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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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First off I’d like to state my position on Wonders. I think the original 7 Wonders shouldbe included somehow in the game. And the Great Wall of China isnt one. Any civ shouldbe able to produce a massive wall across the countryside.
~A Wonder is something that IS BUILT, not accomplished or funded. It should be
something that was considered a great feat at the time it was done. But saying that, the
Great Wall was a great feat too.
~There should not be nearly as many Wonders as there was in CivII.
~Wonders should generally benefit education, health, trade, happiness, science, military
morale, military training and such.
~It should never eliminate the need for certain city improvement within each city.
~There should be a medium between city improvement and Wonders. Something maybe
called civ improvements. These should cost money(and plenty of it, not production.
Something each civ can build only one of.
~Example from civII: Each civ must fund the Manhatten project(or something like it) before producing Nuclear weopons. Anyone should be able to produce a Great Wall across their countryside. Each civ should be able to fund a trip arould the world--Darwins Voyage.
And if there is some sort of space exporation, each civ needs to fund the Apollo
program(or something like it) to benefit from it. And just this week China announce they
were sending a man into space.
~Wonders and “Civ improvements” that have to do with the ocean(Lighthouse, Darwins
Voyage, Mgellans Expedition) would have to be built in providences that have access to
the ocean.
~There should be more “Civ improvements” than Wonders.
~Once you’ve started building a Wonder you cannot change it to another. If you do you
lose all production. (You think that once all but the top ten rows of the pyramids were
done you could have the colossus build the next year?)
~You can, however, halt the production for a certain number of turns without penlty. If you have half the pyramids done and decide to halt it because the city is threatend, you still have half the pyramids done when you comeback, right? After the time period is up(you should be warned too) you lose all production. And the Wonder is now availible to all other civs(who have the tech of course.)
~This idea should apply to city improvements too. Except you wont have a time limit to
continue production. If I have half a library done and decide to build a University, I build the University from scratch, and finish the library from where I left it. I do realize that a lot of this maybe done by the AI, but I still had to say it.
~This would eliminate the cheats of building a Wonder just to get the prodction to build
another Wonder of a tech the civ knows nothing of.
~I dont consider any of the Wonders from CTP to be actual Wonders and dont think any
should be. However, some could be possible be “Civ improvements.”
I'd sure like to hear some feedback(praise or critize) on this.
Daniel
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roquijad
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Santiago
Nov 1999 time: 05:13
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A forgotten thread, it seems.
I'd like to give it new life first summarizing what I've found about wonders in clash forums. It's not much, though:
1. Clash team is not sure yet about including wonders.
2. Wonders shouldn't be as much as in civ2
3. Ws should be buildings and not projects/achievments like Leo's.
4. They may have an effect on national pride, happiness and trade.
5. Clash economic model works not with particular buildings, but with "an infrastructure" level.
6. The player should be able to customize wonder's effects rather than choosing a wonder with some predefined effect.
7. Some players like wonders from world history to be explicitly included, while others prefer "abstract" wonders.
8. Construction of wonders could be halted in order to solve present problems and then continue building them without losing what has been already made.
9. Changing wonders while being built seems ugly and non-realistic.
10. Manurein in his social model gives us his view on wonders:
The idea is to allow the ruler to build " special " structures, that are mainly real buildings (no " Cure for Cancer " wonder), that are not forecasted by the game but rather shaped by the player, and that effects on different models of Clash depending on the type of structure that is built ; in no way, a wonder is unique.
Actually, a wonder is an architectural structure that building is decided by the ruler (and the economic model), and that is a really special construction. It takes extra resources to be built, but one it is built it appears on the map, and it gives advantages to its owner. There may be many kinds of wonders. For example, it may be a great temple. The size of the temple is decided by the ruler (and thus the extra resources it requires, eventually the time it takes to be built). Once it is built, the people will enjoy it, giving more power to the RC, giving more faith to the people. Also, the province that holds it will see its rate for purpose of migration increase. Over time, the effect of a wonder may lower (when the people are less influenced by religion, the great temple will be of less importance) ; also, a wonder may have economic effects, such as favoring tourism in this province. There may also be another effect : if there is a tech called " archeology ", then an ancient wonder that has no more effect could be rediscovered and generate trade in modern times, through tourism. [...]
That's all I've found about Ws. My own opinion goes in the next post.
