Wonder
Wonders provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them.
When attacking wonders, your offense is unmodded (except by morale) and always suffers 5% casualties (including immortal units). Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.
The Wonders
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.
An additional wonder will appear every 48 hours with a starting power of 250,000.
Once rebuilt, wonder power depends on the damage your realm did to it and time into the round.
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)
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
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 | +1% platinum production, +1% food production, +1% gem production, +1% lumber production, +1% mana production, +1% 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 |