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V The King
(Copied + Pasted my post from the old forums. I'll adjust bolds later)

(Read the edits for progress in the suggestion. smile.gif )

While doing stuff in my nation, I thought it would be awesome if a nation could buy certain wonders based on the resources they start with. I contemplated about such sudden thought, and concluded they could be an interesting addition to the game.

Each nation would only be able to have one of each building, occupying either improvement or wonder slots. The buildings available would be based on their native resources.

Say, I have Marble and Furs. I'd be able to buy 2 wonders, one for Furs and one for Marble. Each resource would unlock a certain building. Someone else has Coal and Iron as starting resources. His resources would unlock different buildings from mine's. Also, most of those would need certain a certain amount of infrastructure, technology and/or improvements to be built.

The following would be examples of what the improvements or wonders could be like (Naturally, the names, stats and costs could be tweaked).

EDIT #1: They'd have wonder status and be more or less up to par with the other ones. No improvement, tech or any other requirements, just like a wonder. The upkeep cost would be the same as a normal wonder. I'm also adding others' suggestions, but if you're doing so, please add the full stats. smile.gif
EDIT #2: More wonders suggestions.

EDIT #3: Done wonders for all resources, more or less balanced them. I recognize some has bad names. sad.gif I worked on those for about a hour and a half. Inputs?


(The following has been suggested by V The King)

For Aluminum:
Recycling Center: Recycle used goods that would otherwise be laid to the waste. Environment +1, Population Happiness +3.
Base Cost: 30,000,000

For Cattle:
Cattle Farms: Increases the production of cattle within your nation. Boosts your population count by 2%, increases income by $3.00, increases your nation's land area by 5%.
Base Cost: 30,000,000

For Coal:
Fossil fuel power plant: Produces a vast amount of electricity to be consumed. Decreases infrastructure cost by 5%, decreases upkeep cost by 6%.
Base Cost: 35,000,000

For Fish:
Aquatic Farms: Aquaculture will provide a steady amount of Fish to your population. Increases Population by 3%.
Base Cost: 30,000,000

For Furs:
Massive Fur Products Retailer: Provides more jobs for your population, increases revenues. Boosts your citizens' income by $9.00, increases happiness +1.5
Base cost: 32,500,000

For Gold:
Gold Mines: More mines within your nation will increase gold's output, which will be used to make wares that need gold. Population Happiness +4, Population Income +4.00.
Base Cost: 30,000,000

For Gems:
Gemstone Retailer: Where most of the gemstones mined inside your nation are sold. Increases population Happiness +2.5, increases population income $2.50
Base Cost: 35,000,000

For Iron:
Blast furnaces: Where the iron ore extracted is smelted to be further used. Decreases infrastructure upkeep cost by 7%.
Base Cost: 40,000,000

For Lead:
National Ammunition Factory: Produces ammunition for your army and provides plenty of jobs. Increases population income +7.00, and reduces all military purchases and upkeep costs (Soldiers, Tanks, Planes and Nuclear Weapons) by 33%
Base Cost: 35,000,000

For Lumber:
National Park: Secure the protection of large areas of your forest. Increases population happiness +3, increases the nation's land area by 7%.
Base Cost: 30,000,000


For Marble:
Marble Sculpture: A huge marble sculpture which inspires your citizens. Increases population happiness by 4.
Base Cost: 30,000,000

For Oil:
Refinery: Where the Oil within your nation is processed. Increases population income +$8.00, reduces all military purchases costs by 20%.
Base Cost: 40,000,000

For Pigs:
Intensive Breeding: Increases the production of pigs through modern methods of breeding. Increases population by 5%.
Base Cost: 30,000,000

For Rubber:
Para rubber trees plantation: The seeds of those trees were brought from a tropical nation. They produce much more latex than the average rubber tree. Reduces infrastructure purchase cost by 8%, increases land area by 20%, increases population income by $5.00

For Silver:
Medical Research Center: Some Silver compounds is known to be effective against bacteria and effective in some wound treatment. Population Income +4.00, Increases population count by 3%, reduces technology cost by 5%.
Base Cost: 35,000,000

For Spices:
Spice Trading Center: Where many of the desirable spices found within your country are commercialized. Population income +4.00, population happiness +2.
Base Cost: 30,000,000

For Sugar:
Sweet Co.: A major company dedicated to selling sugar products. Population happiness +4.
Base Cost: 30,000,000

For Uranium:
Nuclear Power Plant: Nuclear power plants produces vast amounts of energy. A meltdown of the reactors within could bring severe consequences for the environment of your country. Nuclear Weapons do not harm the environment. Increases population income +6.00, decreases infrastructure upkeep cost by 7%. If you destroy the Nuclear Power Plant, your environment will be reduced by 5 stars, and will increase by 1 star every day until your environment returns to its original condition before the destruction of the NPP.
Base Cost: 35,000,000

For Water:
Hydroelectric dam: Provides additional power supply throughout your nation. Increases population happiness +1, decreases infrastructure cost and upkeep by 3%.
Base Cost: 30,000,000

For Wine:
Controlled Vineyards: Allows the best of the best to be grown in your nation's soil, which will be sold by high prices in the market. Population happiness +3, Population Income +4.00.
Base Cost: 35,000,000

For Wheat:
Specialized Restaurants: A restaurant chain focused on selling wheat flour related food, such as pasta and cakes. Population happiness +3.
Base Cost: 30,000,000


(The following has been suggested by Amonra)

For Fish:
Snow Crab Industry- +5% Income, +2% Pop. -1 enviroment.
Base Cost: ?

