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NQ World Wonders List v1.0

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  1. Welcome to BabaYetu's rendition of the World Wonders List for V12.2 of the NQMod. This list of world wonders will encompass all the wonders and describe each wonder of its effect, its purposes, the contention for each wonder, and its general use for what kind of playstyles are best for it. The list will also include what Civilizations can put the wonders to best use compared to others based on their unique traits.
  2.  
  3. This list assumes you have a basic understanding of the game with knowledge of all the yield types, all units, all types of buildings, technologies, city states, playstyles, general terms of civilization multiplayer and anything else I may not have said that should be here. The wonders in the game is considered on quick speed.
  4.  
  5. This list will not include how good they are compared to other wonders, as each wonder has their own purposes for each playstyle. As an example, one can view the Broadway world wonder as a useless wonder for a domination playstyle for someone going for tanks, but someone that is going for cultural victory, the musician from the broadway can be the winning play to bulb the gifted musician into the top culture player's land.
  6.  
  7. The overall description of the wonder will elaborate the positive (+), negative (-), and neutral (=) traits and quirks for each wonder.
  8.  
  9. Most playstyles that will be discussed will be the most common and generally efficient in ways of having a good game with them. There can be more options with each wonder, but might not be as apparent.
  10.  
  11. -----
  12.  
  13. Ancient Wonders
  14.  
  15. -----
  16.  
  17.  
  18. Great Library
  19.  
  20. The Great Library can be constructed upon the completion of the Writing technology. It gives a free library in the city it is built in, it gives 3 science and gives a free technology to at the current time. It gives 2 great work of writing slots (theming bonus is to obtain 2 great works of different eras for the same civilization). It also gives one culture per turn and one great scientist point per turn.
  21.  
  22. The Great Library is a highly contested wonder that is known to be the rush a lot of newer players love to go for. It gives the most options for different playstyles and can be a good kick start for science generation with many builds. It is around turn 22-24 for a straight rush for obtaining this wonder. It can go as early as turn 18 with amazing luck.
  23.  
  24. Another key note about Great Library is the opportunity cost of going for Great Library that puts away from building settlers for contested locations that other civilizations can obtain, other infrastructure that can be build to help the economic or growth of the empire more so than Great Library. Just beware of falling into the trap of rushing Great Library to only slow down and lose demographically to other players, especially if the Great Library play leads into many other wonders without truly utilizing the impact of the built wonders (Such as rushing Great Library into Oracle where it slows expands by a very long time, where other civilizations might have 4 cities with 10 population more than your empire with shrines already built in all cities).
  25.  
  26.  
  27.  
  28. Playstyles that Utilize this wonder:
  29.  
  30. Any play that involves an early national college (NC) will want Great Library. This can work with any policy tree start as they all have different plays, such as:
  31.  
  32. Tradition - Can go for early NC to rush for a high science output early into expands, could rush before expands just to get a little more oomph with science. Can also head towards Theology for a Hagia Sophia rush to get a religion if the tradition play with the specific pantheon doesn't give adequate faith per turn. Could in turn head into a slower rush after NC into Petra with higher science output, however a straight rush by someone else could beat the Great Library player.
  33.  
  34. Liberty - A little less common but can still set up NC before expanding many cities. Will secure a cheaper NC early (as more cities increase the production cost of national wonders) and won't have as slow of an early science game.
  35.  
  36. Honor - Push for a very fast crossbow timing (turn 50-65) into an attack towards someone by sacrificing war potential in the early stages against civilizations or city states. Could do play with certain civilizations for an early swordsman attack (Legions with Rome).
  37.  
  38. Piety - Leads into going towards Theology for the Grand Temple build (Uses Apostolic Palace reformation belief) or for Angkor Wat for high early science potential, or Hagia Sophia rush to obtain more holy sites.
  39.  
  40.  
  41. Any play that involves fast Exploration play will almost always want Great Library as it can push opening Exploration up between turns 35-45, and much slower otherwise. All policy tree builds can play into this with different quirks.
  42.  
  43. A rush for certain early game wonders will want Great Library as it can harbour high science output and can leave the empire with high science if the empire fails to gain the wonder they rush for. Such wonder rushes can be for most notably Oracle, Petra, and Colossus.
  44.  
  45. Any play that involves cultural victory with hard tourism as the Great Library gives 2 great work of writing slots.
  46.  
  47.  
  48.  
  49. Civilizations that can utilize this wonder:
  50.  
  51. France's unique ability will give them a great writer with the Great Library and with their free technology, could head into Drama and Poetry for the Parthenon for another free great artist for huge early game tourism with many great works.
  52.  
  53. Maya's unique ability initiates at obtaining Theology technology, so pushing for Great Library into rushing Theology can get early great people. Due to how the Mayan Calendar happens every 394 years, the earlier it begins the more great people can be obtained. The turns for the great people to spawn are as follows (remember, quick speed): 22, 28, 35, 42, 48, 57, 67, 77, 88, 102, 122, 152. However, you need to enter Theology 2 turns before getting the great person. So timing wisely entering Theology to get certain great people to make interesting plays.
  54.  
  55. Korea's unique ability will allow it to generate a free boost of science from the Great Library as it has a science amount from it. It will also get a boost from the free library as well (if Korea did not make one before hand). This can help push tech in any direction of its choosing a bit faster).
  56.  
  57. Babylon with their free great scientist at Philosophy technology can be obtained immediately from using the free tech from Great Library to help their science generation game faster than any other empire in the early stages.
  58.  
  59.  
  60.  
  61. Overall
  62.  
  63.  
  64. + Many different utilities for the free technology, allowing many different playstyles to occur from it
  65. + Free library
  66. = Useful for cultural victory, Slightly useful for science victory
  67. - Highly contested
  68. - Stunted gameplay if beat to Great Library when attempting for it
  69.  
  70.  
  71. ---
  72.  
  73.  
  74. Great Lighthouse
  75.  
  76. The Great Lighthouse can be constructed upon obtaining the Optics technology and having a coastal city to build it in. It gives 1 gold from all water tiles (ocean, coastal, and lake tiles, not Lake Victoria however), it gives a free lighthouse in the city it is built in, a free great admiral, and one extra sight and movement for all military naval units (not admirals). It gives one culture per turn and one great merchant point per turn.
  77.  
  78. The Great Lighthouse is great for helping with gold generation for the water tiles in the city it is constructed, which also helps yield more gold in trade routes with to other civilizations and city states. The Admiral is very handy in allowing scouting out land and city states on the coast or in the ocean. It can help in later stages of the game with naval combat against other players, and allowing faster mobility to get to others quicker after upgrading and pushing with the naval units. In case there is ever a city state quest for an admiral, this would be the go to wonder.
  79.  
  80. The Great Lighthouse is one of the few wonders you DO NOT want to sell the lighthouse (if it is already built in the city) before the completion of the wonder. This is because the food and production that is given from the lighthouse is counted BEFORE the production of the Great Lighthouse, so the growth and production towards the wonder will be lost if the lighthouse is sold (People generally sell the building before making a wonder for the matching free building for the gold obtained from it, gold per turn doesn't count as it is counted AFTER all buildings and units are made in cities).
  81.  
  82.  
  83.  
  84. Playstyles that Utilize this wonder:
  85.  
  86. Any play that incorporates gold generation from trade routes, which would involve Commerce play or Patronage play, as they can yield higher gold per turn which coincides with a lot of aspects of this playstyle, especially towards late game when 9 or more potential trade routes can be sent to civilizations or city states.
  87.  
  88. Exploration can benefit from scouting with the great admiral on finding land to settle expands on the coastline (not so much Polynesia, since they already have the ability of entering ocean tiles).
  89.  
  90. Any form of early game trireme rush as the extra movement can help push into cities and with low health triremes, can be instantly repaired by the great admiral to resume smashing.
  91.  
  92.  
  93.  
  94. Civilizations that can utilize this wonder:
  95.  
  96. Coastal Morocco with their unique ability to combine for more gold per turn with trade routes to other city states or civilizations.
  97.  
  98. Coastal Shoshone can benefit with the great admiral scouting to find ruins they can obtain early or waiting until Astronomy technology to obtain with Pathfinders to choose what type of ruins they want.
  99.  
  100. Sweden obtains science from the great admiral spawning.
  101.  
  102.  
  103.  
  104. Overall
  105.  
  106. + Naval mobility and sight for war
  107. + Admiral useful to explore scoutable and unscoutable lands in the early game
  108. + Helpful extra gold yield on sea resources
  109. = Free lighthouse
  110. = Sometimes contested with coastal civilizations
  111.  
  112.  
  113. ---
  114.  
  115.  
  116. Mausoleum of Halicarnassus
  117.  
  118. The Mausoleum of Halicarnassus can be created after researching Masonry technology. It gives 2 gold per turn from every quarry tile in the city, and it gives 100 gold whenever a great person is expended. It gives one culture per turn and one great merchant point per turn.
  119.  
  120. Mausoleum of Halicarnassus is a gold wonder that helps with the burst effect of gold generation from using great people. If fortunate enough, it can help with gold generation with a reasonable amount of quarry tiles in the city it is built in. It can help in many degrees of the game, mostly tailored to cultural plays or military plays. Due to the NQMod, the counters for great merchant, great engineer, and great scientist have been separated. This can allow a lot more potential great people to spawn and only makes the Mausoleum worth that much more. Expecting to spawn 3 or more of each type of great person can yield a ridiculous amount of gold, especially depending on the playstyle.
  121.  
  122.  
  123.  
  124. Playstyles that Utilize this wonder:
  125.  
  126. Any playstyle that revolves around high faith per turn with purchasing great people and the spawned prophets. This can allow more gold yield from the wonder.
