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Proposed wonder changes: what I would suggest going forward.

Hello everyone! I'm a seasoned Civ player with almost a thousand Civ V hours on steam, countless Civ IV hours and over 100 on BE. I've been very happy with the game largely, and the latest patch really fixed a lot of the issues, but left one out. WONDERS!
I understand that with the nature of the non-linear tech web, Firaxis believed that wonders had to be made weaker, for there is less competition for them. In truth, I feel this is a mistake. In BE, with so much tech choice, one must tread as careful, efficient and optimised a path as possible, taking core buildings and abilites while progressing with affinity. This means that going for those out of the way leaf techs and traversing the tech web for strong wonder has a very high investment cost. Players, I feel, should be rewarded for making these choices, as the risk and cost is high.
As such, I have looked over the wonders and redesigned them based on their current function, their cost, their position in the tech web, their relation to current metagame strategy and of course their lore and flavour. This is a first draft, so some of the wonders may feel cumbersome or rough around the edges, but I am eager to hear what you the community think of them. Mostly, it is an attempt to generate discussion more than draw a line in the sand, and would love to see what other ideas are out there.
I have borrowed mechanics from older Civ games (such as the financial trait mechanic from Civ IV). So, without further ado, here is my list.
Ansible (Exotic Matter) 1500 production
Current effect: +4 energy, +4 science, free feedsite Hub in the city.
Proposed effect: +4 science. +100% science for this city. All basic resources provide +1 science.
Discussion: A late game science wonder on a leaf tech at the end of the tech web. Current bonuses are too small to have any impact for its costs in both production and research. Changes would see this picked up as part of a harmony play through to speed up acquisition of those other late game leaf techs to push for the victory condition or for a stronger military.
Archimedes Lever (Seismic Induction) 1250 production, geothermal
Current effect: +1 Culture, +50 City Defense, +4 Production
Proposed effect: All enemy units -1 movement in friendly territory. +25% effectiveness from all city defenses. +5 production.
Discussion: A combination of the Great Wall and Red Fort. A massive deterrent for other colonies to attack you. Again, its position on a Tier three leaf tech represents a sizeable investment.
Armasail (Synergetics) 1250 production
Current effect: +100 City HP, +4 Production
Proposed effect: Provides a free defense perimeter in all your cities. Friendly trade units can not be attacked. +1 production and +1 food from all trade routes.
Discussion: Buffing late game trade, given how weak it now is, seems something that should be an option now.
Bytegeist (Swarm Intelligence) 1250 production
Current effect: -15% cost for new virtues. +4 culture, +2 science
Proposed effect: -20% cost for new virtues, +25% culture in this city. +4 culture, +2 science
Discussion: I think this wonder with its early positioning in the tech web is fairly strong as it is, if not very exciting. Compare it to the equivalent in earlier games such as Cristo Redentor.
Crawler (Mechatronics) 1250 production
Current effect: +25% production towards wonders. +1 culture
Proposed effect: Any tile with at least 1 production gains and additional 1 production. +25% production towards wonders.
Discussion: A throwback to the financial trait of old, but for production. With the recent balance to trade routes, my empires have been feeling the pain of slower production. A wonder to beef that up would fit well.
Cynosure (Synthetic Thought) 1550 production
Current effect: Allows an additional level of veterancy for military units. +7 science
Proposed effect: Allows an additional level of veterancy for military units. Free affinity level.
Discussion: An expensive wonder for a very minimal effect. The change gives the builder an immediate impact that is useful for all colonies.
Daedalus Ladder (Augmentation) 1550 production, geothermal
Current effect: +3 health, +2 food
Proposed effect: +1 population in all cities. +1 health in all cities. -10% unhealthiness.
Discussion: One of the worst wonders in its current form. Changed to function like the CN Tower of Civ V, combined with the Forbidden Palace. Only supremacy colonies tend to get this tech for Augmentaries - putting a powerful wonder for wide empires here should draw more over to it.
