| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Wonder | When It Was Built | Tech/Civic | Placement Requirement | Player Requirements | Settlement Requirements | Base Yields | Bonus | ||||||||||||||||||
2 | Angkor Wat | 1113-1150 CE | Philosophy | Vegetated Terrain Adajacent to a River, Not in Tundra or Desert | None | Altar, Brickyard | 3 Happiness | Increased Specialist Limit in Settlement by 1, 2 Innovation | ||||||||||||||||||
3 | Byrsa | Destroyed 146 BCE | Masonry | Adjacent to Coast | 2 Naval Units | Ancient Walls on City Center, Brickyard | 2 Gold | All Districts in This Settlement Gain the Highest Level Walls Available and Are Upgraded to the Highest Level Wall When They Are Unlocked, Acts as a Fortified District | ||||||||||||||||||
4 | Colosseum | 72-80 AD | Entertainment | Adjacent to a District | Limestone, Marble | Brickyard, Barracks | 3 Happiness | 2 Culture on All Happiness Buildings Empire Wide, 4 Tourism, 1 GDP | ||||||||||||||||||
5 | Colossus | 280 BCE | Bronze Working Mastery | Coast Adjacent to a District | Iron, 2 Naval Trade Routes | Harbor, Blacksmith, Market | 3 Gold | 2 On Naval Units When Defending, 1 Economic Attribute Point, 2 Innovation, 2 Tourism | ||||||||||||||||||
6 | Dur-Sharrukin | 717-706 BCE | Discipline | Away from Districts | None | Capital, Brickyard | None | 1 Food, Science, Gold per Age on All Walls in This Settlement and on All City Centers, Acts as a Fortified District | ||||||||||||||||||
7 | Emile Bell | 771 AD | Bronze Working | Rough Terrain | Tin | Blacksmith, Altar, Saw Pit | 2 Influence | Ginseng Agreement, 1 Growth Attribute Point, 2 Tourism | ||||||||||||||||||
8 | Gate of All Nations | 486-456 BCE | Code of Laws | Adjacent to Palace | None | Capital, Brickyard | 1 Influence | 1 War Support on All Wars, 4 Tourism | ||||||||||||||||||
9 | Great Library | 300-285 BCE | Writing Mastery | Adjacent to a District | 6 Codices Slotted | Library, Brickyard | 4 Science | 1 Science on Science Buildings, 3 Great Work Slots, 3 Innovation | ||||||||||||||||||
10 | Great Lighthouse | 280-247 BCE | Navigation Mastery | Coast Adjacent to a Water District | Limestone, 2 Naval Trade Routes | Harbor, Brickyard | 3 Gold | 15 Naval Trade Route Range, 1 Sight on Naval Units, 1 Movement on Naval Units on Coast, 2 Innovation | ||||||||||||||||||
11 | Great Stele | 400 CE | Engineering | Flat Terrain | None | Brickyard, Monument | 1 Influence | 200 Gold per Age Upon Constructing a Wonder, 2 Innovation | ||||||||||||||||||
12 | Ha'amonga Maui | 1300 CE | Mysticism | Adjacent to Palace and Coast | Fishing Boat Improvement on Coral Reef | Capital | 3 Culture | Discoveries Grant 50 Culture per Age, 1 Culture on Fishing Boats in this Settlement, 2 Tourism | ||||||||||||||||||
13 | Hanging Gardens | 600 BCE | Irrigation Mastery | Adjacent to a River | None | Brickyard | 3 Food | 1 Science on Food Buildings Empire Wide, 10% Growth in Cities, 1 Growth Attribute Point, 2 Innovation | ||||||||||||||||||
14 | Hoo-do Hall | 1053 CE | Philosophy | Flat Terrain Adjacent to a River, Not in Tundra or Desert | None | Saw Pit, Altar | 2 Culture | Wonders Empire Wide Provide Appeal, 1 Culture per Age on Breathtaking Tiles Empire Wide | ||||||||||||||||||
