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More impactful natural wonders

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4 years ago
Sep 16, 2021, 7:21:11 AM

Right now natural wonders does nothing more than a few bonus thats negiigible by mid game. I'd like them to be more impactful to our gameplay.


I have  a few ideas 


- Mount everest produce 20 faith and +2 faith on each adjacent district. Owner of mount everest can do a shared project named "Climbing expedition", which will grant 100 fame and 50 money on the mount everest tile. Narrative events can be made about climbing disasters or something else. Unlocked with Encyclopedia 


- Kawah Ijen gives +5 food on all adjacent farmers quarter. Owner of Kawah Ijen can build a Sulfur mine that will grant a new resource "sulfur".  with effects of +20 stability on all cities and +2 food on farmers quarter, wondrous effects of 25% food and 40 stability on all cities. Narrative events based on the dangerous and terrible condition faced by the miners can also be made. Unlocked with Mechanization


- Gunung mulu gives +5 adjacency bonus to adjacent research quarters, Owner of Gunung Mulu can do a project called "Mulu Caves Project", that'll give +10% science on all cities, and +50 science on each Gunung Mulu tiles. Unlocked with Encyclopedia


- Owner of Ha-Long Bay would have +5 combat strength when attacking a naval transport, and +4 foods on all coastal tiles


- Owner of Yellowstone can build national parks on the tile, giving +100 fame, and +1 money per population on the capital. Unlocked with Nationhood


- Mount Vesuvius would periodically every 20-30 turns ransacked 4-10 random districts on its territories(includes administrative centre/outpost tile), but will give +25 production/food/science/money on all makers/research/market quarters on its territories. But also -10 stability per erruptions.


I'm unfamiliar with the rest of the wonders, but in general i'm hoping they can give a more impactful and interesting bonus on your gameplay, or able to do projects and build things on them that'll give great bonuses. This would put much more emphasis on having natural wonders in your teritorries. The model of Kawah Ijen/Yellowstone would change once you build the mine and national parks on them, im thinking these constructibles and shared project would have similar cost to a cultural wonder. Most of the projects involving the above wonder just happens to be around the industrial era irl so thats why i pick the industrial tech requirements.



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4 years ago
Sep 16, 2021, 1:55:07 PM

I've been hoping that the current measly, uniform bonuses for owning natural wonders are place holders, and that more specific characteristics and bonuses are on the horizon. 

I like your ideas, and I hope the devs have something similar up their sleeve for these places.

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4 years ago
Sep 16, 2021, 2:44:12 PM

I'm all for more unique bonuses to these natural wonders.


But at the same time, they're natural wonders. They don't do anything in real life. For example, Great Barrier Reef gives more science. Seems logical. But not until the modern period!

I know this is an unpopular opinion. I brought it up in the Civ forums and got torn to shreds. People love their wonders.


The manmade wonders, now. Those need some spicing up.

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4 years ago
Sep 16, 2021, 5:03:24 PM
Dayvit78 wrote:

I'm all for more unique bonuses to these natural wonders.


But at the same time, they're natural wonders. They don't do anything in real life. For example, Great Barrier Reef gives more science. Seems logical. But not until the modern period!

I know this is an unpopular opinion. I brought it up in the Civ forums and got torn to shreds. People love their wonders.


The manmade wonders, now. Those need some spicing up.

Except man made Wonders also don't do (almost) anything in real life.  Basically if they are doing anything other than Faith Influence and Stability it is unrealistic. (and those are all reasonable things for Natural Wonders as well)

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4 years ago
Sep 16, 2021, 9:30:01 PM

A design challenge with Natural Wonders (as opposed to Cultural Wonders) is that there's almost no player agency required to own one. It's largely just luck of geography during world generation. So making effects too powerful is going to feel really bad for the player if they simply didn't spawn near one, especially if those are completely passive effects. I like the idea of Natural Wonders unlocking a Shared Project because that at least requires a tradeoff against some other build/wonder. Or maybe you could have a generic National Park infrastructure available in Natural Wonder territories that could unlock a stronger effect that varies by wonder. I think there's room in Religious Tenets to key off Natural Wonders as well, which would be nice because you'd still have other tenets to choose from if you didn't have Natural Wonders available.


This seems like better ground for an expansion/DLC to explore IMO. I think there's a lot of lower-hanging fruit to fix in Humankind at the moment.

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4 years ago
Sep 17, 2021, 11:23:05 AM
tppytel wrote:

A design challenge with Natural Wonders (as opposed to Cultural Wonders) is that there's almost no player agency required to own one. It's largely just luck of geography during world generation. So making effects too powerful is going to feel really bad for the player if they simply didn't spawn near one, especially if those are completely passive effects. I like the idea of Natural Wonders unlocking a Shared Project because that at least requires a tradeoff against some other build/wonder. Or maybe you could have a generic National Park infrastructure available in Natural Wonder territories that could unlock a stronger effect that varies by wonder. I think there's room in Religious Tenets to key off Natural Wonders as well, which would be nice because you'd still have other tenets to choose from if you didn't have Natural Wonders available.


This seems like better ground for an expansion/DLC to explore IMO. I think there's a lot of lower-hanging fruit to fix in Humankind at the moment.

Agree with everything you said but I think it is also true that natural wonders fall off quickly. Maybe their bonuses could scale with tech that you unlock in later eras at a time where most players have had the chance to explore for new wonders or conquer them?

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