Wonders serve as capitals of each kingdom. Wonders can come in various varieties, but most resemble Greco-Roman buildings. The current king of the kingdom resides at the wonder.
Occupying your kingdom's Wonder
A kingdom's wonder can be fought over by several alliances, or induvidual players. Once someone takes over a wonder, the previous player residing in the wonder is kicked out. If a player manages to control a wonder for six hours straight, the wonder then enters a state of peace and receives a shield, which works the same as a peace shield. After the shield expires, the wonder enters contested mode, where players are again free to fight over it. However, if the same player still occupies the wonder, after a set amount of time, the wonder goes back into a state of peace. The cycle continues over and over again, giving other players chances to occupy and conquer the wonder, while giving the kingdom peace in between.
Benefits of the Wonder
The leader of the alliance who occupies the wonder in their kingdom is declared King. As King, a player can assign Titles that give certain boosts and detriments on ones resource collection and military.
The occupier is also named king of that kingdom, and collects a daily silver tax from all alliance leaders in the kingdom. The king's alliance as a whole also gets resource.
Once controlled via capture or occupying the Wonder, The King can bestow titles upon whomever he wishes. These titles carry special privileges, like boosts to various production rates or troop defense and offense and more. When a title is declared, all players within the kingdom will be witness via a banner that is displayed of the title and who it is bestowed upon. In addition, the title is added to all chat messages within the game.
List of Titles
The following table is a list of titles and the associated boosts. Some of these titles are generally positive (for allies) and some are generally negative (for your foes).
|The Champion||+10% Troop and Strategic Troop Attack, +10% Troop and Strategic Troop Defense, +10% March Speed|
|The Chancellor||+5% to All Resource Income|
|The Praetor||+15% Troop and Strategic Troop Defense|
|The Queen||+20% to Silver Income|
|The Jester||+5% to All Resource Income, -5% Troop and Strategic Troop Defense|
|The Archon||+8% Troop and Strategic Troop Attack, +8% Troop and Strategic Troop Defense|
|The Scholar||+15% Research Speed, +1% Troop and Strategic Troop Defense|
|The Artisan||+10% Construction Speed, 5% Troop Defense|
|The Goat Milker||+2% Food Income, -15% Silver Income, -5% Training Speed|
|The Stable Boy||-15% Food Income, -15% March Speed|
|The Fool||-8% Troop and Strategic Troop Attack, -4% Troop and Strategic Troop Defense|
|The Imbecile||-5% Troop and Strategic Troop Attack, -5% Troop and Strategic Troop Defense, -15% Silver Income, -5% Training Speed|
|The Pig Farmer||+5% Food Income, -15% Silver Income, -5% Training Speed|
|The Peasant||-15% Silver Income, -10% Construction Speed|
|The Dog||-15% Troop Defense, +100% Smelliness|
|The Whipping Boy||-10% Troop and Strategic Troop Attack, -30% to All Resource Income|