UPDATES TO

ANCIENT WONDERS

There have been quite a few changes to the Ancient Wonders with the latest game update.  

Overall these changes are great news!  Each of the wonders has been significantly improved.

Some players who have upgraded their wonders quite far for their game progress may experience some temporary reduction to the value of some wonders, but this won't last for long.  

 

As players continue to grow their cities, all wonders will become even more powerful than ever 

 

 

 

SUMMARY OF CONTENTS

 

  • Why the change?

  • Highlights

    • For Newer Players​

    • For Fighters

    • For Production

    • For Population

    • for Culture

  • Summary of changes by wonder

 

WHY THE CHANGE?

 

The Elvenar team shared this with us in a recent announcement:  

"Dear Humans and Elves,

Many players have told us that they don't think the Ancient Wonders

were worth their space in the city. To answer to that concern, we will

change the way Ancient Wonders provide their bonuses."

 

It sounds like most players agree that this is a welcomed change, and most players should see an immediate improvement.  Unfortunately, some may not, but patience will pay off.  All of the wonders values have significantly improved.

 

HIGHLIGHTS

 

The primary change for all of the Ancient Wonders is that they have gone from providing static effects to providing dynamic effects.

 

This means that the Ancient Wonders do not provide a fixed benefit based on their level anymore. Instead, the bonuses are calculated based on some element of game progress.    

 

Wonder bonuses may be tied to Main Hall levels, population, storage limits, squad sizes, etc.  This means that they will always keep their value after building them, but now they will grow with you even between upgrades.

 

Even without leveling up an Ancient Wonder, its power will increase as your city develops. Leveling the Wonders to higher levels will of course increase the bonus even more, and give it an extra boost. 

 

 

FOR NEWER PLAYERS

 

The Golden Abyss and the Tome of Secrets each got a nice buff.  

 

There is a slight drawback however for newer players if they've upgraded either of these more than a couple of levels.  Because the bonuses given are now tied to city progress instead of wonder level, smaller cities or cities with lower level Main Halls with upgraded wonders can experience a temporary decrease in their wonders' values.

 

 

GOLDEN ABYSS

Coins: a percentage of coins storage in your Main Hall.

Provided Population: a percentage of your working population

Compare how these players will fare, both with a level 5 Golden Abyss, but one with a much larger city than the other:

Old value = 650

Working population = 9,045

New value = 340   (~3.75% of 9,045)

Difference = 310 loss

Old value = 650

Working population = 73,204

New value = 2,746  (~3.75% of 73,204)

Difference = 2,096 gain

At first glance, it appears the player with the smaller city lost out, and that the value of their wonder has decreased.  

It has not, however!  Now, the wonder will grow more valuable as the working population increases. Before, in order to make this wonder more valuable, it would have had to have been upgraded.  

ENDLESS EXCAVATION

The Endless Excavation got a very nice boost!

The value is now based on a percentage of Main Hall Storage, instead of a fixed amount based on the level.

Look at this difference for a level 1 Endless Excavation with a Dwarven Level Main Hall:

Old value: 2,000 supplies every 24 hours

New value:  17,100 supplies every 24 hours!

FOR FIGHTERS

The Needles of Tempest remains relatively unchanged in the way its value is calculated, but it is slightly more powerful than before.

The Martial Monastery / Sanctuary got a very nice culture improvement.  The effect on troops health is relatively the same but slightly improved.

 

DWARVEN BULWARK

The Dwarven Bulwark is more impressive for the increase to training size than for the production of light melee units, particularly for those without the larger squad sizes already, but it's still a very nice improvement worth noting.

Level 4 Old value =

Production of Sword Dancers or Axe Barbarians: 330

Increased training size: +164

 

Level 4 New value (Squad size of 906) =

Production of Sword Dancers or Axe Barbarians: 306

Increased training size: +306

FOR PRODUCTION

 

More advanced players with larger cities will likely especially appreciate the boosts given to the Ancient Wonders which help with supplies or manufactured goods.

 

CRYSTAL LIGHTHOUSE & GREAT BELL SPIRE

Goods for providing Neighborly Help:

a percentage of your completed provinces.

Neighborly Help duration: effect calculation remains unchanged, but some balancing and display adjustments.

Level 13, Chapter 10 player

 

Old Value = 38 goods per help

New Value = 312 goods per help

PROSPERITY TOWERS

Production of Supplies: a percentage of the supply storage in your Main Hall.

 

Power of Provision duration: effect calculation remains unchanged, but some balancing and display adjustments.

Level 7, Player with Level 23 Main Hall

Old Value = 10,700 supplies / 3 hours

New Value = 17,000 supplies / 3 hours

FOR POPULATION

More advanced players with larger cities will likely especially appreciate the boosts given to the Mountain Halls for population.

MOUNTAIN HALLS

Goods production: effect calculation remains unchanged, but some balancing and display adjustments.