Rodrigo
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roquijad
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Santiago
Nov 1999 time: 05:13
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My view of WW:
1)WW are buildings beyond what we're used to. Magnificent structures that most of all, amaze us for their greatness and beaty. Also, they (or some of them, really) had some particular use in the past, like the Oracle in Greece. So, you have to model both, attractivness and use of it.
2)Ws are just the extreme case of something else, like a temple in the case of the Oracle. There were a lot of oracles in greece, but only one qualified for wonder of the world, because of greatness and importance. Or the pyramids. There are a lot of pyramids in egypt for they were royal tombs, but only 3 are THE pyramids.
3)About attractivness, let's take FE present Paris. It holds no wonder, but it's considered one of the most beatiful cities in the world attracting $$$ in tourism and with a powerful effect on inmigration. It'd be fair to compare Paris to ancient Babylon with its hanging gardens, since the effect is much the same: a beatiful place to live, encourgaing national pride, happiness and trade (since inmigration makes it a big market, an then a profitable one).
My proposal for WW:
In mark's econ model the people as well as the ruler invest in some areas like agriculture. Suppose your civ has spent some great amount of $ in one of these areas. If a certain (high) limit has been reached, you earn a world wonder and it's specific to the area. So, if a lot of money have been spent on temples, you earn the oracle, FE. At that moment, the city or province where it has been "built" gains a bonus for inmigration (at the migration model) and a bonus for religous happiness (social model). The trade bonus comes (or eventually will come) alone since migration will bring it and happiness could be related to people's productivity. Notice that earning a wonder may be seeked by the ruler just spending lots of money in the area. Notice too that this method helps modeling the effect of stopping wonder construction for the moment and continue it later since no waste of $ takes place at each area. Also, there's no need of wonder being a real historic one and this can be left as an option to some players. Also, wonders are no longer unique. A religious wonder may exist in a civ, but other can do the same. Notice as well that ruler's choice of area to invest in is in fact a choice of what kind of wonder you want and the type of effects it'll bring.
It'd be necessary to include an investment area such as "city beautification" where wonders like HG can exist. On the other side, some areas won't never lead to a wonder, like "fishing".
The main problem I see in the above proposal is that the normal expendeture on each area will make every province have a wonder, eventually. To solve this, it'd be maybe useful to check "investment surplus", like "how much is needed and how much is spent".
Rodrigo
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roquijad
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Santiago
Nov 1999 time: 05:13
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My view of WW:
1)WW are buildings beyond what we're used to. Magnificent structures that most of all, amaze us for their greatness and beaty. Also, they (or some of them, really) had some particular use in the past, like the Oracle in Greece. So, you have to model both, attractivness and use of it.
2)Ws are just the extreme case of something else, like a temple in the case of the Oracle. There were a lot of oracles in greece, but only one qualified for wonder of the world, because of greatness and importance. Or the pyramids. There are a lot of pyramids in egypt for they were royal tombs, but only 3 are THE pyramids.
3)About attractivness, let's take FE present Paris. It holds no wonder, but it's considered one of the most beatiful cities in the world attracting $$$ in tourism and with a powerful effect on inmigration. It'd be fair to compare Paris to ancient Babylon with its hanging gardens, since the effect is much the same: a beatiful place to live, encourgaing national pride, happiness and trade (since inmigration makes it a big market, an then a profitable one).
My proposal for WW:
In mark's econ model the people as well as the ruler invest in some areas like agriculture. Suppose your civ has spent some great amount of $ in one of these areas. If a certain (high) limit has been reached, you earn a world wonder and it's specific to the area. So, if a lot of money have been spent on temples, you earn the oracle, FE. At that moment, the city or province where it has been "built" gains a bonus for inmigration (at the migration model) and a bonus for religous happiness (social model). The trade bonus comes (or eventually will come) alone since migration will bring it and happiness could be related to people's productivity. Notice that earning a wonder may be seeked by the ruler just spending lots of money in the area. Notice too that this method helps modeling the effect of stopping wonder construction for the moment and continue it later since no waste of $ takes place at each area. Also, there's no need of wonder being a real historic one and this can be left as an option to some players. Also, wonders are no longer unique. A religious wonder may exist in a civ, but other can do the same. Notice as well that ruler's choice of area to invest in is in fact a choice of what kind of wonder you want and the type of effects it'll bring.