  127.  
  128. Aesthetics play as it can generate a large quantity of great artists, great writers, and great musicians. Even better if paired with faith generation it can give 3 sets of great people that can be purchased.
  129.  
  130. Military play that can use the gold from burning many great people for upgrading many units for a timing attack. More suited around crossbowman timings and later, as early game units (composite bowmen) can't really benefit from this as Mausolleum isn't put to good use until after the game progresses a bit further.
  131.  
  132. Any play that may have issues building infrastructure, or for rushing an ideology by using gold generated from using great people to buy their corresponding buildings. Such plays such as One City Challenge (OCC) plays that can't afford spending turns to build infrastructure or getting an instant ideology by purchasing a factory.
  133.  
  134.  
  135.  
  136. Civilizations that can utilize this wonder:
  137.  
  138. Maya with their Mayan Calendar with spawning more great people can benefit from the Mausoleum.
  139.  
  140. France with their extra great artists, writers, and musicians spawning from their unique ability can give them extra cash compared to other civilizations.
  141.  
  142.  
  143.  
  144. Overall
  145.  
  146. + Burst effect of gold, useful for timing attacks
  147. + Easy and simple gold generation without requiring a large empire or trade routes to other city states or civilizations
  148. + 2 gold per turn from quarries
  149. - Contested wonder
  150.  
  151.  
  152. ---
  153.  
  154.  
  155. Pyramids
  156.  
  157. The Pyramids is available after researching Masonry technology and opening the Liberty policy tree. It gives two workers in the city it is built in, and it gives 25% worker construction speed. It gives one culture per turn and one great engineer point per turn.
  158.  
  159. A wonder that has been nerfed wonderfully with the NQMod. The worker's production cost was lowered making the 2 workers from the Pyramids worth less. The construction speed has been altered with NQMod, where roads and railroads can no longer be finished in one turn, reducing the mobility and effectiveness of many pushes. The chopping times of the jungles has been reduced to equal a forest, making the Pyramids almost worthless with reducing some construction times of some improvements by one. The biggest appeal of the wonder is having 10 city states having a quest for you to build it at turn 150 because no one else will.
  160.  
  161.  
  162.  
  163. Playstyles that Utilize this wonder:
  164.  
  165. If there is a ridiculous amount of land to improve in an empire with a lot of cities, having the Pyramids can help reduce the build times of improving a lot of the tiles faster. Can save a turn improving strategic resources in the late game with a mine by a turn.
  166.  
  167. Any civilization that wants to build ALL the wonders, and I do mean ALL, by sacrificing a policy to open liberty to build this.
  168.  
  169. If the congress obtains Cultural Heritage Sites, the Pyramids can gain culture for something, who knows what, to build this.
  170.  
  171. Can give a city an extra engineer point where ever it is built.
  172.  
  173.  
  174.  
  175. Civilizations that can utilize this wonder:
  176.  
  177. There are no civilizations that get any clear benefit from making this wonder.
  178.  
  179.  
  180.  
  181. Overall
  182.  
  183. + Non-existent contention for this wonder
  184. + Lowers the construction speed of some tile improvements by one
  185. - Waste of production
  186. - Requires Liberty
  187.  
  188.  
  189. ---
  190.  
  191.  
  192. Statue of Zeus
  193.  
  194. The Statue of Zeus can be made after obtaining Bronze Working technology. It gives 15% combat strength when attacking cities. It gives one culture per turn.
  195.  
  196. A wonder that can showcase for people early aggression going for cities with a slightly bigger ease, or to complete for city state quests. Can help push into civilizations that make the Great Wall a bit easier for early war.
  197.  
  198.  
  199.  
  200. Playstyles that Utilize this wonder:
  201.  
  202. Any war play before Artillery come onto the battlefield can have some slight use for the Statue of Zeus. Trireme/ Caravel smashing can help with the wonder, as the quality of attacking and the lack of being able to heal without promotions or admirals can be costly for naval melee attacks. Any Civilization with a need to slam with massive amounts of melee units can benefit more with the wonder.
  203.  
  204. Pushing into a player with Great Wall might be too costly unless Statue of Zeus is obtained.
  205.  
  206.  
  207.  
  208. Civilizations that can utilize this wonder:
  209.  
  210. Any early unit unique that could utilize slaming with melee units into cities with a lack of ranged.
  211.  
  212.  
  213.  
  214. Overall
  215.  
  216. + Slight help with attacking cities
  217. = Not contested
  218. - Make neighbouring civilizations weary with the completion of the wonder
  219.  
  220.  
  221. ---
  222.  
  223.  
  224. Stonehenge
  225.  
  226. The Stonehenge is available after getting Calendar technology and opening the Piety policy tree. It gives 3 faith per turn and gives 100 faith after it is created. It allows purchasing of tiles with culture or gold by 25% for the whole empire. It gives one great engineer point per turn.
  227.  
  228. The Stonehenge guarantees a first or second religion if made in a reasonable time frame to obtain very important religion picks for the Piety player to set his sights on the strategy that will be imposed for his game. If there are multiple players in piety that are heading towards Stonehenge, it can cripple the other civilizations that lose out on the wonder as it could lead to the failed rushers losing religion perks that they coveted. This can have a negative downspiral the further the game goes on, as other treasured wonders can be obtained to forfeit their ideal play.
  229.  
  230.  
  231.  
  232. Playstyles that Utilize this wonder:
  233.  
  234. Any play that involves Piety that doesn't have a reasonable faith generation from pantheon or unique ability will probably require Stonehenge to get a religion before many of their beliefs are obtained. Can still help push even harder for players with faith generation to get to the second prophet faster.
  235.  
  236. Any play that involves buying a large amount of tiles as prices increase after each one. Such plays can be for a Petra with many desert hills, as they are expensive, or a large empire thats trying to buy all the mountain tiles in the empire.
  237.  
  238.  
  239.  
  240. Civilizations that can utilize this wonder:
  241.  
  242. No civilizations get a clear benefit from making this wonder.
  243.  
  244.  
  245.  
  246. Overall
  247.  
  248. + Earlier religion, which leads to faster religion game
  249. - Contested
  250. - Stunted gameplay if beat to Stonehenge when attempting for it
  251. - Requires Piety
  252.  
  253.  
  254. ---
  255.  
  256.  
  257. Temple of Artemis
  258.  
  259. The Temple of Artemis can be created after obtaining Archery technology and opening the Honor policy tree. It gives 10% extra growth in all cities and 15% production for ranged units in this city. It gives one culture per turn and one great engineer point per turn.
  260.  
  261. One of the best wonders for simcity due to how the growth works in the cities. It does not relate to the surplus of the food, but the total food being produced, making it incredibly strong. This will help any empire with adequate happiness to grow faster than other empires in general.
  262.  
  263.  
  264.  
  265. Playstyles that Utilize this wonder:
  266.  
  267. Any play that is seeking maximum growth for the empire will want this wonder.
  268.  
  269. A play that will revolve around attacking with ranged units can produce more at a higher speed, and with opening Honor for the wonder, can play well into war.
  270.  
  271.  
  272.  
  273. Civilizations that can utilize this wonder:
  274.  
  275. Aztec is the perfect civilization for this wonder as Aztec's unique ability allows them to generate culture, and with opening Honor, they can obtain more culture from killing barbarians, and with farming barbarian camps (keeping units near barbarian camps to destroy the barbarians, but never taking the encampments) can push culture to a very high degree. Paired with their Floating Gardens, they will not be stopped other than by happiness in highest growth yield (unless there is a Siam patronage 12 maritime city state contender with Swords into Plowshares).
  276.  
  277. Any civilization that has a ranged unique unit that could use the production from the wonder paired with aggression from opening or going Honor.
  278.  
  279.  
  280.  
  281. Overall
  282.  
  283. + Excellent wonder that promotes simcity play (growth for more science for more citizens sooner to work specialists easier)
  284. + Great for all forms of play
  285. + Slight benefit for the creation of ranged units in the city it is built in
  286. - Heavily Contested, except stops some playstyles from obtaining due to needing a policy to unlock honor
  287. - Requires Honor opener
  288.  
  289.  
  290. -----
  291.  
  292. Classical Wonders
  293.  
  294. -----
  295.  
  296.  
  297. Colossus
  298.  
  299. The Colossus is available after getting Iron Working technology and can only be built in a coastal city. It gives a free trade route, a cargoship the Colossus is built in, 5 gold per turn, 2 extra gold from trade routes to city states or civilizations and 1 extra gold to the receiver. It gives one culture per turn and one great merchant point per turn.
  300.  
  301. A wonder that can give a free trade route, which can be diverse in its use to give strength in one area or another. It can obtain gold generation, allow more growth or production across the empire. Having the wonder itself will yield more gold for trade routes, which will promote any form of commerce or patronage play.
  302.  
  303.  
  304.  
  305. Playstyles that Utilize this wonder:
  306.  
  307. Any playstyle that involves gold generation. Can work very well when paired with Great Lighthouse or other gold wonders for a nice coastal gold generating empire.
  308.  
  309. An exploration empire that has a large amount of cities to allow every city to obtain a trade route to allow for all the expands to get productive and strong as soon as possible.
  310.  
  311.  
  312.  
  313. Civilizations that can utilize this wonder:
  314.  
  315. Portugal with their unique ability of obtaining more gold from trade routes, will benefit even more with another available trade route.
  316.  
  317. Morocco from yielding extra culture and gold by sending the free trade route to a city state or civilization.
  318.  
  319. Germany can allow their cities to have 5% more production from the Hanse with the trade route going to a city state.
  320.  
  321. Netherlands with yielding more gold from their luxuries can obtain a little bit more gold from the extra trade route.
