![]() If you have a sufficient number of Floodplains in one of your city and Marshes in a large area around you, the Etemenanki is a great Wonder for establishing a Production and Science lead over others. Some non-combat units, like Caravans, Explorers, and Settlers, have special functions which are explained separately.A surprisingly marsh-y island on an Island Plates map: the power of Etemenanki and Lady of the Reeds and Marshes Units are groups of citizens, soldiers, and envoys that can move around the world of Civilization II and interact with other units and civilizations. Finally, Wonders also sway your people to improve your throne room (see Throne Room for the particulars). Further, the presence of Wonders influences historians, such as Gibbon, who periodically rate the world's civilizations. The presence of Wonders is significant to the calculations determining the top five cities in the world. in addition, each Wonder that your civilization possesses adds to your Civilization II score. The glory that accrues to your civilization for possessing a Wonder is one of the general benefits conferred by such great works more importantly, this glory continues to accrue even if new advances make the Wonder's specific benefit obsolete. You can read about the specific benefits in the appropriate Civilopedia entry. Each Wonder has both specific and general benefits. Wonders can be built in any city and more than one may be built in the same city. Each disbanded unit contributes shields equal to one-half its construction cost directly to the Resource Box, representing the reallocation of support from the unit to the construction. In addition, you can disband troops currently in the city that is constructing the Wonder. Click the Buy button at the top of the Production menu if you have enough cash on hand to purchase the Wonder, you can choose to pay, and the Wonder will be completed next turn. You can also spend cash directly from your treasury. You can divert trade goods into the Wonder's coffers by moving a Caravan or Freight unit into the city of construction and accepting the choice Help Build Wonder - see Caravans & Freight for details about Caravan interactions. If you want to accomplish construction of a Wonder faster than the city that is building it can generate shields, you have several options. Wonders of the World are often long-term projects (as befits their magnificence). However, if a city possessing a Wonder is destroyed (that is, if its population is reduced to zero by siege or bombardment), that Wonder is lost forever and cannot be rebuilt. Wonders are not destroyed when an enemy captures the city in which they exist. As you click on each potential project, you see a graphic representation of the shortfall or excess of shields you currently have with respect to the new project's requirements. Any excess shields you have accumulated beyond the number required to construct your new project are lost, so be careful what you choose. If you are building a Wonder in one of your cities and the same Wonder is completed elsewhere before you finish, you must convert your production to something else. A message warns you if another civilization's production of a Wonder is imminent. However, you can start construction of a Wonder even if another civilization is working on the same project - you just race to see who gets done first. You can build a Wonder only if you have discovered the advance that makes it possible, and if it does not already exist somewhere else in the world (if it exists in another city, it won't appear as an option on your Production menu). ![]()
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