When I first started playing and the only Settlement to date was Dwarves, you had your choice of two Wonders after Chapter 4, which are the only Wonders which vary by player race. I honestly don’t recall if they had Wonders for Dwarves at the time or not, but since then the numbers of Wonders have greatly expanded. So here’s my rundown of Wonders in rough order of where they appear and my take on them. Your mileage may vary, and since I don’t have all of them unlocked I’m speculating on a lot of them. This is just my opinion.
Golden Abyss (I promise the rest won’t be anywhere as long -D.B.): Many of these Wonders were retroactively added such as this one, so your opinion of it can be skewed since you were probably well past Chapter 2 when it became available. For someone first starting out in the game, however, it is a very welcome addition. At 3×3, it’s the smallest Wonder and its Population bonus and Gold payout every 3 hours is a welcome boost even if you don’t upgrade it. The problem with the early Wonders, though, is that you’re probably investing all your KP in research and won’t have a lot of lulls unless you’re playing solo with a map of inactive neighbors. Also, 3×3 in the earliest stages of the game does take up a bit of space, and by time you get to the point such as Dwarves where you can regularly pump KP into a Wonder it becomes a rather lackluster glorified Residence. But don’t count it out yet!
Have you noticed how you seem to regularly acquire Rune Shards for the early Wonders and find it much rarer to get one for the Settlements? Or when you’re doing a seasonal contest and end up with a pile of Rune Shards for a Wonder you don’t want? What I have theorized after observing this is that there is a probability percentage to which Rune Shard you get when awarded one, much like in seasonal contests. Say, a 25% chance of getting Abyss Shards as opposed to Mountain Halls (for some reason I find Orc Wonders are turning up Shards far more than Dwarves or Fairies so they may have “fixed” Wonder probability for that Settlement but not the others). I don’t know of anybody who has maxed out a single Wonder (if you have, would love to hear from you) that can tell me if you still acquire Rune Shards for a Wonder at maximum level. But apart from that daunting task, you’re stuck with a pile of useless Shards…or are you?
When a Wonder reaches Level 5 (and 10, and ostensibly 15), Rune Shards come into play and you have to place 9 Runes. After about 4 or 5 Runes, your Shards start getting dashed into splinters. More often than not, you’ll need to fill up your Broken Shards meter which then instantly forges a Rune. Sometimes you get lucky at this stage but most likely you’ll burn through a ton of Shards to upgrade further. Aggravating? Sure. You might not find it worth getting 3 dozen Rune Shards just to upgrade a lackluster Wonder to level 6. So don’t! When you fill your Broken Shard meter enough to forge a Rune, quit out of that window and open up an as yet built Wonder you do want. That’s how I got my Mountain Hall constructed even though I rarely see a rune for it. The Golden Abyss is handy for this because you easily acquire Rune Shards to do this and requires a relatively low amount of KP to get it to Level 5. Considering how rare it is to fill the Rune circle without forging runes, you can turn your disappointing “lackluster Residence” into a mini-Rune Farm.
Verdict: Lackluster Wonder, Better Rune Farm
Tome of Secrets: Another early Wonder which is nice to have early on. The smattering of extra Supplies when scouting a Province doesn’t make too much of an impact especially when you get in later chapters when you can make more from a single Workshop in an hour between 2 day long Scouts. But the real prize is one 1 KP in 24 hours at level 1. You might rush to get this thinking oh man, if I level this up to 6 I’m going to get an extra 6 KP a day! This thing practically pays for itself! It doesn’t: every 5 levels, you get a bonus 1 KP a day. If you dedicated yourself to maxing out this Wonder, you would get 4-5KP a day for all that trouble. That said, KP is KP. And this is one of those lower level Wonders that are easy to pick up Rune Shards for. At 4×4, it’s easy to find a place for it.
Verdict: Diminishing Returns, But Better to Upgrade Than Use for Farming
Endless Excavation: When Tournaments came about and I was pouring tons of resources into them to increase my production boosts, this seemed like a godsend. Bonus Relics? Don’t mind if I do. The Extra Supplies after 24 hours was just an added bonus. Then I found out your production boosts cap at 700%. So now it’s just taking up space.
Verdict: Disappointing and Obsolete
Needles of the Tempest: Speaking of obsolete: the combat changes now making army building much faster renders any training time upgrades outside of your existing combat buildings pointless. This one also increases the damage of your Light Ranged units by tiny percentages. Overall it’s completely useless and Rune Shards are rather rare for this one.
Verdict: Pointless on Two Fronts
The Sanctuary/Martial Monastery: I call Wonders like these Mixed Blessings. One of the benefits (marginal increases in troop health) is not going to be of much interest to you unless you’ve somehow learned not to have the snot smacked out of you in battle in the latter chapters. It’s Culture rating, however, is more appealing to a certain point. As you progress in later chapters, however, you’ll find its worth as a 5×5 Culture building to be a bit lackluster. However, this is one I get a LOT of rune shards for, and at higher levels the payouts for player contributions are much better compared to your Chapter 2 Wonders which never seem to become as inviting to collaborators. It’s not as good as its counterpart, but it does have its uses.
Verdict: So-So Culture, Mid Level Rune Farm
The Great Bell Spire/Crystal Lighthouse: Another Mixed Blessing, but while larger than the Sanctuary/Monastery it does have a far more valuable secondary function. The not terribly useful one gives you a tiny portion of a random boosted material every time you visit someone. But the real prize is longer Neighborly Help. This one takes a considerable amount of KP at higher levels, but extending the timer on Cultural Help is a major benefit. And again, I tend to rake these Rune Shards in almost as much as my Sanctuary. The next Wonder makes these a must have for Culture lovers.
