Wonder

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Wonders provide bonuses to all dominions in the controlling realm and are acquired by destroying and rebuilding them.

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.

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 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