Difference between revisions of "Wonder"
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== Attacking and Destroying Wonders == | == 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 [[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. | |
+ | |||
+ | 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> | ||
== The Wonders == | == The Wonders == |
Revision as of 03:48, 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 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.
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
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 |