It'd be necessary to include an investment area such as "city beautification" where wonders like HG can exist. On the other side, some areas won't never lead to a wonder, like "fishing".
The main problem I see in the above proposal is that the normal expendeture on each area will make every province have a wonder, eventually. To solve this, it'd be maybe useful to check "investment surplus", like "how much is needed and how much is spent".
Rodrigo
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Kanzid Stonebreath
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Macclesfield, Cheshire, England.
Apr 1999 time: 05:13
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Firstly I personally would say that Paris does have a wonder that is the 'Eiffel Tower'
Secondly I would agree with what Mark said, that projects such as the cure for cancer that would be major achievements should be modeled as some kind of wonder.
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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First off, one should not benefit from anothers achievement. This was a major mistake in civII. I build the Manhatten project and everyone can now build nukes.
?????????
How'd they get the tech to build nukes? Same with the Apollo program. I alone should benefit from it if I were fortunate enough to build it first.
These 2(Man. Project and Apollo Prog.), and others which are of no significants right now, should be in another class. Something each civ can build only one of.
You can have a seperate group of achievements listed out for each civ to achieve. These would not be neccessary for the civ too build, but act as an enhancer to a specific field of the game.
And as for earning wonders, that sounds OK to me. But it sounds like it may get too cluttered or overused. Too many repeats possibly. unless you put limits on them or something.
Daniel
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roquijad
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Santiago
Nov 1999 time: 05:13
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About projects (modern civ2 wonders): I don't see them as being wonders since they're only tech advances. We could discuss hours about what types of adv are real turning points and could deserve to be called wonders. Also, I think an attrb of wonders is that they're geo-specific, located at a place, so you must capture the city where the wonder is to have it. Techs have the attrb of being transferible, so if you made it to the moon, I can learn from you and then do it by myself.... In that view, it'd be maybe more important to introduce a pride-value in techs, so some techs give the nation that first discovered them a pride that make people of that nationality more happines.
Anyway, if you're so very interested in having projects as wonders, it's alright with me.
About mark's remark, I agree that one good thing about wonders is that they put the player in a position where he/she must compete, which is the main goal of the game. Wonders look like an important feature in the game regardless of implementation or their role in reproducing history.
Rodrigo
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roquijad
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Santiago
Nov 1999 time: 05:13
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Daniel:
I guess setting the investment goal high enough you can control how many wonders can be in a game. Anyway, it's important to be possible for a lot of cities/provinces to have great buildings not necessarily considered wonders that can act as wonders increasing pride/happiness/migration (and therefore trade also). Take FE:
-Aztec pyramids
-Paris
-Rome
-Forbiden city (china)
-Golden Gate, San Francisco.
-etc
So, wonders really are just extreme cases of city improvements. In those cases, bonuses are real big.
I mentioned in some other forum another form of geo-specific achievments that I'd like to introduce here for you to comment: Some events that happen in a certain location are thereafter remembered and those places are then highly attractive for some groups of people. Take for instance the holy land in Israel. Not only a source of tourism nowdays, also a place where thousands have gone to just to be there, keeping Jerusalem an important city until now. Holy land also was the main reason for european crusaders to try invading palestine, since religious and political control of that place was highly desireble. And all beacuse Christ lived there! Mecca is much the same. In clash, then, it'd be nice if the game marks some cities after some events giving it a value like wonders.
what do you think?
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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Sounds good to me.
Daniel
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johnmcd
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Edinburgh
Oct 1999 time: 05:13
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I bumped a year long discussion on modern wonders on the Civ II general/ community area in case anyone wants to check that out, or you could click on the link http://apolyton.net/forums/Forum1/H...html?date=18:34
Some of it seems relevant and some of it is just nonsense.
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Paul Crocker
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Slidell, LA, USA
Jul 1999 time: 05:13
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Yakopepper (I'd LOVE to know where THAT handle came from ): I really disagree with the statement that other civs benefiting from a wonder is "wrong". History has proven that statement incorrect. I'll use that Manhatten Project as an example. Before it was completed, nobody even knew if the goals of the M.P. were attainable, let alone did they know the correct path that the research should take. Once the American scientists split the atom, they let the proverbial genie out of the bottle. It didn't take very long for other scientists to duplicate their work, since they then know the correct path to take - in general terms. Sure, they still had to work out the details (that's what some of the 3rd world scientists are working out today with their nukes, the rest just lack certain equipment). Once learned, it's difficult to unlearn. Espionage certainly played a part in this, but not entirely. In fact, many historians think today that if it had not been for WWII, we STILL wouldn't have atomic power because it required a conflict like WWII to create the incentive for a country to invest so many resources into a single project. The same is true for the Apollo Project (although the incentive was slightly different - the space race in that case).
