LGJ:
Abour ruins, I think we can include both views. First, a few random sites with archelogical items from the nomadic human past. Second, "gameplay-ruins" generated after a city is destroyed by conquest, earthquakes or any other disaster modeled in the disasters model (total destruction is not a must and we only need to check for a "powerful enough" disaster). As you said it, not allowing the player to decide where to dig solves any problem with gamplay knowledge the player has about destroyed cities. Even more, archeological activity should maybe be handled by the economic model if people can get a profit from it through tourism, so the player has nothing to say about digging.
All:
There've been several good comments I'd like to re-comment here. First, I think is true what Kull says about the relation between a person and a wonder. But I don't think this implies a strong link with the Char model. Based on some civ variables like how much freedom people have, we can determine how good environment is for creativity and then compute a chance for an item to appear. This probability represents the probability of a great artist coming up AND the probability of this artist creating a wonder-item.
About structural wonders, for sure we must not make the link with the Char model, otherwise players are obligated to be Nebuchadnezzar in order to build the HG, which I believe is a too restrictive rule. But what I really think is the most important element in Kull's argument is that the relation between persons and wonders shows there's no race at all about wonders. Civs didn't compete for building the pyramyds! Egyptians built them only because it was an expression of their culture and only because there was a "inspired" guy ruling there. I think this is the best argument to support the idea of abstract wonders. A player cannot say "I'm gonna build the pyramids" like in civ2, because it's simply senseless. A player can only say something like "I'm gonna build a great religious building", FE. The "wonders race" still exist, in a way... Civs without wonders won't have the bonuses civs having them, so you want your civ to build wonders, although the race is not now for a specific wonder like pyramids, but for simply having wonders and hopefuly more of them than your enemy.
The problem with abstract wonders is that players won't get that special sensation like in civ2 when they say "I have built the pyramids!". It's a flavor thing, but that makes you feel you're really playing a civilization game. A good solution for having abstract wonders and the flavor element would be a "labeling" procedure. This means we play with abstract wonders, but if the babylonians build a "city beautification wonder", then the player gets the message "you've completed the hanging gardens!" and from that moment and on, that specific wonder is called by every civ, "the HG". The wonder has exactly the same bonuses than any other wonder of that type and calling it HG is just that, a name. Most civs building "city beautification wonders" won't have a special name for their wonders, but some, as the egyptians, will. The french, FE, may label a CBW like "Eiffel tower". What do you think?
I share LOGO's concern about culture and its relation with wonders, but I think it's not too difficult to get things coherent. There are too aspects. First, what kind of structural wonders a civ is willing to build having a specific cultural profile?, and second, what kind of cultural profile people need to have in order to be influenced (affected) by a specific wonder? It's obvious the second point determines the first one. In fact, a civ will only build wonders with bonuses ad hoc with its culture, so a secular US govt will never build a giant temple. What we need is, then, to be a little more specific about a wonder's effects. FE, if you build a religious wonder, we need to specify what religion is affected. Or, if you make a project like the Apollo Program, we specify what kind of cultural attributes are needed for a people to feel proud of it and gain the wonder bonus. This system has two nice consequences:
1) A ruler can see what will be a wonder effect in his particular people's culture, and then decide what sort of wonder to build. In this way romans and modern democracies won't build religious wonders, but probably will prefer things like super bridges or projects. Or, tibetans won't care about the Apollo Program so they will never build it.
2) The wonder's effect duration is now built-in the wonder, instead of given in an ambiguous way. If pyramids only work for the polytheistic ancient egyptian religion, once egyptians adopt Islam the pyramids effect expires, but only because its effect is computed based on people's religion rather than in an absoulte fashion.
To finish, I agree with LOGO and LGJ about going for a new wonder system. We'll see if it's better or not than the civ2 system.
Abour ruins, I think we can include both views. First, a few random sites with archelogical items from the nomadic human past. Second, "gameplay-ruins" generated after a city is destroyed by conquest, earthquakes or any other disaster modeled in the disasters model (total destruction is not a must and we only need to check for a "powerful enough" disaster). As you said it, not allowing the player to decide where to dig solves any problem with gamplay knowledge the player has about destroyed cities. Even more, archeological activity should maybe be handled by the economic model if people can get a profit from it through tourism, so the player has nothing to say about digging.
All:
There've been several good comments I'd like to re-comment here. First, I think is true what Kull says about the relation between a person and a wonder. But I don't think this implies a strong link with the Char model. Based on some civ variables like how much freedom people have, we can determine how good environment is for creativity and then compute a chance for an item to appear. This probability represents the probability of a great artist coming up AND the probability of this artist creating a wonder-item.
About structural wonders, for sure we must not make the link with the Char model, otherwise players are obligated to be Nebuchadnezzar in order to build the HG, which I believe is a too restrictive rule. But what I really think is the most important element in Kull's argument is that the relation between persons and wonders shows there's no race at all about wonders. Civs didn't compete for building the pyramyds! Egyptians built them only because it was an expression of their culture and only because there was a "inspired" guy ruling there. I think this is the best argument to support the idea of abstract wonders. A player cannot say "I'm gonna build the pyramids" like in civ2, because it's simply senseless. A player can only say something like "I'm gonna build a great religious building", FE. The "wonders race" still exist, in a way... Civs without wonders won't have the bonuses civs having them, so you want your civ to build wonders, although the race is not now for a specific wonder like pyramids, but for simply having wonders and hopefuly more of them than your enemy.
The problem with abstract wonders is that players won't get that special sensation like in civ2 when they say "I have built the pyramids!". It's a flavor thing, but that makes you feel you're really playing a civilization game. A good solution for having abstract wonders and the flavor element would be a "labeling" procedure. This means we play with abstract wonders, but if the babylonians build a "city beautification wonder", then the player gets the message "you've completed the hanging gardens!" and from that moment and on, that specific wonder is called by every civ, "the HG". The wonder has exactly the same bonuses than any other wonder of that type and calling it HG is just that, a name. Most civs building "city beautification wonders" won't have a special name for their wonders, but some, as the egyptians, will. The french, FE, may label a CBW like "Eiffel tower". What do you think?
I share LOGO's concern about culture and its relation with wonders, but I think it's not too difficult to get things coherent. There are too aspects. First, what kind of structural wonders a civ is willing to build having a specific cultural profile?, and second, what kind of cultural profile people need to have in order to be influenced (affected) by a specific wonder? It's obvious the second point determines the first one. In fact, a civ will only build wonders with bonuses ad hoc with its culture, so a secular US govt will never build a giant temple. What we need is, then, to be a little more specific about a wonder's effects. FE, if you build a religious wonder, we need to specify what religion is affected. Or, if you make a project like the Apollo Program, we specify what kind of cultural attributes are needed for a people to feel proud of it and gain the wonder bonus. This system has two nice consequences:
1) A ruler can see what will be a wonder effect in his particular people's culture, and then decide what sort of wonder to build. In this way romans and modern democracies won't build religious wonders, but probably will prefer things like super bridges or projects. Or, tibetans won't care about the Apollo Program so they will never build it.
2) The wonder's effect duration is now built-in the wonder, instead of given in an ambiguous way. If pyramids only work for the polytheistic ancient egyptian religion, once egyptians adopt Islam the pyramids effect expires, but only because its effect is computed based on people's religion rather than in an absoulte fashion.
To finish, I agree with LOGO and LGJ about going for a new wonder system. We'll see if it's better or not than the civ2 system.
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