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	<id>http://wiki.opendominion.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jomutta</id>
	<title>OpenDominion - User contributions [en]</title>
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	<updated>2026-05-28T08:58:54Z</updated>
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	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1354</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1354"/>
		<updated>2022-09-09T23:22:49Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Gaining Prestige */ update broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is primarily gained by [[invading]] other dominions which are at least 75% your land size. &lt;br /&gt;
&lt;br /&gt;
Attacking a [[Wonder|wonder]] may also grant prestige if the wonder is taken from another realm.  See [[Wonder#Wonder Prestige|Wonder Prestige]].&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Min (120 * LandRatio - 50, 65) + TargetLand/250&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same dominion twice without penalty. Starting with the 3rd hit, your prestige gain will dip by 10% each successive hit. This penalty is limited to 50%.&lt;br /&gt;
* You can hit a [[NPDs|bot]] 4 times before the penalty kicks in.  The penalty is 5% for each successive hit and is limited to 50%. This penalty treats all bots the same; hitting 4 different bots is equivalent to hitting the same bot 4 times.  &lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Teching|Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size yields &amp;lt;code&amp;gt; 120 * 75% - 50 + 1500/250 = 48 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size yields &amp;lt;code&amp;gt; Min (120 * 110% - 50, 65) + 5000/250 = 65 + 5000/250 = 85 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%) yields &amp;lt;code&amp;gt; (120 * 85% - 50 + 2550/250) * (1 - 2 * 0.05) = 56 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting a human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+25 % attacking prestige), yields &amp;lt;code&amp;gt;  (120 * 80% - 50 + 4000/250) * 1.25 * (1 - 2 * 0.1) = 62 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded (5% prestige loss).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1353</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1353"/>
		<updated>2022-09-09T23:21:40Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Gaining Prestige */ remove mention of black ops and include reference to Wonders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is primarily gained by [[invading]] other dominions which are at least 75% your land size. &lt;br /&gt;
&lt;br /&gt;
Attacking a [[Wonder|wonder]] may also grant prestige if the wonder is taken from another realm.  See [[Wonder#Wonder Prestige|Wonder Prestige]].&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Min (120 * LandRatio - 50, 65) + TargetLand/250&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same dominion twice without penalty. Starting with the 3rd hit, your prestige gain will dip by 10% each successive hit. This penalty is limited to 50%.&lt;br /&gt;
* You can hit a [[NPDs|bot]] 4 times before the penalty kicks in.  The penalty is 5% for each successive hit and is limited to 50%. This penalty treats all bots the same; hitting 4 different bots is equivalent to hitting the same bot 4 times.  &lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size yields &amp;lt;code&amp;gt; 120 * 75% - 50 + 1500/250 = 48 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size yields &amp;lt;code&amp;gt; Min (120 * 110% - 50, 65) + 5000/250 = 65 + 5000/250 = 85 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%) yields &amp;lt;code&amp;gt; (120 * 85% - 50 + 2550/250) * (1 - 2 * 0.05) = 56 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting a human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+25 % attacking prestige), yields &amp;lt;code&amp;gt;  (120 * 80% - 50 + 4000/250) * 1.25 * (1 - 2 * 0.1) = 62 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded (5% prestige loss).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=1352</id>
		<title>Daily bonus</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=1352"/>
		<updated>2022-09-09T23:12:35Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: rp update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every day, you can take your daily bonuses. This is reset at 00:00 server time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Land bonus&#039;&#039;&#039;: 20 acres of your [[races|racial]] home land type plus 350 [[teching|Research Points]]&lt;br /&gt;
* &#039;&#039;&#039;Platinum bonus&#039;&#039;&#039;: &amp;lt;code&amp;gt;4 x Peasants&amp;lt;/code&amp;gt; platinum.&lt;br /&gt;
&lt;br /&gt;
Sometimes when taking daily land bonus, consider whose [[range]] you may enter (or leave) as this may affect who can [[invade]] you and which dominions you can invade and take actions against.&lt;br /&gt;
&lt;br /&gt;
During the first two to four days, it is wise to wait with the platinum bonus until your population has caught up. From that point on, it&#039;s usually wise to take the platinum bonus early before you spend the whole day training units or exploring. The only exception is if you know you will have a lot of land incoming later that day which will increase your [[population]].&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Teching&amp;diff=1351</id>
		<title>Teching</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Teching&amp;diff=1351"/>
		<updated>2022-09-09T23:12:13Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: updated daily bonus rp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Teching&#039;&#039;&#039; is the term used for researching Technological Advancements in order to gain any number of bonuses that affect your Dominion. Teching is often used for [[Converting]] strategies although can it also be utilized well by [[Explorers]], and occasionally by [[Attackers]]. By building [[Schools]], your Dominion will produce [[Production#Research Points|Research Points]] which can be traded in for a new tech once you have enough points. Teching is a slow strategy that enables your Dominion to have increased efficiency later in the round. It is very difficult to keep up with the top players if you decide to tech but by the end of the round, you should be able to grow more effectively than other Dominions around you that have not teched. &lt;br /&gt;
&lt;br /&gt;
Each day&#039;s [[Daily bonus|Daily Bonus]] provides 350 research points.&lt;br /&gt;
&lt;br /&gt;
A Dominion&#039;s accumulated Techs can be viewed by casting [[Magic#Offensive Spells|Vision]] on someone.&lt;br /&gt;
&lt;br /&gt;
== Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. Some recommended races are:&lt;br /&gt;
&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Troll]]&lt;br /&gt;
* [[Icekin]] - highly recommended to Tech&lt;br /&gt;
&lt;br /&gt;
== Building Selection ==&lt;br /&gt;
&lt;br /&gt;
Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:&lt;br /&gt;
&lt;br /&gt;
 Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).&lt;br /&gt;
&lt;br /&gt;
== The Techs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement&lt;br /&gt;
! Bonus&lt;br /&gt;
! Prerequisites (only 1 required)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% food production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% mana production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
&lt;br /&gt;
Green Thumb&lt;br /&gt;
&lt;br /&gt;
Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Green Thumb&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% lumber production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
&lt;br /&gt;
Aquaponics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% food production&lt;br /&gt;
&lt;br /&gt;
-10% enemy fireball damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Green Thumb&lt;br /&gt;
&lt;br /&gt;
Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% platinum production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
&lt;br /&gt;
Industrial Machinery&lt;br /&gt;
&lt;br /&gt;
Sleeper Agents&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Industrial Machinery&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% lumber production&lt;br /&gt;
&lt;br /&gt;
+5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Siege Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +20% wonder damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Industrial Machinery&lt;br /&gt;
&lt;br /&gt;
Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% spy losses on failed operations&lt;br /&gt;
&lt;br /&gt;
+10% resources gained from theft&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
&lt;br /&gt;
Arcane Bloodlines&lt;br /&gt;
&lt;br /&gt;
Wizard Nexus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Arcane Bloodlines&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% cost of spies&lt;br /&gt;
&lt;br /&gt;
-15% cost of wizards&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Frugal Foragers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Frugal Foragers&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% food consumption&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Arcane Bloodlines&lt;br /&gt;
&lt;br /&gt;
Reforestation&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reforestation&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% construction lumber cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surplus Management&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% food decay&lt;br /&gt;
&lt;br /&gt;
-10% lumber rot&lt;br /&gt;
&lt;br /&gt;
-10% mana drain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
&lt;br /&gt;
Miner&#039;s Spirit&lt;br /&gt;
&lt;br /&gt;
Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +15% better exchange rates&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
&lt;br /&gt;
Surplus Management&lt;br /&gt;
&lt;br /&gt;
Ancient Mines&lt;br /&gt;
&lt;br /&gt;
Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Prefabrication&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miser&#039;s Grasp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% resources lost to theft&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
&lt;br /&gt;
Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sleeper Agents&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% spy losses on failed operations&lt;br /&gt;
&lt;br /&gt;
+1% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Instinct&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
&lt;br /&gt;
Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 wizard strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Preservationist&lt;br /&gt;
&lt;br /&gt;
Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Preservationist&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% food decay&lt;br /&gt;
&lt;br /&gt;
-15% lumber rot&lt;br /&gt;
&lt;br /&gt;
-15% mana drain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Intuition&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-1 draftee per acre explore cost (min 6)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Frugal Foragers&lt;br /&gt;
&lt;br /&gt;
Preservationist&lt;br /&gt;
&lt;br /&gt;
Architect&#039;s Touch&lt;br /&gt;
&lt;br /&gt;
Fearless Adventurers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Touch&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reforestation&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
&lt;br /&gt;
Mana Pools&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miner&#039;s Spirit&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surplus Management&lt;br /&gt;
&lt;br /&gt;
Shipwright&#039;s Ingenuity&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Mines&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
Trick of the Light&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urg Smash Technique&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% lumber production&lt;br /&gt;
&lt;br /&gt;
+7.5% refund when destroying buildings&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Pact&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Pact&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% wizard power&lt;br /&gt;
&lt;br /&gt;
