
construction.
Base % Chance: This represents the chance of building a type of structure with just the minimal
amount extra put into construction of the Man-Made Structures. The minimal extra is 100.01%
times the standard cost, rounded up to the nearest integer. If the player wishes to spend more then
the chance of a higher level increases at the expense of the Ordinary level. The gWonderh levels
double in chance every 1% for a maximum of 50% extra at which point it equals Max % Chance
column.
Max % Chance: This is the absolute highest possibility of creating a certain gWonderh level (with
the exception of the character model getting involved). The player must spend 150% of the normal
cost of a structure to get the chance. Any additional money is wasted. This is so that it allows
players to create grander structures while still keeping game balance by not having tons of wonders.
This also represents how things are viewed in reality. Just because something is more grand doesnft
mean everyone will think it is extremely wonderful. Also spending more money doesnft always
increase the chance of a more artistic designs.
Max Length of Effects: This is the length of time the structure adds bonuses to the area (the area
can vary). The numbers represent the levels from Immediate to Extremely Long Range. These
ranges will be discussed below.
Length of Effect Multiplier: The Length of Effect Levels are in turns. This column represents how
long each one is multiplied by in turns. This, too, will be explained below.
2.2 Natural Structures: Natural Structures are creations of nature known for either their size, beauty
or power. They are much more rare than Man-Made Structures which can be almost constantly
built. Instead, when a map is created Natural Structures are randomly placed around the map in
appropriate locations. These places will be hidden from the player and computer civs until several
turns after conquering and holding that square. Also social conditions must be favorable for this to
happen otherwise people will overlook it if they have the idea gman must dominate nature.h Just as
in Man-Made Structures there are various levels for Natural Structures, though not as many.
Natural Structures Status Chart
Level Number Appearing Effect Multiplier
Achievement 1:4480 1
Monument 1:9600 2
Wonder 1:22 400 3
Level: Various levels of Natural Structures, Achievement being the lowest and Wonder being the
highest.
Number Appearing: This is the ratio for determining how many Natural Structures are on a
particular world based on the total number of tiles. This is to keep things balanced regardless of the
map size. If there is any extra tiles that donft equal another Natural Structure then those tiles are
disregarded. This ratio is based on the standard tile size of 100x100km.
Effect Multiplier: This is how much the relative effects of the Natural Structurefs Effects on the
area are multiplied by. This will be explained in more detail below.
2.3 Projects are revolutionary or extraordinary events, ideas or creations that reshape the way we
think of certain things or enormous feats that were previously never done because it was considered
to risky. Unlike any other type of achievement, many Projects require international help do to either
the sheer size of the tasks or the very nature of the Projects themselves. A few, such as being the
first to circumnavigate the globe, could be done by only one nation though.
Projects Status Chart
Level Min %
Failure Base %
Chance Max %
Chance Length
of Effect Length of Effect
Multiplier
Achievement 1 70 5 2 1
Undertaking 5 25 20 3 2
Project 15 4.5 50 5 3
Massive Project 25 .5 25 5 5
Level: Various levels of the Projects, Achievement being the lowest and Massive Project being the
highest. This represents importance of things such as mapping of human genes and first person to
successfully travel around the globe by a certain means have different impacts.
Min % Failure: This is the absolute best case scenario of a chance of success in attempting a given
Project. The player/Computer AI will not know the actual chance of failure (although they may be
able to get the relative, ie small or great) nor the Level. This is so they canft do much in the way of
number crunching to get the best results. Some things that will increase the risk of failure are:
spending less resources, attempting any Project on your own, adverse social conditions, etc..
Base % Chance: This is the base % chance of whatever Project is undertaken will be viewed by the
populous as. Several factors will way on the actual percentage. Ifm not sure quite how to do this
yet, but social conditions as well as advertisement and extra resources spent (perhaps this could be
part of the advertising?) so long as its not wasted would yield better results. The character model will
also help/hinder on this account.
Max % Chance: This is the absolute highest possibility of creating a certain level of Project (with
the exception of the character model getting involved). In order to have this high of level the project
cannot be a secret and has to have other nations and corporations involved as well some, if not all of
the things mentioned in Base % Chance.
Max Length of Effects: This is the length of time the structure adds bonuses to the area (the area
can vary). The numbers represent the levels from Immediate to Extremely Long Range. These
ranges will be discussed below.
Length of Effect Multiplier: The Length of Effect Levels are in turns. This column represents how
long each one is multiplied by in turns. This, too, will be explained below.
