I am working on an overhaul of wonders. My goal is to have wonders be ways to get interesting bonuses that are hard to get otherwise without having them replace regular holdings.
This started when I was looking through the wonders after winning a crusade as a merchant republic (and thus sitting on about 100k of gold) and realised that I only had a couple I wanted to build. Also, some of them seem to be have weird effects.
So I sat down and started grouping the wonders based on how I thought they should go together and I came up with the following groupings:
Now, I put the garden in intrigue because, as currently written, it mostly is useful for helping with intrigue. This despite that the base effect is one of the most powerful ways to improve disease resistance (and thus indirectly improve provinces). The underground city is currently listed as a fortification, but it mostly improves plot defense. So, I am going to move things around a little. First, I want there to be between 2 and 4 wonders available for every stat. Second, I don't want effects hidden in non-intuitive places. Things like the palace being the best wonder for increasing retinue size (level 4 currently gives +20%) need to go.
Instead, I am going to make the following list:
Diplomacy wonders will, mostly, improve relationships with vassals, other rulers, and populations (i.e. reduce revolt risk), with possible sides of increasing prestige by a lot, increasing court size, and generally making diplomacy more effective.
Martial wonders will add significant military power to the province they are built in and the ruler of the realm. Their base effects will increase fort level, garrison size, levy size, and retinue size for the local holdings and increase retinue size for the overlord. Add on effects will be a lot like the current fort and wall buildings that add some troops and some defensiveness to local holdings.
Stewardship wonders will increase income, increase prosperity, and provide a retreat for the ruler (granting a bonus to demesne). I have 5 of them because I want to keep both the harbor and lighthouse, but also want to have an equivalent to be built on non-coastal silk road provinces and have enough ideas to make both the garden and great agriculture interesting.
Intrigue wonders should allow interesting things to do with prisoners (maze and arena), or help striking from the shadows (underground city)
Learning wonders will probably not change that much. I have a couple ideas for things to add to the University (like a medical school that will allow all realm lords to send their physicians for training), but mostly can't think of anything for them.
All that said, this is a fairly ambitious modding project. My biggest problem is that some things I want to do (like allow building a command school at the martial wonders that grants an extra commander and improves commander, marshal, and ruler PCS by 1) are non-trivial. Below is a list of all the effects I currently want to add, but am unsure how:
Hopefully I will be able to show progress soon.
This started when I was looking through the wonders after winning a crusade as a merchant republic (and thus sitting on about 100k of gold) and realised that I only had a couple I wanted to build. Also, some of them seem to be have weird effects.
So I sat down and started grouping the wonders based on how I thought they should go together and I came up with the following groupings:
Diplomacy Wonders:
- Palace
- Mausoleum (possibly including pyramids)
- Statue (including horse statues)
- Theatre
- Walls
- Fortress
- Underground City (maybe)
- Harbor
- Lighthouse
- Garden
- Garden(maybe)
- Underground City(maybe)
- Great Temples/Cathedras/Mosques/Synagogues
- Library
- University
Now, I put the garden in intrigue because, as currently written, it mostly is useful for helping with intrigue. This despite that the base effect is one of the most powerful ways to improve disease resistance (and thus indirectly improve provinces). The underground city is currently listed as a fortification, but it mostly improves plot defense. So, I am going to move things around a little. First, I want there to be between 2 and 4 wonders available for every stat. Second, I don't want effects hidden in non-intuitive places. Things like the palace being the best wonder for increasing retinue size (level 4 currently gives +20%) need to go.
Instead, I am going to make the following list:
Diplomacy Wonders:
- Palace
- Mausoleum (possibly including pyramids)
- Statue (including horse statues)
- Walls
- Fortress
- Mustering Ground (New)
- Harbor
- Lighthouse
- Garden
- Market (New)
- Agriculture (New)
- Theatre/Arena
- Underground City
- Maze (New)
- Great Temples/Cathedrals/Mosques/Synagogues
- Library
- University
Diplomacy wonders will, mostly, improve relationships with vassals, other rulers, and populations (i.e. reduce revolt risk), with possible sides of increasing prestige by a lot, increasing court size, and generally making diplomacy more effective.
Martial wonders will add significant military power to the province they are built in and the ruler of the realm. Their base effects will increase fort level, garrison size, levy size, and retinue size for the local holdings and increase retinue size for the overlord. Add on effects will be a lot like the current fort and wall buildings that add some troops and some defensiveness to local holdings.
Stewardship wonders will increase income, increase prosperity, and provide a retreat for the ruler (granting a bonus to demesne). I have 5 of them because I want to keep both the harbor and lighthouse, but also want to have an equivalent to be built on non-coastal silk road provinces and have enough ideas to make both the garden and great agriculture interesting.
Intrigue wonders should allow interesting things to do with prisoners (maze and arena), or help striking from the shadows (underground city)
Learning wonders will probably not change that much. I have a couple ideas for things to add to the University (like a medical school that will allow all realm lords to send their physicians for training), but mostly can't think of anything for them.
All that said, this is a fairly ambitious modding project. My biggest problem is that some things I want to do (like allow building a command school at the martial wonders that grants an extra commander and improves commander, marshal, and ruler PCS by 1) are non-trivial. Below is a list of all the effects I currently want to add, but am unsure how:
- Short Reign Penalty reduction
- Vassal Limit
- Randomly generated event troops
- Global Reinforcement Rate
- Global Morale/morale recovery
- Winter Supply for all national troops (not just troops led by the ruler)
- Extra Commanders
- Bonus personal combat skill for commanders and marshal
- Extra Trade Post limit for all vassals (both as a straight bonus and as a percentage)
- Faster ships in sea tiles next to the province with the wonder
- A percent bonus to demesne
- Event chains (send to fight in arena, release into maze, send to study)
- Spreading ruler culture
- Morale Authority Bonus (so long as building is active)
- Ability to use extra artifacts (specifically using more than 4 books at a time)
Hopefully I will be able to show progress soon.