Deep Memory (Human Conservation) 1450 production
Current effect: Two free virtues, +7 culture
Proposed effect: Two free virtues, +7 culture, +25% culture in this city.
Discussion: Already a strong, if not late wonder, a little boost to help tall empires.
Drone Sphere (Swarm Robotics) 650 production
Current effect: +10 healing for units in friendly territory, free surveillance web in the city. +2 science.
Proposed effect: +10 healing for units in friendly territory. All units gain miasma immunity. +4 science.
Discussion: Presenting an alternative for players to handle their miasma problems while sticking to the left hand side of the techweb, as well as providing a small combat and science bonus.
Ectogenesis Pod (Genetic Design) 300 production
Current effect: +1 food from all farms. +3 food, +3 production.
Proposed effect: +1 food from all farms. +3 food.
Discussion: For what it is, it was too strong. Bringing other wonders up to the level of this is one thing, but the addition of production, I felt, was unneeded.
Gene Vault (Genetic Mapping) 205 production
Current effect: +10% growth in all cities. +4 food, +1 culture.
Proposed effect: +10% growth in all cities. +3 food, +1 culture.
Discussion: Already one of the strongest and the earliest wonder, a small change for the worse is needed.
Holon Chamber (Hyperconductors) 1050 production
Current effect: Free technology. +3 science, +4 energy.
Proposed effect: Free technology. +10 science. +2 science from mines, quarries and firaxite mines.
Discussion: There is not enough love for mines and quarries. Giving them some science boosts might make them more attractive options. Still, so late in the game I feel this could be stronger still.
Human Hive (Euthenics) 1150 production
Current effect: Maximum intrigue in this city reduced by 4. +3 production.
Proposed effect: Maximum intrigue in this city reduced by 4. Hostile covert operations generate 25% less intrigue in your cities. Friendly covert operations generate 25% more intrigue in enemy cities.
Discussion: The ultimate espionage wonder. I would, incidentally, change surveillance webs to the old constabulary bonus to generally enhance the effectiveness of covert operations, but that is another matter entirely.
Markov Eclipse (Transcendental Math) 1050 production
Current effect: Units gain 50% additional experience from combat. +1 culture, +4 science.
Proposed effect: Units gain 50% additional experience from combat. +20% affinity from researching technology.
Discussion: When it comes to military in BE, all you want is affinity levels. The earlier and harder you can get them, the better. Now that this is on the contact victory path, it feels a little weaker, as opposed to being on a main tech.
Mass Driver (Ballistic LEV) 950 production
Current effect: +25% city strength, +5 city orbital strike range.
Proposed effect: All cities gain +1 attack range and +1 orbital strike range. +25% city strength.
Discussion: Still will not allow you to hit those pesky SABRs, but everything else will be attackable. Again, another good defensive wonder to help those that are falling behind in the tech race.
Master Control (Autonomous Systems) 225 production
Current effect: All workers receive +1 movement. Free Network in the city. +1 culture
Proposed effect: All workers receive +1 movement. +10% worker speed. A free worker appears near the city.
Discussion: Fast workers are already very good, but the rest of the wonder feels a little underpowered. The additions should make it more attractive, especially super early game when getting another worker can really boost one’s economy.
Memetwork (Orbital Networks) 700 production
Current effect: +25% culture in the city. +2 health, +4 culture.
Proposed effect: +25% culture generated in all cities. +4 health, +4 culture.
Discussion: To my surprise there was no Sistine Chapel effect in BE. This feels like as good a place as any to put it.
Nanothermite (Nanotechnology) 1050 production
Current effect: +30 defense, +4 energy.
Proposed effect: +25% production to military units. Military units created in this city start with a free level of veterancy. Provides 10 floatstone.
Discussion: There are no traditional barracks effects in BE: this should be a good option for the Purity player who is pushing for domination.