+7.5% mana production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urg Smash Technique&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Efficiency&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sleeper Agents&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Pastoral Planner&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1.5% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
&lt;br /&gt;
Menace&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Guile&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-2 draftee per acre explore cost (min 6)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Flourish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fearless Adventurers&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -50% exploring morale drop&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Intuition&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mana Pools&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% cost of spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Touch&lt;br /&gt;
&lt;br /&gt;
Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shipwright&#039;s Ingenuity&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +12.5% boat production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miner&#039;s Spirit&lt;br /&gt;
&lt;br /&gt;
Trick of the Light&lt;br /&gt;
&lt;br /&gt;
Weather Manipulation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Trick of the Light&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 Fool&#039;s Gold protects ore/lumber/mana&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Mines&lt;br /&gt;
&lt;br /&gt;
Shipwright&#039;s Ingenuity&lt;br /&gt;
&lt;br /&gt;
Opulence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Opulence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
&lt;br /&gt;
+7.5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Trick of the Light&lt;br /&gt;
&lt;br /&gt;
Midas&#039;s Fountain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Fountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% platinum production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Opulence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Menace&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 mana production per tower&lt;br /&gt;
&lt;br /&gt;
+2 mana production per tower for each war relation (max 2)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Flourish&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Guile&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Anti-Magic Sigils&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1 black op spell duration&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fearless Adventurers&lt;br /&gt;
&lt;br /&gt;
Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Night Watch&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% draftees lost in assassination attempts&lt;br /&gt;
&lt;br /&gt;
-25% wizards lost in assassination attempts&lt;br /&gt;
&lt;br /&gt;
-25% enemy disband spies damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mana Pools&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
&lt;br /&gt;
Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% food production&lt;br /&gt;
&lt;br /&gt;
-12.5% enemy lightning bolt damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shipwright&#039;s Ingenuity&lt;br /&gt;
&lt;br /&gt;
Lumberjack&#039;s Devotion&lt;br /&gt;
&lt;br /&gt;
Urban Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberjack&#039;s Devotion&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -20% lumber rot&lt;br /&gt;
&lt;br /&gt;
-10% construction lumber cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
&lt;br /&gt;
Master of Resources&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Resources&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberjack&#039;s Devotion&lt;br /&gt;
&lt;br /&gt;
Jeweller&#039;s Delight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Avatar of Ares&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% offensive power&lt;br /&gt;
&lt;br /&gt;
+7.5% wizard power&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Artistry&lt;br /&gt;
&lt;br /&gt;
Visionary Expansionist&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Artistry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 spy strength per hour&lt;br /&gt;
&lt;br /&gt;
+1 wizard strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
&lt;br /&gt;
Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ross&#039; Benevolence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1% platinum tax from Royal Guard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Night Watch&lt;br /&gt;
&lt;br /&gt;
Dark Artistry&lt;br /&gt;
&lt;br /&gt;
Survivalist Mentality&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urban Planner&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1.5% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
&lt;br /&gt;
Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Jeweller&#039;s Delight&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
&lt;br /&gt;
-5% cost of self spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Resources&lt;br /&gt;
&lt;br /&gt;
Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% construction platinum cost&lt;br /&gt;
&lt;br /&gt;
-5% construction lumber cost&lt;br /&gt;
&lt;br /&gt;
+3 boat capacity&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
&lt;br /&gt;
Field Surgery&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -12.5% rezoning platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Avatar of Ares&lt;br /&gt;
&lt;br /&gt;
Ares&#039; Favor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Visionary Expansionist&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1% maximum population&lt;br /&gt;
&lt;br /&gt;
+15% population growth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Survivalist Mentality&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
+7.5% increased prestige gains&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ross&#039; Benevolence&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reinforced Bulwarks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +30% bonus to harbor investment&lt;br /&gt;
&lt;br /&gt;
+30% bonus to towers investment&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urban Planner&lt;br /&gt;
&lt;br /&gt;
Jeweller&#039;s Delight&lt;br /&gt;
&lt;br /&gt;
Tributary System&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 spy strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
&lt;br /&gt;
Tributary System&lt;br /&gt;
&lt;br /&gt;
Battle Commanders&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Field Surgery&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +0.75% maximum population&lt;br /&gt;
&lt;br /&gt;
+7.5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% offensive power&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
&lt;br /&gt;
Bunk Beds&lt;br /&gt;
&lt;br /&gt;
Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Rations&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% food consumption&lt;br /&gt;
&lt;br /&gt;
+2 population from barren land&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Visionary Expansionist&lt;br /&gt;
&lt;br /&gt;
Survivalist Mentality&lt;br /&gt;
&lt;br /&gt;
Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tributary System&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +60% food production from prestige&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reinforced Bulwarks&lt;br /&gt;
&lt;br /&gt;
Spy Network&lt;br /&gt;
&lt;br /&gt;
Centralized Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Commanders&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Bunk Beds&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2 barracks housing&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Public Baths&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +30% population growth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
&lt;br /&gt;
Ancestral Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Centralized Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% cost of spies&lt;br /&gt;
&lt;br /&gt;
-5% cost of wizards&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tributary System&lt;br /&gt;
&lt;br /&gt;
Military Culture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Carpenter&#039;s Knowhow&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Commanders&lt;br /&gt;
&lt;br /&gt;
Bunk Beds&lt;br /&gt;
&lt;br /&gt;
Military Culture&lt;br /&gt;
&lt;br /&gt;
Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancestral Knowledge&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% cost of racial spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Public Baths&lt;br /&gt;
&lt;br /&gt;
Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Military Culture&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% increased prestige gains&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Centralized Intelligence&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
&lt;br /&gt;
Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Insight&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% rezoning platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Carpenter&#039;s Knowhow&lt;br /&gt;
&lt;br /&gt;
Ancestral Knowledge&lt;br /&gt;
&lt;br /&gt;
Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Tactics&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The full tech tree looks like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Tech_Tree_Visualised.gif]]&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Teching is a slow strategy, aimed to generate benefit later compared to equivalent non-teching strategies. A common use is to aim for a lot of mid to late-game efficiency when percentage-based bonuses have their greatest effects, e.g. +5 % platinum produced often peaks around conversion for a Converter, while -7.5 % platinum exploration cost amounts to a significant amount of extra platinum late in the round for explorers. For this reason, teching can be very useful for players who do not have much time to invest into the game early in the round, but wish to compete later on. New or inexperienced players may also benefit from teching. Also note that for multiple techs with the same bonus it is additive when it stacks i.e.: picking the tech Midas&#039;s Bargain gives you a +2.5% platinum production, whereas Midas&#039;s Fountain gives a bonus of +5% platinum production. Therefore when you unlock both of these then your total bonus is 2.5% + 5% = 7.5%.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Great efficiency can be enjoyed late round&lt;br /&gt;
* Allows less experienced players to compete effectively late round &lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies.&lt;br /&gt;
* Planning required; having a broad idea of how many / which techs you desire and when to stop building schools or destroy them is very helpful.&lt;br /&gt;
&lt;br /&gt;
=== Recommendations ===&lt;br /&gt;
* Great for Converters and slower styles.&lt;br /&gt;
* Inexperienced players&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
=== Tech Cost ===&lt;br /&gt;
&lt;br /&gt;
In order to unlock a tech other than one of the three entry points, at least one of its connecting techs in the tree must already be acquired.  &lt;br /&gt;
&lt;br /&gt;
The base cost of each advancement is 2.5x highest land achieved and increases by 150 after each unlock (min 3750).&lt;br /&gt;
&lt;br /&gt;
=== Invasion RPs ===&lt;br /&gt;
&lt;br /&gt;
The number of research points (RP) gained during a successful invasion is based on the relative size of the target and any wonder or racial bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Research Points Gained&lt;br /&gt;
|-&lt;br /&gt;
! Target Range !! RP&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;lt; 60% || 0&lt;br /&gt;
|-&lt;br /&gt;
| 60% &amp;lt;= range &amp;lt; 75% || 375&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;gt;= 75% || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.&lt;br /&gt;
&lt;br /&gt;
Research points will arrive when the slowest unit sent on the invasion returns.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1350</id>
		<title>Wonder</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1350"/>
		<updated>2022-09-08T01:06:02Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* The Wonders */ golden throne update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wonders&#039;&#039;&#039; of the world provide bonuses to all dominions in the controlling realm and are acquired by [[Attacking|destroying]] and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.&lt;br /&gt;