2.4 Items are similar in effect to Man-Made Structures, however there is a key difference. Items
are easily portable, Man-Made Structures, are well self explanatory. There are other smaller
differences, but that is the key point. Right now Ifm not sure if this model should handle Items or if
it should be left to the character model. The reason Ifm putting it here is because the same basic
principles that govern the creation and use of Man-Made Structures do so also with Items. Most
(about 90% Ifm thinking) of Items will be related to one of the Arts. The others will be historic or
have other purposes. Also about 30-60% will be religious in origin. Also Items can be stolen or
bought (however at set prices, varying on inflation).
Items Chart
Level Min % Chance Max % Chance Base % Creation Length of Effect
Multiplier
Achievement 80 10
Masterpiece 17.5 15
Artifact 2.45 50
Relic .05 25
Level: Various levels of what an item can be. From Achievement at the bottom to Relic status at
the best. These represent the different levels of importance to the populous. Something like the
Excalibur would be more important Hope Diamond. Items cannot be directly controlled by the
player. That is probably the only other major difference between Items and Man-Made Structures.
Min % Chance: The lowest chance per level of the importance the creation of a certain Item has.
This will be mostly affected by the character model and the social structure of your civilization (which
will also affect the type of Item produced as well if any).
Max % Chance: The greatest chance of a level of status for an Item without the character model
getting involved. Because of the character modelfs significance in this area the higher level status
Items, like Relics, arenft as great a chance of occurring as lower levels.
Base % Creation: This represents the base, not minimum, chance of creation of an Item. Again this
doesnft show the percentages if the character model is involved. Other things that can modify this
are basically social conditions as well as resources put into the Arts by the government.
Max Length of Effects: This is the length of time an Item adds bonuses to the area (the area can
vary). The numbers represent the levels from Immediate to Extremely Long Range. These ranges
will be discussed below.
2.5 - Ruins are more of a submodel of both Man-Made Structures and Items, but have enough
importance and differences to be places here. Ruins are things lost to time and rediscovered later.
Like Natural Structures these will be placed around the map at the beginning of the game.
However, in order to discover them it must be at least 1000 ACE and the civ must have a high
enough level of Archeology basic tech. Also Ruins can be entire villages or cities and not just a
single item. They can appear on there own tiles or on tiles with cites already on them.
Ruins Chart
Level Number Appearing
Small 1:1570
Moderate 1:3360
Large 1:7840
Level: Various levels for Ruins. Ifm tired of thinking up cool names for them right now so donft
bug me about the Level names.
Number Appearing: This is the ratio for determining how many Ruins are on a particular world
based on the total number of continental tiles. Continental tiles are any land tiles as well as tiles on
the continental shelf. This is to keep things balanced regardless of the map size. If there is any extra
tiles that donft equal another Ruin then those tiles are disregarded. This ratio is based on the
standard tile size of 100x100km. For the math I simply used the Natural Structures model of ratios
multiplied by .35.
3.0 Effects of these models vary a whole lot so I will just list the general effects.
œ Tourism
œ Migration
œ Popularity
œ Defense/Offense Bonues
œ Social Modifiers
œ Government Modifiers
œ Basic Tech Bonuses
œ Religious Conversion
3.1 Multiplier Factor is used to show the changes over time the various type of wonders and
achievements have on the world. There are 5 levels, though not all wonders or achievements will
reach level 5. T represents the time factor of multiplication in the models above.
œ Level 1 - Immediate (0 Turns, ie that turn)
œ Level 2 - Short Term (1 - 4T)
œ Level 3 - Moderate Term (4T+1 - 10T)
œ Level 4 - Long Term (10T+1 - 25T)
œ Level 5 - Extremely Long Term - (25T+1 and beyond)
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Wonders and Other Great Achievements Model
1.0 - Introduction
2.0 - Groups
2.1 - Man-Made Structures
2.2 - Natural Structures
2.3 - Projects
2.4 - Items
2.5 - Ruins
3.0 - Effects
3.1 - Multiplier Factor
1.1 Before I continue I must want to say that the this model will not limit the number of wonders to
the number 7 as has been done in our world historically. Also many things that might have made it
to the "wonder" status never have because there was that limit of 7 and some things were just slightly
better.
2.0 There are 4 groups that will be listed here in the wonder model: Man-made Structures, Natural
Structures, Projects and Items.
