Great wonders are special buildings that can be constructed in territories and give powerful bonuses to their local province or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford.
Building great wonders[edit | edit source]
|Available only with the Heirs of Alexander DLC enabled.|
A new great wonder can be built in any owned territory with at least one available building slot, and will cost a variable amount of gold, political influence, and time depending on the category, materials, and effects chosen.
Categories[edit | edit source]
Building - base prestige of 18
Materials[edit | edit source]
Each part of the Great Wonder can be made out of different materials. The higher the cost, the higher the construction prestige. In order, they are:
|Material||Prestige value||Trade good|
The bonus prestige from materials is the average of the prestige value of the materials used in all three parts of the wonder.
Each material is associated with a particular trade good that must be present in the province - either through local production or through imports - for construction to progress. In addition to the trade goods associated with the materials used in each part, stone is also always required for wonder construction, even if stone is not being used as a material. If any of the required trade good are not available in the province, construction will pause.
Cost[edit | edit source]
Great wonder price is calculated as base cost + (materials cost * total prestige of the built wonder / 3)+cost of wonder effects. Base cost and materials cost differ by wonder types.
Tower - Base cost: 2600. Materials cost: 130
Building - Base cost: 3510. Materials cost: 175
Pyramid - Base cost: 4550. Materials cost: 227
e. g. The cost of a Pyramid with all gold coatings(92 prestige) is 4550 + (227 * 92 / 3) = 11511.3, rounded up to 11512.
Cost of wonder effect is same between wonder types.
Note that Tier 4 effect can't be chosen at construction.
Construction[edit | edit source]
A great wonder requires set amount of work to be completed. Base work needed is:
This is further increased if a better material than stone is used.
Amount of extra work needed for each section:
E.g. To build a Building with ebony roof, marble pillars, ivory base The amount of work needed is 4650+375+250+875=6150
The amount of work put in the construction per day, the base workpower value, is determined by the number of lower class pops in the province. As long as all of the necessary trade goods are present in the province, the wonder will progress by the total workpower of the province's pops until finished.
|Pop type||Base workpower per pop per day|
Construction leader[edit | edit source]
- See also: Construction leader
Every wonder under construction can be assigned a construction leader who will oversee the design and construction of the wonder. Like all other positions, the construction leader counts towards the number of offices that each major family expects to hold and the holder will receive power base, monthly statesmanship, a monthly wage, and other modifiers from the position.
The construction leader can modify the amount of workpower that every pop contributes to wonder construction through their Great Wonder Construction modifier, and on a pop type-specific basis through the Freemen Great Wonder Construction, Slave Great Wonder Construction, and Tribal Great Wonder Construction modifiers. The construction leader can also increase the wonder's prestige once construction is finished through the Great Wonder completion Prestige modifier. All of these modifiers are gained through certain traits.
Once the workpower for each pop is modified and summed up across all the pops in the province, the construction leader's finesse further increases the total daily workpower by 5% per point. If no construction leader is assigned, the construction work speed is instead decreased by 25%. Construction leaders do not affect the gold or political influence cost of building a wonder.
Effects[edit | edit source]
Every constructed wonder can have up to 3 effects, each of which provides a significant bonus to the country that owns the wonder and occasionally to its territory as well. If a country already has a certain effect in a great wonder, the same effect cannot be chosen for any new wonders, and multiple effects of the same type will not stack even if a country does manage to acquire two wonders with the same effect category. In that case, only the effect with highest tier is applied.
Ancient wonders only have one effect, but starts with tier 4 effects even if the wonder itself is not at tier 4.
Tiers[edit | edit source]
There are 4 tiers of prestige that a wonder can have, depending on its construction materials and age. Each tier unlocks a stronger level of effects that a wonder can have, though upgrading a wonder's effects must be done manually and incurs gold and political influence costs.
Great wonders automatically upgrade to the next tier when they have enough construction prestige. Construction prestige is set initially by the quality of the construction materials used, and after construction increases as the great wonder ages (by 1.5 per year). This means that all wonders, even stone wonders, will eventually reach tier 4 (though it will take many decades to do so).
|Wonder tier||Prestige needed|
Great Wonders built by the player start at Tier 1 and give Tier 1 effects (before applying prestige effects from materials), while Ancient Great Wonders start with Tier 4 effects (even if they are not actually at Tier 4). You can view the effect of a Great wonder in the Outliner or in the province tab.