&lt;br /&gt;
== Wonder Discovery and HP ==&lt;br /&gt;
&lt;br /&gt;
The first wave of wonders will appear at the start of the round with a starting power of 250,000 for tier 1 and 150,000 for tier 2.&lt;br /&gt;
&lt;br /&gt;
An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.&lt;br /&gt;
&lt;br /&gt;
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(42500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total number of wonders that will be discovered and appear in any given round is a max of 40% of the number of active realms. If there are 29 realms, 12 wonders would spawn as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;40% * 29 = 11.6 \approx12&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking and Destroying Wonders ==&lt;br /&gt;
&lt;br /&gt;
When attacking wonders, your offense is [[Offensive_power#Raw_OP|unmodded]] (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is [[Gnome]] Suicide Squads, which always suffer 50% casualties.&lt;br /&gt;
&lt;br /&gt;
The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * WPA * Acres, WonderBaseHP*0.75%)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where WPA is capped at 1.0 for purposes of damage calculations.&lt;br /&gt;
&lt;br /&gt;
If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wonder Prestige ==&lt;br /&gt;
&lt;br /&gt;
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded [[prestige]].&lt;br /&gt;
&lt;br /&gt;
Prestige is only awarded via troop damage to individual dominions as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;25 + \frac{TroopDamage}{DamageDealtByRealm} * 250&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible for prestige, a dominion must deal at least 2% of the realm&#039;s total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.&lt;br /&gt;
&lt;br /&gt;
Cyclone damage does not award prestige.&lt;br /&gt;
&lt;br /&gt;
== The Wonders ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wonder&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Library&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Castle bonuses &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory of Legends&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  -25% Construction platinum cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fountain of Youth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +2.5% maximum population&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gnomish Mining Machine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Ore Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Golden Throne&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +25% attacking prestige gains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Halls of Knowledge&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 100 RP per hour production for entire realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Horn of Plenty&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ruby Monolith&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% fewer casualties on offense, +7.5% fewer casualties on defense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School of War&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5 barracks housing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Market&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Employment, +20% Bank exchange rates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Oracle&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% Cost of spells, +30% Wizard power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guild of Shadows&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% spy power, -15% spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hanging Gardens&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +20% food production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | High Clerics Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Can kill all immortal units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Imperial Armada&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Boats cannot be sabotaged, -1% platinum tax from Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ivory Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spells to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Onyx Mausoleum&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% offensive casualties against this realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spire of Illusion&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Clear sights against this realm are only +85% accurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Underground Society&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spy operations to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Academy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -50% hostile spell damage&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1349</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1349"/>
		<updated>2022-09-08T01:02:47Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Formula */ updated prestige formula and examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is most commonly gained by [[invading]] other dominions which are at least 75% your land size. Alternately, a mutual [[War]] can give you some prestige from black ops.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Min (120 * LandRatio - 50, 65) + TargetLand/250&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same dominion twice without penalty. Starting with the 3rd hit, your prestige gain will dip by 10% each successive hit. This penalty is limited to 50%.&lt;br /&gt;
* You can hit a [[NPDs|bot]] 4 times before the penalty kicks in.  The penalty is 5% for each successive hit and is limited to 50%. This penalty treats all bots the same; hitting 4 different bots is equivalent to hitting the same bot 4 times.  &lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size yields &amp;lt;code&amp;gt; 120 * 75% - 50 + 1500/250 = 48 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size yields &amp;lt;code&amp;gt; Min (120 * 110% - 50, 65) + 5000/250 = 65 + 5000/250 = 85 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%) yields &amp;lt;code&amp;gt; (120 * 85% - 50 + 2550/250) * (1 - 2 * 0.05) = 56 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting a human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+25 % attacking prestige), yields &amp;lt;code&amp;gt;  (120 * 80% - 50 + 4000/250) * 1.25 * (1 - 2 * 0.1) = 62 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded (5% prestige loss).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1348</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Prestige&amp;diff=1348"/>
		<updated>2022-09-08T00:17:07Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Losing Prestige */ add missing prestige loss %&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is most commonly gained by [[invading]] other dominions which are at least 75% your land size. Alternately, a mutual [[War]] can give you some prestige from black ops.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;115*min(1,LandRatio)-50+TargetLand/200&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same dominion twice without penalty, starting with the 3rd your prestige gain will dip by 10% each successive hit (always gaining at least 50% of normal prestige)&lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size yields &amp;lt;code&amp;gt; 115 * 75% - 50 + 1500/200 = 44 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size yields &amp;lt;code&amp;gt; 115 * 100% - 50 + 5000/200 = 90 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%) yields &amp;lt;code&amp;gt; (115 * 85% - 50 + 2550/200) * (1 - 2 * 0.1) = 48 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting a human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+15 % attacking prestige), yields &amp;lt;code&amp;gt;  (80% * 115 - 50 + 4000/200) * 1.15 * (1 - 2 * 0.1) = 57 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded (5% prestige loss).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Spirit&amp;diff=1347</id>
		<title>Spirit</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Spirit&amp;diff=1347"/>
		<updated>2022-09-08T00:08:51Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Bonuses */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Spirit&lt;br /&gt;
| aliases = SPUD, SP&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 2 (Legacy)&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; are a fast/medium speed race heavily inspired by the old [[Dark Elf (Legacy)]]. The current version of Spirit was introduced in [[Round 26]].&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Food Consumption: -90%&lt;br /&gt;
* Mana Production: +15%&lt;br /&gt;
* Wizards: Immortal&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Banshee&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_mana = 10&lt;br /&gt;
| spec1_special = Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Geist&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_mana = 10&lt;br /&gt;
| spec2_special = Almost never dies &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Phantom Knight&lt;br /&gt;
| elite1_op = 3&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_mana = 30&lt;br /&gt;
| elite1_special = 50% fewer casualties on defense. Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Spectral Warrior&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 0&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_mana = 40&lt;br /&gt;
| elite2_special = Almost never dies when attacking dominions 75%+ your size. Flight (no need for boats)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unholy Ghost&#039;&#039;&#039;: Enemy draftees do not participate in battle&lt;br /&gt;
&lt;br /&gt;
Very powerful early-game spell when draftees make up a disproportionate amount of defense. &lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
* Undying elite OP&lt;br /&gt;
* No need for boats&lt;br /&gt;
* Strong spell for early round.&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* No OP-troop turtle&lt;br /&gt;
* Hard to play unless on top&lt;br /&gt;
* Unforgiving when making mistakes&lt;br /&gt;
* Very high mana requirements early round&lt;br /&gt;
* Spell becomes much weaker as round goes on&lt;br /&gt;
* Expensive DP&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1346</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1346"/>
		<updated>2022-09-08T00:08:18Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Spell */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nomad&lt;br /&gt;
| aliases = &lt;br /&gt;
| introduced = [[Round 1]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Plains&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is an [[Alignment|evil]]-aligned race that uniquely receives an attacking bonus from barren land. Once the counterpart to [[Human]], Nomad was changed in Round 26 to make it a distinct race.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Population from barren land: +20&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Lancer&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Crossbowman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Blademaster&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_ore = 25&lt;br /&gt;
| elite1_special = -25% casualties&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Horse Archer&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_ore = 40&lt;br /&gt;
| elite2_special = Each unit plunders 20 platinum on attack (max 1 hour of target&#039;s raw production). Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favorable Terrain&#039;&#039;&#039;: +1% offensive power for every 1% barren land (max +10%)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient OP&lt;br /&gt;
* Unique focus on barren land&lt;br /&gt;
* OP spell&lt;br /&gt;
* 9hr specs&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Balancing Barren land and building is hard&lt;br /&gt;
* Fairly inefficient DP&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Nomad (Legacy)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1345</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1345"/>
		<updated>2022-09-08T00:08:02Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nomad&lt;br /&gt;
| aliases = &lt;br /&gt;