New Terran Myth (Human Idealism) 750 production
Current effect: +4 culture
Proposed effect:+4 culture. All specialists provide +1 production, +1 science and +1 culture.
Discussion: Turn a useless wonder into something great by turning your specialists into mini-augmentaries. Now the ideal wonder for going super tall. Given specialists are weaker in BE, I think it justifies the three yields as well as the lack of specialist support currently in the virtues.
Panopticon (Defense Grid) 250 production
Current effect: All military units gain +1 sight. +1 culture.
Proposed effect: All military units gain +1 sight. Reveals the world map.
Discussion: Given the name means “All-seer”, should it not see all? Having access to this earlier information provides for expansion and invasion options while also allowing for trade to distant partners. A very strong addition and unique.
Precog Project (Collaborative Thought) 450 production
Current effect: +15% combat and ranged combat strength for units in friendly territory. +2 health, +2 culture.
Proposed effect: No change.
Discussion: Himeji Castle was a fine wonder in its day. This seems adequate as it is, for its cost and position.
Promethean (Transgenics) 950 production
Current effect: Free virtue. +4 culture, +2 health.
Proposed effect: Free virtue. +4 culture, +4 health.
Discussion: Already strong, I feel it needs a little tweak to bring it up to the new power level.
Quantum Computer (Field Theory) 1050 production
Current effect: Free technology. +5 science.
Proposed effect: Free technology. +5 science. +25% science in this city.
Discussion: I think the wonder is strong as it is. We didn’t know how good we had it with The Great Library. Again, a small addition to make it feel more wonderful.
Resurrection Device (Artificial Evolution) 1350 production
Current effect: +8 health.
Proposed effect: +8 health. No unhealthiness generated in the city.
Discussion: Considering its cost and position, you really do want a big effect. If built in a size 15 city, that’s a swing of over twenty health. Given the new changes to the health scaling, I think this is a suitable end game wonder.
Stellar Codex (Ballistics) 225 production
Current effect: +10% production towards orbital units. Orbital coverage around this city increased by 4. +3 science.
Proposed effect: +20% production towards orbital units. Orbital coverage around this city increased by 4. +5 science. +1 science from arrays.
Discussion: I like this wonder as it is, but I feel for a tall empire, or an early one, the numbers need to be larger and more impactful. Still useful to grab late, if untaken, to provide a firebase for your planet carvers.
Tectonic Anvil (Metamaterials) 1550 production, geothermal, must be within two tiles of a canyon.
Current effect: +9 production
Proposed effect: +5 production. +5 production in all cities. +25% production in all cities. Specialists provide +1 production.
Discussion: One of the worst wonders beforehand, now it will give your empire that final push it needs in the end game when everything costs a fortune to make. The initial investment of 1550 production, as well as the extreme tech positioning, means that even the large bonuses will take some time to recoup the cost.
Xenodrome (Alien Ethics) 750 production, geothermal.
Current effect: Free Xenosantuary in the city. +4 culture.
Proposed effect: +4 culture, +4 food. Provides 10 Xenomass. Counts as having an alien nest in your territory.
Discussion: Now this wonder will tick you up towards allied status with the aliens, which means you can grab their nests early game and repair the damage later.
Xenomalleum (Bioengineering) 1050 production
Current effect: +2 energy from all generators. +7 energy. Provides 10 Firaxite.
Proposed effect: +2 energy from all generators and nodes. +7 energy. Provides 10 Firaxite.
Discussion: Already strong, I think there should be wonders that provide the affinity resources, and this seemed to fit for supremacy.
Xenonova (Alien Materials) 1150 production
Current effect: +2 health, +7 food.
Proposed effect: Any tile with at least 1 energy gains 1 energy. Trade routes generate +1 energy and +1 science. +2 trade routes in this city.
Discussion: Currently a waste of space, redesigned to make it a solid way of making energy in the late game with more trade options.
submitted by shin_zantesu to civbeyondearth

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