  322.  
  323.  
  324.  
  325. Overall
  326.  
  327. + Free trade route
  328. + Extra gold from trade routes to city states or civilizations
  329. - Contested
  330.  
  331.  
  332. ---
  333.  
  334.  
  335. Great Wall
  336.  
  337. The Great Wall can be constructed after acquiring Engineering technology. It gives a free building, known as a Watch Tower, that is essentially identical to a walls (5 extra defense and 50 extra health for the city). It gives a free walls in the city it is built in. Gives one culture per turn and one great engineer point per turn.
  338.  
  339. The great wall is very helpful in defense and slowing down an attack into the civilization due to the increase defense and health. It can buy time to build military units to defend the attacker. It can also be nice to obtain to prevent another player from getting the Great Wall to allow yourself to push into others with a bit more ease, or in a more quick pace to have a faster set up time with the new empire.
  340.  
  341.  
  342.  
  343. Playstyles that Utilize this wonder:
  344.  
  345. Any that feel too glass cannony (Building everything except military, being very vulnerable to an attack) to give a defensive stance to try and lure any potential threats away.
  346.  
  347.  
  348.  
  349. Civilizations that can utilize this wonder:
  350.  
  351. No civilizations acquire any true benefit from building this wonder.
  352.  
  353.  
  354.  
  355. Overall
  356.  
  357. + Provides city strength to survive or buy enough time for an attack
  358. + Good deterrent from an early based attack
  359. = Not contested
  360.  
  361.  
  362. ---
  363.  
  364.  
  365. Hanging Gardens
  366.  
  367. The Hanging Gardens is allowed to be built after researching Mathematics technology and unlocking the Tradition policy tree. It gives 6 food per turn and a free gardens in the city it is constructed in. It gives one culture per turn and one great engineer point per turn.
  368.  
  369. The Hanging Gardens is the staple of tradition to give early growth to help a city become a strong dominant force by being able to work more tiles faster, or able to support working pure production from the free growth to push certain wonders before others. The Hanging Gardens can help with being able to obtain the gardens in a city that would naturally not be able to get a gardens if it was not on a fresh water source (adjacent to a river, lake, oasis, or Lake Victoria).
  370.  
  371.  
  372.  
  373. Playstyles that Utilize this wonder:
  374.  
  375. A play that focuses towards building early wonders can benefit from the growth to grow and/or work tiles to build other key wonders. Such plays can be the Great Library into Hanging Gardens into Petra build, which with the right land can lead to an incredible game for obtaining a decent amount of wonders with the correct lobby of players. This can lead to early engineers from multiple great engineer points to be able to obtain any medieval wonder of the civilization's choosing.
  376.  
  377. Any tradition game that has a focus for growth will want the Hanging Gardens.
  378.  
  379.  
  380.  
  381. Civilizations that can utilize this wonder:
  382.  
  383. Indonesia with their unique building (Candi) can get free faith per turn from the Hanging Gardens, which can help generate more faith per turn towards a prophet, and lead to higher faith per turn from other religions in the city.
  384.  
  385.  
  386.  
  387. Overall
  388.  
  389. + Extra growth to support simcity play better
  390. + Free gardens that doesn't require fresh water
  391. - Very Contested by tradition civilizations
  392. - Requires Tradition opener
  393.  
  394.  
  395. ---
  396.  
  397.  
  398. Oracle
  399.  
  400. The Oracle can be made after researching Philosophy technology. It gives one free policy of your choice and 3 culture in the city. It gives one great scientist point per turn.
  401.  
  402. An incredibly strong wonder in almost every right due to how important culture is in the NQMod. All policies are adequate and having more policies allows more openings and playstyles of what to do. It is one of, if not the most contested wonder in the game and it deserves so. Typical timings for the wonder being build range between turn 40-48 if someone tries to rush for it with great library or heading straight to Philosophy technology, however, can go a bit later from a liberty engineer finisher play at around turn 50-58. The free policy does not increase the culture costs, and can help large empires for it.
  403.  
  404.  
  405.  
  406. Playstyles that Utilize this wonder:
  407.  
  408. Exploration play can benefit tremendously from obtaining the oracle as it allows for them to free pick exploration opener policy or the Colonialism policy to allow for their fast and strong expansion play.
  409.  
  410. Liberty engineer finisher can obtain the Oracle and lead into another simcity/ war promoted playstyle that will benefit the wide empire a lot in any degree they choose to. It will allow a stronger game with a free policy due to how having more cities cost more culture for policies.
  411.  
  412. A piety player with a lack of culture can obtain the Oracle to finish piety faster to obtain the free prophet and obtain or enhance the religion to allow their play to benefit faster in their religious play.
  413.  
  414. Oracle in general can benefit almost all forms of plays, so it is usually always good to get if no one is showing any signs of obtaining.
  415.  
  416.  
  417.  
  418. Civilizations that can utilize this wonder:
  419.  
  420. No civilizations get any real benefit from obtaining this wonder.
  421.  
  422.  
  423.  
  424. Overall
  425.  
  426. + Free policy, which helps all forms of playstyles
  427. + Culture generation
  428. - Incredibly contested
  429.  
  430.  
  431. ---
  432.  
  433.  
  434. Parthenon
  435.  
  436. The Parthenon can be made after researching Drama and Poetry technology. It gives a free great work of art in the wonder, has one great work of art slot, and gives 4 culture per turn.
  437.  
  438. The Parthenon is a decent culture wonder that gives a bit of early culture as it gives 4 culture from the wonder itself, and then 2 culture from the great work of art that is given. If the Oracle is not available to obtain, Parthenon is a good substitute. Its great work of art is especially handy if the civilization is planning on theming the Hermitage (3 great works of art, all different eras and same civilization for theming) as it provides a great work at an era that great artists do not typically spawn in.
  439.  
  440.  
  441.  
  442. Playstyles that Utilize this wonder:
  443.  
  444. Any cultural victory strategies that can embrace the great work will benefit from going aesthetics and obtaining more yields on the great work (culture and science) and later freedom for more culture and tourism.
  445.  
  446.  
  447.  
  448. Civilizations that can utilize this wonder:
  449.  
  450. France obtains a free great artist with the creation of the Parthenon, which they can make a great work for their palace in the capital to have 2 early great works.
  451.  
  452.  
  453.  
  454. Overall
  455.  
  456. + Decent culture per turn, a poor man's Oracle
  457. + Helps with theming bonus for Hermitage (requires 3 different eras of great works of art)
  458. + Helps with culture victory
  459. = Not contested
  460.  
  461.  
  462. ---
  463.  
  464.  
  465. Petra
  466.  
  467. The Petra can be created after researching Currency technology and having a city adjacent or on top of a desert tile. It gives a free caravan in the city it is built in, a free trade route, and one food and production from all desert tiles that are not flatland on rivers (floodplains) or mountain/ world wonder tiles. It gives one culture per turn, however, at Archeology technology, it becomes 6 culture per turn. It gives one great engineer point per turn.
  468.  
  469. A strong wonder in the game, it gives a free trade route and caravan, which has many dynamics available due to its versatility in use. Depending on the terrain, it has the potential to be the strongest wonder for the city it is built in, in the game with the right setup. With an empire that has 16 reasonable desert tiles to work, it will yield an extra 16 food and 16 hammers if all those tiles are worked. However, in the NQMod, Petra has indirectly been weakened a slight bit due to the NQMap and the quality of tiles being abundant everywhere, with reasonable river systems in many places as well. Coastal spawns generally have 3 sea luxuries with 1 or more fish tiles, that can become incredibly strong with lighthouse and fishing boat (become 4 food 2 hammer tiles) with not too great of a cost compared to Petra (getting to Currency technology, making the wonder, hope no one else obtains).
  470.  
  471.  
  472.  
  473. Playstyles that Utilize this wonder:
  474.  
  475. Since the wonder is land based, any playstyle that allows the city to have a extraordinary amount of desert hills and/or oasis tiles at the city. It will allow the city to become a strong center point for the empire.
  476.  
  477. Any playstyle that can benefit from the extra trade route, such as commerce or patronage will obtain a great game plan for victory.
  478.  
  479.  
  480.  
  481. Civilizations that can utilize this wonder:
  482.  
  483. Portugal with their unique ability of obtaining more gold from trade routes, will benefit even more with another available trade route.
  484.  
  485. Morocco from yielding extra culture and gold by sending the free trade route to a city state or civilization.
  486.  
  487. Germany can allow their cities to have 5% more production from the Hanse with the trade route going to a city state.
  488.  
  489. Netherlands with yielding more gold from their luxuries can obtain a little bit more gold from the extra trade route.
  490.  
  491.  
  492.  
  493. Overall
  494.  
  495. + Potentially the best wonder for a single city for demographics based on land
  496. + Free trade route
  497. + Late game culture generation from Archeology technology
  498. - Contested
  499.  
  500.  
  501. ---
  502.  
  503.  
  504. Terracotta Army
  505.  
  506. The terracotta is available at Construction technology. It gives a copy of every different type of land unit currently owned at the city this is built in. It gives one culture per turn.
  507.  
  508. A wonder that has the role of defense or attack by spawning multiple units to attack into or defend from a civilization. It can be stronger the later it is built, as the wonder costs a set amount of production, for every unit extra from the wonder, will make the Terracotta Army that much more valuable.
  509.  
  510.  
  511.  
  512. Playstyles that Utilize this wonder:
  513.  
  514. Any playstyle that is doing a timing attack with a reasonable amount of gold to upgrade all the free units from the Terracotta Army will allow a push to be a scary force to reckon with.
  515.  
  516. A small empire that lacks the production or time to build units, spends the production to build the terracotta from either gifted units from city states, units bought or made to allow a defensive front to showcase to others that can prevent the civilization from being conquered.
