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Wonder

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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[edit]

The starting wave appears at round creation with two Tier 1 wonders and one Tier 2 wonder. Tier 1 wonders start with 150,000 power and Tier 2 wonders start with 75,000 power.

After the starting wave, the daily tick attempts to spawn a new wonder every 3 days while fewer than 6 wonders exist. Before day 9 only Tier 2 wonders are eligible, day 9 is limited to City of Gold, Fountain of Youth, or Horn of Plenty, and later spawns are Tier 1.

Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:

min(37500*DayInRound,2*OriginalWonderPower)*DamageDealtByRealmOriginalWonderPower

The rebuilt wonder has a minimum of 150,000 HP and is rounded to the nearest 10,000 HP.

A round can have at most 6 wonders.

Attacking and Destroying Wonders[edit]

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

min(1.5*WPA*Acres,WonderBaseHP*0.75%)

where WPA is capped at 1.0 for purposes of damage calculations.

When attacking a neutral wonder, the damage is doubled but still capped at 0.75% of the wonder's base HP.

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

min(1.5*0.5*2000,250000*0.75%)=min(1500,1875)=1500

while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal

min(1.5*0.75*2000,250000*0.75%)=min(2250,1875)=1875

Wonder Prestige[edit]

Each dominion that participates in destroying a wonder that is controlled by another realm is awarded prestige.

Prestige is only awarded via troop damage to individual dominions as per

25+TroopDamageDamageDealtByRealm*250

To be eligible for prestige, a dominion must deal at least 2% of the realm's total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.

Cyclone damage does not award prestige.

The Wonders[edit]

Active wonders from Round 50 source data:

Wonder Tier Starting power Bonus
Ancient Library Tier 1 150,000 +10% castle investment bonus
City of Gold Tier 1 150,000 +4% platinum production
Factory of Legends Tier 1 150,000 -20% construction platinum cost
Fountain of Youth Tier 1 150,000 +3% maximum population
Gnomish Mining Machine Tier 1 150,000 +20% ore production
Golden Throne Tier 1 150,000 +25% attacking prestige gains
Horn of Plenty Tier 1 150,000 +2% platinum production
+2% food production
+2% gem production
+2% lumber production
+2% mana production
+2% ore production
Planar Gates Tier 1 150,000 May gain the benefits of one tech that has not already been unlocked, excluding Urg Smash Technique
Ruby Monolith Tier 1 150,000 -10% offensive casualties
-10% defensive casualties
School of War Tier 1 150,000 +4 barracks housing
Wayfarer's Outpost Tier 1 150,000 +2% platinum production
-5% exploring platinum cost
Astral Panopticon Tier 2 75,000 Grants the effects of Surreal Perception
Great Market Tier 2 75,000 +10% employment
+20% bank exchange rates
Great Oracle Tier 2 75,000 -15% cost of spells
+30% wizard power
Guild of Shadows Tier 2 75,000 +25% spy power
-15% spy losses on failed operations
Halls of Knowledge Tier 2 75,000 +10% research point production
+15 research point production per hour
Hanging Gardens Tier 2 75,000 +25% food production
High Cleric's Tower Tier 2 75,000 Can kill all immortal units
Offensive casualties against this realm cannot be reduced
Defensive casualties inflicted by this realm cannot be reduced
Imperial Armada Tier 2 75,000 Boats cannot be sabotaged
-1% platinum tax from Royal Guard
Ivory Tower Tier 2 75,000 50% chance of causing hostile spells to fail
Underground Society Tier 2 75,000 50% chance of causing hostile spy operations to fail
Wizard Academy Tier 2 75,000 -50% hostile spell damage


Urg, the Devourer[edit]

Urg was a surprise mechanic accompanied by a storyline in the Classic Wonders Test Round.

Power: 1,000,000

Description: Every 24 hours, Urg attacks a random dominion in each of the three realms that dealt the least damage to him that day.