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News Ancient Wonder effects improvement

DeletedUser115

Guest

Ancient Wonder effects improvement



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 - already in our upcoming game version (1.27), which will be announced in more detail soon in the Release Notes section of the forum.

So, what exactly will change with that update?

The Ancient Wonders will go from providing static effects to providing dynamic effects, based on your own progress. This means that the Ancient Wonders will always keep their value after building them, and will grow with your own progress. So, even without leveling up the Ancient Wonder, its power will increase as your city develops. Leveling the Wonders to higher levels will of course increase the bonus it gives even further, and give it an extra boost. Below, we'll share you the full list of Ancient Wonders and their effects. Most effects will now be a percentage of a factor that you can find in your city. With every extra level of the Ancient Wonder, this percentage increases.

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.

Improvements to come



What is currently still a work in progress, is making the information above available within the game. In the next weeks we will be adding this information to the tooltips in the game, so that you can see how you can improve your Ancient Wonders easily from within the game.

We hope that you will like the new Ancient Wonder effects, and want to invite you to discuss this update in the discussion thread for version 1.27.

Kind regards,
Your Elvenar Team
 
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