  517.  
  518.  
  519.  
  520. Civilizations that can utilize this wonder:
  521.  
  522. Germany is the only civilization that benefits from this wonder. The unique ability of Germany is that they obtain the unit they killed in a barbarian camp. The units barbarians have are all unique and different to normal units a civilization builds, as they look different and may be called different, and do not rely on strategic resources (barbarian swordsmen do not require iron, barbarian horsemen do not require horses). If these and many of these types of units are obtained, the Terracotta Army WILL give a free copy of those units, including if you had your own type of that same unit (barbarian archer and normal archer the civilization created). This can lead to a large amount of troops no other civilization can compare to.
  523.  
  524.  
  525.  
  526. Overall
  527.  
  528. + Units spawned from Terracotta can have a combined production much more than the wonder itself
  529. + Intimidates neighbours from attacking
  530. = Not contested
  531. - Scares neightbours into preparing defenses
  532.  
  533.  
  534. -----
  535.  
  536. Medieval Wonders
  537.  
  538. -----
  539.  
  540.  
  541. Alhambra
  542.  
  543. Alhambra can be formed after obtaining Chivalry technology. It gives 20% culture for the city it is constructed in, and gives all military melee units (other than scout) the drill 1 promotion. It also gives a free castle in the city it is built in. It gives one culture per turn.
  544.  
  545. A great wonder that has both a culture benefit and a military benefit. It can outfit units with drill 1 promotion, which can lead units with the second tier of promotions (ambush formation for mounted units, or cover for ranged units) with a barracks. An armory can give more strength in that regard and later stages of the game can have high quality land units with charge or other forms against other civilizations with cavalry, infantry, or tanks. The culture benefit will give help in a strong city with culture generation (such as one with artist and writers guild) to have additional bonuses from other wonders to help push policies quicker and help play in many regards.
  546.  
  547.  
  548.  
  549. Playstyles that Utilize this wonder:
  550.  
  551. An aggressive player that can make use of spamming military of higher quality to fight into another player.
  552.  
  553. A defensive player that desires high quality units to defend an onslaught of units by preparing tiles with units of maximum benefit against the pushing attacker. The castle is a nice addition to defense which helps until the artillery era.
  554.  
  555. A cultural playstyle that revolves around having a bit more culture generation to push policies quicker.
  556.  
  557. An empire that focuses on gold generation to help with purchasing units of higher quality with more higher tier promotions.
  558.  
  559.  
  560.  
  561. Civilizations that can utilize this wonder:
  562.  
  563. No civilization has a true benefit over another for the making of Alhambra. Some civilizations can make some use from the promotions with their unique units (such as obtaining the Charge promotion for Cossacks for Russia) but all similar units for other civilizations can get the same promotions as well.
  564.  
  565.  
  566.  
  567. Overall
  568.  
  569. + Creates higher quality units
  570. + Culture generation increased by a percentage in the city
  571. - Contested
  572.  
  573.  
  574. ---
  575.  
  576.  
  577. Angkor Wat
  578.  
  579. Angkor Wat is a wonder available after Theology technology. It gives 10 science per turn, 3 culture per turn, and one great engineer point per turn.
  580.  
  581. Angkor Wat is a good wonder in the focus of promoting science for the empire and allows small empires to have a bigger science output to compare better against a wide empire. This wonder will help the early to midgame to get to later technologies faster due to the high yield of science from the Angkor Wat.
  582.  
  583.  
  584.  
  585. Playstyles that Utilize this wonder:
  586.  
  587. Almost all playstyles that is capable of obtaining Angkor Wat is going to have a great time due to the science from it.
  588.  
  589. A build focusing on OCC that obtains the wonder will help continue the hard science push towards industrial era to ensure a fast ideology to have their victory conditions in a closer frame to reality.
  590.  
  591. Exploration play can help keep the science reasonably high, however can lead to a slower construction in the aspect of the empire (slower expands due to production for Angkor Wat and not conquistadors/ settlers).
  592.  
  593.  
  594.  
  595. Civilizations that can utilize this wonder:
  596.  
  597. Korea with their free science boost from a science building made in the capital will give a slight burst of free science to their technology they are researching.
  598.  
  599. Maya's Mayan Calendar can use their early great engineer to secure the Angkor Wat quickly to demonstrate high science without taking time to produce the wonder.
  600.  
  601.  
  602.  
  603. Overall
  604.  
  605. + High science yield
  606. + Culture generation
  607. - Contested
  608.  
  609.  
  610. ---
  611.  
  612.  
  613. Borobudur
  614.  
  615. The Borobudur can be made after getting Theology technology and only in a holy city (A city where a religion was founded). It gives 3 missionaries of the religion currently in control of the city, and 5 faith per turn.
  616.  
  617. The Borobudur gives a quick and easy way to deal with low amount of faith generation and spreading of the religion to give the empire it's religion. It can also be used to spread to city states or even other civilizations if there is a play for it. It has a slight amount of faith generation so it can provide with help in later stages to generate enough faith to secure a round of purchasing great people if the civilization finishes a policy tree with that ability.
  618.  
  619.  
  620.  
  621. Playstyles that Utilize this wonder:
  622.  
  623. Any playstyle that has a low faith generation to help spread the religion much faster, or a play that requires pushing out another religion that may take a decent amount of faith (to purchase missionaries/ inquisitors) to remove.
  624.  
  625. When built in the city after the Great Mosque of Djenne, it will provide a total of 9 charges instead of 6, which will make the missionaries yield 50% more range in objectives.
  626.  
  627.  
  628.  
  629. Civilizations that can utilize this wonder:
  630.  
  631. No civilizations have a real benefit with this wonder.
  632.  
  633.  
  634.  
  635. Overall
  636.  
  637. + Reasonable faith generation
  638. + Faster in missionary spreads for lower faith empires
  639. + Save faith for other purposes
  640. = Not contested
  641.  
  642.  
  643. ---
  644.  
  645.  
  646. Chichen Itza
  647.  
  648. Chichen Itza is a wonder that can be created afer researching Civil Service technology. It gives 50% longer golden ages and 4 happiness*. It gives one culture per turn and one great engineer point per turn.
  649.  
  650. A strong wonder that any empire would love to have, as it will increase the length of golden ages. Golden ages can become incredibly powerful as they provide 20% more production, 20% more culture, and yield one more gold on all tiles that yield gold. This can be incredibly potent in all aspects of the game, so with a continuous golden age with bulbing great artists for golden ages, it can allow the empire to be 20% stronger. Chichen Itza is a wonder that can make this happen, so it if coveted by many players.
  651.  
  652.  
  653.  
  654. Playstyles that Utilize this wonder:
  655.  
  656. Any playstyle that is planning on having multiple great artists to allow for a long golden age. Such plays involve Aesthetics.
  657.  
  658.  
  659.  
  660. Civilizations that can utilize this wonder:
  661.  
  662. Persia's unique ability gives them 50% longer golden ages, and for all military units to have 10% strength and one extra movement. If Persia obtains the Chichen Itza, it can be very easy for them to have a golden age for the entirety of the game very early, and have a dominant military offensive against any foe they choose to push in.
  663.  
  664. Mali's unique ability gives them one faith from all tiles that yield gold. This can allow them to generate a large amount of faith per turn. If paired with the Chichen Itza, it will allow them to have an easier time to have a component of faith generation that other civilizations would not have. This will work immensely in an exploration coastal empire with water tiles yielding faith for Mali in a golden age.
  665.  
  666. Brazil's unique ability gives them 100% tourism output and 50% generation for great artists, great writers, and great musicians. The Chichen Itza will make Brazil's unique ability become much more potent if it becomes continuous at an early time frame (as long as Brazil can work the guilds that correspond to the great people).
  667.  
  668.  
  669.  
  670. Overall
  671.  
  672. + Excellent wonder to allow longer golden ages, which in turn, promote simcity
  673. + Happiness to allow a bit more freedom for the empire
  674. - Considerably contested
  675.  
  676.  
  677.  
  678. *All happiness from wonders is known as global happiness, where it is not restricted to the specific city it is in, but for the whole empire.
  679.  
  680.  
  681. ---
  682.  
  683.  
  684. Great Mosque of Djenne
  685.  
  686. The Great Mosque of Djenne is a wonder that is available after researching Theology technology. It gives 3 faith per turn, a free mosque in the city it is built in (3 faith, one happiness, and one culture building), and for every missionary that spawns in this city, it will give them an extra charge to spread religion. It gives one culture per turn and one great engineer point per turn.
  687.  
  688. The Great Mosque of Djenne can give some nice benefits for the empire as it can allow missionaries purchased in the city to have 3 charges to spread the religion to other cities. It can be paired with the Borobudur to allow 9 charges in total from 3 missionaries to be spread around the empire. The wonder isn't as strong with NQMod due to the Mosque becoming slightly nerfed (from 1 happiness, 2 culture, 3 faith).
  689.  
  690.  
  691. Playstyles that Utilize this wonder:
  692.  
  693. Any play that requires better use out of missionaries to spread religion.
  694.  
  695. Doing Sacred Sites strategy to get a free mosque when unable to obtain a mosque otherwise, or to save faith from buying one.
  696.  
  697.  
  698.  
  699. Civilizations that can utilize this wonder:
  700.  
  701. No civilizations can benefit over another from this wonder.
  702.  
  703.  
  704.  
  705. Overall
  706.  
  707. + Decent faith generation
  708. + Gives missionaries extra charge
  709. + Free mosque
  710. = Not contested
  711.  
  712.  
  713. ---
  714.  
  715.  
  716. Hagia Sophia
  717.  