For Pigs:
Medical Research Facility: (pigs are often used for research organ donation, ect...) +4 Happiness, +2 Pop., -2% Soldier Upkeep
Base Cost: ?

For Gold:
World Bank- (Gold standard) :+ 5% Income, - 2% Tech Cost, -%2 Infra Cost
Base Cost: ?

For Silver:
Heavy Machienery Mfg. (mining expertise): 8% Infra Upkeep, -2% Tech Cost
Base Cost: ?

For Aluminum:
Recycling Plant- +1 Enviroment: +3% Income, -3% Infra Cost, Increase Aircraft Maximum to 70
Base Cost: ?

For Spices:
Salt Mine: +$8.00 Income, -5% Soldier Upkeep, -1 Enviroment, - 10% Cruise Missle Upkeep

(The following has been suggested by Quiz Kid)

For Uranium:
Nuclear Power Plant Cancels any penalties caused due to the possession of nuclear weapons.
Base Cost: ?


They're just examples of what they'd look like, I know they weren't exactly well-developed.

Suggestions/Ideas/Thoughts are more than welcome. smile.gif
is nice
Starting resource is the only fundamental difference between nations at creation, and the only difference that cannot be bridged by effective play. Do you really want to create a bigger difference between the effectiveness of various starting resources?
DictatorPhilTaylor
QUOTE (is nice @ Sep 8 2007, 09:31 PM) *
Starting resource is the only fundamental difference between nations at creation, and the only difference that cannot be bridged by effective play. Do you really want to create a bigger difference between the effectiveness of various starting resources?



LOL! That is confusing yet very understandable. However it would give more wonders, adding fun to older nations.
sparta
QUOTE (DictatorPhilTaylor @ Sep 8 2007, 09:36 PM) *
LOL! That is confusing yet very understandable. However it would give more wonders, adding fun to older nations.


well then the older nations will then have somthing to do with themselves.
BJ Walsh
as long as you can keep all them balanced, then its fine. if you set up the wonders such that some are better than others, its going to upset people (unless of course you make furs/rubber good).
Yorae
I support this idea i think its really good. But i think it need some tweaking.
Carnage
+% population, +% income, -%infra and -%infra upkeep are too overpowering. resources are already unbalance. this idea will make it so much worst.
rozalia
QUOTE (is nice @ Sep 8 2007, 10:31 PM) *
Starting resource is the only fundamental difference between nations at creation, and the only difference that cannot be bridged by effective play. Do you really want to create a bigger difference between the effectiveness of various starting resources?


What are you talking about? This idea is to give the worst resourses a better chance. Not to make them worst.
vgmmaster
As a person who got really shafted in the resource department, I do like this the general thought of this idea as they could finally make me actually like my resources for once.
V The King
QUOTE (Carnage @ Sep 8 2007, 05:14 PM) *
+% population, +% income, -%infra and -%infra upkeep are too overpowering. resources are already unbalance. this idea will make it so much worst.

Not if they're balanced. lol.
I'll adjust the suggested wonders, though.
Tyrone The Tyrant
Good idea! As more value to resources.
V The King
Bump.
wenwillthisend
ok they all sound good and having coal and pigs as native resource it all works for me.

I was thinking what about a power station for coal?

Power station
needs coal.
cost 30,000,000
not sure what bonus but yea, maybe some decrease in infra and increase in either pop happiness or citizens
fireguy15207
That one for Lead would really make me like my starting resource. And that one for the snow crab industry, that would really make me rake in the dough.

I'm just a little skeptical on the balance of these in relation to the balance of the resources. But otherwise, good idea.
awesome-o
These unbalance the current resources. There is too much money in the game as it is. It makes the rich, richer, and the poor, slightly better off.

TC's resources would give him +5.5 happiness and +9.00 income. Can we say conflict of interest?

Also, resource improvements are weird. For example:

Cattle: an increase in income AND population? pick one and ditch the other. It's way too powerful, even moreso than the original bonus.
Furs: Jesus Christ....+9 income AND +1.5 happiness? Can we say, broken? It's one of the cheapest wonders you've suggested and it provides probably the biggest bonus. Again, I think you've got a conflict of interest.
Gems: Too underpowered in respect to your other suggestions. If you're going to beef everything up, you have to do everything, not just the resources you have or your friends have.
Gold: See furs. Overpowered, underpriced
Lead: So having this wonder will net you a TOTAL of 53% off the cost of CMs and nukes? No thanks


Those are just a few that jumped out at me. I have issue with most of the suggestions you've put forth, but I don't have the time to respond to them. My suggestion?

