[h1]World Wonder Redux[/h1]
[b]156 wonders to build. Your construction queue never runs dry. Yes, you can wonder-ruin yourself. Vanilla monuments remade.[/b]

In Victoria 3, once the factories, railways, and barracks are done, construction often sits idle — and vanilla monuments are few, and mostly the same.

The main loop of World Wonder Redux is simple: [b]more things worth putting in the construction queue[/b]. Nothing urgent to build right now? Build a wonder. Just unlocked a landmark tech? Build a wonder. And like Civilization, [b]you can also wonder-ruin your country[/b]: dump precious construction into monuments while industry, ports, and armies still need the queue.

One rule differs from Civ: [b]each wonder can only be built in its assigned state[/b] — not a national project anyone races to finish first.

[h2]What you actually play[/h2]
[list]
[*][b]Construction always has a next item.[/b] 156 wonders across 90+ states. During economic spikes, stack productive buildings; when you can breathe, queue a local wonder. Fewer dead stretches where there is simply nothing left to build.
[*][b]Wonder-ruining is real.[/b] Wonders cost monument-tier construction and look tempting — they will not win your wars or fill your markets for you. Whether and when to build is your call: build well and you reshape a state; build badly and you stall your own industrial tempo.
[*][b]State-locked, not a global race.[/b] Big Ben only in Home Counties, the Forbidden City only in its placement state. Missing from the build list means you do not control that state yet. Tech is a gate; the placement state is mandatory. This is not Civilization-style wonder racing.
[*][b]Which wonder you hold changes that state.[/b] Each has its own production-method package — trade, throughput, migration, conversion, innovation, conscription, administration, and more — landmark-specific, not a flat national prestige sticker.
[*][b]Four eras of things to queue.[/b] Ancient / Victorian / Modern / Future. Early game contests ruin states; later eras unlock local projects and megastructures behind tech — new “should I build this?” decisions keep appearing in the queue.
[*][b]Vanilla monuments remade the same way.[/b] Forbidden City, Big Ben, and the rest are not leftover placeholders; they share the differentiated effect language with the new content.
[*][b]Two game rules.[/b] Starting wonder density (none → all); effect intensity (full specialization / prestige only / off). Dial the temptation — or the numbers — up or down.
[/list]

[h2]What's in the mod[/h2]
[list]
[*]156 constructible world wonders (Ancient 114 / Victorian 13 / Modern 18 / Future 11)
[*]Each locked to one placement state + era tech gates (Victorian onward)
[*]Distinct state-level effects and landmark employment
[*]Full REPLACE_OR_CREATE remake of overlapping vanilla monuments
[*]Unique icons · 11/11 official languages
[*]Game rules: starting density + effect intensity
[/list]

[h2]Who this is for[/h2]
If your construction queue often goes idle, you want long-running build goals, or you enjoy the trade-off of “do I delay industrialization for a landmark?” — this mod is for you.

If you only want automatic prestige and never care about construction priority, skip it. Wonders are optional queue items, not a win button.

[h2]Compatibility & dependencies[/h2]
[list]
[*][b]Standalone[/b] — enable on its own; no total conversion or companion pack required
[*]Uses REPLACE_OR_CREATE for overlapping vanilla monuments
[*]Should sit fine beside most flavor packs and conversions that do not heavily rewrite the monument system
[*]Multiplayer-safe when all players use the same version
[/list]

[h2]Feedback[/h2]
Wrong state, weak or strong effect, localization issue — tell me. This mod is built to be corrected and expanded.

When you have nothing better to build — build a wonder. Then ask yourself whether you should have.
