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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:20
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I started this new thread to try to integrate the ideas of wonders with the societal model, and to attract more opinions than the last thread was doing. I advise reading over the societal model before this thread, as I will refer to concepts present there that are not explained here.
The Basics
Wonders are divided into Types and Categories.
There are three Types of Wonders: Major, Minor, and Deific. Major and Minor wonders are divided into categories, while Deific wonders are divided among deities.
MAJOR wonders come along only once a game. They can only be built once, bone faction only. When they are destroyed, they may not be rebuilt. Major wonders are expensive and yet very powerful. Sometimes, they require the construction of Minor wonders to be available.
MINOR wonders may be built only once by each faction. They are less powerful and expensive. If a small wonder is destroyed, a faction may rebuild it, but they must re-qualify for the requirements of the wonder. For example, you may build the Rallying Memorial after you have lost a military leader in combat, but if it is destroyed you must lose another leader to rebuild it.
DEIFIC wonders are like Major wonders in most respects, but they are not divided into categories (see below) and instead are available for factions with over a certain amount of incluence in certain deities.
Major and Minor wonders are divided into 7 categories. These are Military, Mercantile, Industrial, Religious, Governmental, Scientific, and Magical. These correspond to the building types (except for magical) so population affected by the construction of a category of building will be effected identically by a certain wonder of that category.
The Numbers
There are two Major Wonders for each category, equalling a total of 14 Major Wonders.
There are three Minor Wonders for each category, equalling a total of 21 Minor Wonders.
There are 4 Deities, and 2 Deific Wonders for each Deity, equalling a total of 8 Deific Wonders.
Thus, there are a total of 43 Wonders in the system.
The Roster
I'm going to place a list of all the wonders so far; descriptions will follow later. I have essentially no Major Wonders yet, because I wanted your input first.
MAJOR WONDERS
Mil1- Grand Tournament
Mil2- Black Sword of Zeal
Merc1- Arbiter-Mint of Candle'Bre
Merc2-
Ind1- Greysteel Forge
Ind2-
Rel1- Oracle Mount
Rel2-
Gov1- The Altusmett
Gov2-
Sci1-
Sci2-
Mag1- Entropic Nexus
Mag2-
MINOR WONDERS
Mil1- Rockface Citadel
Mil2- War Academy
Mil3- Rallying Memorial
Merc1- Goods Registry
Merc2- Standard Mint
Merc3- Grand Bazaar
Ind1- Magma Furnace
Ind2- Waterfall Mill
Ind3- Mechanical Sawmill
Rel1- Antiquity Shrine
Rel2- Sacred Crypt
Rel3- Jeweled Relic
Gov1- Gilded Palace
Gov2- Great Archives
Gov3- Palace of the Regent
Sci1- Academy of Enlightenment
Sci2- Alchemical Laboratory
Sci3- Starfield Telescope
Mag1- Sorcerer's College
Mag2- Sigil of Mastery
Mag3- Font of Rejuvenation
DEIFIC WONDERS
Ollux1- Moon Obelisk
Ollux2-
Kaylar1- Seeing Stones
Kaylar2-
J'Honsa1- Cathedral of Dominion
J'Honsa2-
Laernen1- Sunken Temple
Laernen2-
As stated, descriptions will follow...
Last edited by cyclotron7 on 06-09-2002 at 03:17
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:20
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Descriptions
I will be adding to this a bit at a time until I have descriptions for all of them. I will start off with general descriptions, and eventually translate them into the layout of building descriptions as used in the Societal Model.
MAJOR WONDERS
Grand Tournament Grounds (Mil1): The Grand Tournament is a regular showcase of the very best in athletics and combat skill. Dignitaries from all over the realm are summoned by the Lord of the Tournament Grounds to come and view the proceedings. The Tournament is viewed as a time of peace and unity, and conflict is frowned upon during this time. The controller of the Grounds may call for a Tournament by using X influence, and the tournament lasts for 5 turns. He may not call the tournament again for at least 5 turns after the last tournament ends. During the tournament, any attack causes the loss of X honor to the attacker. War leaders (Captains and Generals) are invited to come, and if you refuse to let any of your military leaders attend you lose honor. Holding back a Captain results in the loss of 2 honor, and a General will cost you 4 honor. This honor is distributed among the other players that have at least one leader in attendance.
