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Introduction
Game Setup
Units
Combat
Rescources
City Improvements
Terrian Improvements
Wonders
A-D  E-F  G-K  L-P  R-W
Diplomacy
Governments
Mulitplayer

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.

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