2.1 Man-Made Structures: These are buildings, monuments and other great achievements created
by the human race. These are not things like Magellan's Expedition or the Apollo Program. Those
are Projects. There are various levels of status for Man-Made Structures which will be listed
below. The effects of Man-Made Structures changes over time and its effects can, if it isnft of
enough status, disappear.
Man-Made Structures Status Chart
Level Base %
Chance Max %
Chance Length
of Effect Length of Effect
Multiplier
Ordinary 98 N/A N/A N/A
Feat 1 50 2 1
Achievement .55 27.5 2 2
Monument .35 17.5 3 3
Wonder .15 7.5 5 4
Grand Wonder .05 2.5 5 5
Level: Various levels of structures. Ordinary being the lowest level, Grand Wonder being highest.
In order to build anything beyond Ordinary level the player must invest extra resources into its
construction.
Base % Chance: This represents the chance of building a type of structure with just the minimal
amount extra put into construction of the Man-Made Structures. The minimal extra is 100.01%
times the standard cost, rounded up to the nearest integer. If the player wishes to spend more then
the chance of a higher level increases at the expense of the Ordinary level. The gWonderh levels
double in chance every 1% for a maximum of 50% extra at which point it equals Max % Chance
column.
Max % Chance: This is the absolute highest possibility of creating a certain gWonderh level (with
the exception of the character model getting involved). The player must spend 150% of the normal
cost of a structure to get the chance. Any additional money is wasted. This is so that it allows
players to create grander structures while still keeping game balance by not having tons of wonders.
This also represents how things are viewed in reality. Just because something is more grand doesnft
mean everyone will think it is extremely wonderful. Also spending more money doesnft always
increase the chance of a more artistic designs.
Max Length of Effects: This is the length of time the structure adds bonuses to the area (the area
can vary). The numbers represent the levels from Immediate to Extremely Long Range. These
ranges will be discussed below.
Length of Effect Multiplier: The Length of Effect Levels are in turns. This column represents how
long each one is multiplied by in turns. This, too, will be explained below.
2.2 Natural Structures: Natural Structures are creations of nature known for either their size, beauty
or power. They are much more rare than Man-Made Structures which can be almost constantly
built. Instead, when a map is created Natural Structures are randomly placed around the map in
appropriate locations. These places will be hidden from the player and computer civs until several
turns after conquering and holding that square. Also social conditions must be favorable for this to
happen otherwise people will overlook it if they have the idea gman must dominate nature.h Just as
in Man-Made Structures there are various levels for Natural Structures, though not as many.
Natural Structures Status Chart
Level Number Appearing Effect Multiplier
Achievement 1:4480 1
Monument 1:9600 2
Wonder 1:22 400 3
Level: Various levels of Natural Structures, Achievement being the lowest and Wonder being the
highest.
Number Appearing: This is the ratio for determining how many Natural Structures are on a
particular world based on the total number of tiles. This is to keep things balanced regardless of the
map size. If there is any extra tiles that donft equal another Natural Structure then those tiles are
disregarded. This ratio is based on the standard tile size of 100x100km.
Effect Multiplier: This is how much the relative effects of the Natural Structurefs Effects on the
area are multiplied by. This will be explained in more detail below.
2.3 Projects are revolutionary or extraordinary events, ideas or creations that reshape the way we
think of certain things or enormous feats that were previously never done because it was considered
to risky. Unlike any other type of achievement, many Projects require international help do to either
the sheer size of the tasks or the very nature of the Projects themselves. A few, such as being the
first to circumnavigate the globe, could be done by only one nation though.
Projects Status Chart
Level Min %
Failure Base %
Chance Max %
Chance Length
of Effect Length of Effect
Multiplier
Achievement 1 70 5 2 1
Undertaking 5 25 20 3 2
Project 15 4.5 50 5 3
Massive Project 25 .5 25 5 5
Level: Various levels of the Projects, Achievement being the lowest and Massive Project being the
highest. This represents importance of things such as mapping of human genes and first person to
successfully travel around the globe by a certain means have different impacts.
Min % Failure: This is the absolute best case scenario of a chance of success in attempting a given
Project. The player/Computer AI will not know the actual chance of failure (although they may be
able to get the relative, ie small or great) nor the Level. This is so they canft do much in the way of
number crunching to get the best results. Some things that will increase the risk of failure are:
spending less resources, attempting any Project on your own, adverse social conditions, etc..