Black Sword of Zeal (Mil2): Forged from greysteel and onyx, the Black Sword of Zeal is most likely the greatest weapon ever created. The size of a long sword, its blade and hilt are the same color of jet black. It is not ornate in the least, but the mage-smiths forging this weapon at the heart of the earth imbued it through secret rituals with an incredible power. The Sword commands the hearts of those who follow it, and plants black envy and longing in the minds of those who raise arms against it. Once in your possession, your troops never retreat involuntarily. Your citizens are henceforth completely immune to unhappiness attacks, whether magical (terror spell) or religious (conversion) in nature. Since the Black Sword is an object, not a building, it may be carried by a military leader. If this is done, all your troops in the province with that leader gain +4 to attack and defense, and all enemy troops in the province are more likely to retreat than usual and if captured join your side instead of being captured. This capturing effect is even true of captured leaders...
Arbiter-Mint of Candle'Bre (Merc1): Created by the agreement of all factions, the Arbiter-Mint is a nominally independent organization of prominent merchants and economists charged with the economic unity of all Candle'Bre. The Arbiter-Mint settles monetary disputes between nobles and merchant groups, prints and values the universal Candle'Bre coinage system, and sets weights and measures standards. And unusual wonder, the Arbiter-Mint (once it is available to any player) cannot be built without the agreement of all factions, at which time the race to build it is on. Of course, refusing to make it available leads to reprecussions against those who seek to thwart trade... The builder of the Arbiter-Mint gains a large commission of money every time a trade is made, even if it is not with him. Your allies and vassals gain the benefit of this effect. The Arbiter-Mint even exerts power during wartime... if another player declares war on you, all his trades are cancelled and he may not initiate new trades until the war is ended.
Greysteel Forge (Ind1): The power that forced up the Cataclysmic ranges still rages at their heart. Using a semi-magical process combining the furious heat of the mountain's core with the raw power of the Cataclysm, smiths can create a metal that surpasses any other. Called "greysteel" for its ashen color, the magma-tempered metal is stronger than steel and has a much greater tensile strength. The Greysteel Forge transforms steel provided by a refinery into units of greysteel. When greysteel is worked by a master armorer/bladesmith instead of steel, the bonus to the attack or defense of troops trained there is increased from 15% to 50%.
Oracle Mount (Rel1): The ancient power that dwells in this mountaintop shrine is unknown. Little is known about the power manifested there, but it is held by the citizens of the realm that the Oracle never, ever lies. Many make pilgrimages to the mountaintop from across the land, all wondering about their fate and what lies in store for them. The Oracle Mount doubles the effect of all temples you control: they now produce 2 influence every turn. In addition, all temples you control now add 5% organization.
The Altusmett (Gov1): The Altusmett is a great convention of all the nobles of the land, from regional petty Barons to wealthy Dukes with entire cities under their thumbs. The Altusmett may be a logistical nightmare when it meets every month, but the organization is a bastion of free thought and the greatest of bargaining tables. The Altusmett is a boon to republican governments, but dictators would do well to avoid its destabilizing influence. The Altusmett prevents all citizens of noble or aristocratic status from ever becoming unhappy for any reason. Corruption and Crime caused from distance to your capital (or Palace of the Regent) is eliminated. Tax revenue increases kingdomwide by 20%. Finally, the construction of the Altusmett instantly moves your government slider a large distace towards republicanism and away from autocracy... this can cause unrest, but for empires struggling to introduce reform it can be a great leap forward, saving a lot of time.
Entropic Nexus (Mag1): A low tower constructed completely of smooth marble and covered in enchanted runes, the Nexus is magically imbued with the ability to function as an anchor for a powerful disruptive force. The Nexus actually tears the arcane fabric of spells apart, requiring more energy to prevent them from simply falling apart due to the Entropic force of the Nexus. All players' spells require twice as much mana to cast. This effect includes the controller of the Nexus, but because the Nexus requires one Archmage working there to function you can disable it at the beginning of your turn and re-enable it at the end of your turn... this allows you to cast normal spells during your turn only, however, so that tactic is of no help if you are attacked and wish to use a spell in battle.
