Here are my first thoughts after some games.
I will focus on the playing part, not 'how it looks'. This will take some time to adapt I guess, but the most important is how does the change impact the gameplay & balance of the game imo.
So here go's:
- Starting resource not complementary to first wonder stage: good change, some wonders could take a very easy head start in the old game. Now more effort is needed to 'play and complete' the wonder.
This however makes the trading post's even better cards. Alltough I will still favor picking any double resource over trading post if both are in my hand.
Taking the double resource cards in 2nd age will be more off a fight now maybe, which is good for balance. For example: If you go 'red' neglecting to take enough resources could hurt you more than before.
- Stone is now much more important that it used to be: more wonders needing stone which is good. Before stone wasn't that important to most wonders.
- The strateguist guild ("hero-guild") removed from the game: From a balancing point of view this looks good.
Since in the competetive scene red was the winning strategy (see Pistolero guide...) and it's still gonna be very strong and important.
So removing a card that emphasis this by adding more points to this strategy looks good for balance.
Over to the wonders:
- Olympia: I don't like the change. It increases the variance/random a lot, which is good I guess for a family game but not if you want to play 7wonders competetive. Especially with the B-side you will need a lot more luck with the card distribution to have good (expensive) cards in your first and last hand.
You could play B-side and only go for stage 1, but that way you will miss out on the 'Decorators Guild'.
I think this wonder got nerfed very hard and this was not really needed (it was somewhere in the middle off the pack, now close to bottom)
- Babylon: A good buff for the B-side, this looks good. It was one of the worst wonders now it will be in the middle of the bunch or higher.
Stages are much more accessible. I guess this adds 6-9 gold for you.
- Rhodos: no change is understandable, I guess this is a hard wonder to finetune. The wonder is very strong in 3player (close 2nd to hali), but in other player formats it's not that good.
In general I think a buff would have been 'ok', but that would make it too strong in 3player probably. Alltough by removing the strateguist guild, I think a slight buff would have been good for this wonder.
- Gizah: Basically untouched, unless you wanna play A side (small buff). However the buff to blue cards (more points, better chains) are good for this wonder since with gizah most of the time you will be taking a lot of blue with all the resources you need for the wonder.
Since Gizah was one of the worst in competetive play, it might be a bit better now.
- Alexendria: They killed the B-side. It was a very strong wonder, but the nerf is a bit too much imo. It's very expensive now, and I think a lot of players will switch to playing A-side. But the A-side compared to other wonders isn't that good either, it's just better than the B-side now.
It was one of the stronger wonders, I think now it might be the worst wonder.
- Ephesos: Very small change, a slight nerf for the B side (more difficult last stage) is good however, since this is one of the strongest wonders.
- Halikarnassos (B) was and is still the best wonder. I don't get why they nerfed Alexendria B this hard and Hali only very slightly.
A= day
B = night
Very early to rank the wonders, but I'll give it a try for the 4player. Maybe others can give their ranking as well.
Ranking in my opinion off course:
Old game 3p: Halikarnassos > Rhodos > Alexandria > Olympia > Ephesos > Gizah > Babylon
Old game 4p: Halikarnassos > Alexandria >Ephesos > Olympia > Rhodos > Gizah > Babylon
NEW game 4p: Halikarnassos > Ephesos > Babylon > Gizah > Rhodos > Olympia > Alexandria