Civilization: Call to Power/Wonders

The Agency.
Gives each city in your Civilization the protection equivalent to a Spy.

Editorial:

Not a bad Wonder. It severly limits the ability of foreign Civilizations to Investigate City, Steal Technology from you or Incite Unrest.

AI Entity.
Acts like a Mind Controller in every city, locking Happiness at 75. Has a 3% chance per turn of Revolting against it's controller.

Editorial:

Useless. Utterly useless as a wonder. By the time I have advanced to the point of being able to build this Wonder, I have the Sensorium and other improvements that have made my average Happiness in the 90-100 range. Every time I have built or captured this wonder, it has Revolted and taken half of my cities with it.

Chichen Itza.
Eliminates all Crime in your Civilization.

Editorial:

This Wonder is ok. Crime isn't all that much of a problem if you keep your people happy and can be effectively managed with a Courthouse. It will save some Gold and Food and enhance Production by reducing the effect Crime has on them.

Confucius Academy.
Eliminates Unhappiness due to distance from Capitol.

Editorial:

The further away a city is from your capitol, the more this distance contributes to Unhappiness. If your Civilization is spread out, the cities on the fringes will be more likely to Riot or Revolt because the citizens feel ignored and out of the decision-making processes. Building the Confucius Academy eliminates this Unhappiness.

Contraception.
+5 Happiness for all cities.

Editorial:

Very useful. This wonder, coupled with the correct building of City Improvements, massively improves Happiness throughout your Civilization.

Dinosaur Park.
Doubles the value of Trade Goods in host city by 300%

Editorial:

A good one to build in a City with more than 1 Trade Good. Excellent for generating Gold.

East India Company.
+1 ship movement, +20 gold per foreign trade route crossing water, all ships can cross Deep Water.

Editorial:

Essential for those aspiring to naval dominance. The extra ship movement and capabilities are a strategic and tactical advantage and the extra gold is always useful.

The Eden Project
Destroys the three most polluting cities in the world (excluding yours). Allows Ecotopian societies to build the Eco Ranger unit.

Editorial.

A Crime Against Humanity dressed up in vapid eco-prose. By the time this can be built in the game you can control pollution tightly so no need to commit mass murder. Don' waste your time.

Edison's Lab.
Grants a 1% chance per turn of instantly discovering whatever scientific goal you are Researching.

Editorial:

Extremely useful but not critical. The only drawback is advancing too fast.

Egalitarian Act.
Makes all of your Cities celebrate for 5 turns. Revolting foreign Cities join your Civilization.

Editorial:

Somewhat annoying with the Celebrating but having half of your nearest rivals' Cities come over to your control is good.

Emancipation Act.
Frees all Slaves in the world. All slaves in your cities become citizens. Cities with Slaves suffer severe riots as a result.

Editorial:

Extremely useful if you have been raided for Slaves. Can wreck a Slaver society's economy.

Forbidden City
Closes all of your Embassys and prevents foreign powers from establishing Embassies.

Editorial:

Useless. Trading Advances is very useful.

Gaia Controller.
Globally eliminates all Pollution in the game and prevents environmental disasters; Global Warming, deterioration of the ozone layer.

Editorial:

Absolutely essential that this is built though not necessarily by you. There are two major benefits of having this wonder built;

1). No more pollution. Itself an excellent thing. 2). Your citizens become instantly happier, especially in major cities.

Since this eliminates all pollution in the game, there is no real need to build improvements like the Recycling Plant or Eco Transit any more, they are utterly redundant. However the game is not coded to recognise that improvements, unlike units, are obsolete so you might as well build them anyway.

Hagia Sophia
Doubles the effects of Temples and Catherals

More gold from converted cities

Notes: A most have for Theorcrecy

Internet
Each turn you have a 1% chance of downloading an Advance you haven't researched yet from another Civilization.

Editorial:

An excellent wonder if you are trying to catch up with a more technologically advanced civilization or to retain technological superiority.

Labyrinth.
Gives free caravans.

Editorial:

This wonder is a must-have. Having free trade-routes means you can generate a lot of gold very quickly, essential for developing a strong military and progressing along the tech-tree. Couple this wonder with the Sphinx (75% reduction of military support costs) the East India Trading Company (+1 ship movement, 20 gold per foreign trade route crossing water) and The London Exchange (no city improvement maintenance costs) and you're in a very strong position.

London Exchange.
Eliminates maintenance costs for City Improvements.

Editorial:

This is an excellent Wonder to build. Building the London Exchange generates a massive influx of Gold into your coffers. Becomes obsolete when someone researches Robotics.

Sensorium
Eliminates unhappiness caused by pollution and more importantly overcrowding.

Editorial: Very useful end game wonder. Greatly improves the effectiveness of cities with +15 population as you can now have more merchants, scientists, and laborers, instead of entertainers. Saves you the trouble of having to build aquafilters and acoglieces

Sphinx
75% reduction in military support costs.