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Update wonder facts from verified source
 
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== Wonder Discovery and HP ==
== Wonder Discovery and HP ==


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.
The starting wave appears at round creation with two Tier 1 wonders and one Tier 2 wonder. Tier 1 wonders start with 150,000 power and Tier 2 wonders start with 75,000 power.


An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.
After the starting wave, the daily tick attempts to spawn a new wonder every 3 days while fewer than 6 wonders exist. Before day 9 only Tier 2 wonders are eligible, day 9 is limited to City of Gold, Fountain of Youth, or Horn of Plenty, and later spawns are Tier 1.


Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:
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<math>min(37500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}</math>
<math>min(37500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}</math>


Wonder HP will then be rounded down to the nearest 10,000 HP
The rebuilt wonder has a minimum of 150,000 HP and is rounded 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
A round can have at most 6 wonders.
 
<math>40% * 29 = 11.6 \approx12</math>


== Attacking and Destroying Wonders ==
== 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.
Troop attacks on wonders use [[Offensive_power#Raw_OP|raw offense]], with applicable wonder-damage technology and hero bonuses. Your army 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
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
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<math>min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875</math>
<math>min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875</math>
Damage from a troop attack or Cyclone cannot exceed the wonder's remaining power. Overkill does not count toward recorded damage or damage contributions used for rewards.


== Wonder Prestige ==
== Wonder Prestige ==
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<math>25 + \frac{TroopDamage}{DamageDealtByRealm} * 250</math>
<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.
To be eligible for prestige, a dominion must deal at least 1.9% 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.
Cyclone damage does not award prestige.
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== The Wonders ==
== The Wonders ==


{| class="wikitable"
Active wonders from verified source data:
 
{| class="wikitable sortable"
|-
|-
! Wonder
! Wonder !! Tier !! Starting power !! Bonus
! Bonus
|-
|-
| style="vertical-align: top;" | '''Tier 1'''
| Ancient Library || Tier 1 || 150,000 || +10% castle investment bonus
| style="vertical-align: top;" |  
|-
|-
| style="vertical-align: top;" | Ancient Library
| City of Gold || Tier 1 || 150,000 || +4% platinum production
| style="vertical-align: top;" | +10% Castle bonuses
|-
|-
| style="vertical-align: top;" | Factory of Legends
| Factory of Legends || Tier 1 || 150,000 || -20% construction platinum cost
| style="vertical-align: top;" | -25% Construction platinum cost
|-
|-
| style="vertical-align: top;" | Fountain of Youth
| Fountain of Youth || Tier 1 || 150,000 || +3% maximum population
| style="vertical-align: top;" | +2.5% maximum population
|-
|-
| style="vertical-align: top;" | Gnomish Mining Machine
| Gnomish Mining Machine || Tier 1 || 150,000 || +20% ore production
| style="vertical-align: top;" | +10% Ore Production
|-
|-
| style="vertical-align: top;" | Golden Throne
| Golden Throne || Tier 1 || 150,000 || +25% attacking prestige gains
| style="vertical-align: top;" | +25% attacking prestige gains
|-
|-
| style="vertical-align: top;" | Halls of Knowledge
| Horn of Plenty || Tier 1 || 150,000 || +2% platinum production<br>+2% food production<br>+2% gem production<br>+2% lumber production<br>+2% mana production<br>+2% ore production
| style="vertical-align: top;" | 100 RP per hour production for entire realm
|-
|-
| style="vertical-align: top;" | Horn of Plenty
| Ruby Monolith || Tier 1 || 150,000 || -10% offensive casualties<br>-10% defensive casualties
| 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
| School of War || Tier 1 || 150,000 || +4 barracks housing
| style="vertical-align: top;" | +7.5% fewer casualties on offense, +7.5% fewer casualties on defense
|-
|-
| style="vertical-align: top;" | School of War
| Wayfarer's Outpost || Tier 1 || 150,000 || +2% platinum production<br>-5% exploring platinum cost
| style="vertical-align: top;" | +5 barracks housing
|-
|-
| style="vertical-align: top;" | '''Tier 2'''
| Astral Panopticon || Tier 2 || 75,000 || Grants the effects of Surreal Perception
| style="vertical-align: top;" |  
|-
|-
| style="vertical-align: top;" | Great Market
| Great Market || Tier 2 || 75,000 || +10% employment<br>+20% bank exchange rates
| style="vertical-align: top;" | +10% Employment, +20% Bank exchange rates
|-
|-
| style="vertical-align: top;" | Great Oracle
| Great Oracle || Tier 2 || 75,000 || -15% cost of spells<br>+30% wizard power
| style="vertical-align: top;" | -15% Cost of spells, +30% Wizard power
|-
|-
| style="vertical-align: top;" | Guild of Shadows
| Guild of Shadows || Tier 2 || 75,000 || +25% spy power<br>-15% spy losses on failed operations
| style="vertical-align: top;" | +25% spy power, -15% spy losses on failed operations
|-
|-
| style="vertical-align: top;" | Hanging Gardens
| Halls of Knowledge || Tier 2 || 75,000 || +10% research point production<br>+15 research point production per hour
| style="vertical-align: top;" | +20% food production
|-
|-
| style="vertical-align: top;" | High Clerics Tower
| Hanging Gardens || Tier 2 || 75,000 || +25% food production
| style="vertical-align: top;" | Can kill all immortal units
|-
|-
| style="vertical-align: top;" | Imperial Armada
| High Cleric's Tower || Tier 2 || 75,000 || Can kill all immortal units<br>Offensive casualties against this realm cannot be reduced<br>Defensive casualties inflicted by this realm cannot be reduced
| style="vertical-align: top;" | Boats cannot be sabotaged, -1% platinum tax from Royal Guard
|-
|-
| style="vertical-align: top;" | Ivory Tower
| Imperial Armada || Tier 2 || 75,000 || Boats cannot be sabotaged<br>-1% platinum tax from Royal Guard
| style="vertical-align: top;" | +50% chance of causing hostile spells to fail
|-
|-
| style="vertical-align: top;" | Onyx Mausoleum
| Ivory Tower || Tier 2 || 75,000 || 50% chance of causing hostile spells to fail
| style="vertical-align: top;" | +25% offensive casualties against this realm
|-
|-
| style="vertical-align: top;" | Spire of Illusion
| Underground Society || Tier 2 || 75,000 || 50% chance of causing hostile spy operations to fail
| style="vertical-align: top;" | Clear sights against this realm are only +85% accurate
|-
| style="vertical-align: top;" | Underground Society
| style="vertical-align: top;" | +50% chance of causing hostile spy operations to fail
|-
| style="vertical-align: top;" | Wizard Academy
| style="vertical-align: top;" | -50% hostile spell damage
|-
|-
| Wizard Academy || Tier 2 || 75,000 || -50% hostile spell damage
|}
== Urg, the Devourer ==
Urg was a surprise mechanic accompanied by a storyline in the [[Classic Wonders Test Round]].
Power: 1,000,000
Description: Every 24 hours, Urg attacks a random dominion in each of the three realms that dealt the least damage to him that day.