  718. Hagia Sophia can be constructed after researching the Theology technology. It gives 3 faith per turn, a free temple, and a free prophet in the city it is built in.
  719.  
  720. Hagia Sophia gives a free prophet that will not increase the faith counter (which is really handy), and has many different plays from how one wants to take it. It can be created from a piety player that wants an extra great tile improvement for holy site potential, or for a tradition player to secure themself a reasonable religion if rushed. The temple can be sold the turn before the Hagia Sophia is made (if it is made and it can be sold) as the free temple will replace the temple, so it can save a bit of gold for that one turn. There are some situations where it would not be good to sell it, such as religious centers or feed the world, where it will benefit the growth or producing the wonder, as every other yield doesn't factor in until after the wonder is created).
  721.  
  722.  
  723. Playstyles that Utilize this wonder:
  724.  
  725. Tradition low faith generation for an faster religion.
  726.  
  727. Piety player looking for more holy sites for their empire.
  728.  
  729.  
  730. Civilizations that can utilize this wonder:
  731.  
  732. Sweden will obtain a science boost from the creation of the prophet.
  733.  
  734. Korea can potentially obtain a great tile improvement from the prophet if it decides to make a holy site, as it will provide 2 science per turn.
  735.  
  736.  
  737.  
  738. Overall
  739.  
  740. + Free prophet
  741. + Free temple
  742. - Can be contested
  743.  
  744.  
  745. ---
  746.  
  747.  
  748. Machu Picchu
  749.  
  750. Machu Picchu is available after researching Guilds technology and having a city within 2 tiles of a normal mountain tile that is within one's borders. It gives 2 faith per turn, 5 gold per turn, and 25% more gold from city connections. It gives one great merchant point per turn.
  751.  
  752. A gold generating wonder that gives gold based on the size of the empire, which, in a large enough empire can do a lot of justice for gold per turn without relying on trade routes to other civilizations or city states.
  753.  
  754.  
  755.  
  756. Playstyles that Utilize this wonder:
  757.  
  758. Large empires with a high population make best use out of this wonder.
  759.  
  760.  
  761.  
  762. Civilizations that can utilize this wonder:
  763.  
  764. No empires have a real benefit with this wonder.
  765.  
  766.  
  767.  
  768. Overall
  769.  
  770. + Great gold generation with a large empire
  771. - Not often contested
  772. - Needs a mountain within 2 tile range of a city
  773.  
  774.  
  775. ---
  776.  
  777.  
  778. Notre Dame
  779.  
  780. Notre Dame is available after researching Physics technology. It gives 10 happiness, 4 faith per turn, and one great artist point per turn.
  781.  
  782. Notre Dame is a powerful wonder and is contested by large empires due to the amount of free happiness it provides the empire. It can allow the empire to grow 10 more times, which gives 10 base science, and other useful impactful play for the new citizens on what tiles or specialist slots they can work. It can potentially make or break a game at the speed at which the empire is growing and if or if not they obtain the wonder.
  783.  
  784.  
  785.  
  786. Playstyles that Utilize this wonder:
  787.  
  788. Large empires that lack happiness, or need happiness for the potential size it can reach.
  789.  
  790. Any play that wants to utilize the great artist point for cultural victory or to spawn more artists; definitely overlooked.
  791.  
  792.  
  793.  
  794. Civilizations that can utilize this wonder:
  795.  
  796. India's unique ability allows population to be worth 25% less unhappiness, which makes the Notre Dame that gives 10 population from 10 happiness to give 3 extra population to grow into.
  797.  
  798. Persia, Brazil, and Mali all benefit from the great artist point from their unique ability with golden ages.
  799.  
  800.  
  801.  
  802. Overall
  803.  
  804. + 10 happiness, allows the potential or flexibility of some plays to showcase
  805. + Some faith generation
  806. - Very contested for any wide playstyles
  807.  
  808.  
  809. -----
  810.  
  811. Renaissance Wonders
  812.  
  813. -----
  814.  
  815.  
  816. Forbidden Palace
  817.  
  818. Forbidden Palace can be made after researching Banking technology and unlocked the Patronage policy tree. It gives 2 extra delegates in the congress and 10% less unhappiness from citizens in non-occupied cities. It gives one culture per turn.
  819.  
  820. The Forbidden Palace can give much needed votes in the congress to prevent or allow certain proposals to occur, or to contain and control the world host of the congress. The wonder can also give a reasonable amount of happiness (1 happiness per 10 population) in a large empire. A 100 population empire will obtain 10 happiness, equal with Notre Dame.
  821.  
  822.  
  823.  
  824. Playstyles that Utilize this wonder:
  825.  
  826. Large, sprawling empire that has troubles of obtaining happiness.
  827.  
  828. A civilization that would control or put pressure in the congress to allow, deny, or prevent certain proposals from happening.
  829.  
  830.  
  831.  
  832. Civilizations that can utilize this wonder:
  833.  
  834. Germany can utilize this wonder as it has the unique build, the Hanse, where it gets 5% production from trade routes to city states. By obtaining this wonder, it can help prevent Embargo City States from being passed in the congress. Similarly, Portugal, Morocco, and Netherlands have a similar ability, just not as important.
  835.  
  836.  
  837.  
  838. Overall
  839.  
  840. + Extra delegates in the congress to combat other people's votes
  841. + Extra happiness based on the size of the empire
  842. = Not contested
  843. - Requires Patronage opener
  844.  
  845.  
  846. ---
  847.  
  848.  
  849. Globe Theatre
  850.  
  851. The Globe Theatre is available after obtaining Printing Press technology. It gives a free great writer and 2 great work of writing slots (theming bonus is two great works in the same era of the same civilization). It gives 2 culture per turn.
  852.  
  853. The Globe Theatre gives a free writer, which is incredibly valuable due to the importance of policies. It can be a natural wonder people can go for if other important wonders aren't available to obtain if they were planning to head towards.
  854.  
  855.  
  856.  
  857. Playstyles that Utilize this wonder:
  858.  
  859. Any civilization can utilize the Globe Theatre as it gives a free writer to help push a policy faster.
  860.  
  861. Any civilization planning on obtaining cultural victory will enjoy having the Globe Theatre.
  862.  
  863.  
  864.  
  865. Civilizations that can utilize this wonder:
  866.  
  867. Sweden obtains a science boost from the generated great artist.
  868.  
  869. France obtains an extra great artist with the wonder built in the capital.
  870.  
  871.  
  872.  
  873. Overall
  874.  
  875. + Free writer, helpful in many playstyles
  876. + Helps with culture victory
  877. = Sometimes contested
  878.  
  879.  
  880. ---
  881.  
  882.  
  883. Himeji Castle
  884.  
  885. Himeji Castle is a wonder that can be created after researching Gunpowder technology. It gives a free castle in the city it is created in, and 15% combat strength for all units in the territory (land and sea). It gives one culture per turn and 2 great engineer points per turn.
  886.  
  887. The Himeji Castle gives a defensive measure for units within the territory against any invaders. It can allow the units to act of a higher quality, and can do more in the form of defense or offense if done correctly (taking out another civilization's city and then killing units in the territory after it becomes your territory. It can showcase you have entered Gunpowder tech, which can help other civilizations identify what technologies you could obtain quickly enough, which can be a deterrent for them to attack (Sign of getting lancers, cavalry, artillery potentially).
  888.  
  889.  
  890.  
  891. Playstyles that Utilize this wonder:
  892.  
  893. Defensive or Offensive playstyles that revolve around war benefit from this wonder.
  894.  
  895.  
  896.  
  897. Civilizations that can utilize this wonder:
  898.  
  899. Shoshone can utilize this which can stack on their civilization's ability that gives 15% combat strength in their territory, which added with Defender of the Faith founder belief can be up to 45% combat strength in the civilization's territory. Similarly, Ethiopia on a smaller empire than the warring nation can get 50% combat strength.
  900.  
  901.  
  902.  
  903. Overall
  904.  
  905. + Combat strength in civilization's land
  906. = Sometimes contested
  907.  
  908.  
  909. ---
  910.  
  911.  
  912. Leaning Tower of Pisa
  913.  
  914. The Leaning Tower of Pisa is available after getting Printing Press technology. It gives 25% generation for all great people in all cities of the empire. It gives 1 culture per turn.
  915.  
  916. The Leaning Tower of Pisa gives a 25% generation for all great people (excluding prophets, great generals, and great admirals) which is incredible for a large empire that can generate all types of great people. Given that the counter for great engineers, great merchants, and great scientists got separated in the NQMod, it became increasingly powerful, where it can make strong plays in all forms of the game. To any style of play that requires many great people. The Mausoleum of Halicarnassus becomes stronger from more great people spawning, similarly Reliquary as well (50 faith from each great person expended, enhanced religion belief).
  917.  
  918.  
  919. Playstyles that Utilize this wonder:
  920.  
  921. Late game science can benefit from the increase generation of scientists to push and obtain technologies faster. Likewise with more engineers spawning, can be used for the Order policy Spaceflight Engineers (ability to use Great Engineers to build spaceship parts), as only 6 are required to build all the spaceship parts.
  922.  
  923. Liberalism play with Freedom Ideology will allow more science from the great people spawning, so timing a lot of great people for the opening can do wonders.
  924.  
  925. Cultural play can enjoy more great artists/ great writers/ great musicians to spawn.
  926.  
  927. Any empire in general will benefit from this wonder.
  928.  
  929.  
  930.  
  931. Civilizations that can utilize this wonder:
  932.  
  933. Sweden due to having science generated whenever a great person is born, it will increase the rate by a small amount.
  934.  
  935.  
  936.  
  937. Overall
  938.  
  939. + Very strong wonder that will help any play that wants to generate great people
  940. - Contested wonder
  941.  