Balance them out or be consistent. If you're going to make some resources a monster, do it for all of them, or don't do it at all.
V The King
I almost forgot about the suggestion forum. /facepalms.

I'll balance them as I have time (This weekend)
ReaperBoi
I think this is a great idea. A touch of balancing and it'l be perfect.

nuke.gif Reaper nuke.gif
Hanzo
This is a solid idea. I was thinking at first you meant different combos of native resources would give different unique wonders but then there would be ALOT of new wonders due to high number of permutation. Perhaps this will make some resources more sought after. Furs for example.

After reading once over again, Quiz Kid's uranium idea is not really fair. What if the nation does not have any nuclear weapons? Then buying the wonder would be useless really. Shouldn't the wonder be beneficial to the nation regardless of its weaponry? The wonder should help the nation from a bigger perspective, not just military.
Seerow
here's my thought: Rather than making these flat bonuses, make them actually change the resource itself. This way older nations with wonders will be more desirable trade partners, so people who actually try for their trades will gain more benefit than those who just spam noobs to get whatever trades they can.

Of course, I agree with the idea of giving crappy resources the better wonders, but having a crappy resource become a good resource does nothing to make people want to trade with you. Making it modify the resource means that a stronger nation with Rubber or lead is more likely to actually get a trade.
awesome-o
QUOTE (Seerow @ Sep 19 2007, 07:39 AM) *
here's my thought: Rather than making these flat bonuses, make them actually change the resource itself. This way older nations with wonders will be more desirable trade partners, so people who actually try for their trades will gain more benefit than those who just spam noobs to get whatever trades they can.

Of course, I agree with the idea of giving crappy resources the better wonders, but having a crappy resource become a good resource does nothing to make people want to trade with you. Making it modify the resource means that a stronger nation with Rubber or lead is more likely to actually get a trade.


The problem with that logic is that most nations that large already have stable partners and can't be swayed by aid requests.
Seerow
QUOTE (awesome-o @ Sep 19 2007, 08:40 AM) *
The problem with that logic is that most nations that large already have stable partners and can't be swayed by aid requests.


Not always. Yes most large nations, particularly those with top 12 base resources, will have steady trade partners. Others however, like people who start with crappy resources such as Lead, Furs, Gold, Silver, etc, are reduced to dealing with paying for unstable trades, generally losing their trades whenever the noob they're trading with realizes they got gyped because they're getting a crappy resource in trade.

People with crap resources generally are stuck with the same problems whether they're small or large. However, this would encourage nations with those crap resources to get the new wonder asap, not just for the added bonus to themselves, but so that others would look more kindly on taking them as a stable trading partner.

Then you would get people who -really- try hard, and get trades with all people who have the wonders for their resources, for a maximum benefit. Which should be a benefit obtainable by a high end nation willing to put work into finding very specific trading partners.


Edit: Having read your other post, I agree that some of his ideas are unbalanced, but perhaps not to the level you claim. I'll take a look and go through them, see what could be changed. But remember these are wonders, not just generally improving resources, unless you make the resources tradeable like I wanted. If they're made tradeable, the bonuses should probably be on the low side compared to most wonders, but not negligible. And the low-end resources should definitely get the bigger boost.
Lady Gaga
Without commenting on the balance of the effects, which can easily be lowered to suit our needs, this idea has a lot of merit. Giving a very mediocre wonder to say, fish and wheat, but a really nice wonder to furs and lead will go a long way towards helping to add a bit of balance to the resource system. There's a yes vote in there.
Seerow
Okay, my take on the wonders, and reasoning for each. Again, assuming they'd be made tradeable. If the benefit isn't tradeabe, all of these would need to be higher to remain competitive with other wonders:

Aluminum
Benefit: Population income+$5, Aircraft Cost - 13%
Cost: 30mil
Reasoning: The population income is because right now, a high end nation doesn't really need Aluminum, as infra reducers are scrapped in favor of income boosting. While +$5 isn't much for a wonder, it does make aluminum as nice as other improvements that don't have the wonder boost for income boosting, so it seems like less of a total waste. The aircraft cost is just to bring the cost reduction to an even 20%. It's a fairly minor thing to add in, but I felt something already in aluminum needed to be improved rather than just adding money, and reducing infra cost more would be broken in some cases, useless in others. This is something anyone can use.

Cattle
Benefit: Citizen Count +3%, increase land area +5%
Cost: 30mil
Reasoning: The citizen count alone is pretty good, but less than the other comparable wonder (a 5% boost there) which evens out by it being a tradeable bonus. The land area bonus is there to make it seem less barebones, and hey, who can't use a bit more land?