Verdict: Very Worthwhile, Especially With-
Watchtower Ruins: This one is a sleeper because at first glance it seems lacking. The Culture bonus is not much and you probably have 2×2 items from contests with higher Culture. But the real promise comes from the increase in visit rewards for Culture. 10% at Level 1 doesn’t sound like much, but consider it takes only 158 KP to raise it to level 2 and add an extra 3%. By Level 5 or 6 you have over 20% and that’s per visit. So if you have 8 big Culture buildings of, say, 2500 apiece. That’s an extra 500 Culture per building for a total of 4000 Culture in addition to their doubled amount for visits. Combine that with the Bell Spire and you have more bonus Culture or longer. At 4×5, you can easily place it in a row with other buildings.
Verdict: A Fine Package Deal
Thrones of the High Men: As you all in Fire & Ice know, I’m not terribly concerned with the points game. While a higher point count leads to a higher Fellowship ranking which generally makes recruiting easier the higher you are, it’s not the end all and be all. Which leads us to this Wonder: it’s REALLY FRIGGIN HUGE. And all it does is increase your score according to how many Wonders you have and how high this Wonder’s level is. This is for bragging rights only, and I only picked it up for experimental purposes.
Verdict: Save It For Last
Dwarven Bulwark: There was a Dwarf Wonder/That looked like a shoe/For its size just for free Light Melee Units/…
Verdict: As a Wonder, It Blew
Mountain Halls: This is a must have, and if you have any need for the Wonder Farming method it’s this one. As I said earlier, your production boost through acquiring Relics caps at 700%. After that, there is only two ways to increase your Goods production outside of spells: advanced upgrades to your Factories, and the Mountain Hall. The Population increase is paltry, but it already increases production by nearly 25% by Level 3. It’s bulky, but well worth having. It’s also so attractive a lot of players are going to have this, and its payout increases handsomely as it increases. Everyone wins with Mountain Halls.
Verdict: Get It, Upgrade It
Prosperity Towers: I’m currently in the Wood Elves chapter, and one of my Level 22 Workshop at 4×5 produces 5,000 in Supplies in 3 hours. At Level 1 Prosperity Towers which is 5×4 (making it tricky but not impossible to place near my Workshops) it produces 7500 Supplies every 3 hours. It also gives you a small extension to your Power of Provision spell. Rune Shards (at least for me) are hard to come. But before you dismiss this as a glorified Workshop, consider that advantage of NOT HAVING TO REARRANGE YOUR ENTIRE CITY LAYOUT EVERY TIME A SETTLEMENT WORKSHOP UPGRADE COMPLETELY CHANGES THEIR DIMENSIONS.
Verdict: Ahem…A Decent (Mostly) Headache Free Wonder
Blooming Trader Guild: The first Wonder with a 3rd benefit. One gives you better deals with the Wholesaler aka The Thing You Barely Used In the First Place Before They Messed With It. The other deals with knocking down the Trading Fee for dealing outside your territory. Both are fairly underwhelming for such a bulky Wonder, especially if you’re in a Fellowship where you don’t need to resort to extreme measures to trade. The one thing that makes this worth getting, though? 5% bonus to Portal Production at Level 1. If you’ve been through or at in the Orc chapter, you’re going to want to find space for this one.
Verdict: Balm for the Less Than Patient
Heroes Forge/Shrine of the Shrewdly Shrooms: It’s not a good sign I’m pairing these together. The Heroes Forge at Level 1 gives you 300 Orcs a day, or 1/4 of a level 23 Armory you’ve already upgraded prior to getting this with a bonus to Heavy Melee unit damage. As space becomes more and more of a premium, the more you’re going to want to pass on these. With the Shrine of the Shrewdly Shrooms, it’s a slightly smaller version of the Dwarven Bulwark and about as useful.
Verdict: Pass.
Enar’s Embassy: 20k Mana reward per scout? Yes please. Free Broken Rune a week? Don’t mind if I do. All of this at level 1?
Verdict: Are You Salivating Too?
Flying Academy: The Sorcerers and Dragons chapter just came out and I’m already at a complete loss on how to fit everything that’s getting bigger with only one vertical strip of unlockable territory to make it happen. So no, I don’t think I’ll be completing the trifecta of free army units I’m already not using.
Verdict: Who Are You Kidding, Devs?
Maze of the Dark Matter: If you haven’t gotten to Wood Elves yet, here’s the rundown: you get new Culture buildings that require roads and they produce Mana. Mana is used for upgrades and making Settlement Goods and is going to be used in the Sorcerer/Dragons chapter. Also, at 3pm CST 10% of your mana store “decays” aka is deducted from what you have stored. It’s a bigger deal if you have 100k Mana stored up than if you had 100, obviously. But all in all, it’s not that big a deal because when it comes to mana either you’re using it up to make Goods and the decay is negligible, or you’re stockpiling and biding your time. Still, this building produces mana every 3 hours and reduces the percentage of decay which makes it a useful Wonder.
Verdict: No Idea If You’ll Have Room for This
Dragon Abbey: The last Wonder to date, so it’s fitting it’s a Mixed Blessing. Pointless bonus to Mage unit damage coupled with 1500 Mana per Spell cast. Mana’s pretty plentiful as is so I don’t get the feeling this that big a whup.
Verdict: Go With The Maze if You Must
That’s my take to date. Do keep in mind I’ve only gotten to the Dwarf Wonders by now so everything after that is pure speculation. Happy Wondering!