MINOR WONDERS
Rockface Citadel (Mil1): This forbidding bulwark is a great fortress hewn form the rock of the hill/mountain on which it rests. Crafted from the very earth, it is incredibly strong and its cavernous halls have the ability to hold many men and supplies to outlast all but the most determined siege. The Rockface Citadel holds troops as a tile fortress would do, but it has a much greater capacity and doubles the defense of all units stationed in it. The Citadel is a boon to stability, requires only as many workers to maintain it as a castle, and is impervious to siege weapons. The sheer size of the structure makes it impossible to raze, and it may be captured (unlike most minor wonders).
War Academy (Mil2): The War Academy serves as a method to turn promising squires of the realm into Captains and Generals to lead your glorious armies. Utilizing strict military discipline, instruction in tactical doctrine, and immersion in a military environment, the War Academy enables the training of War Captains and Generals for a price.
Rallying Memorial (Mil3): This great statue of a deceased heroic figure lends courage and patriotic admiration to the soldiers who share his cause. The memorial bestows significant defensive benefit to your soldiers defending in the province. The presence of the memorial makes the province more stable and increases the resistance of the province if captured. If razed by an invading army, the citizens are quite likely to immediatly rise up against the invaders.
Goods Registry (Merc1): The Registry is an office regulating the imports and exports of goods in your provinces. Merchants are obligated to report any foreign trade here, under penalty of law. The registry allows for the taxation of exports and imports, and the registry generates income whenever you buy from or sell to another player.
Standard Mint (Merc2): The Standard Mint provides specifications for a common coin for your realm. Before this, all provinces have their own coinage. The standard mint pleases the merchants greatly, and makes all your mints generate more gold and causes all your mints to add 1% stability.
Grand Bazaar (Merc3): The grandest of all marketplaces. This veritable city of tents, stands, and carts doubles the effects of the marketplace in that province, and enables you to ask for whatever proce you want for luxury resources (normally going for a flat 4 gold, buy rate 5 gold).
Magma Furnace (Ind1): Sulfurous smoke rises perpetually from this underground forge complex. Its fires fed from underground volcanic sources, the Furnace reduces the time taken by the smithy to produce troops by 2 turns, and reduces their cost by an additional 4 gold.
Waterfall Mill (Ind2): This mammoth wooden structure is built over a high waterfall, and completely covers the waterfall from the top level to the bottom. Often called the "roaring mill," its series of strong oaken waterwheels placed all the way down the falls increases the food yield of the province from croplands (fields, marsh) by 50%.
Mechanical Sawmill (Ind3): Truly a wonder of modern design, the Mechanical Sawmill is a great, low building filled with massive cogs, spokes, gears, and saws fed by a central furnace. The speed of its operation enables it to serve as a Forester's Guild for an entire province, making the addition of additional guilds for each forest tile in the province unecessary.
Antiquity Shrine (Rel1): This humble place of worship centers around an Antiquity, or artifact from the old world before the cataclysm. The religious authorities in the province have used the artifact as irrefutable truth that the faith of the province is in fact the true faith of Candle'Bre; thus, the province in which it is built may not be converted in any way. If the Shrine is destroyed, an armed rebellion of the people is very likely (as well as a loss of church influence).
Sacred Crypt (Rel2): Vaulted celings and smooth columns of marble compose this tomblike complex beneath the cathedral in one of your provinces. The Crypt is forbidden to all but the highest clergy, but all know of its holiness. The Cathedral it is built under now acts as if it were two cathedrals. In addition, whenever one of your religious leaders dies for any reason your entire realm gains happiness for 5 turns, and no provinces of the deceased leader's faith may be converted during that time.
Jeweled Relic (Rel3): When great religious men die, a part of them is often kept and sealed in gold as a relic, one of the most holy of treasures. This particular relic has been crafted by the best jewelers in the realm with great care, and is studded with all sorts of precious stones. The relic may only be built when a religious leader dies, and it greatly increases the chance your realm has of randomly generating religious leaders.
Gilded Palace (Gov1): The grandest of all estates, your palace is transformed by master craftsmen into the envy of royalty all over Candle'Bre. The Gilded Palace is the same building as described in the Societal Model (misspelled there as "Guilded Palace"), but it is now a minor wonder.