| introduced = [[Round 1]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Plains&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is an [[Alignment|evil]]-aligned race that uniquely receives an attacking bonus from barren land. Once the counterpart to [[Human]], Nomad was changed in Round 26 to make it a distinct race.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Population from barren land: +20&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Lancer&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Crossbowman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Blademaster&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_ore = 25&lt;br /&gt;
| elite1_special = -25% casualties&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Horse Archer&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_ore = 40&lt;br /&gt;
| elite2_special = Each unit plunders 20 platinum on attack (max 1 hour of target&#039;s raw production). Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favorable Terrain&#039;&#039;&#039;: +1% offensive power for every 1.5% barren land (max +10%)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient OP&lt;br /&gt;
* Unique focus on barren land&lt;br /&gt;
* OP spell&lt;br /&gt;
* 9hr specs&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Balancing Barren land and building is hard&lt;br /&gt;
* Fairly inefficient DP&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Nomad (Legacy)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Human&amp;diff=1344</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Human&amp;diff=1344"/>
		<updated>2022-09-08T00:06:28Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* General Info */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Human&lt;br /&gt;
| aliases = Hum, hummie&lt;br /&gt;
| introduced = [[Round 1]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Beginner&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Plains&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; is one of the standard races in the game. They are suited for all types of players and playstyles as their efficiency allows success to be achieved even with mistakes made over a [[round]]. Human is generally regarded as a good choice to begin learning to understand the basics of the game for [[My First Round|new players]]. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Food Production: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Spearmen&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 275&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Archer&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 275&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Knight&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 6&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_ore = 75&lt;br /&gt;
| elite1_special = -25% casualties&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Cavalry&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1200&lt;br /&gt;
| elite2_ore = 100&lt;br /&gt;
| elite2_special = Returns 3 hours faster from battle&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crusade&#039;&#039;&#039;: Gives 10% attack strength bonus.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient OP and DP&lt;br /&gt;
* 9hr return Elite OP&lt;br /&gt;
* Diverse strategies&lt;br /&gt;
* Quite forgiving when making mistakes&lt;br /&gt;
* OP spell&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Expensive OP makes it hard to attack every 9 hours&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Goblin&amp;diff=1343</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Goblin&amp;diff=1343"/>
		<updated>2022-09-08T00:05:17Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Goblin&lt;br /&gt;
| aliases = Gobbo, Gob&lt;br /&gt;
| introduced = [[Round 9]]&lt;br /&gt;
| round_wins = 2&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Hills&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin&#039;&#039;&#039; is often considered one of, if not THE fastest race in the game. The race is built entirely for [[Fast Attacking|speed]]. A strong population bonus of 20% and the necessity of using specs for DP. Goblins also have a 9-hour attacking unit in their elite OP allowing for even greater speed early on if attacking. A number of people enjoy playing Goblin as an explorer making use of the population bonus and spec DP in order to outgrow attackers early on. As with attacking, the key to succeeding as a Goblin explorer is to grow fast enough to be at the top early on before the great inefficiency of the race kicks in. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==    &lt;br /&gt;
* Max Population: +20%&lt;br /&gt;
* Gem investment: +20%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Raider&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Shaman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 375&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = Reduces casualties&lt;br /&gt;
&lt;br /&gt;
| elite1_name = Hobgoblin&lt;br /&gt;
| elite1_op = 5&lt;br /&gt;
| elite1_dp = 3&lt;br /&gt;
| elite1_plat = 1050&lt;br /&gt;
| elite1_ore = 80&lt;br /&gt;
| elite1_special = Plunders resources on attack&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Wolf Rider&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1275&lt;br /&gt;
| elite2_ore = 100&lt;br /&gt;
| elite2_special = Returns 3 hours faster from battle&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plunder ===&lt;br /&gt;
&lt;br /&gt;
Upon a successful attack, Hobgoblin may plunder (steal) a certain amount of the target&#039;s resources.&lt;br /&gt;
&lt;br /&gt;
* Each Hobgoblin can plunder at most 5 gems and 20 platinum.&lt;br /&gt;
* Only surviving Hobgoblins required to [[break]] the target plunder. Dead Hobgoblins are of no use.&lt;br /&gt;
* The plunder of each resource is limited to 100% of the target&#039;s raw production of that resource. Target&#039;s stored resources do not matter.&lt;br /&gt;
&lt;br /&gt;
=== Casualty Reduction ===&lt;br /&gt;
&lt;br /&gt;
Shamans reduce casualties depending on what percentage of units at home they are. If 20,000 Shamans are at home with 6,000 other units, they will reduce casualties by: &lt;br /&gt;
&lt;br /&gt;
 (20000/(20000+6000)) / 2 = 0.384615&lt;br /&gt;
 &#039;&#039;&#039;38.46% less casualties&#039;&#039;&#039;&lt;br /&gt;
 100 - 38.46 = &#039;&#039;&#039;61.54% casualties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
 &lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Rage&#039;&#039;&#039;: Gives 10% attack strength bonus.&lt;br /&gt;
&lt;br /&gt;
This is a fantastic spell which all Goblin attackers should be using.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Use specs for DP making them among the cheapest DP in the game&lt;br /&gt;
* 9 hour on elite OP&lt;br /&gt;
* Very fast&lt;br /&gt;
* Good self spell&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Expensive OP&lt;br /&gt;
* Inefficient DP&lt;br /&gt;
* Difficult for late-round converting &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Goblin&amp;diff=1342</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Goblin&amp;diff=1342"/>
		<updated>2022-09-08T00:04:43Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Bonuses */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Goblin&lt;br /&gt;
| aliases = Gobbo, Gob&lt;br /&gt;
| introduced = [[Round 9]]&lt;br /&gt;
| round_wins = 2&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Hills&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin&#039;&#039;&#039; is often considered one of, if not THE fastest race in the game. The race is built entirely for [[Fast Attacking|speed]]. A strong population bonus of 20% and the necessity of using specs for DP. Goblins also have a 9-hour attacking unit in their elite OP allowing for even greater speed early on if attacking. A number of people enjoy playing Goblin as an explorer making use of the population bonus and spec DP in order to outgrow attackers early on. As with attacking, the key to succeeding as a Goblin explorer is to grow fast enough to be at the top early on before the great inefficiency of the race kicks in. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==    &lt;br /&gt;
* Max Population: +20%&lt;br /&gt;
* Gem investment: +20%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Raider&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Shaman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 375&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = Reduces casualties&lt;br /&gt;
&lt;br /&gt;
| elite1_name = Hobgoblin&lt;br /&gt;
| elite1_op = 5&lt;br /&gt;
| elite1_dp = 3&lt;br /&gt;
| elite1_plat = 1050&lt;br /&gt;
| elite1_ore = 80&lt;br /&gt;
| elite1_special = Plunders resources on attack&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Wolf Rider&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1275&lt;br /&gt;
| elite2_ore = 130&lt;br /&gt;
| elite2_special = Returns 3 hours faster from battle&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plunder ===&lt;br /&gt;
&lt;br /&gt;
Upon a successful attack, Hobgoblin may plunder (steal) a certain amount of the target&#039;s resources.&lt;br /&gt;
&lt;br /&gt;
* Each Hobgoblin can plunder at most 5 gems and 20 platinum.&lt;br /&gt;
* Only surviving Hobgoblins required to [[break]] the target plunder. Dead Hobgoblins are of no use.&lt;br /&gt;
* The plunder of each resource is limited to 100% of the target&#039;s raw production of that resource. Target&#039;s stored resources do not matter.&lt;br /&gt;
&lt;br /&gt;
=== Casualty Reduction ===&lt;br /&gt;
&lt;br /&gt;
Shamans reduce casualties depending on what percentage of units at home they are. If 20,000 Shamans are at home with 6,000 other units, they will reduce casualties by: &lt;br /&gt;
&lt;br /&gt;
 (20000/(20000+6000)) / 2 = 0.384615&lt;br /&gt;
 &#039;&#039;&#039;38.46% less casualties&#039;&#039;&#039;&lt;br /&gt;
 100 - 38.46 = &#039;&#039;&#039;61.54% casualties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
 &lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Rage&#039;&#039;&#039;: Gives 10% attack strength bonus.&lt;br /&gt;
&lt;br /&gt;
This is a fantastic spell which all Goblin attackers should be using.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Use specs for DP making them among the cheapest DP in the game&lt;br /&gt;
* 9 hour on elite OP&lt;br /&gt;
* Very fast&lt;br /&gt;
* Good self spell&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Expensive OP&lt;br /&gt;
* Inefficient DP&lt;br /&gt;
* Difficult for late-round converting &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1341</id>
		<title>Firewalker</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1341"/>
		<updated>2022-09-08T00:03:58Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Firewalker&lt;br /&gt;
| aliases = FW, (Fire)wanker&lt;br /&gt;
| introduced = [[Round 11]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Caverns&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalker&#039;&#039;&#039; is one of the [[Fast Attacking|fast attacking]] [[good]] races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self [[spells]]. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
 &lt;br /&gt;
* Maximum Population: +5%&lt;br /&gt;
* Lumber Production: -10%&lt;br /&gt;
* Gem Production: +15%&lt;br /&gt;
* Construction Platinum Cost: -10%&lt;br /&gt;
* Explore Platinum Cost: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Fire Sprite&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Flamewolf&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Phoenix&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 4.5&lt;br /&gt;
| elite1_plat = 950&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Almost never dies.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Salamander&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 925&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = -40% casualties on offense&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
== Racial Spell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist Flame&#039;&#039;&#039;: Increases [[alchemy]] production by 15 platinum.&lt;br /&gt;
&lt;br /&gt;
The spell is important early in the round during [[protection]] but quickly loses importance for attackers because attackers benefit more from focusing on growing population.&lt;br /&gt;
&lt;br /&gt;
Explorers benefit from it throughout the whole round, if relying on alchemies for income.&lt;br /&gt;
 &lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Cheap OP elites&lt;br /&gt;