  942.  
  943. ---
  944.  
  945.  
  946. Porcelain Tower
  947.  
  948. Porcelain Tower can be formed after researching Architecture technology and requires opening Rationalism policy tree. It gives 2 science per turn for every luxury resource tile worked in this city (includes if the city is settled on a luxury) and a free scientist spawns at the city this is built in. It gives one culture per turn and 2 great scientist points per turn.
  949.  
  950. The Porcelain Tower is a science wonder that helps gives more science per turn in the city it is built. Based around the land tiles of the city, it can yield a generous amount of science in the right situation. The great scientist that spawns can help push technology in some form, or be used to be planted (not generally recommended this late, if it gives enough burst science versus planting on how many turns are remaining, rough estimate, worth more than 1400 science, save and bulb). Civilizations in the game will generally open rationalism for this wonder if given the chance to.
  951.  
  952.  
  953.  
  954. Playstyles that Utilize this wonder:
  955.  
  956. A small empire focusing on maximizing science output to obtain a victory condition quickly and effortlessly.
  957.  
  958. A wide empire that demands the great scientist to push towards modern era to obtain the ideology without the construction of the factories in the empire. This can be tied with going Order Ideology to help with the production of the factories to help the empire become stronger demographically.
  959.  
  960. Almost all empires would enjoy the free scientist and science per turn output from the Porcelain Tower.
  961.  
  962.  
  963.  
  964. Civilizations that can utilize this wonder:
  965.  
  966. No civilizations give any benefit from the wonder. Korea doesn't get anything out of the Porcelain Tower due to the wonder itself not having science output, but on the tiles themself.
  967.  
  968.  
  969.  
  970. Overall
  971.  
  972. + Free scientist, great for any play that involves going/ opening rationalism
  973. + 2 science yield on all resource tiles in the city
  974. - Quite contested
  975. - Requires Rationalism opener
  976.  
  977.  
  978. ---
  979.  
  980.  
  981. Red Fort
  982.  
  983. Red Fort is available after researching Metallurgy technology. It gives 12 defense in the city it is constructed in and gives all cities owned 25% more defense from defensive buildings. It gives one culture per turn and one great scientist point per turn.
  984.  
  985. A building that is built for defense of the extra measures, to defend from an xbow attack, or to defend from a frigate attack. Other situations to make the wonder is to showcase to people that the civilization has Metallurgy technology. Late game defenses matter almost nothing when artillery, rocket artillery, nuclear missiles and stealth bombers come into play.
  986.  
  987.  
  988.  
  989. Playstyles that Utilize this wonder:
  990.  
  991. For the maximum defense mode, or to achieve the highest defense for a city, to slow down an assault from another play by a turn if that, can be nice to obtain the wonder.
  992.  
  993.  
  994.  
  995. Civilizations that can utilize this wonder:
  996.  
  997. India's unique building the Mughal Fort can give defense based on the size of the population. When paired with the Red Fort, it can reach extreme measures of defense, especially in a very large city.
  998.  
  999.  
  1000.  
  1001. Overall
  1002.  
  1003. + Great defensive building to stop mid game era attacks
  1004. = Not contested
  1005. - Not as useful for late game in NQMod (Unless India)
  1006.  
  1007.  
  1008. ---
  1009.  
  1010.  
  1011. Sistine Chapel
  1012.  
  1013. Sistine Chapel is available after researching Acoustics technology. It gives 20% culture to all cities in the empire. It also gives 2 great work of art slots (theming bonus is two great works in the same era of the same civilization). It gives 1 culture per turn.
  1014.  
  1015.  
  1016. A very strong wonder that gives high culture generation for all cities in the empire. It can benefit all forms of plays to allow easier time to finish policy trees, or even force players to change their play to generate more culture to allow more options in the late game. It is a highly prioritied wonder by many civilizations in the game, that will enter renaissance era into Acoustics technology to obtain Sistine Chapel.
  1017.  
  1018.  
  1019.  
  1020. Playstyles that Utilize this wonder:
  1021.  
  1022. All civilizations can utilize the extra culture generation, as it will push policies faster.
  1023.  
  1024. Any civilization planning on obtaining cultural victory will enjoy having the Sistine Chapel.
  1025.  
  1026.  
  1027.  
  1028. Civilizations that can utilize this wonder:
  1029.  
  1030. France obtains an extra great artist with the wonder built in the capital.
  1031.  
  1032. Polynesia can generate obscene amounts of culture due to their Moais being spamming in a coastal empire, making their ludicrous culture generation more plaid.
  1033.  
  1034.  
  1035.  
  1036.  
  1037. Overall
  1038.  
  1039. + Great culture generation for the empire
  1040. + Helps with culture victory
  1041. - Highly contested
  1042.  
  1043.  
  1044. ---
  1045.  
  1046.  
  1047. Taj Mahal
  1048.  
  1049. Taj Mahal can be obtained after researching Architecture technology. It gives 4 happiness and a golden age. Gives one culture per turn.
  1050.  
  1051. A nice wonder that gives a golden age and a bit of happiness. This can be timed by entering a golden age and building Taj Mahal, as it will give twice the length of a golden age (natural golden age and Taj Mahal golden age combines), this is due to the sequence of events of the order of actions at the start of the turn. It goes congress votes, trades with other players ending, city state quests, then golden age happiness, then growth, then production, etc. So similarly, the Chichen Itza will not give a longer golden age if a golden age was entered at the turn transition.
  1052.  
  1053.  
  1054.  
  1055. Playstyles that Utilize this wonder:
  1056.  
  1057. Any civilization that wants a golden age and/ or the easy source of happiness.
  1058.  
  1059.  
  1060.  
  1061. Civilizations that can utilize this wonder:
  1062.  
  1063. Brazil, Mali, and Persia for the golden age.
  1064.  
  1065.  
  1066.  
  1067. Overall
  1068.  
  1069. + Golden age
  1070. + Happiness for a little bit of flexibility, if it is required here (due to after constabulary and zoo buildings are available, happiness is a bit more manageable)
  1071. - Contested
  1072.  
  1073.  
  1074. ---
  1075.  
  1076.  
  1077. Uffizi
  1078.  
  1079. Uffizi is a wonder that is available after researching Architecture technology and opening Aesthetics policy tree. It gives a free great artist and 3 great work of art slots (theming bonus is all three great works in the same era and of the same civilization). It gives 2 culture per turn.
  1080.  
  1081. Uffizi is a wonder tailored towards cultural victory or for players that want the free great artist for a golden age.
  1082.  
  1083.  
  1084.  
  1085. Playstyles that Utilize this wonder:
  1086.  
  1087. Any play that is tailored for cultural victory contention.
  1088.  
  1089.  
  1090.  
  1091. Civilizations that can utilize this wonder:
  1092.  
  1093. Sweden obtains a science boost from the generated great artist.
  1094.  
  1095. France obtains an extra great artist with the wonder built in the capital.
  1096.  
  1097. Brazil, Mali, and Persia for the great artist being used for a golden age.
  1098.  
  1099.  
  1100.  
  1101. Overall
  1102.  
  1103. + Free artist, golden age or great work of art
  1104. + Helps with culture victory
  1105. = Only contested with cultural victory players or players needing of a golden age
  1106. - Requires Aesthetics opener
  1107.  
  1108.  
  1109. -----
  1110.  
  1111. Industrial Wonders
  1112.  
  1113. -----
  1114.  
  1115.  
  1116. Big Ben
  1117.  
  1118. Big Ben can be produced after researching Industrialization technology and unlocking the Commerce policy tree. It gives 4 gold per turn and reduces the purchasing costs of everything in a city by 12%. It gives 1 culture per turn and 2 great merchant points per turn.
  1119.  
  1120. Big Ben helps in allowing cheaper purchasing, which in the late game, purchasing is a true contender for a strong game (alongside faith generation due to great people purchasing). It can also help in buying cheaper infrastructure with enough gold per turn or gold saved to secure an ideology from purchased factories right after the completion of the Big Ben.
  1121.  
  1122.  
  1123.  
  1124. Playstyles that Utilize this wonder:
  1125.  
  1126. Gold generation strategy, which encompasses any empire that strives for a load of gold per turn, either from doing trade routes or from huge cities with city connection gold and spawning great merchants to use in city states, or other similar types of builds.
  1127.  
  1128.  
  1129.  
  1130. Civilizations that can utilize this wonder:
  1131.  
  1132. There are civilizations that have a benefit for Big Ben with their unique traits that can work for it, but it requires the civilizations to actually do the gold generation playstyle to have it be in effect. These civilizations are Portugal, Netherlands, and Morocco.
  1133.  
  1134.  
  1135.  
  1136. Overall
  1137.  
  1138. + Reduces purchasing cost
  1139. = Contested with commerce civilizations
  1140. - Requires Commerce opener
  1141.  
  1142.  
  1143. ---
  1144.  
  1145.  
  1146. Brandenburg Gate
  1147.  
  1148. Brandenburg Gate can be built after researching Military Science technology. It gives a free great general at the city it is created in, and all military units built in the city will receive 15 more experience. It gives one culture per turn and 2 great scientist points per turn.
  1149.  
  1150. Brandenburg is a strong component to any playstyle that will revolve after a war with another player, as the extra 15 experience for units can ensure that city will get three promotions regardless if the civilization has entered Autocracy Ideology or not (60 experience required, 15 from barracks, armory, military academy, and Brandenburg Gate). That can allow battleships or other ranged naval to obtain ranged, which can allow the units to attack with 4 range. It can give airplanes triple bombardment or city bombardment promotion, which if promoted once more can lead to air repair, which is the strongest promotion for airplanes as it heals 25 health per turn (30 health per turn with medic unit).
