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).
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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.
  
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.
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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
  
Also the [[spells]] Cyclone can be used to damage a wonder.
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<math>min(1.5 * WPA * Acres, WonderBaseHP*0.75%)</math>
  
Cyclone - Damages Wonders - 3.5x cost - damage formula: (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP
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where WPA is capped at 1.0 for purposes of damage calculations.
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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
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<math>min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500</math>
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while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal
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<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