The Wonder Discussion
Hello again,since there is a lot of discussion in the SuggestionBox going on regarding wonders, forced disbandment during war (peace terms) and the 30days-clock, here are some thoughts and a possible solution.At first: The current system is (imho) horrible. It is even a DETERRENT for new players to create nations here or keep playing the game. The same goes for people who have been forced to destroy wonders.Why that? Because right now the old nations have not only an advantage in size (that is just natural, and you can catch up this difference mostly because small nations grow a lot faster than big ones) - but also in TIME. And not just nation age, but 30day-circles. No matter how good or skilled a new player is - the lack of wonders is an eternal disadvantage. He can never overcome this, because he simply has to wait 30days for his next wonder, but in that time everyone else before him buys another one as well. In the end, he will notice the frustrating point that competition is senseless - since you can never catch up that difference. Most of the guys before him will ALWAYS make more cash, because they have ALWAYS more wonders. He can only hope that someone deletes or is getting destroyed in a big war.Now, people have suggested that Wonders should be made "indestructible", so at least long term players are not left with a perspectiveless disadvantage, but implementing this would a) hurt realism (indestructible things are just bad) and B) exclude new nations also.A lot better would be a system where users had the options to build or raze wonders any time they see the need to do so. If their nation is just strong enough to afford them (= fulfilling certain requirements + having the cash to pay for the construction) - where should be the problem?In making the requirements for wonders very differently, this also allow players to build very individual nations, depending on what they want to do with their nation. Also, at all levels there should be some economically and some military wonders available, so the user has always the choice to first complete building all wonders he fits the requirements for - or to grow infra first to get access to the higher wonders quicker, but lack the basic ones.So, lets think about the requirements:Economical Wonders (ordered by Requirement):# Great Monument: 90 days of age, happiness > 50, not in Anarchy# Great Temple: 90 days of age, happiness > 50, not in Anarchy# National War Memorial: Requires 50,000 soldiers casualties.# Movie Industry: 500 infra, 100 technology# Federal Aid Commission: 1,000 infra, 100 technology, Foreign Ministry# Social Security System: Avg Gross Income > $200 per citizen, 250 technology# Internet: 1,000 infra, 500 technology, 5 Schools# Stock Market: 1,000 infra, 500 technology, 5 Banks# Agriculture Development Program: Requires 3,000 land purchased, 500 technology.# National Research Lab: 2 Universities, 2,000 infra, 500 technology# Space Program: 2,000 infra, 1,000 technology, 3 Satellites# Interstate System: 3,000 infra, 500 technology, 5 factories# Great University: 1,500 technology# Disaster Relief Agency: 3,000 infra, 500 technology, Foreign Ministry# Mining Industry Consortium: Requires 5,000 infrastructure, 3,000 land purchased, 1,000 technology.# Universal Health Care: Requires 11,000 infrastructure, Hospital, National Research Lab.# Nuclear Power Plant: Requires 12,000 infrastructure, 1,000 technology, and a Uranium resource, GovSetting for nuclear Technology.# National Environment Office: Requires 13,000 infrastructure.# Scientific Development Center: Requires 14,000 infrastructure, 3,000 technology, Great University, National Research Lab.Military Wonders (ordered by Requirement):# Pentagon: 100,000 casualties# Central Intelligence Agency: 5 Intel Agencies, Foreign Ministry, 500 technology# Foreign Air Force Base: Foreign Ministry, 50 Aircraft, 1,000 infra, 250tech, 500 land# Anti-Air Defense Network: 5 Missile Defenses, 500 technology# Strategic Defense Initiative: Requires 3 satellites and 3 missile defenses.# Manhattan Project: Requires 3,000 infrastructure, 300 technology, and a uranium resource.# Hidden Nuclear Missile Silo: Ability to build nuclear weapons.# Fallout Shelter System: Requires 6,000 infrastructure, 2,000 technology.# Weapons Research Complex: Requires 8,500 infrastructure, 2,000 technology, National Research Lab, Pentagon Wonder.This way, no 30days counter is needed any more. Nations can buy whatever wonders they can pay for, if they have the cash to fund that. In addition they can also plan which wonder they want to get next and how they can act best to work towards the requirements it has.Nations can decide freely if they want to save up to buy more wonders first, or grow infrawise first and buy wonders later more quickly with the better profits. Players who grow faster can catch up better, Players who don't take care will get wonders slower. Skill becomes more important thant just age.Now, I want to stress another point: Wonder Price. People mentioned (and rightly so), that the prices for wonders are not that expensive any more once your nation makes 9 or 12 or even more million daily proft. I agree with that and would introduce a simple system that is also realistic: Wonders get MORE expensive the more you grow. Why? Because your nation is larger and the Social Security system or the Research Labs have a lot MORE citizens to cover, more tasks to do, SDI has to cover a larger area, Fallout Shelter Systems have to cover more supplies and so on and so on. I usually wanted to make these cost-increases dependent on infra, but on the other hand infra is not even a requirement for some of the wonders. So, I simply suggest to increase the wonder-purchase price by +1% per 1,000 NS. That means: for people like me, the same wonder would cost 2.4x as much as it would cost for someone with 0 NS. Its logical, my wonder needs to supply a by far bigger nation. With that system (which I would also copy for Improvements), we don't need to worry if someone even tries to do wonder-switches or something like that, and also improvement-switches become less attractive.Last but not least, I suggest building time: You first pay for a wonder/improvement, and then it is "under construction" for a specified amount of time. I sugges 3 days for Improvements and 15 days for wonders here. Another move against "switching" which the admin wanted to remove a long time ago.After all, I feel that this would greatly enhance gameplay because it creates way more options for the players and way more alternative routes than just waiting 30days to follow the same wonder-guides like everyone else. And: more competition and importance of skill when planning and growing your nation./Syzygy
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