Great Archives (Gov2): A massive collection of texts and scrolls fills this great catacomb. Legal and trade documents, historical records, court proceedings, and all manners of civil and governmental proceedings from all over the realm are kept within its innumerable shelves. The Archives doubles the effects of all courthouses in your realm.
Palace of the Regent (Gov3): A Regent is an aristocratic official that handles the more everyday matters of government, acts as your representative in civil matters, and takes over the rulership of the realm as a steward if you should be unable to rule. Although not nearly as ornate as yours, the Regent's Palace provides your right-hand man with a base of operations where he can keep awatchful eye on officials far from your palace. The Palace of the Regent eliminates all corruption and chance of rebellion where it is built, and decreases it in nearby provinces as if it were a half-strength palace.
Acadmey of Enlightenment (Sci1): The Academy is a center of learning for universities across your realm. Equipped with the most comprehensive research equipment gold can buy, the Academy has a percentage chance each turn to spontaneously give 10 research points to any topic. This chance is 2% for each University you control in your realm. This chance only applies if the Academy of Enlightenment is fully staffed, and Universities only increase the chance if they are fully staffed.
Alchemical Laboratory (Sci2): This strange looking building houses all kinds of chemicals and alchemical mixtures, as well as equipment and staff for creating them. Strange odors and colored fumes are constantly pouring out of its many chimneys. The Alchemical Laboratory enables the construction of Alchemist's Shops in all your provinces, which have their own benefits (for one, transmuting the products of iron mines into gold).
Starfield Telescope (Sci3): This huge telescope, perched on a tall mountain peak, utilizes a series of lenses made of the purest of crystal. The ultimate in optics technology, the telescope reveals fog of war in a large radius around it. In addition, the astrological application of the telescope enables the prediction of upcoming weather and the seasons, and farm production of all fields within the radius of sight around the telescope is increased by 25%.
Sorcerer's College (Mag1): It is a fortress of secrets, where the arcane becomes the ordinary. The Sorcerer's College instructs young and promising pupils in wizardry and magic, and you may train Archmages (magical leaders) as you do Generals in the War Academy. THe Academy, however, operates outside the common society and law, and has a minor destabilizing impact on the province in which it is built.
Sigil of Mastery (Mag2): This Sigil is the most powerful of any sigil yet created, drawing its power from far away sources that most sigils cannot tap. Imbued with the life force of one of your magical leaders, it may be placed anywhere in your provinces and acts as a sigil channeling all elements.
Font of Rejuvenation (Mag3): A fountain carved entirely out of enchanted amethyst, the Font of Rejuvenation is a powerful focus of arcane energy. The font spontaneously generates 2 mana per turn that can be used for any purpose.
DEIFIC WONDERS
MORE ARE COMING SOON...
Last edited by cyclotron7 on 06-09-2002 at 03:15
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:20
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WONDEROUS UPDATES
I have added the Scientific category which I had left out, bringing the total wonders to 43.
The Minor wonder basic descriptions are finished, and I will move on to the deific wonders soon. Feedback and suggestions for Major Wonders especially is welcomed.
I have added the Greysteel Forge.
Last edited by cyclotron7 on 13-06-2002 at 02:19
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:20
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And now for something completely different...
A major wonder
Mil1 - Candle Bre's Grandee Tourney (think ancient Olympics)- Every 5th year all the greatest warriors and heroes of the land are summoned to the Grandee Tourney Grounds. Typical features of the gathering include jousting tournaments, archery displays, feats of strength, races, and much feasting and revelry. Translated effects - Once per 5 years a halt to all conflicts can be called as all major officers are summoned to Grand Tourney. Province with this major wonder allows greater tax collection via trade for that year. (At the discretion of others here, the summons can be ignored at a cost of honor of 2 honor per captain and 4 honor per general all of which are divided equally amongst attendees of the GT. An attack during GT, will cause the defending player to automatically have his leaders in the field but suffer no adverse honor effects)
Og
Last edited by Ogie Oglethorpe on 13-06-2002 at 21:06
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Ramo
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Austin, Texas, USA
Oct 1999 time: 23:20
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quote: Quote:" And the lady of the lake held up her silvery hand...
Peasant "Thats no system for a government. If some watery tart through a scimitar at me.... " |

Loved that scene.
quote: [thud]
[King Arthur music]
[thud thud thud]
[King Arthur music stops]
ARTHUR:
Old woman!
