World Wonder Redux
156 wonders to build. Your construction queue never runs dry. Yes, you can wonder-ruin yourself. Vanilla monuments remade.
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: more things worth putting in the construction queue. Nothing urgent to build right now? Build a wonder. Just unlocked a landmark tech? Build a wonder. And like Civilization, you can also wonder-ruin your country: dump precious construction into monuments while industry, ports, and armies still need the queue.
One rule differs from Civ: each wonder can only be built in its assigned state — not a national project anyone races to finish first.
- Construction always has a next item. 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.
- Wonder-ruining is real. 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.
- State-locked, not a global race. 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.
- Which wonder you hold changes that state. Each has its own production-method package — trade, throughput, migration, conversion, innovation, conscription, administration, and more — landmark-specific, not a flat national prestige sticker.
- Four eras of things to queue. 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.
- Vanilla monuments remade the same way. Forbidden City, Big Ben, and the rest are not leftover placeholders; they share the differentiated effect language with the new content.
- Two game rules. Starting wonder density (none → all); effect intensity (full specialization / prestige only / off). Dial the temptation — or the numbers — up or down.
- 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
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.
- Standalone — enable on its own; no total conversion or companion pack required
- We recommend using Tech & Res for a better gaming experience. This is because the technologies unlocked for Modern and Future Wonders are all in Tech & Res. Without the corresponding technologies, Modern and Future Wonders will become buildable from the start.
- 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
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.