Latest revision as of 00:12, 18 October 2026

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 starting wave appears at round creation with two Tier 1 wonders and one Tier 2 wonder. Tier 1 wonders start with 150,000 power and Tier 2 wonders start with 75,000 power.

After the starting wave, the daily tick attempts to spawn a new wonder every 3 days while fewer than 6 wonders exist. Before day 9 only Tier 2 wonders are eligible, day 9 is limited to City of Gold, Fountain of Youth, or Horn of Plenty, and later spawns are Tier 1.

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

min(37500*DayInRound,2*OriginalWonderPower)*DamageDealtByRealmOriginalWonderPower

The rebuilt wonder has a minimum of 150,000 HP and is rounded to the nearest 10,000 HP.

A round can have at most 6 wonders.

Attacking and Destroying Wonders[edit]

Troop attacks on wonders use raw offense, with applicable wonder-damage technology and hero bonuses. Your army 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

min(1.5*WPA*Acres,WonderBaseHP*0.75%)

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

min(1.5*0.5*2000,250000*0.75%)=min(1500,1875)=1500

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

min(1.5*0.75*2000,250000*0.75%)=min(2250,1875)=1875

Damage from a troop attack or Cyclone cannot exceed the wonder's remaining power. Overkill does not count toward recorded damage or damage contributions used for rewards.

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

25+TroopDamageDamageDealtByRealm*250

To be eligible for prestige, a dominion must deal at least 1.9% 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]

Active wonders from verified source data:

Wonder Tier Starting power Bonus
Ancient Library Tier 1 150,000 +10% castle investment bonus
City of Gold Tier 1 150,000 +4% platinum production
Factory of Legends Tier 1 150,000 -20% construction platinum cost
Fountain of Youth Tier 1 150,000 +3% maximum population
Gnomish Mining Machine Tier 1 150,000 +20% ore production
Golden Throne Tier 1 150,000 +25% attacking prestige gains
Horn of Plenty Tier 1 150,000 +2% platinum production
+2% food production
+2% gem production
+2% lumber production
+2% mana production
+2% ore production
Ruby Monolith Tier 1 150,000 -10% offensive casualties
-10% defensive casualties
School of War Tier 1 150,000 +4 barracks housing
Wayfarer's Outpost Tier 1 150,000 +2% platinum production
-5% exploring platinum cost
Astral Panopticon Tier 2 75,000 Grants the effects of Surreal Perception
Great Market Tier 2 75,000 +10% employment
+20% bank exchange rates
Great Oracle Tier 2 75,000 -15% cost of spells
+30% wizard power
Guild of Shadows Tier 2 75,000 +25% spy power
-15% spy losses on failed operations
Halls of Knowledge Tier 2 75,000 +10% research point production
+15 research point production per hour
Hanging Gardens Tier 2 75,000 +25% food production
High Cleric's Tower Tier 2 75,000 Can kill all immortal units
Offensive casualties against this realm cannot be reduced
Defensive casualties inflicted by this realm cannot be reduced
Imperial Armada Tier 2 75,000 Boats cannot be sabotaged
-1% platinum tax from Royal Guard
Ivory Tower Tier 2 75,000 50% chance of causing hostile spells to fail
Underground Society Tier 2 75,000 50% chance of causing hostile spy operations to fail
Wizard Academy Tier 2 75,000 -50% hostile spell damage


Urg, the Devourer[edit]

Urg was a surprise mechanic accompanied by a storyline in the Classic Wonders Test Round.

Power: 1,000,000

Description: Every 24 hours, Urg attacks a random dominion in each of the three realms that dealt the least damage to him that day.