Coal
Benefit: Eliminate Coal environment penalty, Decrease Infra Purchase Cost -4%, +3 Happiness
Cost: 30mil
Reasoning: Coal is one of those resources nobody wants. It kills your environment unless you have border walls, it makes infra cheaper... but not cheap enough to make it better than other stuff that improves your income. This gives you a bit of income and gets rid of the environment, making Coal with this wonder very desirable.

Fish
Benefit: Citizen Count +2%, increase land area +5%
Cost: 30mil
Reasoning: Similar to Cattle, Fish is the better base resource so it gets a slightly lesser bonus to compensate. It's still a strong resource overall and better than cattle, but cattle goes to fast food so it's fair.

Furs
Benefit: +3.5 happiness, Natural Growth +90%
Cost: 30mil
Reasoning: The +3.5 happiness seems really big, until you realize before that boost all Furs had going for it was a +3.50 income boost. Gems gave a +6.50 income boost, Silver and Wine a +6 income boost... and they have wonders coming too.
Likewise, the natural growth boost SEEMS big, but then you realize even an ancient nation has 250 land from natural growth. Changing it from a 10% boost to a 100% boost with this wonder nets roughly 225 land for the oldest nation, not game breaking by any means.

Gold
Benefit: +$2.00, increase max sendable tech to 75
Cost: 30mil
Reasoning: People love tech deals. Tech deals take up too many aid slots. Reducing the cost of tech is a pointless battle, because NOBODY is going to buy their own tech. It's too expensive. So they get it from other people with no tech instead. Gold is almost a worthwhile resource for tech dealers currently. This change would make it mandatory for a serious tech dealer. Which is good.

Gems
Benefit: +$1, +2 Happiness
Cost: 30mil
Reasoning: This is much weaker than most wonders, which is evened out by being tradeable. This brings gems with wonder to having 11.50, compared to Furs with wonders having 11.00 and a land bonus. Making them fairly comparable.

Iron
Benefit: Reduce infra upkeep costs 5%, reduce soldier/tank upkeep 50%
Cost: 30mil
Reasoning: The infra upkeep cost is the big benefit here, and is significantly less than comparable wonders. Soldier/Tank upkeep reduction is decent when you're at war, but will never save more than a hundred mil or so. Iron was already a strong resource, this just keeps it competitive.

Lead
Benefit: Reduce Nuclear Weapon Cost and Upkeep -30% (total of 50%), lower initial aircraft cost -20%, +2 Happiness
Cost: 30mil
Reasoning: Lead sucks. Period. Always has. What it tries to do Uranium does a hundred times better. This brings it in line with Uranium economically, with a more military bent.

Lumber
Benefit: Increase Land Area +10%, Infra Upkeep -5%, Initial Infra Cost -3%
Cost: 30mil
Reasoning: Like Iron, already a strong resource. Improving the upkeep reduction keeps it in line economically with the others, and the increase in land area was just something that made sense to me.

Marble
Benefit: Happiness +3, Infra Cost -5%
Cost: 30mil
Reasoning: Marble is interesting. Early game everyone wants it, so it doesn't really NEED a boost to get trades, however late game nations find themselves lacking the need for it, as generally you would swap to a Marble trade if you need to buy infra, but keeping something else when you're collecting or paying bills, because it has no other benefit. Giving it a happiness boost makes people with it as a base resource less screwed, and the infra cost reduction is just improving the base, which is normal.

Oil
Benefit: Population Income +5%, eliminate environment penalties
Cost: 30mil
Reasoning: This is the first case where we have a percentage boost to income in a wonder. But with Oil, it fits. The happiness boost it has is too low, and so long as you use such boosts sparingly, they won't unbalance things anymore than income boosting. Eliminating the environment penalty and giving such a boost though makes Oil a much more desirable resource with the wonder.

Pigs
Benefit: Soldier Count +15%, Population +3.5%
Cost: 30mil
Reasoning: This leaves pigs still 1% behind cattle, and a ways behind fish, but it didn't need a huge boost to begin with. Improving the soldier count is just improving on the base. And honestly until admin fixes his war system, more of a penalty than a bonus :x

Rubber
Benefit: Land Area +15%, Income +$5, Infra Upkeep -2%
Cost: 30mil
Reasoning: Rubber is doing a lot, but the problem is everything it tries to do is stuff nobody really cares about. Its best benefit is infra cost reduction, which others do better. However as a jack of all trades, giving it a minor income boost, and adding in an infra upkeep reducer makes it competitive as an economic resource, and still comes with the other minor benefits of rubber (mostly land related stuff)

Silver
Benefit: +3 Happiness, ???
Cost: 30mil
Reasoning: Here I'm unsure. All silver does is give an income boost. But gems does that and is king at it really. Silver needs some other minor bonus to make it different and make up for that extra 50 cents gems makes. The question is what fits silver that would make it different?

