Wonders should NOT cost a tile

Anyone else out there think this? I look at wonders as items that are made by things you already possess vs stand-alone entities (as in diplo translators made by factories, tri-strontium made at spaceport, etc) and it is especially problematic on meduim maps or smaller, where you typically posess only 2-3 planets (unless you set habitable worlds to max)...playing with a winning strategy you usually have 2-3 open tiles max per world, and when those areas compete with other extras( such as capitals) I have literally run out of places to put wonders even when I've had to the capacity to get them!

I just think these should be something you "build", but not take up space.
20,077 views 22 replies
Reply #1 Top
Well, it's plainly Stardock's design decision that they do cost a tile - and I can see how it would make their life much more complex to let you build things on planets that don't take up a tile.


But I find that this diminishes my enjoyment of the game as well. A hallmark of playing 4X games is getting some planet/city with a lot of production, so that you can build the Wonders there, and then having to defend that place at all costs, etc. There's a certain intuitiveness to that - your homeworld becomes the most developed and that's where your civ's greatest achievements get build.

That just doesn't work out in GalCiv2 because at most, you'd fit 1-2 on your manufacturing capital world, and only at the cost of some of your manufacturing capacity. As it is, I find that (a) I'm prone to ignore any Wonder that doesn't have clear and immediate benefits for me, and (b) I'll usually rush buy them on some crappy PQ4 world that isn't doing much for me otherwise. It always strikes me as incongruous that I'm bulking up my influence by buying some restaurant on Mars!
Reply #2 Top
Personally I think the fact they take up a tile gives you interesting decisions to make. Obviously you want wonders, but if you start building one and the AI beats you then you've wasted a lot of money, time and don't get the wonder. So if you really want the wonder then you have to pay for it by building it on one of your better worlds, e.g. your manufacturing capital, slightly weakening that world for the good of the empire. I have to say I enjoy having to make that choice.
Reply #3 Top
I like the idea that they cost a tile as well. That's what strategy is all about. Making choices and sometimes they have to be hard choices. It's not about getting what you want without sacrifice.
Reply #4 Top
Well, i think the Wonders shouldn't take up a tile at all...perhaps while they are building, they take up a tile and when they are finished, its vanishes as if you never built it, but you keep the effects.
Reply #5 Top
think of it this way when u build a tile for diplomatic translaters that means that your building a factory that producses the little guys so that they can be used throughout your whole empire plus the ai has already been coded for this kinda stuff on smaller maps ur just going to have to choose between which wonders or if u realy need to build wonders at all.
Reply #6 Top
I like the idea that they cost a tile as well. That's what strategy is all about. Making choices and sometimes they have to be hard choices. It's not about getting what you want without sacrifice.


Totally agreed.Strategy is all about choices and choices sometimes needs sacrifices.If you could have better research or production and have also the wonder doesn't require any strategy.At least in gc2 i have to choose to build a wonder or build an enhanced factory to improve my production.With wonder that needs one tile some bad planets can be also very useful.
Reply #7 Top
Ahem. Yes they should cost a tile. Which means the projects can be taken over militarily if you don't build it. My point two is actually dead on with what Marioflag just wrote. Its strategy to decide where to put it.
Reply #9 Top
Perhaps building a wonder gives the planet a bonus tile after it is completed?
Reply #10 Top
My only annoyance with these things is if you build a trade good, and lose the planet, you don't get the trade good anymore and have to either take the planet back or buy the good off the other player.

It annoys me that I don't have enough tiles to build wonders, but I'd rather keep it that way, I prefer to be challenged rather than everything handed to me on a silver platter.
Reply #11 Top
Actually think using a tile is right on. If it bothers you, simply save your money and buy it outright on a planet with poor production.... It forces you to make big decsions, and is easy to track of the way it is, which is good.
Reply #12 Top
Weighing in with the That's What Makes It A Strategy Game crowd!
Reply #13 Top
Of course wonders should cost a tile.
You can always upgrade an old building into a wonder if you have no empty tiles on your planets.
Reply #14 Top
I think wonders shouldn't cost a tile. They should be free. They should also perform oral pleasures on you after you win the game. duh
Reply #15 Top
I think the production cost of Wonders + the cost of one tile is too high. That doesn't mean they shouldn't cost a tile, I simply mean that I don't think the impact of losing a tile is built into the price of a wonder. I play medium or large maps, and most wonders simply aren't worth the production + tile cost. Maybe wonders are supposed to be a huge map thing.
Reply #16 Top
Wonders costing a planetary tile is fine with me, they're worth it.
Reply #17 Top
I think Guderian129 falls into the "supports tile camp"...

I also think he's the smartest 12 year old to post at these forums yet...
Reply #18 Top
Well, I think sometime a planet has too few tiles. For Example, 1 Farm, 1 Entertainment, 1 Manufacturing, 1 Starport, 1 Research, 1Influcence, 1 Economic take up about 7 tiles and some item need to build more than 1 sometimes or rather most of the time. I think GC2 should double the tiles and/or has a little more bonus.
Reply #19 Top
Well, I think most of a time a planet has too few tiles. For Example, 1 Farm, 1 Entertainment, 1 Manufacturing, 1 Starport, 1 Research, 1Influcence, 1 Economic take up about 7 tiles and some item need to build more than 1 sometimes or rather most of the time. I think GC2 should double the tiles and/or has a little more bonus.
Reply #20 Top
I think GC2 should double the tiles and/or has a little more bonus.

No, there really is no need to build one building of each kind everywhere. E.g. a class 5 planet with four factories gives a nice second tier ship production planet.
Reply #21 Top
I always build my trade goods/galactic achievements on class 5 or under planets, except for the Diplomatic Translators. You can insta-complete them for way too cheap - replacing a factory or research academy/invention sphere... buy them on class 5 or under planets for least economic loss.
Reply #22 Top
I like that they cost a tile also. It adds strategic depth once again to the game, it adds "decisions" it keeps the player from being a powermongering and hording all the wonders just because he can tech to them faster. And lemme tell yah a 30 class planet holds a lot of them wonders. I saw one for the first time in my game now and the YOR have it and it's going to be mine someday.

Keep it like it is Stardock, it makes sense and it keeps strategy and decisions at their finest.