* Immortal DP elites&lt;br /&gt;
* 50% reduced casualties on OP elites&lt;br /&gt;
* Solid [[turtle]] from OP elites&lt;br /&gt;
* Can be played very fast&lt;br /&gt;
* Good self spell for early round&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient troops&lt;br /&gt;
* Self spell becomes too expensive to use late round making high-alchemy strats inefficient for attackers&lt;br /&gt;
* Too reliant upon speed and hard to play slow&lt;br /&gt;
* Poor converters&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1340</id>
		<title>Firewalker</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1340"/>
		<updated>2022-09-08T00:03:23Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Pros */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Firewalker&lt;br /&gt;
| aliases = FW, (Fire)wanker&lt;br /&gt;
| introduced = [[Round 11]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Caverns&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalker&#039;&#039;&#039; is one of the [[Fast Attacking|fast attacking]] [[good]] races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self [[spells]]. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
 &lt;br /&gt;
* Maximum Population: +5%&lt;br /&gt;
* Lumber Production: -10%&lt;br /&gt;
* Gem Production: +15%&lt;br /&gt;
* Construction Platinum Cost: -10%&lt;br /&gt;
* Explore Platinum Cost: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Fire Sprite&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Flamewolf&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Phoenix&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 4.5&lt;br /&gt;
| elite1_plat = 950&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Almost never dies.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Salamander&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 925&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = -40% casualties on offense&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
== Racial Spell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist Flame&#039;&#039;&#039;: Increases [[alchemy]] production by 15 platinum.&lt;br /&gt;
&lt;br /&gt;
The spell is important early in the round during [[protection]] but quickly loses importance for attackers, because attackers benefit more from focusing on growing population.&lt;br /&gt;
&lt;br /&gt;
Explorers benefit from it throughout the whole round, if relying on alchemies for income.&lt;br /&gt;
 &lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Cheap OP elites&lt;br /&gt;
* Immortal DP elites&lt;br /&gt;
* 50% reduced casualties on OP elites&lt;br /&gt;
* Solid [[turtle]] from OP elites&lt;br /&gt;
* Can be played very fast&lt;br /&gt;
* Good self spell for early round&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient troops&lt;br /&gt;
* Self spell becomes too expensive to use late round making high-alchemy strats inefficient for attackers&lt;br /&gt;
* Too reliant upon speed and hard to play slow&lt;br /&gt;
* Poor converters&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1339</id>
		<title>Firewalker</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Firewalker&amp;diff=1339"/>
		<updated>2022-09-07T23:58:47Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Firewalker&lt;br /&gt;
| aliases = FW, (Fire)wanker&lt;br /&gt;
| introduced = [[Round 11]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Caverns&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalker&#039;&#039;&#039; is one of the [[Fast Attacking|fast attacking]] [[good]] races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self [[spells]]. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
 &lt;br /&gt;
* Maximum Population: +5%&lt;br /&gt;
* Lumber Production: -10%&lt;br /&gt;
* Gem Production: +15%&lt;br /&gt;
* Construction Platinum Cost: -10%&lt;br /&gt;
* Explore Platinum Cost: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Fire Sprite&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Flamewolf&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Phoenix&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 4.5&lt;br /&gt;
| elite1_plat = 950&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Almost never dies.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Salamander&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 925&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = -40% casualties on offense&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
== Racial Spell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist Flame&#039;&#039;&#039;: Increases [[alchemy]] production by 15 platinum.&lt;br /&gt;
&lt;br /&gt;
The spell is important early in the round during [[protection]] but quickly loses importance for attackers, because attackers benefit more from focusing on growing population.&lt;br /&gt;
&lt;br /&gt;
Explorers benefit from it throughout the whole round, if relying on alchemies for income.&lt;br /&gt;
 &lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Cheap OP elites&lt;br /&gt;
* Immortal DP elites (except when invaded by [[Icekin]])&lt;br /&gt;
* 50% reduced casualties on OP elites&lt;br /&gt;
* Solid [[turtle]] from OP elites&lt;br /&gt;
* Can be played very fast&lt;br /&gt;
* Good self spell for early round &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient troops&lt;br /&gt;
* Self spell becomes too expensive to use late round making high-alchemy strats inefficient for attackers&lt;br /&gt;
* Too reliant upon speed and hard to play slow&lt;br /&gt;
* Poor converters&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Dark_Elf&amp;diff=1338</id>
		<title>Dark Elf</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Dark_Elf&amp;diff=1338"/>
		<updated>2022-09-07T23:56:33Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */ r31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Dark Elf&lt;br /&gt;
| race_id = dark-elf&lt;br /&gt;
| aliases = DE, DElf&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 2&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Cavern&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Elf&#039;&#039;&#039; is an evil race of Dominion. They are one of the three wizard-races (the other two being Sylvan and Icekin).&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Max Population: -5%&lt;br /&gt;
* Gem Production: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
 &lt;br /&gt;
{{Race_units(Dark_Elf)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Swordsman&lt;br /&gt;
| spec1_op = 4&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 460&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_gems = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Gargoyle&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_gems = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Adept&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 6&lt;br /&gt;
| elite1_plat = 1150&lt;br /&gt;
| elite1_ore = 60&lt;br /&gt;
| elite1_gems = 0&lt;br /&gt;
| elite1_special = Each unit counts as 1/4 of a Wizard on both offense and defense&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Spellblade&lt;br /&gt;
| elite2_op = 6.5&lt;br /&gt;
| elite2_dp = 2.5&lt;br /&gt;
| elite2_plat = 1200&lt;br /&gt;
| elite2_ore = 50&lt;br /&gt;
| elite2_gems = 10&lt;br /&gt;
| elite2_special = 15% fewer casualties. Each unit plunders 5 mana on attack (max 1 hour of target&#039;s raw production)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ascendance&#039;&#039;&#039;: 8% of surviving Swordsmen return from battle as Spellblades (75%+ hits only)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Efficient elite OP &amp;amp; DP&lt;br /&gt;
* 4 OP spec OP&lt;br /&gt;
* Very unique spell converting spec OP into elites&lt;br /&gt;
* High wizard power&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Very expensive troops&lt;br /&gt;
* Only race with a unit that requires three resources&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Dark Elf (Legacy)]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1337</id>
		<title>Wonder</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1337"/>
		<updated>2022-09-06T00:52:00Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Wonder Prestige */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wonders&#039;&#039;&#039; of the world provide bonuses to all dominions in the controlling realm and are acquired by [[Attacking|destroying]] and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.&lt;br /&gt;
&lt;br /&gt;
== Wonder Discovery and HP ==&lt;br /&gt;
&lt;br /&gt;
The first wave of wonders will appear at the start of the round with a starting power of 250,000 for tier 1 and 150,000 for tier 2.&lt;br /&gt;
&lt;br /&gt;
An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.&lt;br /&gt;
&lt;br /&gt;
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(42500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total number of wonders that will be discovered and appear in any given round is a max of 40% of the number of active realms. If there are 29 realms, 12 wonders would spawn as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;40% * 29 = 11.6 \approx12&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking and Destroying Wonders ==&lt;br /&gt;
&lt;br /&gt;
When attacking wonders, your offense is [[Offensive_power#Raw_OP|unmodded]] (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is [[Gnome]] Suicide Squads, which always suffer 50% casualties.&lt;br /&gt;
&lt;br /&gt;
The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * WPA * Acres, WonderBaseHP*0.75%)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where WPA is capped at 1.0 for purposes of damage calculations.&lt;br /&gt;
&lt;br /&gt;
If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wonder Prestige ==&lt;br /&gt;
&lt;br /&gt;
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded [[prestige]].&lt;br /&gt;
&lt;br /&gt;
Prestige is only awarded via troop damage to individual dominions as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;25 + \frac{TroopDamage}{DamageDealtByRealm} * 250&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible for prestige, a dominion must deal at least 2% of the realm&#039;s total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.&lt;br /&gt;
&lt;br /&gt;
Cyclone damage does not award prestige.&lt;br /&gt;
&lt;br /&gt;
== The Wonders ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wonder&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Library&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Castle bonuses &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory of Legends&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  -25% Construction platinum cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fountain of Youth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +2.5% maximum population&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gnomish Mining Machine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Ore Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Golden Throne&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +15% attacking prestige gains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Halls of Knowledge&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 100 RP per hour production for entire realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Horn of Plenty&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ruby Monolith&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% fewer casualties on offense, +7.5% fewer casualties on defense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School of War&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5 barracks housing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Market&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Employment, +20% Bank exchange rates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Oracle&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% Cost of spells, +30% Wizard power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guild of Shadows&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% spy power, -15% spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hanging Gardens&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +20% food production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | High Clerics Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Can kill all immortal units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Imperial Armada&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Boats cannot be sabotaged, -1% platinum tax from Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ivory Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spells to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Onyx Mausoleum&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% offensive casualties against this realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spire of Illusion&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Clear sights against this realm are only +85% accurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Underground Society&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spy operations to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Academy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -50% hostile spell damage&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1336</id>
