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A lot of wonders are more to help to remove a weakness not just give big buffs. :\
Or just because you want to build more wonders as they can make lots of culture for you, for a culture victory. ^^
EDIT - Oh, I just looked at some of your other mods and saw mention of deleting folders for stuff I didn't want. I'll assume that works here too. You might want to stick that note in the description for this mod just in case people end up here first like I did. :)
Awesome idea about a "Transcontinental Railroad". If you know how to mod, why not make it? That's a good idea you have, and very practical ingame, especailly for large empires...
So does the Russian Krepost.
Could you check how the two interact, because percentages are usually additive in the game and -100% cost in maybe every city seems... well, beyond overpowered.
Great FW I disagree compleatly with.
All together nice changes.
For my part I think the GF is useless. If you engineer a wonder late game it's going to be Hubble, which means you probably spend the hammers to hard build GF. But if there are civs with tech parity that late in the game (i.e. civs who will benefit a lot by stealing tech from you), then those hammers are better spent on units to take their cities and cripple their science. I find that a Police Station + max level spy in my science cities is very adequate defense.
Note that my changes to GF allow it to contribute to several victory types, making it a more flexible and valuable wonder.