The pinnacle of any Nation is the creation of a monument so great, so magnificent and awe-inspiring that it can truly be considered a Wonder of the world.
In Rise of Nations, these monuments are no less amazing than their real-life counterparts. As you can see from the bonuses listed below, wonders provide your Nation with a great many bonuses and are well worth the investment. You will also notice that each wonder has an associated point value. This value is used for scoring when attempting to achieve a Wonder victory — in certain games, you will win as long as you or your coalition maintain a wonder point lead over other factions for a certain period of time.
Politics and wonders[]
There are twelve wonders in Rise of the Moderns, spanning five eras. Three of them are free to be built by all factions, but the remaining nine are divided into "red" (militaristic) and "green" (civic) wonders, named after the type of governments required to research them: all told there are five red and four green.
The red ones are easier to obtain and spawn military units but are deficient in wonder points, whilst the green ones while costlier grant access to more technologies and also provide a higher wonder point boost, ant the cost of more restricted access — only in the late game are you able to obtain them.
Militaristic wonders[]
These wonders spawn units, and grant bonuses that improve your factions' military. Early ones require Sovereign Rights, while later ones will require Sovereign Rights. Although these wonders normally spawn auxiliary units that you would have otherwise recruited from your Religious Centre, they also spawn other useful units, such as artillery.
Name |
Abilities |
Resource cost and wonder point contribution |
Requirements |
Special remarks |
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El Escorial |
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Lal Qila |
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Functions like a Castle, and can train cavalry Auxiliaries. | ||
Versailles |
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Trains Swiss Guards. | ||
Brass Elephant |
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Trains Tirailleurs Corses. | ||
Arc de Triomphe |
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Trains Grenadiers à Cheval. | ||
Lepizig Monument |
Trains German units:
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Strategic Long-Range Cannon |
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Civic wonders[]
Civic wonders grant economic bonuses, and also host a special technology that improve your faction's powers. Early ones require Liberalism, while later ones require Democracy.
Name |
Abilities |
Resource cost and wonder point contribution |
Requirements |
Special remarks |
---|---|---|---|---|
Taj Mahal |
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Has the abilities of a Sanctuary. | ||
National Institute of Science |
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Yiheyuan |
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Statue of Liberty |
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Crystal Palace |
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Tour d' Eiffel |
National projects[]
Name |
Abilities |
Resource cost and wonder point contribution |
Requirements |
Special remarks |
---|---|---|---|---|
Palace Complex |
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National Bank |
- Available to all factions
- Costly, difficult to build, only provides 1 WP each.
- National Bank, Palace Complex
- Palace Complexes -
- for North Asia (Russia, Korea, China, Japan) is based off Qing Summer Palace.
- For south Asia, Arabs, is based off Chehel Sotun. We *might* be able to get away by repurposing parts of the Vatican complex. Maybe.
- Both versions should use the Egyptian gym buffer from KC.
- MIC, Presidio are removed from the wonders system.
Notes[]
Access to some of these wonders is restricted to the 24 factions of Rise of the Moderns based on ethnicity.
- For instance, the Denkmal is buildable for Bavaria (in addition to aforesaid 24 factions) but no one else (Texas, Greece and other small nations don't have access to it).
- Similarly, the Brass Elephant can't be built by anyone else in Forge of Storms for the same reason.