Difference between revisions of "Wonder"

From OpenDominion
Jump to navigation Jump to search
 
(22 intermediate revisions by 8 users not shown)
Line 1: Line 1:
'''Wonders''' provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them.
+
'''Wonders''' of the world provide bonuses to all dominions in the controlling realm and are acquired by [[Attacking|destroying]] and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.
  
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.
+
== Wonder Discovery and HP ==
  
When attacking wonders, your offense is unmodded (except by morale) and always suffers 5% casualties (including immortal units). Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.
+
The first wave of wonders will appear at the start of the round with a starting power of 150,000 for tier 1 and 75,000 for tier 2.
  
== Wonders ==
+
An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.
 +
 
 +
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:
 +
 
 +
<math>min(37500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}</math>
 +
 
 +
Wonder HP will then be rounded down to the nearest 10,000 HP
 +
 
 +
The total number of wonders that will be discovered and appear in any given round is a max of 40% of the number of active realms. If there are 29 realms, 12 wonders would spawn as per
 +
 
 +
<math>40% * 29 = 11.6 \approx12</math>
 +
 
 +
== Attacking and Destroying Wonders ==
 +
 
 +
When attacking wonders, your offense is [[Offensive_power#Raw_OP|unmodded]] (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is [[Gnome]] Suicide Squads, which always suffer 50% casualties.
 +
 
 +
The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by
 +
 
 +
<math>min(1.5 * WPA * Acres, WonderBaseHP*0.75%)</math>
 +
 
 +
where WPA is capped at 1.0 for purposes of damage calculations.
 +
 
 +
When attacking a neutral wonder, the damage is doubled but still capped at 0.75% of the wonder's base HP.
 +
 
 +
If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of
 +
 
 +
<math>min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500</math>
 +
 
 +
while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal
 +
 
 +
<math>min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875</math>
 +
 
 +
== Wonder Prestige ==
 +
 
 +
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded [[prestige]].
 +
 
 +
Prestige is only awarded via troop damage to individual dominions as per
 +
 
 +
<math>25 + \frac{TroopDamage}{DamageDealtByRealm} * 250</math>
 +
 
 +
To be eligible for prestige, a dominion must deal at least 2% of the realm's total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.
 +
 
 +
Cyclone damage does not award prestige.
 +
 
 +
== The Wonders ==
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 11: Line 55:
 
! Wonder
 
! Wonder
 
! Bonus
 
! Bonus
 +
|-
 +
| style="vertical-align: top;" | '''Tier 1'''
 +
| style="vertical-align: top;" |
 
|-
 
|-
 
| style="vertical-align: top;" | Ancient Library
 
| style="vertical-align: top;" | Ancient Library
| style="vertical-align: top;" | +10% Castle bonuses  
+
| style="vertical-align: top;" | +10% Castle investment bonuses  
 
|-
 
|-
 
| style="vertical-align: top;" | Factory of Legends
 
| style="vertical-align: top;" | Factory of Legends
 
| style="vertical-align: top;" |  -25% Construction platinum cost
 
| style="vertical-align: top;" |  -25% Construction platinum cost
 +
|-
 +
| style="vertical-align: top;" | Fountain of Youth
 +
| style="vertical-align: top;" |  +2.5% maximum population
 
|-
 
|-
 
| style="vertical-align: top;" | Gnomish Mining Machine
 
| style="vertical-align: top;" | Gnomish Mining Machine
 
| style="vertical-align: top;" | +10% Ore Production
 
| style="vertical-align: top;" | +10% Ore Production
 +
|-
 +
| style="vertical-align: top;" | Golden Throne
 +
| style="vertical-align: top;" |  +25% attacking prestige gains
 +
|-
 +
| style="vertical-align: top;" | Halls of Knowledge
 +
| style="vertical-align: top;" | +15 research point production per hour, +10% research point production
 +
|-
 +
| style="vertical-align: top;" | Horn of Plenty
 +
| style="vertical-align: top;" | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production
 +
|-
 +
| style="vertical-align: top;" | Ruby Monolith
 +
| style="vertical-align: top;" | +7.5% fewer casualties on offense, +7.5% fewer casualties on defense
 +
|-
 +
| style="vertical-align: top;" | School of War
 +
| style="vertical-align: top;" | +5 barracks housing
 +
|-
 +
| style="vertical-align: top;" | '''Tier 2'''
 +
| style="vertical-align: top;" |
 