Spices
Benefit: +12% Land Area, +2 happiness, +2% Population
Cost: 30mil
Reasoning: Once again the land area doesn't matter much but is a nice little bonus to add. The happiness bonus keeps it in line economically with the others income boosters, but is still inferior to the more dedicated ones, giving a total +8 dollar income as opposed to 11ish for the others. To compensate spices gets a minor population boost. Besides spices is pretty much the only fast food resource that doesn't boost population.

Sugar
Benefits: +4% population, population happiness +1
Cost: 30mil
Reasoning: Again, keeping in line with the other resources, this brings sugar up to a total 7% population boost, and gets a bit of an income boost besides. compared to spices it has $6 less income, but a 5% higher population count.

Uranium
Benefits: Gain benefit of having government position set to developing nuclear technology, even when developing nuclear weapons. Negates uranium and nuclear related environment penalties.
Cost: 30mil
Reasoning: It always bugged me incredibly that if you had Uranium you had to choose between having income and having nukes. But balance wise it made sense you shouldn't get a huge discount to nuclear upkeep AND a fair income boost.
But since we're messing with wonders now, it's more than fair to allow Uranium to get that benefit while still having nukes.

Water
Benefits: Increase max pop density by 30. Citizen count +4%
Cost: 30mil
Reasoning: Here we have another strong resource that doesn't need much. The pop density is pretty trivial, but the citizen count bonus just makes sense. It's still less than your average wonder bonus, but keeps water in line with other resources as an economic bonus.

Wheat
Benefits: Citizen count+2%, Land Area + 10%
Cost: 30mil
Reasoning: Almost a clone of fish, gave it a higher land area boost because that's what it has by default, but this resource doesn't need much of a boost to remain competitive with others.

Wine
benefits: +3 happiness, ???
Cost: 30mil
Reasoning: This one is like Silver. In fact, in all ways except sprite, it's mechanicaly identical. They both have a +6 dollar income bonus as their base. Just like Silver, I want to keep the income just below gems, but have some other benefit to give it that makes sense. I'm thinking just a population boost ("lol you get drunk and have more babies")
Seerow
Oh cmon I write up all that stuff and nobody replies sad.gif
LynnCreed
I like most of it, but they could use some tweaking.
Fistandantilus
This is a great idea, just needs alittle adjusting.
commander thrawn
no this will just compound the fact that i have wine
Seerow
QUOTE (commander thrawn @ Sep 27 2007, 08:33 PM) *
no this will just compound the fact that i have wine



Ideally actually it would make you having wine not such a bad thing, as you bring something unique to the table once you have the wonder. It also encourages you to get that wonder asap where someone with something like Fish/Wheat wouldn't worry about it so much and would instead shoot for one of the more selfish resources, like Social Security System
Brotherington
i would vote yes if i were sure the furs wonder would compensate for the god-awfullness of furs.
Methrage
As long as they are balanced I think it would be a good feature.
Wurzak
Seerow: you're just making the good resources even better. Nerf Aluminum, Cattle, Fish, Iron, Lumber, Marble, Spices, Sugar, Water and Wheat and boost at least Gold and Lead.
the internet
love this idea!

silver +3 hap, +2% income?
uaciaut
QUOTE (rozalia @ Sep 9 2007, 03:15 AM) *
What are you talking about? This idea is to give the worst resourses a better chance. Not to make them worst.


Someone who understand, finally.

Seerow: that thing with gold is bad; modifying aid cap for some specific cases (now matter how big the requirements for being specific are tongue.gif ) is bad, mkay. The rest seems ok i guess. (p.s. furs < coal so make bonus for furs bigger biggrin.gif )

On a side note, i'm against all +%income modifiers. Only banks should give those, because everyone can buy them, the rest is ok wink.gif
uaciaut
bumpin this coz iLikes
also did i kill the thread? sad.gif
Nova Bacia
Yes, makes nations more unique
LynnCreed
Here's my 2 cents on what Seerow said:
I agree that there should be a flat rate. 30mil sounds good but something else would be okay, as long as it's a flat rate.


Aluminum
Benefit: Population income+$5, Aircraft Cost - 13%
Cost: 30mil
Reasoning: The population income is because right now, a high end nation doesn't really need Aluminum, as infra reducers are scrapped in favor of income boosting. While +$5 isn't much for a wonder, it does make aluminum as nice as other improvements that don't have the wonder boost for income boosting, so it seems like less of a total waste. The aircraft cost is just to bring the cost reduction to an even 20%. It's a fairly minor thing to add in, but I felt something already in aluminum needed to be improved rather than just adding money, and reducing infra cost more would be broken in some cases, useless in others. This is something anyone can use.


