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Wonders are buildings which give a considerable bonus to a civilization, each one in a different way. They usually cost large amounts of resources and time to build, and when one is built it increases the hostility of other nations towards that player. The game can be won by building wonders, once a Wonder is built a timer will appear. This can be altered before the game.

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rdfs:label
  • Wonders
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  • Wonders are buildings which give a considerable bonus to a civilization, each one in a different way. They usually cost large amounts of resources and time to build, and when one is built it increases the hostility of other nations towards that player. The game can be won by building wonders, once a Wonder is built a timer will appear. This can be altered before the game.
  • Modelled after real-life "Wonders of the World": Monuments that represent the magnificence, power and prestige of the nation that built them; Wonders are a unique class of buildings 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. 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.
  • "Wonders" is the name given to superpowered humans and non-humans in 1907, who appeared during Joss Whedon's arc (vol. 2, #25-#30). There are several Wonder gangs in New York City, though the three most well-known ones are The Upward Path, The Sinners, and the Street Arabs. The Upward Path and The Sinners have been feuding for an indeterminate time, while the Street Arabs have chosen to remain generally neutral. The Sinners are headed by Dale and Stacey Yorkes.
  • The Mighty Mog is the eighth wonder of the world, but it is unclear what the other seven Wonders are.
  • 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. File:Atica-lateran.png 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 coallition maintain a wonder point lead over other factions for a certain period of time.
  • Wonders are special buildings which can each be completed by only one player each game and which often enhance their entire civilization. Once built, a wonder is placed in the city that constructed it, and cannot be sold or destroyed (unless the entire city is destroyed). However, some wonders are made obsolete by the discovery of a certain advance, and lose their effect. Note the asymmetry: while you must personally achieve the advance required by each wonder to build it, it will be disabled when any player achieves the obsoleting advance.
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dbkwik:freeciv/pro...iPageUsesTemplate
DE
  • Weltwunder
En
  • Wonders
CA
  • Meravelles
Ru
  • Чудеса
Fr
  • Merveilles
dbkwik:spacequest/...iPageUsesTemplate
ES
  • Wonders
abstract
  • Wonders are buildings which give a considerable bonus to a civilization, each one in a different way. They usually cost large amounts of resources and time to build, and when one is built it increases the hostility of other nations towards that player. The game can be won by building wonders, once a Wonder is built a timer will appear. This can be altered before the game.
  • Modelled after real-life "Wonders of the World": Monuments that represent the magnificence, power and prestige of the nation that built them; Wonders are a unique class of buildings 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. 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.
  • 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. File:Atica-lateran.png 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 coallition maintain a wonder point lead over other factions for a certain period of time. There are 17 wonders in Rise of Kings, spanning three eras. Only one of each wonder may be built by all players. In other words, the first player to successfully build the Temple of Tikal will be the only player in the game with that wonder. This limitation when combined with being able to set the number of Wonder points needed for victory makes for some interesting strategy and gameplay. Some of the powers of wonders are so powerful as to rival even the national bonuses of other factions. The 17 wonders are divided into several classes: * Free wonders are wonders that can be built by any faction. The Magnum Horologium is one such wonder. * Religious wonders are wonders that can be built only by a certain type of faction. For instance, Baitul Hiqmat, a Muslim wonder, can be built only by the Moors, Turks and Saracens, but nobody else. * Tribal wonders are wonders that can be built only by a certain group of factions. Almost every faction in Rise of Kings is part of a "tribal" group that has a wonder of its own. For instance, Hagia Sofia is buildable by the so-called "Levantine" group - meaning the Turks and Byzantines.
  • "Wonders" is the name given to superpowered humans and non-humans in 1907, who appeared during Joss Whedon's arc (vol. 2, #25-#30). There are several Wonder gangs in New York City, though the three most well-known ones are The Upward Path, The Sinners, and the Street Arabs. The Upward Path and The Sinners have been feuding for an indeterminate time, while the Street Arabs have chosen to remain generally neutral. The Sinners are headed by Dale and Stacey Yorkes.
  • The Mighty Mog is the eighth wonder of the world, but it is unclear what the other seven Wonders are.
  • Wonders are special buildings which can each be completed by only one player each game and which often enhance their entire civilization. Once built, a wonder is placed in the city that constructed it, and cannot be sold or destroyed (unless the entire city is destroyed). However, some wonders are made obsolete by the discovery of a certain advance, and lose their effect. Note the asymmetry: while you must personally achieve the advance required by each wonder to build it, it will be disabled when any player achieves the obsoleting advance. Here all the wonders are listed, in alphabetical order.
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