		<title>Wonder</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Wonder&amp;diff=1336"/>
		<updated>2022-09-06T00:51:05Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Wonder Prestige */ overdue update to wonder prestige&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wonders&#039;&#039;&#039; of the world provide bonuses to all dominions in the controlling realm and are acquired by [[Attacking|destroying]] and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.&lt;br /&gt;
&lt;br /&gt;
== Wonder Discovery and HP ==&lt;br /&gt;
&lt;br /&gt;
The first wave of wonders will appear at the start of the round with a starting power of 250,000 for tier 1 and 150,000 for tier 2.&lt;br /&gt;
&lt;br /&gt;
An additional wonder will appear every 48 hours beginning on day 6 with a starting power dependent on the wonder tier.&lt;br /&gt;
&lt;br /&gt;
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(42500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total number of wonders that will be discovered and appear in any given round is a max of 40% of the number of active realms. If there are 29 realms, 12 wonders would spawn as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;40% * 29 = 11.6 \approx12&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attacking and Destroying Wonders ==&lt;br /&gt;
&lt;br /&gt;
When attacking wonders, your offense is [[Offensive_power#Raw_OP|unmodded]] (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is [[Gnome]] Suicide Squads, which always suffer 50% casualties.&lt;br /&gt;
&lt;br /&gt;
The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * WPA * Acres, WonderBaseHP*0.75%)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where WPA is capped at 1.0 for purposes of damage calculations.&lt;br /&gt;
&lt;br /&gt;
If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wonder Prestige ==&lt;br /&gt;
&lt;br /&gt;
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded [[prestige]].&lt;br /&gt;
&lt;br /&gt;
Prestige is only awarded via troop damage to individual dominions as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;25 + \frac{TroopDamage}{DamageDealtByRealm} * 250&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible for prestige a dominion must deal at least 2% of the realm&#039;s total damage to the wonder. Prestige gain is capped at 75, meaning that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.&lt;br /&gt;
&lt;br /&gt;
Cyclone damage does not award prestige.&lt;br /&gt;
&lt;br /&gt;
== The Wonders ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wonder&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Library&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Castle bonuses &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory of Legends&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  -25% Construction platinum cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fountain of Youth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +2.5% maximum population&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gnomish Mining Machine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Ore Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Golden Throne&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |  +15% attacking prestige gains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Halls of Knowledge&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 100 RP per hour production for entire realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Horn of Plenty&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2% platinum production, +2% food production, +2% gem production, +2% lumber production, +2% mana production, +2% ore production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ruby Monolith&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% fewer casualties on offense, +7.5% fewer casualties on defense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School of War&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5 barracks housing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Tier 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Market&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +10% Employment, +20% Bank exchange rates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Great Oracle&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% Cost of spells, +30% Wizard power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guild of Shadows&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% spy power, -15% spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hanging Gardens&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +20% food production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | High Clerics Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Can kill all immortal units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Imperial Armada&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Boats cannot be sabotaged, -1% platinum tax from Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ivory Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spells to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Onyx Mausoleum&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +25% offensive casualties against this realm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spire of Illusion&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Clear sights against this realm are only +85% accurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Underground Society&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +50% chance of causing hostile spy operations to fail&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Academy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -50% hostile spell damage&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1335</id>
		<title>Castle</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1335"/>
		<updated>2022-09-06T00:43:55Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Lightning Bolt Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Castle Improvements&#039;&#039;&#039; are a vital part of any efficient strategy.&lt;br /&gt;
[[File:Castle.png|thumb|A castle with [[Masonries]].]]&lt;br /&gt;
&lt;br /&gt;
They are not as important (if used at all) when playing a speed-dependent strategy. They are used extensively by [[Exploring|explorers]] and [[Converting|converters]], while [[Attacking|attackers]] use them to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
== Investment ==&lt;br /&gt;
You invest resources in your castle. Each resource type is worth a different amount of points:&lt;br /&gt;
* 1 [[Gem]] = 12 points (this is the only usage for gems)&lt;br /&gt;
* 1 [[Lumber]]/[[Ore]] = 2 points&lt;br /&gt;
* 1 [[Platinum]] = 1 point&lt;br /&gt;
&lt;br /&gt;
As per the [[#Formulas|formulas]], it takes exponentially more points to reach a higher bonus. Therefore, it is wise to build as many Diamond Mines as possible early on. Most players stop building Diamond Mines by day 25 of the [[round]]. Depending on your speed, strategy, and [[play style]], players often have between 300 and 800 Diamond Mines.&lt;br /&gt;
&lt;br /&gt;
However, Diamond Mines are not always the best building choice. See [[#Racial Differences|racial differences]].&lt;br /&gt;
&lt;br /&gt;
=== Lightning Bolt Damage ===&lt;br /&gt;
When a dominion&#039;s castle has been damaged by [[Magic|lightning]], the dominion gains a temporary bonus to investing. Each investment point, after applying standard bonuses such as racial or tech, is worth 2 points.&lt;br /&gt;
 &lt;br /&gt;
Example: a dominion has 30 million points invested and loses 1 million points due to lightning. While the dominion&#039;s castle is below its all-time high of 30 million points, investment is doubled.  That is, only 500k points, after standard bonuses, are needed to recoup the 1 million lost points.&lt;br /&gt;
&lt;br /&gt;
== Racial Differences ==&lt;br /&gt;
&lt;br /&gt;
The general approach is that [[races]] without units whose OP or DP is dependent on a certain [[land type]] should use exclusively DMs for investing in castle.&lt;br /&gt;
&lt;br /&gt;
For all races except [[Sylvan]] and [[Icekin]], Diamond Mines are the most efficient way to invest in your castle. &lt;br /&gt;
&lt;br /&gt;
Despite having a unit that depends on a building, [[Dark Elf|Dark Elves]] are often seen with DMs.&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] players usually use lumber from lumberyards and [[Icekin]] players use ore from ore mines.&lt;br /&gt;
&lt;br /&gt;
[[Goblin|Goblins]] have a +20% bonus to improvements, meaning every 1 point invested counts as 1.2 points for Goblins.&lt;br /&gt;
&lt;br /&gt;
There is debate as to whether [[Gnome]] are better off with Diamond Mines or more Ore Mines. Since Rockapults reach maximum DP at only 40% mountains (compared to 60% mountains for Icekin&#039;s FrostMages) and those 40% are easily designated for ore mines and homes, many players find room for DMs.&lt;br /&gt;
&lt;br /&gt;
== Castle Parts ==&lt;br /&gt;
 &lt;br /&gt;
There are six parts of the castle into which the player can invest resources.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Bonus&lt;br /&gt;
! Max&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Science&lt;br /&gt;
| Platinum Production&lt;br /&gt;
| 20%&lt;br /&gt;
| Useful if you have a good [[population]]. Otherwise, resources are better spent on Keep.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| 30%&lt;br /&gt;
| Always invest in Keep. It is the most beneficial improvement in nearly all cases. See [[Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Spires&lt;br /&gt;
| Wizard Strength&lt;br /&gt;
Magic Damage Reduction&lt;br /&gt;
Mana Production&lt;br /&gt;
| 60%&lt;br /&gt;
| Makes your [[wizards]] (and Arch Mages) stronger and reduces damage taken by [[black-ops]]. Boosts mana production. Not commonly used other than dominions which specialize in magic and black-ops.&lt;br /&gt;
|-&lt;br /&gt;
| Forges&lt;br /&gt;
| Offensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Often used, especially by races with inefficient or costly offensive units.&lt;br /&gt;
|-&lt;br /&gt;
| Walls&lt;br /&gt;
| Defensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Practically always used, especially by races with inefficient or costly defensive units. &lt;br /&gt;
|-&lt;br /&gt;
| Harbor&lt;br /&gt;
| Food Production&lt;br /&gt;
Boat Production&lt;br /&gt;
&lt;br /&gt;
Boat Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Often underrated improvement. By increasing food production, you need fewer [[Farms]] which saves land for other buildings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
 &lt;br /&gt;
The formula is different for Science and Keep, Forges and Walls, and Towers and Harbor.&lt;br /&gt;
&lt;br /&gt;
* MAX: replaced by the maximum for the improvement (see above).&lt;br /&gt;
* POINTS: the amount of points you have invested in this part of your castle.&lt;br /&gt;
* LAND: your [[land]] size.&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Keep&#039;&#039;&#039; is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(4000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Forges&#039;&#039;&#039; and &#039;&#039;&#039;Walls&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(7500*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The formula for &#039;&#039;&#039;Towers&#039;&#039;&#039; and &#039;&#039;&#039;Harbor&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(5000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1334</id>