15 | Mausoleum of Halicarnassus | 353-351 BCE | Skilled Trades | Rough Terrain Adjacent to Coast | 3 Cavalry Units | Brickyard, Monument | 3 Production | First Time a Cavalry Unit Dies Respawn It In The Capital With 25% Health, 2 Tourism | ||||||||||||||||||
16 | Mausoleum of Theodoric | 520 CE | Tactics | Flat Terrain Adjacent to Coast | Pillaged 5 Tiles | Brickyard | 2 Culture | 1 Great Work Slot, 100% Extra Pillaging Yields, 1 Militaristic Attribute Point, 2 Tourism | ||||||||||||||||||
17 | Mireuksa | 602 CE | Literacy | Flat Terrain Adjacent to Mountains | 1 Altar in All Cities | Altar, Brickyard, Saw Pit | 3 Culture | 1 Great Work Slot, 2 Culture and 1 Production on Happiness Buildings Empire Wide | ||||||||||||||||||
18 | Monks Mound | 900-950 CE | Commerce | Adjacent to Navigable River | 4 Trade Routes, 3 Markets | Saw Pit, Market | 2 Influence | 3 Resource Capacity, 1 Influence and 2 Gold per Age on Trade Routes, 2 GDP | ||||||||||||||||||
19 | Mundo Perdido | 700 BCE | Code of Laws Mastery | Vegetated Terrain | None | Brickyard, Altar | 2 Science | 1 Science on Vegetated Terrain, 1 Happiness on Districts on Vegetated Terrain, 2 Innovation | ||||||||||||||||||
20 | Nalanda | 427 CE | Mathematics Mastery | Flat Terrain | 3 Libraries | Brickyard, Altar | 3 Science | 1 Codex, 2 Great Work Slots, 1 Scientific Attribute Point, 3 Innovations | ||||||||||||||||||
21 | Oracle | 580-570 BCE | Mysticism Mastery | Mountain Terrain, Not in Tundra of Desert | 3 Altars, Limestone | Brickyard, Altar | 2 Influence | 1 Wildcard Attribute Point, Players You Are At War With Take Double Damage From Natural Disasters, 3 Tourism | ||||||||||||||||||
22 | Petra | 0-100 CE | Code of Laws Mastery | Desert Mountain Terrain | Incense Resource, 2 Trade Routes | None | 3 Gold | 1 Production on Desert Terrain in This Settlement, 1 Gold on Districts in Desert Terrain In This Settlement, 2 GDP | ||||||||||||||||||
23 | Pyramid of the Sun | 200 CE | Mathematics | Flat Terrain Adjacent to a District | None | Brickyard, Altar | 2 Science | 2 Culture on Mines in Within 6 Tiles of This Wonder, 2 Innovation | ||||||||||||||||||
24 | Pyramids | 2600-2500 BCE | Masonry | Desert Flat Terrain Adjacent to Navigable River | Limestone, Gold, Silver | Brickyard | 2 Culture | 1 Gold and 1 Production on Improvements and Districts on Navigable Rivers and Minor Rivers in this Settlement | ||||||||||||||||||
25 | Sanchi Stupa | 300 BCE | Engineering Mastery | Flat Terrain Adjacent to a District | None | Brickyard, Altar | 3 Happiness | 1 Culture for every 5 Extra Happiness in Cities, 1 Relic Slot, 2 Tourism | ||||||||||||||||||
26 | Terracotta Army | 210-209 BCE | Organized Military | Vegetated Terrain Away from Districts, Not in Tundra | 2 Army Commanders fully packed | Brickyard | 2 Production | Gain an Army Commander, 25% extra EXP on Commanders | ||||||||||||||||||
27 | Vix | 500-480 BCE | Public Life | Rough Terrain Away from Districts | Lost 3 Infantry Units, Gold, Silver | Brickyard, Saw Pit | 2 Culture | 2 Gold and 2 Culture on Production Buildings Empire Wide, 2 Tourism | ||||||||||||||||||
28 | Weiyang Palace | 200 BCE | Citizenship | Flat Terrain in Capital | Complete an Diplomatic Action with All Homeland Civs | Brickyard, Saw Pit | 3 Influence | 1 Tradition Slot, 1 Diplomatic Attribute Point | ||||||||||||||||||
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