Call it "Recycling Center" as suggested by V the King
Benefits: I think there should be a +1.5 or so environment boost better than the income boost b/c it makes more sense. When you think of money-making metals aluminum isn't generally the first thing people think of. Plus some of the Bonus Resources that go with Aluminum require Resources that hurt your environment anyway. Besides that, I think the income boost should be scrapped b/c Aluminum is already one of the best Resources (i would know. I never have a hard time finding trading partners) and making it more appealing to larger nations will just leave the younger nations hanging, and they're the ones that need it most anyway. 12%, not 13, would bring aircraft down to an even 20, but I like it, so I think that should be kept.

Cattle
Benefit: Citizen Count +3%, increase land area +5%
Cost: 30mil
Reasoning: The citizen count alone is pretty good, but less than the other comparable wonder (a 5% boost there) which evens out by it being a tradeable bonus. The land area bonus is there to make it seem less barebones, and hey, who can't use a bit more land?


Call it the "Angus Industry" or something.
Cattle already gives boosts to land and pop. These are Wonders, implying that your industry in that Resource is more developed so you can do more with it. Instead, how about a literacy boost of +7%? JUST KIDDING. lol. Just trying to catch you guys off-guard and see if you're actually reading. wink.gif Angus beef gets more money on the global market, so maybe a +3 to income and a soldier boost of 5% due to the increased food production. Would make Cattle more desirable to people who want Resources that will help them build a strong military.

Coal
Benefit: Eliminate Coal environment penalty, Decrease Infra Purchase Cost -4%, +3 Happiness
Cost: 30mil
Reasoning: Coal is one of those resources nobody wants. It kills your environment unless you have border walls, it makes infra cheaper... but not cheap enough to make it better than other stuff that improves your income. This gives you a bit of income and gets rid of the environment, making Coal with this wonder very desirable.


Call this "Anthracite Industry" if you're going to use the wonder to eliminate the environmental penalty. anthracite is the highest grade Coal you can get and has minimal impurities. Instead of the happiness bonus, tack on a +2 or so income since anthracite is rare and expensive. I'd also reduce the infra bonus to 2%.

Fish
Benefit: Citizen Count +2%, increase land area +5%
Cost: 30mil
Reasoning: Similar to Cattle, Fish is the better base resource so it gets a slightly lesser bonus to compensate. It's still a strong resource overall and better than cattle, but cattle goes to fast food so it's fair.


I like the suggestion to call it Aquaculture. However, like the Cattle suggestion this seems like it's just a repeat of the bonuses it gave before but a little bigger. Since Fish is high in Omega vitamins and is very good for health, i think the pop boost should stay but instead of the land bonus tack on +1 or +2 happiness or so.

Furs
Benefit: +3.5 happiness, Natural Growth +90%
Cost: 30mil
Reasoning: The +3.5 happiness seems really big, until you realize before that boost all Furs had going for it was a +3.50 income boost. Gems gave a +6.50 income boost, Silver and Wine a +6 income boost... and they have wonders coming too.
Likewise, the natural growth boost SEEMS big, but then you realize even an ancient nation has 250 land from natural growth. Changing it from a 10% boost to a 100% boost with this wonder nets roughly 225 land for the oldest nation, not game breaking by any means.


I'd call it "Fashion Industry". Nix the growth boost. It still doesn't make Furs that great, and once again we're still just giving Resources the same boosts they had before but a little bigger. Grown nations aren't going to want them now if they didn't before, and the growth won't matter to anyone until land counts for more than it does in the game. Let's diversify. Keep the happiness boost (but take it down to, say, +2.5) b/c it makes sense for people to be happy that their nation is reguarded as a leader in fashion (ick). Also add +3% pop or so. after all, all the big fashion cities have a whole lot of people living in them.

Gold
Benefit: +$2.00, increase max sendable tech to 75
Cost: 30mil
Reasoning: People love tech deals. Tech deals take up too many aid slots. Reducing the cost of tech is a pointless battle, because NOBODY is going to buy their own tech. It's too expensive. So they get it from other people with no tech instead. Gold is almost a worthwhile resource for tech dealers currently. This change would make it mandatory for a serious tech dealer. Which is good.


"Health Industry" (For Gold? You must be joking! nope. read on)
I agree with uaciaut that increasing the sending limit with this wonder is a bad idea. I don't like the income boost either for the same reasons I didn't like the repeat boosts to the other Resources. How about a +5% pop boost? Why? Well I'll tell you: gold salts are used as pharmaceuticals for their anti-inflammatory properties. It's also used by dentists for various things, and isotope gold-198 is used in some cancer treatments as well as for a few other diseases.

Gems
Benefit: +$1, +2 Happiness
Cost: 30mil
Reasoning: This is much weaker than most wonders, which is evened out by being tradeable. This brings gems with wonder to having 11.50, compared to Furs with wonders having 11.00 and a land bonus. Making them fairly comparable.


