edeba
Well-Known Member
The developers said that they were going to improve the AW and I wonder what people think now that we've had them for awhile.
I think the endless excavation is the biggest miss in terms of improving wonders, but I think overall, the wonder improvements are good, but not so much for strong trading players.
What do others think?
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Tome of Secrets - increased reward per scout is great, but no warning when we scout to spend some of our tools.
Golden Abyss - Big reduction for lower levels, very nice for higher levels, increased coin production is great.
Endless Excavation - Total miss on this one. The increased tools is only once per day and is a piddly amount compared to workshops. Getting the extra relic(s) per completed province is also really pathetic. The tournaments totally dwarf any real value here. This AW is a total miss in terms of making it worthwhile, imho.
Needles of the Tempest - Wonderful difference to barrack training speed.
Martial Monastery/Sanctuary - Better health is great if you do battles, which is kind of useless for trading players. The culture alone for the people who do not do battles really isn't enough to make this one worthwhile for that reason alone.
Crystal Lighthouse/Great Bell Squire - The increase in goods from visiting neighbors is great and the added help duration received from visitors is also a very nice benefit if you have an active map/fellowship. Players can't do much about their map, but they can seek out a more active fellowship if they want to truly benefit from this reward.
Watchtower Ruins - This one is probably more worthwhile once you game is bigger because it does take up space and gives a percent of your culture. If you have a small map and small culture, it is not that great. The help bonus is good, but again, it may not be much compared to using the space for an actual cultural building below a certain level.
Thrones of the High Men - Better later in the game.
Dwarven Bulwark - This is great for improving barrack training size and getting extra military units. I got something like an extra 15-20 minutes on my queued training time building another armory, but hours from a combination of the wonders that help with training size. I kid you not, upgrading an armory at a low level was giving me an extra 15 seconds on my total training time queue and with upgrades that added 10 units, only 2.5 minutes.
Mountain Halls - It improves goods production 24/7 and increases population. It seems a small amount, but there is no extra work to get the reward, like visiting neighbors. It is big, so probably not so worthwhile until later when population is larger.
Prosperity Towers - This does a nice increase to the PoP spell, but does require an active player to get the real benefit of supplies every 3 hours.
Blooming trader guild - This is great for a bit of support for the guest races, and it helps to make the wholesaler worthwhile again.
Heroes' Forge - This is a nice passive source of orcs, but would be much better with an advance 12 hour collection time.
Shrine of the Shrewdy Shrooms - This really helps with barrack training size and gives some military units. It really isn't useful for those who play a trading only style.
Enar's Embassy - This gives extra mana with a scout. Some players have several days per scout so that really dwarfs the value of the mana. It would be nice if it also did something about the huge scouting times so the mana benefit could be utilized more than a couple times per week.
Flying Academy - This one increase the speed of the mercenary grounds, again, not much use to the non-military players.
Maze of the Dark Matter - this gives some mana and reduces the rate of decay of mana.
Dragon Abby - helps with mana and military strength. Not sure if the mana alone is good for non-military players.
Temple of the toads
Elvenar Trade Center
I think the endless excavation is the biggest miss in terms of improving wonders, but I think overall, the wonder improvements are good, but not so much for strong trading players.
What do others think?
--------------------------
Tome of Secrets - increased reward per scout is great, but no warning when we scout to spend some of our tools.
Golden Abyss - Big reduction for lower levels, very nice for higher levels, increased coin production is great.
Endless Excavation - Total miss on this one. The increased tools is only once per day and is a piddly amount compared to workshops. Getting the extra relic(s) per completed province is also really pathetic. The tournaments totally dwarf any real value here. This AW is a total miss in terms of making it worthwhile, imho.
Needles of the Tempest - Wonderful difference to barrack training speed.
Martial Monastery/Sanctuary - Better health is great if you do battles, which is kind of useless for trading players. The culture alone for the people who do not do battles really isn't enough to make this one worthwhile for that reason alone.
Crystal Lighthouse/Great Bell Squire - The increase in goods from visiting neighbors is great and the added help duration received from visitors is also a very nice benefit if you have an active map/fellowship. Players can't do much about their map, but they can seek out a more active fellowship if they want to truly benefit from this reward.
Watchtower Ruins - This one is probably more worthwhile once you game is bigger because it does take up space and gives a percent of your culture. If you have a small map and small culture, it is not that great. The help bonus is good, but again, it may not be much compared to using the space for an actual cultural building below a certain level.
Thrones of the High Men - Better later in the game.
Dwarven Bulwark - This is great for improving barrack training size and getting extra military units. I got something like an extra 15-20 minutes on my queued training time building another armory, but hours from a combination of the wonders that help with training size. I kid you not, upgrading an armory at a low level was giving me an extra 15 seconds on my total training time queue and with upgrades that added 10 units, only 2.5 minutes.
Mountain Halls - It improves goods production 24/7 and increases population. It seems a small amount, but there is no extra work to get the reward, like visiting neighbors. It is big, so probably not so worthwhile until later when population is larger.
Prosperity Towers - This does a nice increase to the PoP spell, but does require an active player to get the real benefit of supplies every 3 hours.
Blooming trader guild - This is great for a bit of support for the guest races, and it helps to make the wholesaler worthwhile again.
Heroes' Forge - This is a nice passive source of orcs, but would be much better with an advance 12 hour collection time.
Shrine of the Shrewdy Shrooms - This really helps with barrack training size and gives some military units. It really isn't useful for those who play a trading only style.
Enar's Embassy - This gives extra mana with a scout. Some players have several days per scout so that really dwarfs the value of the mana. It would be nice if it also did something about the huge scouting times so the mana benefit could be utilized more than a couple times per week.
Flying Academy - This one increase the speed of the mercenary grounds, again, not much use to the non-military players.
Maze of the Dark Matter - this gives some mana and reduces the rate of decay of mana.
Dragon Abby - helps with mana and military strength. Not sure if the mana alone is good for non-military players.
Temple of the toads
Elvenar Trade Center
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