In game terms, this could be implemented by delaying the effects that the other nations get from the wonder. I strongly feel that NOT giving it to them at all, however, is seriously out of sync with reality/history.
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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I think maybe I just didnt make myself clear enough. The manhatten project represents the testing of nuclear weapons. Therefore, any nations with nuclear weapons have tested. Many nations have nuclear capabilities, but no nuclear bombs.
Im not saying that a nation would never abtain the benefits, but rather would need to test for themself. Or just buy it from Russia!! And acts of espionage would help them along.
The mistake in CivII was that the moment the MP was done, everyone could build nukes. Thats what Im getting at.
The same would apply for the Apollo program. The benefits of doing it oneself outweigh the benefits of learning from others. Otherwise, China wouldnt be sending a man in space.
Daniel
P.S.--its was an Italian scientist who did the splitting.
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roquijad
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Santiago
Nov 1999 time: 05:13
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I suscribe to daniel's opinion. If you want to make A-bombs you must develop the necessary research & testing. Other civ making it before just tells you that it can be done, but nothing else. The same is true for gunpowder, FE. If you find how to use this chemical mix as a weapon others will have to catch up. And this is exactly what I mean about M.P. or Apollo Program being not wonders, but techs. They can be developed eventually by any civ, but it must be developed or learned from others.
Rodrigo
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roquijad
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Santiago
Nov 1999 time: 05:13
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Johnmcd:
I visited the forum and didn't find anything like we're talking about here. Just conversations about Disney World or stuff like that qualifying or not for a modern wonder... Maybe you saw something I didn't.
Rodrigo
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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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Hi, again, all. A long lost member, temporarily back from the dead:
Neat discussion. I see two distinct concepts here that might perhaps be better off if treated as seperate topics . . .
1) A 'physical' wonder of the world. Perhaps, like in SimCity, 'great' building projects could be benefit a locale/city (tourism, research, prestige, etc). Many, many cities currently have such 'wonders' (the Astrodome, the Empire State building, Disneyland, M.I.T., etc).
2) Amazing technological breakthrus.
I'm not quite sure how these differ from techs, to be honest. Is the manhattan project any different from the discovery of gunpowder? Or are we just more advanced, and able to exploit it faster? Perhaps there should be major techs and minor techs? Perhaps a 'tech wonder' creates a new 'tech tree' to begin researching? Then 'wonder' techs could be 'metalworking', 'animal husbandry', 'chemistry', 'gunpowder', 'flight', 'atomic fusion', 'space flight', 'genetics', that sort of thing? In other words, a 'tech wonder' would be discovering a new tech that no one in the game has yet discovered?
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Paul Crocker
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Slidell, LA, USA
Jul 1999 time: 05:13
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F Smith: Welcome back! And you made some pretty good points. On #2, I'd elaborate that certain "wonders" such as Apollo and the Manhatten Project were more than simply another tech since they really required the invention of a whole series of new tech breakthroughs to accomplish the wonder. In each example, entire industries were created for the achievement of a single goal. The discovery of gunpowder, agriculture, etc didn't really require that enormous capital investment to acquire the technology. Until modern times, theoretically, a single person or small group could have stumbled (researched, learned, whatever) upon a tech. This in fact happened throughout history (FE Gutenberg's press, flight, certain electronic innovations, etc). Sure, they DID require a limited knowledge base to begin with, but I challenge you to find a "tech" that didn't!
Bottom line: Certain wonders (Apollo, nukes, Cure for Cancer) require huge expenses towards their research and development when compared to what we're calling techs. As I said earlier, many experts think that atomic power was only made possible by the forces present during WWII. Hitler expended huge amounts of manpower towards "advanced techs" - not WW, but still quite advanced(FE rocketry amnd jets) that robbed Germany of badly needed resources. He'd have been better off building lower tech improvements rather than ME262, ME163's, V2's, etc. If we can reflect this potential hazard in Clash, I think that we'll have succeeded!
