Wonders of the World

The monarch of your realm can begin construction on a Wonder of the World. If that wonder is not already built, you may invest resources in it, just as you do with improvements, the same point-system is used for wonders as for the improvements. Wonders is "one of a type", so when a realm has completed one, no other realm may build that specific wonder. However, wonders may be attacked just like provinces, and can be destroyed. The bonus from a wonder is given to all the provinces in that realm, but will not give any bonuses to other parts of your empire. Your monarch may cancel production of a wonder at any time, however you will lose all the resources currently invested in it. Wonder costs and defensive power depend on the networth of the realm building it at the time of initial construction. The cost is Realm_NW * 15 with a minimum of 7.5Million and a maximum of 30 Million Points. The hitpoints is Realm_NW (at the time of initial construction) with a Minimum of 500K Points and a Maximum of 2Million Points. Wonders take damage equal to the amount of UNMODIFIED offensive power attacking it. Wonders can be repaired, this will however cost 50 points per hitpoint.

Name Power
Obelisk of Power 10% bonus to military offense and defence.
Temple of the Damned 15% bonus to military offense for EVIL realms only
Temple of the Blessed 15% bonus to military offense for GOOD realms only
Great Wall 10% bonus to military defence
Portals of Transportation Troops return 3 hours faster from battle
Great Market 10% bonus to employment and 5% to CC production
Gnomish Mining Machine 30% bonus to iron production
Guild of Shadows 25% bonus to spy strength
Hanging Gardens 30% bonus to food production
Ancient Library +20% value to Castle investments
ToDo: Fix when Mike has fixed improvements.
Halls of Knowledge 25% bonus to wizard power; 15% less mana cost
Great Oracle
Fountain of Youth 5% bonus to maximum population
City of Gold 10% bonus to CC production
Ruby Monolith 20% less casualties in battle
High Cleric's Tower All units kills Undead as if they were normal units. Other units with the almost never dies ability dies like normal if attacking owner kingdom.
Ivory Tower 50% chance of causing spells cast against owner kingdom to fail.
Underground Society 50% chance of causing spy operations targeted on owner kingdom to fail..
Factory of Legends 15% less construction cost.
Lair of the Dragon 15% bonus to military defence; 10% bonus to military offense; 20% less food production.
Imperial Armada 5% bonus to military defence; Warships cannot be sabotaged in this Kingdom.
Storage Chambers No Lumber rot, Mana drain or Food decay. Cancels with Orb of Destruction.
Spire of Illusion Numbers reported in Clear Sights targeted at owner kingdom will lose accuracery and may be as much as 15% off from actual numbers
Tomb of Kings 15% bonus to CC production; 10% bonus to military offense against monarchs.
Onyx Mausoleum Increases enemy casualties on defense with 10%.
Hall of Heroes GOOD realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.

Dwarf: Bezerker 6/4* (A bezerker has a defensive power of 5 against all EVIL races) 1200CC, 150r
Halfling: Scout 3.5/4.5 (Counts as 1 Spy on INFO operations, 3/4 on all others and on defense) 900CC, 40r
Human: Pikeman 3*/5 (Offensive strength +2 per matched Spearman Matched, to a maximum of +6 -More details (A)) 1300CC, 25r
Wood Elf: Zealot 4*/0 (Offensive strength +1 per 20% forested plains and forested hills (buildings inclusive), to a maximum of +4 -More details (A)) 900CC
Great City NEUTRAL realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.

Gryphons: Gryphon King 0/0 (For each Gryphon king sent to attack, 6 other gryphons reciev +2 on offence; 80% less causalties) 1450CC, 100r
Nomad: Witch 4.5/3.5 (Flying (no ships neaded), Counts as 3/5 Wizard; Can't be targeted by Wizard Assassination) 700p, 35Hg
Insectoids: Dominator 1/1 (Each dominator takes over the enemy unit with highest offecive power. That unit will not count towards your enemies power, and it's offencive power will count towards your power, whenever you are on the offence or defence; Counts as 1/2 Wizard on defense; Can't be targeted by Wizard Assassination) 900CC, 125m
Woodfolk: Ent 15/15 (Max 1 Ent per acre of forest; When constructing the wonder, you get one Ent for free; each Ent sent on attack destroys one additional random building, whenever the attack succeeds or fails ) 3000CC
Tavern of Villains EVIL realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.

Dark Elf: Dark Priestess 2*/2* (Offensive strength +1 per 10% swamp (buildings inclusive); Defensive strength +1 per 20% swamp (buildings inclusive); Offensive strength +1 against GOOD races; The dark priestess has a total maximum streangth of 9/5; Counts as 1/4 Wizard; Can't be targeted by Wizard Assassination) 1000CC, 20r, 15Hg
Goblin: Snotlings 1.25/1.25 (Counts as 1/4 person toward population and food limits; Increases enemy causalties in combat IF BATTLE WON; 10% more casualties IF BATTLE LOST -More details (E)) 190CC, 5r
Harpies: Bat fiend 6/3 (ALMOST Never Dies -More details (C)) 500CC, 500m
Lizardfolk: Troglodyte 9/5 (Swimming (no ships neaded); 50% more casualties on attack; 25% less casualties on defense;) 1100CC
Troll: Crasher 15/15 (Counts as 2 people toward population and food limits; 25% less casualties; A basher has a defensive and offensive power of 17 against Dwarves, Halflings, Insectoids and Goblins) 2950CC, 325r
Undead: Lost Soul 1.5/1.5 (Trained in 1 hour; Does NOT count toward population limit; Does NOT eat food; LITERALLY never dies; Eats 1/2 mana per hour; Dies instantly if mana runs out;) 600CC, 50m