Provided Population: a percentage of your working population.

Level 8, Chapter 10 player with 73k working population

Old Population Value = 1,220 

New Population Value = 3,844 and growing

FOR CULTURE

More advanced players with larger cities will likely especially appreciate the boosts given to the Ancient Wonders which boost culture, as these are now based on required culture instead of a

fixed value.

MARTIAL MONASTERY & THE SANCTUARY

Troops health: effect calculation remains unchanged, but some balancing and display adjustments.

Provided Culture: a percentage of your required culture.

Level 6, Chapter 10 player with 78k required culture

Old Culture Value = 1,970

New Culture Value = 9,400 and growing

WATCHTOWER RUINS

Neighborly Help bonus: effect calculation remains unchanged, but some balancing and display adjustments.

Provided Culture: a percentage of your required culture.

Level 5, Chapter 10 with 78k required culture

Old Culture Value = 1,710

New Culture Value = 7,800 and growing

SUMMARY BY WONDER

 

This information is available on the forums, but we copy and pasted it here for you too, for your convenience:

CHAPTER 2


Tome of Secrets:

  • Knowledge Points per day: remains unchanged.

  • Supplies per started Scout: a percentage of the supply storage in your Main Hall.

 

Golden Abyss:

  • Production of Coins: a percentage of coins storage in your Main Hall.

  • Provided Population: a percentage of your working population.

 

CHAPTER 3


Endless Excavation:

  • Production of Supplies: a percentage of the supply storage in your Main Hall.

  • Relics when completing a Province: remains unchanged.

 

Needles of the Tempest:

  • Damage of Light Ranged units: effect calculation remains unchanged, but some balancing and display adjustments.

  • Barracks Training Speed: effect calculation remains unchanged, but some balancing and display adjustments.

 

CHAPTER 4
 

The Sanctuary / Martial Monastery:

  • Troops health: effect calculation remains unchanged, but some balancing and display adjustments.

  • Provided Culture: a percentage of your required culture.

 

The Great Bell Spire / Crystal Lighthouse:

  • Goods for providing Neighborly Help: a percentage of your completed provinces.

  • Neighborly Help duration: effect calculation remains unchanged, but some balancing and display adjustments.

 

CHAPTER 5
 

Watchtower Ruins:

  • Neighborly Help bonus: effect calculation remains unchanged, but some balancing and display adjustments.

  • Provided Culture: a percentage of your required culture.

 

Thrones of the High Men:

  • Additional ranking points: effect calculation remains unchanged, but some balancing and display adjustments.

  • Provided Culture: provides as much culture as it provides additional ranking points.

 

CHAPTER 6

 

Dwarven Bulwark:

  • Production of Sword Dancers or Axe Barbarians: a percentage of your squad size.

  • Increased training size: a percentage of your squad size.

 

Mountain Halls:

  • Goods production: effect calculation remains unchanged, but some balancing and display adjustments.

  • Provided Population: a percentage of your working population.

 

CHAPTER 7
 

Prosperity Towers:

  • Production of Supplies: a percentage of the supply storage in your Main Hall.

  • Power of Provision duration: effect calculation remains unchanged, but some balancing and display adjustments.

 

Blooming Trader Guild:

  • Wholesaler offers: effect calculation remains unchanged, but some balancing and display adjustments.

  • Reduced trader fee: effect calculation remains unchanged, but some balancing and display adjustments.

  • Portal production increase: effect calculation remains unchanged, but some balancing and display adjustments.

 

CHAPTER 8
 

Heroes' Forge:

  • Production of Orcs: a percentage of your completed provinces.

  • Damage of your Heavy Melee units: effect calculation remains unchanged, but some balancing and display adjustments.

 

Shrine of the Shrewdy Shrooms:

  • Production of Archers or Crossbowmen: a percentage of the units per full squad.

  • Training size: effect calculation remains unchanged, but some balancing and display adjustments.

 

CHAPTER 9
 

Enar's Embassy:

  • Production of Broken Shards: remains unchanged.

  • Mana per Scout: a percentage of your completed provinces.

 

Flying Academy:

  • Production of Sorceresses or Priests: a percentage of the units per full squad.

  • Mercenary Camp training speed: effect calculation remains unchanged, but some balancing and display adjustments.

 

CHAPTER 10
 

Maze of the Dark Matter:

  • Production of Mana: a percentage of your completed provinces.

  • Decrease of Mana decay: effect calculation remains unchanged, but some display adjustments.

 

Dragon Abbey:

  • Damage of Mage units: effect calculation remains unchanged, but some display adjustments.

  • Mana per Spell usage: a percentage of your completed provinces.

CONCLUSION

We hope this guide helped you get familiar with the differences in the new wonders, and maybe even help you decide which one to work on building or upgrading, next!

Overall the changes are a massive improvement to the Ancient Wonders, and we hope you agree that this is one game update we can all get behind!

~Happy Gaming~

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