Jump to content

Wonder: Difference between revisions

From OpenDominion
No edit summary
ODWikiBot (talk | contribs)
Update wonder facts from Round 50 source
 
(15 intermediate revisions by 7 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.


=== Wonder Discovery and HP ===
== 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.
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 with a starting power of 250,000.
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 your realm did to it and time into the round.
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:


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)
<math>min(37500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}</math>
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 ===
The rebuilt wonder has a minimum of 150,000 HP and is rounded to the nearest 10,000 HP.


When attacking wonders, your offense is unmodded (except by morale) and always suffers 3.5% casualties (including immortal units).
A round can have at most 6 wonders.


Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.
== Attacking and Destroying Wonders ==


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


Cyclone - Damages Wonders - 3.5x cost - damage formula: (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP
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 Wonders ===
<math>min(1.5 * WPA * Acres, WonderBaseHP*0.75%)</math>


{| class="wikitable"
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 ==
 
Active wonders from Round 50 source data:
 
{| class="wikitable sortable"
|-
! Wonder !! Tier !! Starting power !! Bonus
|-
| Ancient Library || Tier 1 || 150,000 || +10% castle investment bonus
|-
|-
! Wonder
| City of Gold || Tier 1 || 150,000 || +4% platinum production
! Bonus
|-
|-
| style="vertical-align: top;" | Ancient Library
| Factory of Legends || Tier 1 || 150,000 || -20% construction platinum cost
| style="vertical-align: top;" | +10% Castle bonuses
|-
|-
| style="vertical-align: top;" | Factory of Legends
| Fountain of Youth || Tier 1 || 150,000 || +3% maximum population
| style="vertical-align: top;" | -25% Construction platinum cost
|-
|-
| 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;" | Great Market
| Golden Throne || Tier 1 || 150,000 || +25% attacking prestige gains
| style="vertical-align: top;" | +10% Employment, +20% Bank exchange rates
|-
|-
| style="vertical-align: top;" | Great Oracle
| 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;" | -15% Cost of spells, +30% Wizard power
|-
|-
| style="vertical-align: top;" | Guild of Shadows
| Planar Gates || Tier 1 || 150,000 || May gain the benefits of one tech that has not already been unlocked, excluding Urg Smash Technique
| style="vertical-align: top;" | +25% spy power, -15% spy losses on failed operations
|-
|-
| style="vertical-align: top;" | Halls of Knowledge
| Ruby Monolith || Tier 1 || 150,000 || -10% offensive casualties<br>-10% defensive casualties
| style="vertical-align: top;" | +15% research point production
|-
|-
| style="vertical-align: top;" | Hanging Gardens
| School of War || Tier 1 || 150,000 || +4 barracks housing
| style="vertical-align: top;" | +20% food production
|-
|-
| style="vertical-align: top;" | High Clerics Tower
| Wayfarer's Outpost || Tier 1 || 150,000 || +2% platinum production<br>-5% exploring platinum cost
| style="vertical-align: top;" | Can kill spirits and the undead
|-
|-
| style="vertical-align: top;" | Horn of Plenty
| Astral Panopticon || Tier 2 || 75,000 || Grants the effects of Surreal Perception
| style="vertical-align: top;" | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +1% mana production, +2% ore production
|-
|-
| style="vertical-align: top;" | Imperial Armada
| Great Market || Tier 2 || 75,000 || +10% employment<br>+20% bank exchange rates
| style="vertical-align: top;" | Boats cannot be sabotaged
|-
|-
| style="vertical-align: top;" | Ivory Tower
| Great Oracle || Tier 2 || 75,000 || -15% cost of spells<br>+30% wizard power
| style="vertical-align: top;" | +50% chance of causing hostile spells to fail
|-
|-
| style="vertical-align: top;" | Onyx Mausoleum
| Guild of Shadows || Tier 2 || 75,000 || +25% spy power<br>-15% spy losses on failed operations
| style="vertical-align: top;" | +25% offensive casualties against this realm
|-
|-
| style="vertical-align: top;" | School of War
| Halls of Knowledge || Tier 2 || 75,000 || +10% research point production<br>+15 research point production per hour
| style="vertical-align: top;" | +5 barracks housing
|-
|-
| style="vertical-align: top;" | Spire of Illusion
| Hanging Gardens || Tier 2 || 75,000 || +25% food production
| style="vertical-align: top;" | Clear sights against this realm are only +85% accurate
|-
|-
| style="vertical-align: top;" | Underground Society
| 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;" | +50% chance of causing hostile spy operations to fail
|-
|-
| style="vertical-align: top;" | Wizard Academy
| Imperial Armada || Tier 2 || 75,000 || Boats cannot be sabotaged<br>-1% platinum tax from Royal Guard
| style="vertical-align: top;" | -50% hostile spell damage
|-
|-
| 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 ==
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 21:33, 1 July 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]

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

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

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 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]

Active wonders from Round 50 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
Planar Gates Tier 1 150,000 May gain the benefits of one tech that has not already been unlocked, excluding Urg Smash Technique
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.