|-
 
|-
 
| style="vertical-align: top;" | Great Market
 
| style="vertical-align: top;" | Great Market
Line 29: Line 97:
 
| style="vertical-align: top;" | Guild of Shadows
 
| style="vertical-align: top;" | Guild of Shadows
 
| style="vertical-align: top;" | +25% spy power, -15% spy losses on failed operations
 
| style="vertical-align: top;" | +25% spy power, -15% spy losses on failed operations
|-
 
| style="vertical-align: top;" | Halls of Knowledge
 
| style="vertical-align: top;" | +15% research point production
 
 
|-
 
|-
 
| style="vertical-align: top;" | Hanging Gardens
 
| style="vertical-align: top;" | Hanging Gardens
Line 37: Line 102:
 
|-
 
|-
 
| style="vertical-align: top;" | High Clerics Tower
 
| style="vertical-align: top;" | High Clerics Tower
| style="vertical-align: top;" | Can kill spirits and the undead
+
| style="vertical-align: top;" | Can kill all immortal units, Offensive casualties against this realm cannot be reduced, Defensive casualties inflicted by this realm cannot be reduced
|-
 
| 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
 
 
|-
 
|-
 
| style="vertical-align: top;" | Imperial Armada
 
| style="vertical-align: top;" | Imperial Armada
| style="vertical-align: top;" | Boats cannot be sabotaged
+
| style="vertical-align: top;" | Boats cannot be sabotaged, -1% platinum tax from Royal Guard
 
|-
 
|-
 
| style="vertical-align: top;" | Ivory Tower
 
| style="vertical-align: top;" | Ivory Tower
Line 50: Line 112:
 
| style="vertical-align: top;" | Onyx Mausoleum
 
| style="vertical-align: top;" | Onyx Mausoleum
 
| style="vertical-align: top;" | +25% offensive casualties against this realm
 
| style="vertical-align: top;" | +25% offensive casualties against this realm
|-
 
| style="vertical-align: top;" | School of War
 
| style="vertical-align: top;" | +5 barracks housing
 
 
|-
 
|-
 
| style="vertical-align: top;" | Spire of Illusion
 
| style="vertical-align: top;" | Spire of Illusion

Latest revision as of 09:32, 29 August 2024

Wonders of the world provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.

Wonder Discovery and HP[edit]

The first wave of wonders will appear at the start of the round with a starting power of 150,000 for tier 1 and 75,000 for tier 2.

An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.

Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:

Wonder HP will then be rounded down to the nearest 10,000 HP

The total number of wonders that will be discovered and appear in any given round is a max of 40% of the number of active realms. If there are 29 realms, 12 wonders would spawn as per

Attacking and Destroying Wonders[edit]

When attacking wonders, your offense is unmodded (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is Gnome Suicide Squads, which always suffer 50% casualties.

The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by

where WPA is capped at 1.0 for purposes of damage calculations.

When attacking a neutral wonder, the damage is doubled but still capped at 0.75% of the wonder's base HP.

If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of

while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal

Wonder Prestige[edit]

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

Prestige is only awarded via troop damage to individual dominions as per

To be eligible for prestige, a dominion must deal at least 2% of the realm's total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.

Cyclone damage does not award prestige.

The Wonders[edit]

Wonder Bonus
Tier 1
Ancient Library +10% Castle investment bonuses
Factory of Legends -25% Construction platinum cost
Fountain of Youth +2.5% maximum population
Gnomish Mining Machine +10% Ore Production
Golden Throne +25% attacking prestige gains
Halls of Knowledge +15 research point production per hour, +10% research point production
Horn of Plenty +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production
Ruby Monolith +7.5% fewer casualties on offense, +7.5% fewer casualties on defense
School of War +5 barracks housing
Tier 2
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
Hanging Gardens +20% food production
High Clerics Tower Can kill all immortal units, Offensive casualties against this realm cannot be reduced, Defensive casualties inflicted by this realm cannot be reduced
Imperial Armada Boats cannot be sabotaged, -1% platinum tax from Royal Guard
Ivory Tower +50% chance of causing hostile spells to fail
Onyx Mausoleum +25% offensive casualties against this realm
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