Chronicles/Wonders
The pinnacle of any Nation is the creation of a monument so great, so magnificent and awe-inspiring that it can truly be considered a Wonder of the world.
In Rise of Nations, these monuments are no less amazing than their real-life counterparts. As you can see from the bonuses listed below, wonders provide your Nation with a great many bonuses and are well worth the investment. You will also notice that each wonder has an associated point value. This value is used for scoring when attempting to achieve a Wonder victory -— in certain games, you will win as long as you or your coallition maintain a wonder point lead over other factions for a certain period of time.
There are 17 wonders in Rise of Kings, spanning three eras. Only one of each wonder may be built by all players. In other words, the first player to successfully build the Temple of Tikal will be the only player in the game with that wonder. This limitation when combined with being able to set the number of Wonder points needed for victory makes for some interesting strategy and gameplay. Some of the powers of wonders are so powerful as to rival even the national bonuses of other factions.
The 17 wonders are divided into several classes:
- Free wonders are wonders that can be built by any faction. The Magnum Horologium is one such wonder.
- Religious wonders are wonders that can be built only by a certain type of faction. For instance, Baitul Hiqmat, a Muslim wonder, can be built only by the Moors, Turks and Saracens, but nobody else.
- Tribal wonders are wonders that can be built only by a certain group of factions. Almost every faction in Rise of Kings is part of a "tribal" group that has a wonder of its own. For instance, Hagia Sofia is buildable by the so-called "Levantine" group - meaning the Turks and Byzantines.
Dark Age wonders[edit | edit source]
Name | Abilities | Resource cost and wonder point contribution | Period/Ethnicity | Special remarks |
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White Tower |
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Aya Sofia |
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Marked with a "siege bonus" ability in rules.xml but is unknown what exactly this does. | ||
Aachen Palatinate |
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Allows use of an additional army instead of spawning units in a campaign scenario. | ||
Buddha Grotto Complex |
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Abbey |
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Castle Age wonders[edit | edit source]
Name | Abilities | Resource cost and wonder point contribution | Period/Ethnicity | Special remarks |
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Detinets |
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Trains the following units: | ||
Cordoban Mezquita |
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Marine Arsenal |
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Deirul Hiqmeh |
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Confucian Academy |
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Palace District |
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Alhambra Complex |
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Imperial Era wonders[edit | edit source]
Name | Abilities | Resource cost and wonder point contribution | Period/Ethnicity | Special remarks |
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Angkor Wat |
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Grand Cathedral |
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Sagres Point |
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Magnum Horologium |
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Porcelain Tower |
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Strategy[edit | edit source]
Because of how Wonders are set up, it is obvious that there are different ways to achieve a Wonder victory, and often, they will depend heavily on cooperation because not all factions can produce the same sort of Wonder. Asian factions clearly have the advantage in Wonder rushing, due to their large number of Wonders AND the vast number of Wonder points that they have and as a result, tend to favour booming (although it can be argued that Mongolia can both boom and rush well.
For the Western and Muslim factions, diplomacy thus is more important in comparison to booming. Picking allies with a vast number of wonders - especially the Mediterranean and Muslim factions - thus is the main strategy that you should follow. Conversely, if you fear your opponents may use wonders against you, prepare to wage pre-emptive wars against enemies the same powers before they grow too powerful enough to build Wonders.