		<title>Castle</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1334"/>
		<updated>2022-09-06T00:42:40Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: r31 lightning repair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Castle Improvements&#039;&#039;&#039; are a vital part of any efficient strategy.&lt;br /&gt;
[[File:Castle.png|thumb|A castle with [[Masonries]].]]&lt;br /&gt;
&lt;br /&gt;
They are not as important (if used at all) when playing a speed-dependent strategy. They are used extensively by [[Exploring|explorers]] and [[Converting|converters]], while [[Attacking|attackers]] use them to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
== Investment ==&lt;br /&gt;
You invest resources in your castle. Each resource type is worth a different amount of points:&lt;br /&gt;
* 1 [[Gem]] = 12 points (this is the only usage for gems)&lt;br /&gt;
* 1 [[Lumber]]/[[Ore]] = 2 points&lt;br /&gt;
* 1 [[Platinum]] = 1 point&lt;br /&gt;
&lt;br /&gt;
As per the [[#Formulas|formulas]], it takes exponentially more points to reach a higher bonus. Therefore, it is wise to build as many Diamond Mines as possible early on. Most players stop building Diamond Mines by day 25 of the [[round]]. Depending on your speed, strategy, and [[play style]], players often have between 300 and 800 Diamond Mines.&lt;br /&gt;
&lt;br /&gt;
However, Diamond Mines are not always the best building choice. See [[#Racial Differences|racial differences]].&lt;br /&gt;
&lt;br /&gt;
=== Lightning Bolt Damage ===&lt;br /&gt;
When a dominion&#039;s castle has been damaged by [[Magic|lightning]], the dominion gains a temporary bonus to investing. Each investment point, after applying standard bonuses such as racial or tech, is worth 2 points.&lt;br /&gt;
 &lt;br /&gt;
Example: a dominion has 30 million points invested and loses 1 million points due to lightning. While the dominion&#039;s castle is below its all-time high of 30 million points, investment is doubled.  That is, only 500k points, after standard bonuses, are needed to recoup the 1 million lost points. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Racial Differences ==&lt;br /&gt;
&lt;br /&gt;
The general approach is that [[races]] without units whose OP or DP is dependent on a certain [[land type]] should use exclusively DMs for investing in castle.&lt;br /&gt;
&lt;br /&gt;
For all races except [[Sylvan]] and [[Icekin]], Diamond Mines are the most efficient way to invest in your castle. &lt;br /&gt;
&lt;br /&gt;
Despite having a unit that depends on a building, [[Dark Elf|Dark Elves]] are often seen with DMs.&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] players usually use lumber from lumberyards and [[Icekin]] players use ore from ore mines.&lt;br /&gt;
&lt;br /&gt;
[[Goblin|Goblins]] have a +20% bonus to improvements, meaning every 1 point invested counts as 1.2 points for Goblins.&lt;br /&gt;
&lt;br /&gt;
There is debate as to whether [[Gnome]] are better off with Diamond Mines or more Ore Mines. Since Rockapults reach maximum DP at only 40% mountains (compared to 60% mountains for Icekin&#039;s FrostMages) and those 40% are easily designated for ore mines and homes, many players find room for DMs.&lt;br /&gt;
&lt;br /&gt;
== Castle Parts ==&lt;br /&gt;
 &lt;br /&gt;
There are six parts of the castle into which the player can invest resources.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Bonus&lt;br /&gt;
! Max&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Science&lt;br /&gt;
| Platinum Production&lt;br /&gt;
| 20%&lt;br /&gt;
| Useful if you have a good [[population]]. Otherwise, resources are better spent on Keep.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| 30%&lt;br /&gt;
| Always invest in Keep. It is the most beneficial improvement in nearly all cases. See [[Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Spires&lt;br /&gt;
| Wizard Strength&lt;br /&gt;
Magic Damage Reduction&lt;br /&gt;
Mana Production&lt;br /&gt;
| 60%&lt;br /&gt;
| Makes your [[wizards]] (and Arch Mages) stronger and reduces damage taken by [[black-ops]]. Boosts mana production. Not commonly used other than dominions which specialize in magic and black-ops.&lt;br /&gt;
|-&lt;br /&gt;
| Forges&lt;br /&gt;
| Offensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Often used, especially by races with inefficient or costly offensive units.&lt;br /&gt;
|-&lt;br /&gt;
| Walls&lt;br /&gt;
| Defensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Practically always used, especially by races with inefficient or costly defensive units. &lt;br /&gt;
|-&lt;br /&gt;
| Harbor&lt;br /&gt;
| Food Production&lt;br /&gt;
Boat Production&lt;br /&gt;
&lt;br /&gt;
Boat Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Often underrated improvement. By increasing food production, you need fewer [[Farms]] which saves land for other buildings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
 &lt;br /&gt;
The formula is different for Science and Keep, Forges and Walls, and Towers and Harbor.&lt;br /&gt;
&lt;br /&gt;
* MAX: replaced by the maximum for the improvement (see above).&lt;br /&gt;
* POINTS: the amount of points you have invested in this part of your castle.&lt;br /&gt;
* LAND: your [[land]] size.&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Keep&#039;&#039;&#039; is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(4000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Forges&#039;&#039;&#039; and &#039;&#039;&#039;Walls&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(7500*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The formula for &#039;&#039;&#039;Towers&#039;&#039;&#039; and &#039;&#039;&#039;Harbor&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(5000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1333</id>
		<title>Castle</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1333"/>
		<updated>2022-09-06T00:18:43Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Differences */  update goblin reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Castle Improvements&#039;&#039;&#039; are a vital part of any efficient strategy.&lt;br /&gt;
[[File:Castle.png|thumb|A castle with [[Masonries]].]]&lt;br /&gt;
&lt;br /&gt;
They are not as important (if used at all) when playing a speed-dependent strategy. They are used extensively by [[Exploring|explorers]] and [[Converting|converters]], while [[Attacking|attackers]] use them to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
== Investment ==&lt;br /&gt;
You invest resources in your castle. Each resource type is worth a different amount of points:&lt;br /&gt;
* 1 [[Gem]] = 12 points (this is the only usage for gems)&lt;br /&gt;
* 1 [[Lumber]]/[[Ore]] = 2 points&lt;br /&gt;
* 1 [[Platinum]] = 1 point&lt;br /&gt;
&lt;br /&gt;
As per the [[#Formulas|formulas]], it takes exponentially more points to reach a higher bonus. Therefore, it is wise to build as many Diamond Mines as possible early on. Most players stop building Diamond Mines by day 25 of the [[round]]. Depending on your speed, strategy, and [[play style]], players often have between 300 and 800 Diamond Mines.&lt;br /&gt;
&lt;br /&gt;
However, Diamond Mines are not always the best building choice. See [[#Racial Differences|racial differences]].&lt;br /&gt;
 &lt;br /&gt;
== Racial Differences ==&lt;br /&gt;
&lt;br /&gt;
The general approach is that [[races]] without units whose OP or DP is dependent on a certain [[land type]] should use exclusively DMs for investing in castle.&lt;br /&gt;
&lt;br /&gt;
For all races except [[Sylvan]] and [[Icekin]], Diamond Mines are the most efficient way to invest in your castle. &lt;br /&gt;
&lt;br /&gt;
Despite having a unit that depends on a building, [[Dark Elf|Dark Elves]] are often seen with DMs.&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] players usually use lumber from lumberyards and [[Icekin]] players use ore from ore mines.&lt;br /&gt;
&lt;br /&gt;
[[Goblin|Goblins]] have a +20% bonus to improvements, meaning every 1 point invested counts as 1.2 points for Goblins.&lt;br /&gt;
&lt;br /&gt;
There is debate as to whether [[Gnome]] are better off with Diamond Mines or more Ore Mines. Since Rockapults reach maximum DP at only 40% mountains (compared to 60% mountains for Icekin&#039;s FrostMages) and those 40% are easily designated for ore mines and homes, many players find room for DMs.&lt;br /&gt;
&lt;br /&gt;
== Castle Parts ==&lt;br /&gt;
 &lt;br /&gt;
There are six parts of the castle into which the player can invest resources.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Bonus&lt;br /&gt;
! Max&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Science&lt;br /&gt;
| Platinum Production&lt;br /&gt;
| 20%&lt;br /&gt;
| Useful if you have a good [[population]]. Otherwise, resources are better spent on Keep.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| 30%&lt;br /&gt;
| Always invest in Keep. It is the most beneficial improvement in nearly all cases. See [[Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Spires&lt;br /&gt;
| Wizard Strength&lt;br /&gt;
Magic Damage Reduction&lt;br /&gt;
Mana Production&lt;br /&gt;
| 60%&lt;br /&gt;
| Makes your [[wizards]] (and Arch Mages) stronger and reduces damage taken by [[black-ops]]. Boosts mana production. Not commonly used other than dominions which specialize in magic and black-ops.&lt;br /&gt;
|-&lt;br /&gt;
| Forges&lt;br /&gt;
| Offensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Often used, especially by races with inefficient or costly offensive units.&lt;br /&gt;
|-&lt;br /&gt;
| Walls&lt;br /&gt;
| Defensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Practically always used, especially by races with inefficient or costly defensive units. &lt;br /&gt;
|-&lt;br /&gt;
| Harbor&lt;br /&gt;
| Food Production&lt;br /&gt;
Boat Production&lt;br /&gt;
&lt;br /&gt;
Boat Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Often underrated improvement. By increasing food production, you need fewer [[Farms]] which saves land for other buildings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
 &lt;br /&gt;
The formula is different for Science and Keep, Forges and Walls, and Towers and Harbor.&lt;br /&gt;
&lt;br /&gt;
* MAX: replaced by the maximum for the improvement (see above).&lt;br /&gt;
* POINTS: the amount of points you have invested in this part of your castle.&lt;br /&gt;
* LAND: your [[land]] size.&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Keep&#039;&#039;&#039; is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(4000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Forges&#039;&#039;&#039; and &#039;&#039;&#039;Walls&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(7500*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The formula for &#039;&#039;&#039;Towers&#039;&#039;&#039; and &#039;&#039;&#039;Harbor&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(5000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Buildings&amp;diff=1332</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Buildings&amp;diff=1332"/>
		<updated>2022-09-06T00:13:51Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&lt;br /&gt;
Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.&lt;br /&gt;
&lt;br /&gt;
All constructed buildings except for Homes and Barracks provide 20 jobs and which are automatically filled by unemployed peasants. During construction all buildings provide 15 [[population]]. All constructed buildings except for Homes and Barracks provide 15 [[population]].&lt;br /&gt;
&lt;br /&gt;
They can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.&lt;br /&gt;
&lt;br /&gt;
Each buildings can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for &#039;&#039;&#039;Homes&#039;&#039;&#039;, which depends on your [[race|race]].&lt;br /&gt;
&lt;br /&gt;
All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! Land Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Home&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;[[Races|Race]] Specific&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 30 people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Diamond Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 15 [[gems]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest Haven&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 lumber per hour.&lt;br /&gt;
&lt;br /&gt;
Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.&lt;br /&gt;
&lt;br /&gt;