DENNIS:
Man!
ARTHUR:
Man. Sorry. What knight lives in that castle over there?
DENNIS:
I'm thirty-seven.
ARTHUR:
I-- what?
DENNIS:
I'm thirty-seven. I'm not old.
ARTHUR:
Well, I can't just call you 'Man'.
DENNIS:
Well, you could say 'Dennis'.
ARTHUR:
Well, I didn't know you were called 'Dennis'.
DENNIS:
Well, you didn't bother to find out, did you?
ARTHUR:
I did say 'sorry' about the 'old woman', but from the behind you looked--
DENNIS:
What I object to is that you automatically treat me like an inferior!
ARTHUR:
Well, I am King!
DENNIS:
Oh, King, eh, very nice. And how d'you get that, eh? By exploiting the workers! By 'anging on to outdated imperialist dogma which perpetuates the economic and social differences in our society. If there's ever going to be any progress with the--
WOMAN:
Dennis, there's some lovely filth down here. Oh! How d'you do?
ARTHUR:
How do you do, good lady? I am Arthur, King of the Britons. Who's castle is that?
WOMAN:
King of the who?
ARTHUR:
The Britons.
WOMAN:
Who are the Britons?
ARTHUR:
Well, we all are. We are all Britons, and I am your king.
WOMAN:
I didn't know we had a king. I thought we were an autonomous collective.
DENNIS:
You're fooling yourself. We're living in a dictatorship: a self-perpetuating autocracy in which the working classes--
WOMAN:
Oh, there you go bringing class into it again.
DENNIS:
That's what it's all about. If only people would hear of--
ARTHUR:
Please! Please, good people. I am in haste. Who lives in that castle?
WOMAN:
No one lives there.
ARTHUR:
Then who is your lord?
WOMAN:
We don't have a lord.
ARTHUR:
What?
DENNIS:
I told you. We're an anarcho-syndicalist commune. We take it in turns to act as a sort of executive officer for the week,...
ARTHUR:
Yes.
DENNIS:
...but all the decisions of that officer have to be ratified at a special bi-weekly meeting...
ARTHUR:
Yes, I see.
DENNIS:
...by a simple majority in the case of purely internal affairs,...
ARTHUR:
Be quiet!
DENNIS:
...but by a two-thirds majority in the case of more major--
ARTHUR:
Be quiet! I order you to be quiet!
WOMAN:
Order, eh? Who does he think he is? Heh.
ARTHUR:
I am your king!
WOMAN:
Well, I didn't vote for you.
ARTHUR:
You don't vote for kings.
WOMAN:
Well, how did you become King, then?
ARTHUR:
The Lady of the Lake,...
[angels sing]
...her arm clad in the purest shimmering samite, held aloft Excalibur from the bosom of the water signifying by Divine Providence that I, Arthur, was to carry Excalibur.
[singing stops]
That is why I am your king!
DENNIS:
Listen. Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
ARTHUR:
Be quiet!
DENNIS:
Well, but you can't expect to wield supreme executive power just 'cause some watery tart threw a sword at you!
ARTHUR:
Shut up!
DENNIS:
I mean, if I went 'round saying I was an emperor just because some moistened bint had lobbed a scimitar at me, they'd put me away!
ARTHUR:
Shut up, will you? Shut up!
DENNIS:
Ah, now we see the violence inherent in the system.
ARTHUR:
Shut up!
DENNIS:
Oh! Come and see the violence inherent in the system! Help! Help! I'm being repressed!
ARTHUR:
Bloody peasant!
DENNIS:
Oh, what a give-away. Did you hear that? Did you hear that, eh? That's what I'm on about. Did you see him repressing me? You saw it, didn't you? |
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Nosforontu
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I personally think that wonders at least at the major/diefic levels should come with a price attached to them beyond their construction costs. For some of them it would make sense that you have to have x buildings of some kind to maintain the wonder as a wonder, as an example the Great Library of Candlebere may require the owner to maintain 25 libraries in order to benifit from it and if has few than that number then he loses the benifit of the wonder until he gets back to the correct level.
While other wonders may impair you if you undertake certain actions for instance a Wonder entitled Portal to Hell may give you big bonuses on combat actions but cost you x honor points a turn.
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