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Wonders are a unique class of structures in Rise of Nations, which, unlike regular buildings, can only be built once in an entire game, and at a great cost, albeit with a greater reward if successfully built. They are modeled after real-life "Wonders of the World", which includes both the most remarkable manmade structures and the most spectacular natural wonders. These monuments represent the magnificence and prestige of the nation that built them. Any nation can compete for being the first to build a particular wonder, although if another nation builds it first, the losing nations' efforts are wasted, as their copy of the wonder will be destroyed, owing to the requirement that there can only be one of each wonder.

Overview[]

Many wonders of different types from varied locations, ages, and time periods can be found in the game. Each offers a unique set of benefits, ranging from boosts in resource production, increases in Commerce Limit Commerce Limit and Population Limit Population Limit caps to a discount of research times and costs, and even unique bonuses for buildings and units.

Wonders Maximum (Egyptians)

Egyptians is the only nation that can build four Wonders as a part of the same settlement. (It requires Forbidden City and Red Fort)

Each Wonder also has a cultural point value associated with it, called Wonder Point Wonder Points. On standard game settings, a game could be decided entirely on what nation has the most Wonder Points, and win by accumulating of enough of them. Some game modes even develop entirely around Wonders, building them quickly being the factor that determines victory. As a general rule, the more "advanced" the Wonder is (that is, the later the age when it becomes available), the more Wonder Points it grants.

Wonders must be built within a city's radius (except for the Wonders Forbidden City and Red Fort), and each city may only have one wonder within its radius, (except for the nation Egyptians, whose nation power allows for 2 wonders per city, and the Wonders Forbidden City and Red Fort, which do not count against a city's Wonder limit), limiting the number of Wonders to the number of cities controlled.

Rise of Nations shipped with 14 Wonders available to build, two for each age, starting in the Classical Age Classical Age. The Thrones and Patriots expansion added three new Wonders, bringing the total to 17.

List of Wonders[]

Age Wonder Bonuses Cost Wonder Points
Classical Age Large Pyramids
Pyramids
200 Food
200 Timber
1 Wonder Point
Colossus
Colossus
200 Timber
200 Wealth
1 Wonder Point
Hanging Gardens
Hanging Gardens
200 Food
200 Wealth
1 Wonder Point
Medieval Age Large Terra Cotta Army
Terra Cotta Army
Creates a free foot unit every 30 seconds (plus 0.5 second(s) for every infantry unit you control). 300 Food
300 Wealth
2 Wonder Point
Colosseum
Colosseum
300 Timber
300 Metal
2 Wonder Point
Forbidden City
Forbidden City
  • Counts as a bonus Major City in your nation. Can be built wherever a City can and its build location is not revealed to the enemy until it is completed.
  • Gathers +50 Food Food and Timber Timber instead of the usual +10/+10.
  • Capital timers and sudden death eliminations do not affect you.
  • Does not count against a City's Wonder limit.
300 Food
300 Timber
2 Wonder Point
Gunpowder Age Large Temple of Tikal
Temple of Tikal
400 Food
400 Timber
2 Wonder Point
Porcelain Tower
Porcelain Tower
  • You create ships 50% faster.
  • Increases your income from rare resources (in your territory) by 200%.
  • Increases your income from Markets by +300%.
  • You receive the bonus ability of all rare resources in your territory, even if you don't have a Merchant there.
400 Wealth
400 Metal
2 Wonder Point
Red Fort
Red Fort
  • Massive Fort with long range, many hit points, extra garrison value, increased border push, and resistance to air attack.
  • Can be built wherever a Fort can; does not count against a City's Wonder limit. Its build location is not revealed to the enemy until it is completed.
  • Receive Fort upgrades for free and all Forts gain 33% more hit points.
  • Units garrisoned in the Red Fort heal at +500% the normal rate.
400 Wealth
400 Metal
2 Wonder Point
Enlightenment Age Large Angkor Wat
Angkor Wat
500 Timber
500 Wealth
3 Wonder Point
Versailles
Versailles
  • Reduces the non-Knowledge Knowledge costs of Library research by 50%.
  • Your Supply Wagons can heal your troops (and French Supply Wagons heal at double the normal rate).
  • Siege, Artillery, and Supply units move 25% faster.
500 Food
500 Metal
3 Wonder Point
Industrial Age Large Statue of Liberty
Statue of Liberty
600 Food
600 Wealth
4 Wonder Point
Taj Mahal
Taj Mahal
600 Timber
600 Wealth
4 Wonder Point
Modern Age Large Kremlin
Kremlin
700 Food
700 Metal
6 Wonder Point
Eiffel Tower
Eiffel Tower
700 Timber
700 Metal
6 Wonder Point
Information Age Large Supercollider
Supercollider
  • The cost to buy goods at the Market is never higher than 125 Wealth Wealth; the price to sell is never lower than 50 Wealth Wealth.
  • Technologies can be researched instantaneously.
800 Food
800 Knowledge
8 Wonder Point
Space Program
Space Program
  • You can see the location of all units, buildings and terrain on the map.
  • You create aircraft and missiles 100% faster and 50% cheaper.
  • You are immune to the effects of a Nuclear Embargo.
800 Wealth
800 Knowledge
8 Wonder Point

Missing Wonder Alerts[]

Some Wonders don't have big alert messages with a Wonder's icon showing whenever a player starts or completes building the Wonders.

This bug affects several Wonders in the game.
You can find the detailed information about this bug and the way to fix it in the dedicated guide on this Wiki.[1]

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