Difference between revisions of "Wonder"

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| style="vertical-align: top;" | Horn of Plenty
 
| style="vertical-align: top;" | Horn of Plenty
| style="vertical-align: top;" | +1% platinum production, +1% food production, +1% gem production, +1% lumber production, +1% mana production, +1% ore production
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| style="vertical-align: top;" | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +1% mana production, +2% ore production
 
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| style="vertical-align: top;" | Imperial Armada
 
| style="vertical-align: top;" | Imperial Armada

Revision as of 13:24, 17 May 2021

Wonders provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them.

Wonder Discovery and HP

The first wave of wonders will appear on the 6th day of the round with a starting power of 150,000.

An additional wonder will appear every 48 hours with a starting power of 250,000.

Once rebuilt, wonder power depends on the damage your realm did to it and time into the round.

The total number of wonders that will be discoverd and appear in any given round is a max of 0.4 x (# of realms in the round)

0.4 x (number of active realms)
I.E.   If there are 29 realms in the round it would be as follows:  0.4 x 29 = 11.6 which would round to 12

Attacking and Destroying Wonders

When attacking wonders, your offense is unmodded (except by morale) and always suffers 3.5% casualties (including immortal units).

Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.

Also the spells Cyclone can be used to damage a wonder.

Cyclone - Damages Wonders - 3.5x cost - damage formula: (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP

The Wonders

Wonder Bonus
Ancient Library +10% Castle bonuses
Factory of Legends -25% Construction platinum cost
Gnomish Mining Machine +10% Ore Production
Great Market +10% Employment, +20% Bank exchange rates
Great Oracle -15% Cost of spells, +30% Wizard power
Guild of Shadows +25% spy power, -15% spy losses on failed operations
Halls of Knowledge +15% research point production
Hanging Gardens +20% food production
High Clerics Tower Can kill spirits and the undead
Horn of Plenty +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +1% mana production, +2% ore production
Imperial Armada Boats cannot be sabotaged
Ivory Tower +50% chance of causing hostile spells to fail
Onyx Mausoleum +25% offensive casualties against this realm
School of War +5 barracks housing
Spire of Illusion Clear sights against this realm are only +85% accurate
Underground Society +50% chance of causing hostile spy operations to fail
Wizard Academy -50% hostile spell damage