"Bribe Fund"
Since there's not really any way to diversify Gems since all they're used for is to make things look pretty, how about something that will take the new Spy feature into account? I propose a 5% chance that enemy Spies will defect to your nation when they're used against you. You get the enemy's Spy and the nation that sent him to Spy on you gets a Mission Failed message and they don't even know you have him. (i'm thinking 5% might be too high though considering how expensive they are)

Iron
Benefit: Reduce infra upkeep costs 5%, reduce soldier/tank upkeep 50%
Cost: 30mil
Reasoning: The infra upkeep cost is the big benefit here, and is significantly less than comparable wonders. Soldier/Tank upkeep reduction is decent when you're at war, but will never save more than a hundred mil or so. Iron was already a strong resource, this just keeps it competitive.


"Steel Industry"
No. With Lead this would bring tank/upkeep costs down by 63%. That's way too much. The upkeep cut can stay though. I also propose a +1 environmental modifier (iron sulfate is produced as a waste product when making steel. adding that stuff to the ocean creates plankton population booms, and plankton in turn reduce the C02 in the atmoshpere, which helps reduce global warming. it's also used to treat sewage water). Tack on a +2

Lead
Benefit: Reduce Nuclear Weapon Cost and Upkeep -30% (total of 50%), lower initial aircraft cost -20%, +2 Happiness
Cost: 30mil
Reasoning: Lead sucks. Period. Always has. What it tries to do Uranium does a hundred times better. This brings it in line with Uranium economically, with a more military bent.


"Production Center"
You're not really solving the problem. Only war-mongers will want it, and it was only those people that wanted it before. I think some better suggestions would be 8% tech reduction, b/c for one we don't have enough tech reducers and for two lead is used in everything from batteries to electrodes. Make the happiness boost +3 and increase income by +1 b/c of all the uses Lead has. I think this would make Lead more desirable.

Lumber
Benefit: Increase Land Area +10%, Infra Upkeep -5%, Initial Infra Cost -3%
Cost: 30mil
Reasoning: Like Iron, already a strong resource. Improving the upkeep reduction keeps it in line economically with the others, and the increase in land area was just something that made sense to me.


I like the "National Park" suggestion, but would make the following modifications:
+1 environment for obvious reasons, keep the increased land and upkeep, but ditch the infra cost bonus and replace it with a +2 happiness.

Marble
Benefit: Happiness +3, Infra Cost -5%
Cost: 30mil
Reasoning: Marble is interesting. Early game everyone wants it, so it doesn't really NEED a boost to get trades, however late game nations find themselves lacking the need for it, as generally you would swap to a Marble trade if you need to buy infra, but keeping something else when you're collecting or paying bills, because it has no other benefit. Giving it a happiness boost makes people with it as a base resource less screwed, and the infra cost reduction is just improving the base, which is normal.


"Art Industry"
b/c besides its uses for sculpture, ground up marble is used to make chalk and paint, among other things. keep the happiness boost and add a +2 income, but ditch the infra bonus. marble's a strong resource and doesn't need much help, imo.

Oil
Benefit: Population Income +5%, eliminate environment penalties
Cost: 30mil
Reasoning: This is the first case where we have a percentage boost to income in a wonder. But with Oil, it fits. The happiness boost it has is too low, and so long as you use such boosts sparingly, they won't unbalance things anymore than income boosting. Eliminating the environment penalty and giving such a boost though makes Oil a much more desirable resource with the wonder.


"Synthetic Oil Industry"
No income percentage boosts. Eliminating the environmental penalty doesn't make sense unless there's an industry that does it. Don't just add something to a wonder unless it makes sense. It's okay though, using synthetic oils would remove the environmental penalty. +3 population income b/c synthetic oil is expensive.

Pigs
Benefit: Soldier Count +15%, Population +3.5%
Cost: 30mil
Reasoning: This leaves pigs still 1% behind cattle, and a ways behind fish, but it didn't need a huge boost to begin with. Improving the soldier count is just improving on the base. And honestly until admin fixes his war system, more of a penalty than a bonus :x


"Medical Research Facility"
I'd bump the pop boost to +4% and instead of the soldier count bonus how about +2 happiness?

Rubber
Benefit: Land Area +15%, Income +$5, Infra Upkeep -2%
Cost: 30mil
Reasoning: Rubber is doing a lot, but the problem is everything it tries to do is stuff nobody really cares about. Its best benefit is infra cost reduction, which others do better. However as a jack of all trades, giving it a minor income boost, and adding in an infra upkeep reducer makes it competitive as an economic resource, and still comes with the other minor benefits of rubber (mostly land related stuff)


"Rubber Production Center" or something like that.
I like. I used to have Rubber before I deleted my first nation. This would have been cool.

Silver
Benefit: +3 Happiness, ???
Cost: 30mil
Reasoning: Here I'm unsure. All silver does is give an income boost. But gems does that and is king at it really. Silver needs some other minor bonus to make it different and make up for that extra 50 cents gems makes. The question is what fits silver that would make it different?


"Medical Research Center": Some Silver compounds is known to be effective against bacteria and effective in some wound treatment. Population Income +4.00, Increases population count by 3%, reduces technology cost by 5%.

