Wonder: Difference between revisions
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Update wonder facts from Round 50 source |
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== Wonder Discovery and HP == | == Wonder Discovery and HP == | ||
The | 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: | 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> | ||
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 == | == Attacking and Destroying Wonders == | ||
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== The Wonders == | == The Wonders == | ||
{| class="wikitable" | 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 | |||
| | |||
|- | |- | ||
| | | 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<br>+2% food production<br>+2% gem production<br>+2% lumber production<br>+2% mana production<br>+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<br>-10% defensive casualties | ||
| | |||
|- | |- | ||
| | | School of War || Tier 1 || 150,000 || +4 barracks housing | ||
| | |||
|- | |- | ||
| | | Wayfarer's Outpost || Tier 1 || 150,000 || +2% platinum production<br>-5% exploring platinum cost | ||
| | |||
|- | |- | ||
| | | Astral Panopticon || Tier 2 || 75,000 || Grants the effects of Surreal Perception | ||
| | |||
|- | |- | ||
| | | Great Market || Tier 2 || 75,000 || +10% employment<br>+20% bank exchange rates | ||
| | |||
|- | |- | ||
| | | Great Oracle || Tier 2 || 75,000 || -15% cost of spells<br>+30% wizard power | ||
| | |||
|- | |- | ||
| | | Guild of Shadows || Tier 2 || 75,000 || +25% spy power<br>-15% spy losses on failed operations | ||
| | |||
|- | |- | ||
| | | Halls of Knowledge || Tier 2 || 75,000 || +10% research point production<br>+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<br>Offensive casualties against this realm cannot be reduced<br>Defensive casualties inflicted by this realm cannot be reduced | ||
| | |||
|- | |- | ||
| | | Imperial Armada || Tier 2 || 75,000 || Boats cannot be sabotaged<br>-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 == | == Urg, the Devourer == | ||
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:
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
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]
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.