Difficult to keep up in the postcount war before the game has even started but we'll do our best
Today's lunchbreak thoughts: Wonders!
In general I don't expect to actually get more than 1 or 2. Lots of investment with high risk -
especially if China is on the scene - and lots of Settlers, Builders, Districts, and Units competing for
.
Super Want:
* Pyramids: Ancient/220
- Very nice, I expect to need a lot of builder charges
Tricky to pull off though, since I bet the others are eyeing it too. At the time Pyramids would be going up, chops are worth 30-40
- 40-50 for stone/deer - so with Agoge can expect somewhere around 50/forest or 65/harvest. A disadvantage to focusing inland is the loss of Maritime Industries chops
Maybe if I'm lucky I can find a site that is all of coastal, has a small desert, and gels with my Japanese District Carpet layout. And has at least one stone and a few forests. And a pony while we're at it
Highly desirable wonder but probably not worth the sheer effort required to win it unless the stars align properly.
* Colosseum: Classical/400
- +2
+3 Amenities aura is obscenely good, would love to have in the middle of a bunch of cheap theatre squares in the JDC. City will need an EC and furthermore one in a very central location so that the Colosseum can reach 4-5 cities. ...And a backup plan for the slot in the JDC blueprint in case someone steals it.
Want:
* Alhambra: Medieval/710
- Free policy slots are super sweet. Also diggin' the +2 Amenities and +2 GG points. Fort effect is situational but might be handy to place on the border with a mostly-amicable neighbor to stretch the effectiveness of a skeleton deterrent. Production cost is fairly steep (an
AgogeFeudal Contract stone at this Era is still <200
) and placement rules are fairly narrow, so actually achieving this one would be complicated, and being Medieval Era is hard to plan out in advance. Obvious joke is obvious but I wonder how strongly Alhambram will go for this
* Oracle: Ancient/290
- GP faith discounts is pretty nice. Not so much expecting to outright buy GPs but a good card to have in my back pocket to steal a nice GP or rush the last few turns to prevent stealage. +2GPPs/district in the city is nice too. It should have IZ for GE points efficiency, also no HS because that'd go to waste (Civ6 Design Tangent: I really wish Great Prophet points weren't total garbage after your first-and-only one. Would be nice if they went toward Apostles or got transmuted into
). Encampment/Campus/IZ probably the best. Still unsure how much I actually want to buy GPs, though, since it trades off against Theocracy Samurai (stupid firaxin' lack of upgrade path
), so this might belong in the Maybe tier.
Situational:
* Huey Teocalli: Medieval/710
- The only non-base wonder we're playing with. Could be good if we have lots of lakes at several cities. Anything that makes the "rural" tiles of cities better is good for the JDC (still sad no Auckland
), and y'all know by now I keep banging on about Amenities (probably more than is warranted, but whatever). Expensive, though, so would need, I dunno, 10+ empire lakes to be worthwhile? Maybe as low as 8?
* Petra: Classical/400
- Duh, desert + choppables. Probably not worth going for unless geography all but forces me into it since failure would stick me with a ton of shitstink desert when I could have settled elsewhere
* Terracotta Army: Classical/400
- If we have a large army and are either at war or will be soon. 400
is achievable if it goes unclaimed long enough.
Maybe?:
* Hanging Gardens: Ancient/180
- If left available long enough for 1 chop + ~3turns. Might not even be worth that since I'm pretty sure the +15% is only to surplus food.
* Mahabodhi Temple: Classical/400
- A potentially cheaper way to upgrade religion, saving the
that Apostles would compete over for units and GPs
If Nothing Better To Do (aka Not Gonna Happen):
* Forbidden City: Renaissance/920
- Wildcard slot. Need I say more?
* Colossus: Classical/400
- mostly for the trade route and gold, GAs not likely to be as useful on this map
* Potala Palace Renaissance/1060
- Diplo slots are the weakest but I dunno maybe? Probably not since it's late enough to be stupid expensive.
Lategame (aka Super Not Gonna Happen):
* Big Ben: Industrial/1760
- yay econ slots and $$, don't forget to stash monies for the treasury doubling
* Ruhr: Industrial/1450
- production always nice, could help swing things if
I survive the game runs long enough
* Oxford/Bolshoi: Industrial/1450
/ea - 2 free techs/civics, so why not if can get it without giving up important district/settler/builder cogs
* Estádio do Maracanã: Atomic/2835
- more bigger cities more districts more better. Housing probably a bigger pinch though and will almost certainly not get this far through the tree.
(Special Bonus Section) DLC I Wish We Had:
* Angkor Wat - +1 Citizen in every city *and* a house for them?! I would move mountains for this if it was available.
* Angkor Wat is also #2 because every city getting 1/3 of a district slot is that good
* Temple of Artemis - Early Food, Housing, Amenities. Everything I've been saying I want!
* Jebel Barkal - The Iron would be mostly wasted but
aura is pretty solid. Difficult to maximize the use out of due to severe placement restrictions, though.