  1151.  
  1152.  
  1153.  
  1154. Playstyles that Utilize this wonder:
  1155.  
  1156. Any playstyle that will do military action against another in the late stages of the game will want this wonder, especially if they are Order or Freedom Ideology, as they will not be able to obtain three promotions (unless Zulu, Assyria, or Poland).
  1157.  
  1158. Utilizing both Alhambra and Brandenburg can guarantee land melee units to the promotions March or Blitz, which are heal every turn, or attack twice, respectively. They are incredible promotions and can make mince meat of enemies.
  1159.  
  1160.  
  1161.  
  1162. Civilizations that can utilize this wonder:
  1163.  
  1164. Zulu has the potential to obtain four promotions with Brandenburg Gate, barracks, armory, military academy, and Total War in Autocracy for a total experience of 75 for a unit. Zulu's unique ability reduces the experience they need for a promotion by 25%, so with all this together, 4 promotions require 75. This can allow them to get air repair air planes without attacking another civilization, logistics on artillery, double attack on battleships or missile cruisers, etc. It is by far the scariest combination of war in the late game due to this scenario.
  1165.  
  1166. Sweden obtains science from the great general spawning.
  1167.  
  1168.  
  1169.  
  1170. Overall
  1171.  
  1172. + Allows an empire to obtain an extra promotion, where would not otherwise be obtained (unless empire is in Autocracy)
  1173. + Free great general
  1174. = Not often contested
  1175.  
  1176.  
  1177. ---
  1178.  
  1179.  
  1180. Louvre
  1181.  
  1182. The Louvre is accessible after researching Archeology technology and unlocking the Exploration policy tree. It gives a free great artist and 4 great work of art slots (theming bonus is having 2 great work of art and 2 artifacts, all from different eras). It gives 2 culture per turn.
  1183.  
  1184. The only wonder that gives 4 great work slots for theming, which can do some justice for an empire that wants to do hard tourism for their winning victory.
  1185.  
  1186.  
  1187.  
  1188. Playstyles that Utilize this wonder:
  1189.  
  1190. Hard tourism empires for cultural victory.
  1191.  
  1192. Empire that has a great engineer that wants the great artist for a golden age as there are no better wonders to engineer.
  1193.  
  1194.  
  1195.  
  1196. Civilizations that can utilize this wonder:
  1197.  
  1198. France obtains an extra great artist with the wonder built in the capital.
  1199.  
  1200. Sweden obtains science from the great artist spawning.
  1201.  
  1202. Brazil, Mali, and Persia for the great artist being used for a golden age.
  1203.  
  1204.  
  1205.  
  1206. Overall
  1207.  
  1208. + Free artist, golden age or great work of art
  1209. + Helps with culture victory
  1210. = Not contested, only with cultural victory players or players needing of a golden age that have enough culture to open/ sacrifice a policy to get exploration
  1211. - Requires Exploration opener
  1212.  
  1213.  
  1214. -----
  1215.  
  1216. Modern Wonders
  1217.  
  1218. -----
  1219.  
  1220.  
  1221. Broadway
  1222.  
  1223. The broadway can be made after researching Radio technology. It gives a free great musician and gives 3 great work of music slots (theming bonus is having all 3 great works of the same era and civilization). It gives 2 culture per turn.
  1224.  
  1225. The Broadway provides a free great musician and three slots, which can be played for either hard tourism, or to use the great musician in bulbing into another civilization's land for tourism. This can lead for a quick victory or more potential for tourism.
  1226.  
  1227.  
  1228.  
  1229. Playstyles that Utilize this wonder:
  1230.  
  1231. Cultural playstyles for the victory condition. Anything ranging from hard tourism, sacred sites, utopianism, and large culture from land/ wonders with hotels/ airports/ national visitor's center/ Internet technology.
  1232.  
  1233. Civilizations that can utilize this wonder:
  1234.  
  1235. France obtains an extra free great musician with this wonder.
  1236.  
  1237. Sweden receives a boost of science from the spawn of the great musician.
  1238.  
  1239.  
  1240.  
  1241.  
  1242. Overall
  1243.  
  1244. + Free great musician
  1245. + Helps with culture victory
  1246. = Not really contested
  1247.  
  1248.  
  1249. ---
  1250.  
  1251.  
  1252. Cristo Redentor
  1253.  
  1254. Cristo Redentor is available after researching Plastics technology. It lowers the culture required for new policies by 10% and gives 5 culture per turn.
  1255.  
  1256. The Cristo Redentor gives a good timing to bulb writers after its completion due to reducing the culture required for policies by 10%. This can help in obtaining more policies if the civilization is patient enough with the writers, especially waiting until after museum and broadcast towers are built in the cities for the maximum culture output.
  1257.  
  1258.  
  1259.  
  1260. Playstyles that Utilize this wonder:
  1261.  
  1262. Any playstyle that can store writers and bulb them after completing the wonder.
  1263.  
  1264.  
  1265.  
  1266. Civilizations that can utilize this wonder:
  1267.  
  1268. No civilizations have a bonus against another for this wonder.
  1269.  
  1270.  
  1271.  
  1272. Overall
  1273.  
  1274. + Lowers culture costs of policies
  1275. + Good culture generation
  1276. - Contested
  1277.  
  1278.  
  1279. ---
  1280.  
  1281.  
  1282. Eiffel Tower
  1283.  
  1284. Eiffel Tower is available after researching Radio technology. It gives 12 tourism per turn, 5 happiness, one culture per turn, and 2 great merchant points per turn.
  1285.  
  1286. Eiffel Tower is a generic wonder for tourism and happiness. It can benefit an empire if they have issues with happiness to engineer if they have nothing better to do with one and/or they can get the tourism for their hard tourism play.
  1287.  
  1288.  
  1289.  
  1290. Playstyles that Utilize this wonder:
  1291.  
  1292. Hard tourism playstyles that are going for a higher amount of tourism.
  1293.  
  1294. Players that want to deny another tourism player from generating larger amounts of tourism, alongside with the attribute of generating tourism to counter the cultural threat's tourism to alleviate a bit of pressure to reduce potential dissidents from differing ideologies.
  1295.  
  1296.  
  1297.  
  1298. Civilizations that can utilize this wonder:
  1299.  
  1300. No civilizations have a benefit compared to another for this wonder.
  1301.  
  1302.  
  1303.  
  1304. Overall
  1305.  
  1306. + Good tourism generation
  1307. + 5 Happiness to provide flexibility or keep happy
  1308. + Helpful with culture victory
  1309. = Not often contested
  1310.  
  1311.  
  1312. ---
  1313.  
  1314.  
  1315. Kremlin
  1316.  
  1317. The Kremlin can be constructed after obtaining the Railroad technology and undergoing the Order Ideology. It gives a free policy, and one happiness** from workshops, factories, hydro plants, solar plants, and nuclear plants. It gives one culture per turn.
  1318.  
  1319. The Kremlin is an ideology wonder for order. It gives a load of happiness (before NQMod, it was known as Young Pioneers) and a free policy, which will give a huge amount of benefit for the empire, almost always confirming the empire to have happiness for the rest of the game. Order in general has a lot of happiness policies (Party Leadership, 3 happiness per city, and Ministry of Railways, 3 happiness per city connected with a railroad) with another policy (Communism, reduces happiness from ideological pressure by 75%) that negates the effect of ideological dissidents by a fair amount. This makes Kremlin not always necessary to rush, as it is not directly leading to research labs, but it can be considered, especially if the civilization is heading towards landships or tanks and ignoring research labs.
  1320.  
  1321.  
  1322.  
  1323. Playstyles that Utilize this wonder:
  1324.  
  1325. A large empire that does not want to construct happiness buildings.
  1326.  
  1327. An empire that requires the free policy to help their strategy for a victory condition.
  1328.  
  1329.  
  1330.  
  1331. Civilizations that can utilize this wonder:
  1332.  
  1333. No civilizations have a bonus from utilizing this civilization.
  1334.  
  1335.  
  1336. **The happiness is applied to each building, therefore it is known as local happiness for this wonder, where local happiness is for each specific city, however if the local happiness is larger than the size of the city, it will be equal with the size of the city until it grows.
  1337.  
  1338.  
  1339.  
  1340. Overall
  1341.  
  1342. + Free policy
  1343. + Immense amounts of happiness from buildings
  1344. - Contested by order empires, but the amount of free happiness may not matter too much
  1345. - Requires Order ideology
  1346.  
  1347.  
  1348. ---
  1349.  
  1350.  
  1351. Neuschwanstein
  1352.  
  1353. Neuschwanstein is a wonder that can be established after obtaining Railroad technology and having a normal mountain tile within 2 tiles of a city that is within one's borders. It gives 2 happiness, 6 gold per turn, and it gives castles in the empire 3 gold per turn, 2 culture per turn, and one happiness. It gives 4 culture per turn and one great merchant point per turn.
  1354.  
  1355. The Neuschwanstein a sometimes missed wonder that has some great potential at giving the empire easy happiness, culture and gold from all the castles. In a 10 city empire, that can add up to becoming 30 gold per turn, 20 culture per turn, and 10 happiness from the castles. It only costs the production to build to castles.
  1356.  
  1357.  
  1358.  
  1359. Playstyles that Utilize this wonder:
  1360.  
  1361. A large empire that can afford to build the castles (which is almost always, especially with an order empire utilizing Fire-Year Plan which gives 25% production to all buildings).
  1362.  
  1363.  
  1364.  
  1365. Civilizations that can utilize this wonder:
  1366.  
  1367. No civilization has a benefit for this wonder.
  1368.  
  1369.  
  1370.  
  1371. Overall
  1372.  
