Difference between revisions of "Wonder"
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− | '''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 == | |
− | The first wave of wonders will appear | + | The first wave of wonders will appear at the start of the round with a starting power of 250,000 for tier 1 and 150,000 for tier 2. |
− | An additional wonder will appear every 48 hours with a starting power | + | 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 your realm | + | Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as: |
− | + | <math>min(42500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}</math> | |
− | |||
− | |||
− | === Attacking and Destroying Wonders | + | 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 unmodded (except by morale) and always suffers 3.5% casualties (including immortal units). | When attacking wonders, your offense is unmodded (except by morale) and always suffers 3.5% casualties (including immortal units). | ||
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Cyclone - Damages Wonders - 3.5x cost - damage formula: (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP | Cyclone - Damages Wonders - 3.5x cost - damage formula: (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP | ||
− | + | == The Wonders == | |
{| class="wikitable" | {| class="wikitable" |
Revision as of 03:35, 26 June 2021
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
The first wave of wonders will appear at the start of the round with a starting power of 250,000 for tier 1 and 150,000 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:
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
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 |