Base % Chance: This is the base % chance of whatever Project is undertaken will be viewed by the
populous as. Several factors will way on the actual percentage. Ifm not sure quite how to do this
yet, but social conditions as well as advertisement and extra resources spent (perhaps this could be
part of the advertising?) so long as its not wasted would yield better results. The character model will
also help/hinder on this account.
Max % Chance: This is the absolute highest possibility of creating a certain level of Project (with
the exception of the character model getting involved). In order to have this high of level the project
cannot be a secret and has to have other nations and corporations involved as well some, if not all of
the things mentioned in Base % Chance.
Max Length of Effects: This is the length of time the structure adds bonuses to the area (the area
can vary). The numbers represent the levels from Immediate to Extremely Long Range. These
ranges will be discussed below.
Length of Effect Multiplier: The Length of Effect Levels are in turns. This column represents how
long each one is multiplied by in turns. This, too, will be explained below.
2.4 Items are similar in effect to Man-Made Structures, however there is a key difference. Items
are easily portable, Man-Made Structures, are well self explanatory. There are other smaller
differences, but that is the key point. Right now Ifm not sure if this model should handle Items or if
it should be left to the character model. The reason Ifm putting it here is because the same basic
principles that govern the creation and use of Man-Made Structures do so also with Items. Most
(about 90% Ifm thinking) of Items will be related to one of the Arts. The others will be historic or
have other purposes. Also about 30-60% will be religious in origin. Also Items can be stolen or
bought (however at set prices, varying on inflation).
Items Chart
Level Min % Chance Max % Chance Base % Creation Length of Effect
Multiplier
Achievement 80 10
Masterpiece 17.5 15
Artifact 2.45 50
Relic .05 25
Level: Various levels of what an item can be. From Achievement at the bottom to Relic status at
the best. These represent the different levels of importance to the populous. Something like the
Excalibur would be more important Hope Diamond. Items cannot be directly controlled by the
player. That is probably the only other major difference between Items and Man-Made Structures.
Min % Chance: The lowest chance per level of the importance the creation of a certain Item has.
This will be mostly affected by the character model and the social structure of your civilization (which
will also affect the type of Item produced as well if any).
Max % Chance: The greatest chance of a level of status for an Item without the character model
getting involved. Because of the character modelfs significance in this area the higher level status
Items, like Relics, arenft as great a chance of occurring as lower levels.
Base % Creation: This represents the base, not minimum, chance of creation of an Item. Again this
doesnft show the percentages if the character model is involved. Other things that can modify this
are basically social conditions as well as resources put into the Arts by the government.
Max Length of Effects: This is the length of time an Item adds bonuses to the area (the area can
vary). The numbers represent the levels from Immediate to Extremely Long Range. These ranges
will be discussed below.
2.5 - Ruins are more of a submodel of both Man-Made Structures and Items, but have enough
importance and differences to be places here. Ruins are things lost to time and rediscovered later.
Like Natural Structures these will be placed around the map at the beginning of the game.
However, in order to discover them it must be at least 1000 ACE and the civ must have a high
enough level of Archeology basic tech. Also Ruins can be entire villages or cities and not just a
single item. They can appear on there own tiles or on tiles with cites already on them.
Ruins Chart
Level Number Appearing
Small 1:1570
Moderate 1:3360
Large 1:7840
Level: Various levels for Ruins. Ifm tired of thinking up cool names for them right now so donft
bug me about the Level names.
Number Appearing: This is the ratio for determining how many Ruins are on a particular world
based on the total number of continental tiles. Continental tiles are any land tiles as well as tiles on
the continental shelf. This is to keep things balanced regardless of the map size. If there is any extra
tiles that donft equal another Ruin then those tiles are disregarded. This ratio is based on the
standard tile size of 100x100km. For the math I simply used the Natural Structures model of ratios
multiplied by .35.
3.0 Effects of these models vary a whole lot so I will just list the general effects.
œ Tourism
œ Migration
œ Popularity
œ Defense/Offense Bonues
œ Social Modifiers
œ Government Modifiers
œ Basic Tech Bonuses
œ Religious Conversion
3.1 Multiplier Factor is used to show the changes over time the various type of wonders and
achievements have on the world. There are 5 levels, though not all wonders or achievements will
reach level 5. T represents the time factor of multiplication in the models above.
œ Level 1 - Immediate (0 Turns, ie that turn)
œ Level 2 - Short Term (1 - 4T)
œ Level 3 - Moderate Term (4T+1 - 10T)
œ Level 4 - Long Term (10T+1 - 25T)
œ Level 5 - Extremely Long Term - (25T+1 and beyond)
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