Changing effects[edit | edit source]
The effects of any owned great wonder, except for ancient wonders, can be changed or removed at any time, following the same uniqueness restrictions as choosing effects for new wonders. This can include both upgrading a wonder's effects once it reaches a new tier as well as swapping out its effects for an entirely new category altogether. Changing effects is instantaneous and costs a variable amount of gold and political influence based on the tiers of the old and new effects as in the table below, as well as a flat cost of 15 stability if changing the effect category or removing an effect altogether (but not adding an effect), regardless of any changes in tier:
List of effects[edit | edit source]
Ancient wonders[edit | edit source]
Certain historical wonders exist in the game as long-established ancient wonders, with unique building models and full effects from the start of the game. Most ancient wonders exist from the beginning of the game, though some can be built in specific territories over the course of the game. They are largely distinct from normal wonders and in particular cannot be classified into the same categories, components, and materials that normal wonders do.
Unlike normal wonders, ancient wonders always have their effects at tier 4 regardless of prestige, but they are restricted to a single predetermined effect instead of the standard 3. Certain ancient wonders also occupy a special secondary great wonder slot instead of the normal slot, which allows them to coexist with another wonder (ancient or normal) and in particular allows Alexandreia and Rhodos to have both of their historical ancient wonders. If an ancient wonder is destroyed, it can never be rebuilt.
If the Heirs of Alexander DLC is not enabled, ancient wonders are the only wonders that will exist in the game.
|Temple of Jupiter Optimus Maximus||Roma (1), Rome||Omen Observations IV:|
|Acropolis of Rhodes||Rhodos (266), Rhodes||Naval Traditions IV:||Hellenistic World Flavor Pack|
|Acropolis of Pergamon||Pergamon (278), Antigonid Kingdom||Oratory Research Doctrine IV:||Hellenistic World Flavor Pack|
|Artemis Temple||Ephesos (290), Ionia||Religious Research Doctrine IV:|
|Palace of the Argeads||Methone (428), Macedon||Subject Relation Traditions IV:||Hellenistic World Flavor Pack|
|Zeus Temple||Olympia (439), Elis||Diplomatic Expansion IV:|
|Giza Pyramid Complex||Babylon Aigyptou (536), Egypt||Subject Relations Traditions IV:|
|Gardens of Babylon||Babylon (918), Seleukid Empire||Civic Research Doctrine IV:|
|Mausoleum at Halicarnassus||Halikarnassos (1981), Halikarnassos||For The Masses IV:|
|Stonehenge||Cunetio (2012), Dobunnia||Omen Observations IV:|
|Ay Khanum||Oskobara (6694), Bactria||For The Masses IV:||Hellenistic World Flavor Pack|
|Sigiriya||Avakana (6978), Anuradhapura||Omen Observations IV:|
|Taxila||Taxila (7314), Maurya||Religious Research Doctrine IV:||Refers to the University of Taxila|
|Oracle of Dodona||Dodona (425), Epirus||Omen Observations IV:||Epirus Flavor Pack||Can be built through the unique Epirote decision Expand the Oracle of Dodona|
|Library of Alexandria||Alexandreia (516), Egypt||Oratory Research Doctrine IV:||Hellenistic World Flavor Pack||Can be built through the unique Hellenistic culture group decision A Temple to the Muses, available to the owner of Alexandreia ( Egypt at start)|
|Lighthouse of Alexandria||Alexandreia (516), Egypt||Honored Admirals IV:||Can be built through the Pharos Lighthouse decision, available to the owner of Alexandreia ( Egypt at start)
Occupies the secondary wonder slot, so it can co-exist with the Library of Alexandria or a normal wonder
|Colossus of Rhodes||Rhodos (266), Rhodes||Honored Admirals IV:||Can be built through the unique Rhodian decision Colossus of Rhodes
Occupies the secondary wonder slot, so it can co-exist with the Acropolis of Rhodes or a normal wonder
|The Living Rock of Stonehenge||N/A||Omen Observations IV:||Can be built in a random owned territory through the Stonehenge events, which can very rarely trigger for any non-AI controlled country.|
Achievements[edit | edit source]
Notes[edit | edit source]
- ↑ Note that these modifiers affect construction speed, not construction time as the tooltip indicates.
|Domestic policy||State • Attributes • Characters • Civil war • Culture • Government • Heritages • Laws • National ideas • Position • Rebellion • Religion • Technology|
|Economic policy||Buildings and Infrastructure • Economy • Food • Great wonders • Population • Trade • Trade goods|
|Territories||Region • Province • Territories • Colonization • Holding|
|Military||Military traditions • Army • Distinction • Land units • Land warfare • Siege • Naval warfare|
|Foreign policy||Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians|
|Script||Events • Decisions • Missions|
|Other||Achievements • Antagonist • Game configuration|