I never knew so many people shared my view on the end game of Grepolis at the moment...
My 2 cents to the idea,
I think the game has people playing for various reasons, some like to sim, some to attack/defend so on... I personally think WW completion/world victory should
NOT be focussed on one type of game-play type to build i.e I think all seven wonders should have their own type of building raw material....
This will not only make WW interesting it will become engaging for all types of players....
My Proposal
The Colossus of Rhodes - Should need ABP to build. NOTE - This ABP should only account the ones only in WW era
AND should account ABP against other alliances (To prevent internal training and sacrificing)....
The Pyramids of Giza in Egypt - Should need Resources to build, same as now.(Lets give some chance to simmers!!).
The Temple of Artemis at Ephesus - Should need DBP to build. NOTE - Similar in idea to ABP as above, however since the game is slightly skewed towards defence I think the requirements should be higher than ABP. The only downside I think is in passive worlds this WW will never get built...
The Statue of Zeus by Phidias in Olympia - Should be built based the number of conquests an alliance has earned. (Sounds crazy I know
). This counter like ABP should kick in only in WW era and should include against other alliances only...
The Tomb of King Mausolus II at Halicarnassus - This is based on the population that is assigned to build the wonder. To elaborate, each city can assign some free pop to build this WW starting from 1 to max pop... More population assigned to the WW will ensure it is completed quick. However, once the population is assigned they cannot be used for training in Barracks/harbour etc... To ensure fairplay assigning pop to WW should have a lead time of say 6hrs.... I know this idea is similar to resource pooling but the x factor I think is if you sim too hard the city will become empty and easier for others to overrun.
The Hanging Gardens of Semiramis in Babylon - Favour to build.
The lighthouse on the island of Pharos at Alexandria - Okie so I have run out of ideas sadly, so I am gonna invent something here, bear with me. To build this WW treasures are required, treasures will be spread across the world and alliances need to send ships with units to locate these treasures like scouting rims of the world. This is just a concept at this stage and still not an idea yet also, this will involve some new game design so I understand will not be simple!
Balance:
One important thing in the above suggested idea is balance. Since each WW uses different type of resources there is a good chance that one WW will become complete in Day 1 whereas some might take months to complete. I think we need to call our friend "Math" to assign the value requirement of each resource based on the number of active members the world has. For e.g: If world A has lets say 1000 actives, then ABP required should be a factor of 1000. If World B has 5000 actives then its requirement will be the ABP factor*5000.
So lets assume the ABP factor is 100 it effectively means 100K ABP is required for World A alliances to complete Level 1 of the WW. As the level increases I propose the ABP factor should increase as well.
If the Alliance cap in World A is 100 then in an ideal world each member of the alliance is expected to contribute 1K ABP, which is roughly 35% - 40% of the city pop. So I propose that resources required to complete Level 1 of WW requiring resources in World A should be 35%*25K (Max warehouse size)*1000. This will ensure that the world is balanced not only internally and externally to other worlds.
NOTE: The above example is called "napkin" math and is not accurate, it will take some time and number crunching to get into the real numbers. It is used to explain the concept so dont get bogged down with details.