DeletedUser9601
Guest
It seems like there are a few garbage wonders, and I'm curious if I'm just missing the boat on why they might be useful. Any and all thoughts appreciated.
1. Enar's Embassy - 1 broken shard a week, plus 15Kish mana every time you scout (so 1-2 days). The shard feels worthless, since you can easily achieve shards in tournaments, and the 10-shard cap really gunks things up. The mana is decent, but this AW is HUGE (28 squares). Factor in the gold cost per scout, and it just doesn't seem worth it.
2. Thrones of the High Men - Ranking points and culture. The culture per square is junk, and the ranking is tied to your AW levels. Maybe at end-game its the best per-square way of getting ranking, but it doesn't seem like it would make a huge difference once you're in the hundreds of thousands of ranking points. Seems like another military AW to crank up your army for more tournament bonus points would be preferable.
3. Flying Academy - Free mages and faster Merc Camp training. Maybe not a "bad" wonder, but it doesn't seem great. I'd much rather have Needles, for faster Barracks training, plus light range damage. Admittedly, I haven't seen the Faineant (spelling?) Frog in action. So I guess if that was a good unit, you could basically make the Merc Camp units your "go-to" units, at which point the training speed would be useful. For elves, Blossom Mages are the only clear upgrade versus Barracks/Training Ground troops, so I don't know if I'd ever want to be in that boat.
There are a few wonders that I consider 'meh' (Crystal Lighthouse, Blooming Trader Guild, Maze of Dark Matter), but I can see the circumstances where they make sense. There are also wonders that I haven't progressed enough to evaluate at a high level (Elvenar Trade Center, Sunset Towers).
If you agree with the list, how can we improve these wonders? For Enar's, if Inno won't remove the 10-shard cap, have the AW bonus be that the cap goes up every few levels, maybe?
1. Enar's Embassy - 1 broken shard a week, plus 15Kish mana every time you scout (so 1-2 days). The shard feels worthless, since you can easily achieve shards in tournaments, and the 10-shard cap really gunks things up. The mana is decent, but this AW is HUGE (28 squares). Factor in the gold cost per scout, and it just doesn't seem worth it.
2. Thrones of the High Men - Ranking points and culture. The culture per square is junk, and the ranking is tied to your AW levels. Maybe at end-game its the best per-square way of getting ranking, but it doesn't seem like it would make a huge difference once you're in the hundreds of thousands of ranking points. Seems like another military AW to crank up your army for more tournament bonus points would be preferable.
3. Flying Academy - Free mages and faster Merc Camp training. Maybe not a "bad" wonder, but it doesn't seem great. I'd much rather have Needles, for faster Barracks training, plus light range damage. Admittedly, I haven't seen the Faineant (spelling?) Frog in action. So I guess if that was a good unit, you could basically make the Merc Camp units your "go-to" units, at which point the training speed would be useful. For elves, Blossom Mages are the only clear upgrade versus Barracks/Training Ground troops, so I don't know if I'd ever want to be in that boat.
There are a few wonders that I consider 'meh' (Crystal Lighthouse, Blooming Trader Guild, Maze of Dark Matter), but I can see the circumstances where they make sense. There are also wonders that I haven't progressed enough to evaluate at a high level (Elvenar Trade Center, Sunset Towers).
If you agree with the list, how can we improve these wonders? For Enar's, if Inno won't remove the 10-shard cap, have the AW bonus be that the cap goes up every few levels, maybe?