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Chapter Seven:
Wonders
The most prestigious, and often
the most powerful, items within the Call to Power universe are the wonders
of the world. Classified by ages, these wonders can come into play during
any portion of a civilization game. Unlike city improvements, several
wonders become obsolete after a certain advance has been discovered. Keep
this in mind when you decide to construct a certain wonder. If you are
near to researching the advance that makes it obsolete, by all means,
devote your resources someplace else.
Carrying extreme start-up costs,
the wonders will bring your production lines to a halt for many turns.
With this knowledge, don't bother constructing a wonder inside a base
that is already having resource problems. Nearly every wonder possesses
global effects; it doesn't matter which city you construct the wonder
in, so choose your most powerful cities!
When a civilization discovers
a wonder, it becomes unavailable for all other players. The aspect of
gameplay can be used in a variety of ways. For instance, if you see another
civilization has begun building a wonder, you can try constructing it
yourself and steal the item out from under you enemy. Because most players
will construct the wonder in their most profitable bases, you must either
do the same or use gold reserves to rush buy the wonder, which is very
expensive.
Most of all, plan ahead. Examine
each wonder's effects and determine which items will best suit your style
of play. Several of the wonders feature bonuses to trade and trade routes.
If you are a military-oriented player, these wonders won't serve much
purpose inside your civilization. Use the following information, which
contains each wonder's cost, prerequisites, effects, obsolescence, and
age, to determine which are most valuable to you and which are to be ignored.
Next: The Agency and AI Entity
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