  1373. + Extra happiness, culture, and gold from castles for the empire
  1374. = Not generally contested
  1375. - Requires a mountain within 2 tiles of a city
  1376.  
  1377.  
  1378. ---
  1379.  
  1380.  
  1381. Statue of Liberty
  1382.  
  1383. Statue of Liberty is a wonder that is accessible after researching Replaceable Parts technology and undergoing the Freedom Ideology. It gives a free policy, 5 happiness, and 5 population in the city where it is built. It gives one culture per turn.
  1384.  
  1385. The Statue of Liberty is a highly contested wonder for civilizations that head into the Freedom Ideology, as it gives 5 free population in the city it is built in. This can be incredible depending on what purposes it is used for. The free policy is always nice, but the population help mostly with working specialists slots.
  1386.  
  1387.  
  1388.  
  1389. Playstyles that Utilize this wonder:
  1390.  
  1391. A small empire or a city that desperately requires the population to be able to support working more specialists. This could be for many different builds in the game, such as a build tailored towards cultural victory or for a build tailored towards science victory.
  1392.  
  1393. Any play that would require the policy for a victory condition.
  1394.  
  1395.  
  1396.  
  1397. Civilizations that can utilize this wonder:
  1398.  
  1399. Korea has the slightest benefit from this wonder if it was not able to work all the specialist slots in the city it is built in before hand, as it will be able to get 1 science from every specialist slot worked from the Statue of Liberty.
  1400.  
  1401.  
  1402.  
  1403. Overall
  1404.  
  1405. + Free policy
  1406. + 5 population in where it is built, can lead to being able to work more specialists/ tiles
  1407. - Highly contested by freedom civilizations
  1408. - Requires Freedom ideology
  1409.  
  1410.  
  1411. ---
  1412.  
  1413.  
  1414. Volkshalle
  1415.  
  1416. Volkshalle can be constructed after researching Flight technology and undergoing the Autocracy Ideology. It gives 6 happiness and a free policy and increases the length of golden ages by 25%. It gives one culture per turn.
  1417.  
  1418.  
  1419. The Volkshalle is very similar to the Chichen Itza, just a bit weaker in having a longer golden age, however gives 6 happiness instead of 4. It does give a free policy which is always nice.
  1420.  
  1421.  
  1422.  
  1423. Playstyles that Utilize this wonder:
  1424.  
  1425. Considering the civilization has entered Autocracy (focus on war), it would be suited towards any empire that generates large sums of gold (due to golden ages yielding one more gold for all gold yielding tiles) for large amounts of military from purchasing to obtain a strong empire to utilize Autocracy to its fullest extent. Production has some benefits as well, depends on the state of the empire.
  1426.  
  1427. Any play that would require the policy for a victory condition.
  1428.  
  1429.  
  1430.  
  1431. Civilizations that can utilize this wonder:
  1432.  
  1433. Brazil, Persia, and Mali for the same reason as Chichen Itza.
  1434.  
  1435.  
  1436.  
  1437. Overall
  1438.  
  1439. + Longer golden ages, to help with autocracy's policies for war
  1440. + 6 happiness to support the empire in multiple ways
  1441. = Not contested, due to lack of autocracy empires
  1442. - Requires Autocracy ideology
  1443.  
  1444.  
  1445. -----
  1446.  
  1447. Atomic Wonders
  1448.  
  1449. -----
  1450.  
  1451.  
  1452. Great Firewall
  1453.  
  1454. The Great Firewall can be made after researching the Computers technology. It reduces spy's capability of stealing technologies from this city by 99.9% and removes the effect of tourism modifier from the Internet technology from other players.
  1455.  
  1456. A wonder that will help prevent a hard tourism attempt by a cultural victory contender, or helpful in preventing other civilizations from stealing technologies from the city it is built in.
  1457.  
  1458.  
  1459.  
  1460. Playstyles that Utilize this wonder:
  1461.  
  1462. A cultural victory contender, as denying the other civilizations from this will only provide a large odds of victory if it requires it.
  1463.  
  1464.  
  1465.  
  1466. Civilizations that can utilize this wonder:
  1467.  
  1468. No civilizations have a true bonus over another for this wonder.
  1469.  
  1470.  
  1471.  
  1472.  
  1473. Overall
  1474.  
  1475. + Prevents cultural victory contendor to have Internet technology tourism modifier apply to the civilization
  1476. + Prevents espionage of other civilizations that can steal technologies, and slows technology stealing in other cities
  1477. = Not contested
  1478.  
  1479.  
  1480. ---
  1481.  
  1482.  
  1483. Pentagon
  1484.  
  1485. The Pentagon can be built after researching Combined Arms technology. It lowers the price of upgrading military units by 33% gold. It gives one culture per turn and 2 great merchant points per turn.
  1486.  
  1487. The Pentagon is a wonder that helps in reducing the cost of upgrading units. There are some problems here. In late game, most units already cost very little to upgrade. Trade routes can yield a large amount of gold, and depending on the play, can already have a large amount of gold where upgrade costs do not matter as much. Having a large army can lead to tributing military city states in the late game which isn't as difficult as the earlier part of the game. The Pentagon is not worth building unless there is an impressive amount of units to upgrade that would actually make it worth it.
  1488.  
  1489.  
  1490.  
  1491. Playstyles that Utilize this wonder:
  1492.  
  1493. Any play that requires upgrading a large amount of military units to retain gold, or able to upgrade all the units.
  1494.  
  1495.  
  1496.  
  1497. Civilizations that can utilize this wonder:
  1498.  
  1499. No civilizations have any benefit over another for this wonder.
  1500.  
  1501.  
  1502.  
  1503.  
  1504. Overall
  1505.  
  1506. + Cheaper upgrade costs for military units
  1507. + No existence of contention for this wonder
  1508. - Generally useless
  1509.  
  1510.  
  1511. ---
  1512.  
  1513.  
  1514. Sydney Opera House
  1515.  
  1516. The Sydney Opera House is accessible at the Ecology technology and can only be built in a coastal city. It gives a free policy and 50% culture for the city. It gives 2 great work of music slots (theming bonus is having both great works from different eras and of the same civilization).
  1517.  
  1518. Sydney Opera House is a late game wonder that gives a free policy and a culture boost for the city it is built in. It can help in pushing crucial policies in the late game to obtain the victory condition which might not be possible otherwise. The culture gain comes near the end of the game (unless built early enough) where it might not have as much of an impact because of it.
  1519.  
  1520.  
  1521.  
  1522. Playstyles that Utilize this wonder:
  1523.  
  1524. Any playstyle that requires the extra policy to push for a victory condition.
  1525.  
  1526. A cultural victory condition that requires the 2 musician slots for a hard tourism victory. Great musicians can give tourism if used in another civilization's land, but if they are used for great works of music, it would definitely be for hard tourism.
  1527.  
  1528.  
  1529.  
  1530. Civilizations that can utilize this wonder:
  1531.  
  1532. France obtains a free great musician from this wonder built in the capital.
  1533.  
  1534.  
  1535.  
  1536. Overall
  1537.  
  1538. + Free policy
  1539. + Huge increase in culture generation in the city in where it is built
  1540. + Helpful in cultural victory
  1541. = Can be contested
  1542. - Requires a coastal city
  1543.  
  1544.  
  1545. -----
  1546.  
  1547. Information Wonders
  1548.  
  1549. -----
  1550.  
  1551.  
  1552. CN Tower
  1553.  
  1554. The CN Tower is available after researching Telecommunications technology. It gives one population and one happiness in all cities currently owned at the time of completing the production. It gives one great merchant points per turn.
  1555.  
  1556. A late game wonder that will provide free population for the empire. The larger the empire, the more worth this wonder becomes. Imagine if a 20 city empire created the CN Tower. Now imagine if all the 20 population worked a mine hill with order policy Five-Year Plan. This will give the empire 20 base science, at minimum 20 gold from city connections, and 100 base production. Quite the formidable wonder.
  1557.  
  1558.  
  1559.  
  1560. Playstyles that Utilize this wonder:
  1561.  
  1562. Any large empire can benefit from this, the larger, the better.
  1563.  
  1564.  
  1565.  
  1566. Civilizations that can utilize this wonder:
  1567.  
  1568. No civilizations have a true benefit over another for this wonder.
  1569.  
  1570.  
  1571.  
  1572.  
  1573. Overall
  1574.  
  1575. + Free population and happiness per city
  1576. = Not contested
  1577. - Small empires get almost no worth from the wonder
  1578.  
  1579.  
  1580. ---
  1581.  
  1582.  
  1583. Hubble Space Telescope
  1584.  
  1585. The Hubble Space Telescope can be created after researching the Satellites technology. It gives 10 science per turn, a free recycling center for the city where it is built, and 200% production when building spaceship parts. It gives 3 great scientist points per turn.
  1586.  
  1587. A late game wonder that helps in the victory condition of science victory. It helps for empires that lack the necessities of gold or great engineers for their timely victory.
  1588.  
  1589.  
  1590.  
  1591. Playstyles that Utilize this wonder:
  1592.  
  1593. Any playstyle heading to science victory that does not have the gold in freedom or great engineers in order to obtain all the parts at once.
  1594.  
  1595.  
  1596.  
  1597. Civilizations that can utilize this wonder:
  1598.  
  1599. Korea obtains a science boost from the Hubble Space Telescope, and considering this is the late game, it would be their best yield of science with the creation of this wonder in the capital.
  1600.  
  1601.  
  1602.  
  1603. Overall
  1604.  
  1605. + Helpful in science victory that is unable to attain gold with Freedom ideology, or great engineers with Order ideology
  1606. + Some science generation and great scientist points
  1607. = Sometimes contested
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