^i like that suggestion better, but the name for it or the pig wonder would need to be changed

Spices
Benefit: +12% Land Area, +2 happiness, +2% Population
Cost: 30mil
Reasoning: Once again the land area doesn't matter much but is a nice little bonus to add. The happiness bonus keeps it in line economically with the others income boosters, but is still inferior to the more dedicated ones, giving a total +8 dollar income as opposed to 11ish for the others. To compensate spices gets a minor population boost. Besides spices is pretty much the only fast food resource that doesn't boost population.


"Salt Mines" or something as suggested before, but I like the bonuses you give it. I had Spices along with Rubber before i started over with a new nation

Sugar
Benefits: +4% population, population happiness +1
Cost: 30mil
Reasoning: Again, keeping in line with the other resources, this brings sugar up to a total 7% population boost, and gets a bit of an income boost besides. compared to spices it has $6 less income, but a 5% higher population count.


"Sugar Cane Industry" or something. I like.

Uranium
Benefits: Gain benefit of having government position set to developing nuclear technology, even when developing nuclear weapons. Negates uranium and nuclear related environment penalties.
Cost: 30mil
Reasoning: It always bugged me incredibly that if you had Uranium you had to choose between having income and having nukes. But balance wise it made sense you shouldn't get a huge discount to nuclear upkeep AND a fair income boost.
But since we're messing with wonders now, it's more than fair to allow Uranium to get that benefit while still having nukes.


Keep everything but the lack of environmental penalty. i got nothing as far as what to call it.

Water
Benefits: Increase max pop density by 30. Citizen count +4%
Cost: 30mil
Reasoning: Here we have another strong resource that doesn't need much. The pop density is pretty trivial, but the citizen count bonus just makes sense. It's still less than your average wonder bonus, but keeps water in line with other resources as an economic bonus.


"Desalinization Plants" or something. I would so trade for water if someone had this wonder.

Wheat
Benefits: Citizen count+2%, Land Area + 10%
Cost: 30mil
Reasoning: Almost a clone of fish, gave it a higher land area boost because that's what it has by default, but this resource doesn't need much of a boost to remain competitive with others.


Take out the land and add a +1 or +2 income boost. Nations that grow a lot of food make a lot of money. no idea what to call it.

Wine
benefits: +3 happiness, ???
Cost: 30mil
Reasoning: This one is like Silver. In fact, in all ways except sprite, it's mechanicaly identical. They both have a +6 dollar income bonus as their base. Just like Silver, I want to keep the income just below gems, but have some other benefit to give it that makes sense. I'm thinking just a population boost ("lol you get drunk and have more babies")


"Vinyards"
Change the happiness boost to +4 income and add a +4% pop boost, for the reason you mentioned. wink.gif
christhekiller
QUOTE (Yorae @ Sep 9 2007, 12:06 AM) *
I support this idea i think its really good. But i think it need some tweaking.



QUOTE (rozalia @ Sep 9 2007, 12:15 AM) *
What are you talking about? This idea is to give the worst resourses a better chance. Not to make them worst.

i agree with both of them

this idea is good but the better recources should have worse improvments and the worse resources better improvments to make things a little more even among bigging nations
MegaVolt
Nonono. Don't make nations with crappy resources even more crappy because they may only buy crappy wonders.

+3 happ or +3% population are soooo much better then -4% infra cost and military bill reduction stuff is completely worthless.
No matter how you tweak the values, they will never be balanced and nations are stuck with what they get. Very bad.
han fei zi
needs some changes but the concept is win!
the internet
this idea RULESSSSS
DustyCloud
I like. Much. Especially since the ones for my resources would raise my pop happiness 6ish, and give 10+ money. awesome.gif
ccjmk
i think the IDEA is just GREAT; indeed the wonders for each resource need not little, not lots, huuuuuuuuuuuuuuuuuuuuuuge amounts of tweaking tongue.gif but u've got yourself really enlighted tongue.gif
PorkPotPie
Why not just have a flat price? something around 35mil/40mil?
Delta1212
MASSIVE Gravedig
Mirreille
I didn't comment on it when it first came around, but I like the idea as it would give Admin a chance to tweak the resource balance again. Obviously the exact numbers are going to have to be decided carefully though.
PorkPotPie
QUOTE (Delta1212 @ Dec 13 2008, 12:54 PM) *
MASSIVE Gravedig


Wasn't even paying attention. My bad. ph34r.gif
Delta1212
QUOTE (PorkPotPie @ Dec 13 2008, 02:17 PM) *
Wasn't even paying attention. My bad. ph34r.gif

Well, I suppose you are allowed to do that in here now.
ender land
Adding wonders based of resources would be a huge plus (even morseo than current wonders).
thedestro
This idea I definitely support. It is related somewhat to this suggestion http://forums.cybernations.net/index.php?showtopic=40479

I don't like the examples though.
Keanu Stryker
Very good idea
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