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roquijad
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Santiago
Nov 1999 time: 05:13
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Mark:
Repeating something I said before, we can discuss hours about what type of techs represent turning points so I don't think that should be a good way to determine if a tech can be considered a wonder. Think in simple techs like "writting" and its contribution to mankind. That'd be a wonder to me (if I was asked to pick a tech to be a wonder). Not a method to produce a superbomb.
About pyramids and MP/AP being huge engineering projects, it's true, but I guess we're losing the main point here. Someone at the civ2 wonder forum proposed the "US road network" as a modern wonder. This too is a massive eng. project, took lots of money to complete and is REAL big. But, do you consider it a wonder? I must disagree. Spending is necessary for a wonder and a wonder is in itself a big project, but it must be a "wonder", something you look at and feel proud of, and impresses you. It also goes beyond culture or beliefs, you get just breathless staring at the pyramids no matter if you're chinese, canadian or whatever (can we say the same about the US road net?). The MP is not only unknown to most of people, it also generates hate. Many people would prefer this project never be developed. It's not a wonder.
Maybe the Apollo Program is a tech that one may consider a wonder since it's beyond americans and make human beings proud of their capabilities. It also gives hope for us to explore the stars, an old dream. Techs, however, don't convince me as wonders for I like wonders to be geo-specific buildings, located at cities giving bonuses at those places, but I'm willing to accept such things as the Apollo Program.
Rodrigo
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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I do agree that these(MP and Apollo) are magnificiant(sp?) feats requiring mega resources, but I really dont care if you call em wonders or techs or whatever. Thats not the point.
My point is that the MP and Apollo program cost mega bucks and I can only hope you can accurately portray this in Clash. --weather or not you call them wonders or not.
Daniel
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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LGJ:
The Colossus and Sun Tzu's War Academy--you can add those to your list.
Daniel
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Krenske
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I would like to reinforce the point that many of the wonders were not technologically or difficult. The problem was in the vast outlaying of money etc. I would like to call some of these special projects. For example Most civ people can think of the Hoover dam wonder as actually being a national hydro electric system under a different name. The possible projects are many and varied and include many large high cost projects. It would even be possible to share these costs across civs for joint benefit.
Examples are -
>The Grand Canal project in China
>The Panama and Suez canals
>International efforts like curing smallpox or polio giving the funding countries diplomatic benefits and a happiness boost (as well as decreasing disease)
>The Chunnel
>In the future the possibility of bridges between Denmark and Sweden, or between any two points of almost connected land.
>International space station project. (Could be built by one nation but no diplomatic benefit)
>If a suitable terrain model would allow we could even flood a depression etc.
The list could very well include any great feat of engineering and the first would be considered the initial "wonder" allowing more to exist. (Only the first contributes to civ score, or maybe the remainder count as 1/2)
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Hmmm, obviously you don't know much about the construction of the Panama Canal, or don't know what "technologically difficult" means in terms of the early industrial age. I'm not trying to flame here, it's just apparent that you are looking back on it with little sense of perspective. If you did know it would boggle your bananas. Heck, if you knew what it takes to keep it open every year it would amaze you. The yearly maintenance work on the Panama canal is about half the effort it took to dig the Suez from scratch, IIRC.
I can't recall what the dollar figure for construction was, but I do know that the entire Federal budget in that period was on the order of $750 million; adjusting for inflation that's less than 1% of the current one. That should help your perspective in terms of the resources available at the time.
Sorry, the civil engineer in me comes out every once in a while. 
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Krenske
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Your right the panama cannal was quite high tech and difficult to construct. (I'm unsure of the number of deaths but I seem to remember it being quite high.) Yes I do then know that the Panama canal was at least an order of magnitude more difficult to construct than the suez canal. (Flat sand is a lot easier to move than a mountain range)
My point with the technologically difficult remark is regarding the fact that the canal would have been possible earlier but only with considerably more labour being allocated. It did use steam shovels etc and high explosives. But you can replace steam shovels with 5000 odd labourers, and dynamite can be replaced by gunpowder or brute labour as well. You just have to be ready to take many thousands of deaths and have the task take much longer. If China owned Panama I have no doubt that some emperor would have ordered it constructed 600 years ago with 500000 workers while having 200000 deaths during its 50 year build time.
[This message has been edited by Krenske (edited February 03, 2000).]
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