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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:27
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It's funny... I've been thinking about this all day... if I had to reduce Wonders down to the minimum, what would I NEED?
FP.
That's it.
To answer the intent of the question, though, Bach and Smith are the only really essential GWs.
Colossus is strictly a bonus GW.
I don;t have much problem keeping up on tech anymore (Emperor), so GLib is extraneous.
Leo's is nice, but I can live without, and Sun Tzu, other than for "conquest Barracks", is not enough of a benefit over just building Barracks... I find warmongering easy enough without the warmongering Wonders.
After that, Hoover is great, but live-without-able.
But give me an FP, and I will rule the world.
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Don Giovanni
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I just recalled an old proverb: If you can't get the one you love, you have to love the one you get!
What I mean is, skill is being able to adapt - you get to build some great wonders during the game, you just don't know which (can't get the ones you love) , but you should be able to adjust your playing style accordingly (love the ones you get). In that sense, I agree with Theseus, that you only really need the FP (and skill!).
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Dominae
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I'll take "best" Wonders to mean those that most influence a winning position. I'm not including the Forbidden Palace because it is so clearly above all the rest, nor the United Nations due to its special role. Finally, I'm going to assume that the games in which these Wonders are built are "close", in the sense that one player is not completely dominating; Hoover did not make my short list because I've never seen it built in a tight race (the game is usually "over" by then).
1. Theory of Evolution
The best, biggest and baddest "swing" Wonder in the game, this baby can turn the tides in all but the most hopeless games (where you would never get to build it, anyway). One of the best "dirty tricks" against the AI is simply to beeline and plan to secure the Theory of Evolution, a plan which is successful because the AI does not prioritize this Wonder enough. Against human opponents, I can imagine the race for the Toe would be one of the most hard-fought in an entire game. The fact that getting this bascially gives you Hoover "for free" means that, in my mind, it makes no sense to include Hoover among the best Wonders; the Theory of Evolution gives two Wonders in one neat little package.
2. The Pyramids
It's effects are such that, even if you do not get to build it yourself but have to capture it, it is still useful long after it was completed. Whereas all other Wonders have a "shelf life" (consider Sun Tzus': it's great during the Medieval age, but not at all important during the Industrial), the Pyramids will keep paying off all game long. For instance, far-flung corrupt cities which only deserve irrigation and specialists are now always "productive" in half the time it would normally take. And if you do manage to secure it yourself early (maybe ultra-early, with a Great Leader!) your huge pop advantage will lead you to a very strong position.
3. The Great Library
The entire early-game can revolve around the decision to secure this Wonder. Cost-wise it often nets the best returns until Leonardo's and Smith's, which is saying a lot because everything (such as cash flow) is so much more important during the early stages of a given game. Certainly it is possible to keep up in techs without this Wonder, but the point is that by building The Great Library you get rich too. This Wonder is the warmonger's delight, since you can just forget about research completely and have enough cash for upgrades. Many people discount this Wonder because it is a "gamble": if you go for it and miss it, you'll be hard-pressed to catch up in techs. But this is untrue, since you can typically buy yourself into tech partiy with all the Gold you've saved up.
That the three Wonders I listed are not necessary for a successful game is IMO good game design. The Great Lighthouse clearly deserves an honorable mention as being the only necessary Wonder on certain maps (just imagine an Archipelago MP game). Fortunately, on most maps, The Great Lighthouse provides a nice advantage, but not one that wins the game all by itself.
Dominae
Last edited by Dominae on 12-05-2003 at 21:09
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