Disband Spies and Assassinate Wizards damage reduced by 10% per 1% owned, up to a maximum of 50% at 5% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberyard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 50 [[lumber]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Barracks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 35 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses (except for prestige, which does affect barracks). Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces building [[construction|construction costs]] by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.&lt;br /&gt;
&lt;br /&gt;
Reduces re-zoning costs by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guard Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Defensive Power]] by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shrine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[casualties]] on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus at 16% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gryphon Nest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Offensive Power]] by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ore Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 60 [[ore]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Alchemy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 45 [[platinum]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Farms&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 80 bushels of [[food]] per hour.&lt;br /&gt;
&lt;br /&gt;
Each person eats 0.25 bushels of food every hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Masonry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases ALL [[Castle|Castle Bonuses]] by 2.75 * (Masonries / Total Land)%, no maximum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Smithy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.&lt;br /&gt;
&lt;br /&gt;
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Temple&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[population]] growth rate by 6 * (Temples / Total Land)%&lt;br /&gt;
&lt;br /&gt;
Reduces defensive bonuses of a target dominion during invasion by 1.5 * (Temples / Total Land)% to a minimum of 0 defensive bonus (maximum reduction 25% at 16.67% owned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 [[mana]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guild&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy, Wizard, and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
[[Espionage#Spy_Strength|Spy Strength]] and [[Magic#Wizard_Strength|Wizard Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 1% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dock&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Water&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.5 of your boats from being sunk (increases by 0.05 each day after Day 25).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below. &lt;br /&gt;
&lt;br /&gt;
Acres gained by [[Invading]] someone 75% or larger will be discounted. The discount starts at 50%. After Day 25, the discount grows by 2% each day until a maximum of 70% reduction is reached on Day 35.  &lt;br /&gt;
In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.&lt;br /&gt;
&lt;br /&gt;
=== Platinum cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lumber cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.&lt;br /&gt;
&lt;br /&gt;
== Destroy Building ==&lt;br /&gt;
&lt;br /&gt;
You can destroy buildings by going to the [https://beta.opendominion.net/dominion/destroy Destroy Buildings] page.&lt;br /&gt;
&lt;br /&gt;
Destroying a building is immediate and frees up one acre of the corresponding land type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Rezone]]&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Buildings&amp;diff=1331</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Buildings&amp;diff=1331"/>
		<updated>2022-09-06T00:13:23Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Buildings */ r31 guilds and fh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&lt;br /&gt;
Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.&lt;br /&gt;
&lt;br /&gt;
All constructed buildings except for Homes and Barracks provide 20 jobs and which are automatically filled by unemployed peasants. During construction all buildings provide 15 [[population]]. All constructed buildings except for Homes and Barracks provide 15 [[population]].&lt;br /&gt;
&lt;br /&gt;
They can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.&lt;br /&gt;
&lt;br /&gt;
Each buildings can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for &#039;&#039;&#039;Homes&#039;&#039;&#039;, which depends on your [[race|race]].&lt;br /&gt;
&lt;br /&gt;
All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! Land Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Home&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;[[Races|Race]] Specific&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 30 people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Diamond Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 15 [[gems]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest Haven&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 lumber per hour.&lt;br /&gt;
&lt;br /&gt;
Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.&lt;br /&gt;
&lt;br /&gt;
Disband Spies and Assassinate Wizards damage reduced by 10% per 1% owned, up to a maximum of 50% at 5% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberyard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 50 [[lumber]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Barracks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 35 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses (except for prestige, which does affect barracks). Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces building [[construction|construction costs]] by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.&lt;br /&gt;
&lt;br /&gt;
Reduces re-zoning costs by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guard Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Defensive Power]] by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shrine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[casualties]] on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus at 16% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gryphon Nest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Offensive Power]] by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ore Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 60 [[ore]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Alchemy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 45 [[platinum]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Farms&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 80 bushels of [[food]] per hour.&lt;br /&gt;
&lt;br /&gt;
Each person eats 0.25 bushels of food every hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Masonry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases ALL [[Castle|Castle Bonuses]] by 2.75 * (Masonries / Total Land)%, no maximum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Smithy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.&lt;br /&gt;
&lt;br /&gt;
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Temple&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[population]] growth rate by 6 * (Temples / Total Land)%&lt;br /&gt;
&lt;br /&gt;
Reduces defensive bonuses of a target dominion during invasion by 1.5 * (Temples / Total Land)% to a minimum of 0 defensive bonus (maximum reduction 25% at 16.67% owned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 [[mana]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Guild&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy, Wizard, and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
[[Espionage#Spy_Strength|Spy Strength]] and [[Magic#Wizard_Strength|Wizard Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 1% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dock&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Water&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.5 of your boats from being sunk (increases by 0.05 each day after Day 25).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below. &lt;br /&gt;
&lt;br /&gt;
Acres gained by [[Invading]] someone 75% or larger will be discounted. The discount starts at 50%. After Day 25, the discount grows by 2% each day until a maximum of 70% reduction is reached on Day 35.  &lt;br /&gt;
In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.&lt;br /&gt;
&lt;br /&gt;
=== Platinum cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lumber cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.&lt;br /&gt;
&lt;br /&gt;
== Destroy Building ==&lt;br /&gt;
&lt;br /&gt;
You can destroy buildings by going to the [https://beta.opendominion.net/dominion/destroy Destroy Buildings] page.&lt;br /&gt;
&lt;br /&gt;
Destroying a building is immediate and frees up one acre of the corresponding land type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Rezone]]&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Invading&amp;diff=1330</id>
		<title>Invading</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Invading&amp;diff=1330"/>
		<updated>2022-09-05T23:54:48Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* How To */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Invading&#039;&#039;&#039; is the act of one [[dominion]] sending [[military|military units]] to another dominion in another [[realm]].&lt;br /&gt;
&lt;br /&gt;
If the invading force&#039;s [[offensive power]] (OP) is greater than the [[defensive power]] (DP) of the targeted dominion, the invasion is successful.&lt;br /&gt;
&lt;br /&gt;
Invading is a crucial part of playing as an [[Attacker]] and [[Converter]].&lt;br /&gt;
&lt;br /&gt;
== How To ==&lt;br /&gt;
&lt;br /&gt;
# Find and calculate your target&#039;s DP. &lt;br /&gt;
##The best way to do this is to find out the target&#039;s unit numbers and add up all the values of their defensive units then apply any known modifiers. Modifiers can include [[Magic|spells]] such as [[Magic#Self_Spells|Ares Call]] and [[Castle|walls]] bonuses. &lt;br /&gt;
##Land defense is applied if the total defense from military is less the following formula:&amp;lt;/br&amp;gt;&amp;lt;code&amp;gt;(10 * Total Acres) - 3300&amp;lt;/code&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
##Apply modifiers to Land defense as you would Military defense.&lt;br /&gt;
# Go the [https://beta.opendominion.net/dominion/invade Invade] page.&lt;br /&gt;
# Select your target. &#039;&#039;Double check to make sure it&#039;s the right one!&#039;&#039;&lt;br /&gt;
# Input the amount of units you want to send.&lt;br /&gt;
# Click Invade.&lt;br /&gt;
&lt;br /&gt;
== Successful Invasion ==&lt;br /&gt;
&lt;br /&gt;
If your invasion is successful, you will gain land and if your target is 75% as big as you are or greater, the land you gain will have a 50% discount for [[buildings]] and you gain [[prestige]]. All land arrives twelve ticks/hours after your invasion.&lt;br /&gt;
&lt;br /&gt;
=== Land Gain ===&lt;br /&gt;
&lt;br /&gt;
Below is a table which shows land conquered for invasions where the attacker is from 500 to 6000 acres and the target is from 40% to 250% the size of the attacker. The minimum amount of acres gained is always 10.&lt;br /&gt;
&lt;br /&gt;
This is the amount of land lost by the target. The attacker&#039;s total gain is twice the land conquered. These bonus acres are generated by the game and are not taken from any player. Thus, invasion is not a zero-sum event.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land Conquered Before Bonus Acres&lt;br /&gt;
! &lt;br /&gt;
! 40%&lt;br /&gt;
! 60%&lt;br /&gt;
! 75%&lt;br /&gt;
! 85%&lt;br /&gt;
! 100%&lt;br /&gt;
! 120%&lt;br /&gt;
! 133%&lt;br /&gt;
! 166%&lt;br /&gt;
! 250%&lt;br /&gt;
|-&lt;br /&gt;
| 500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 10 &lt;br /&gt;
| 18 &lt;br /&gt;
| 23 &lt;br /&gt;
| 30 &lt;br /&gt;
| 40 &lt;br /&gt;
| 46 &lt;br /&gt;
| 62 &lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 17 &lt;br /&gt;
| 36 &lt;br /&gt;
| 46 &lt;br /&gt;
| 60 &lt;br /&gt;
| 80 &lt;br /&gt;
| 92 &lt;br /&gt;
| 124 &lt;br /&gt;
| 205&lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 26 &lt;br /&gt;
| 54 &lt;br /&gt;
| 69 &lt;br /&gt;
| 91 &lt;br /&gt;
| 120 &lt;br /&gt;
| 139 &lt;br /&gt;
| 186 &lt;br /&gt;
| 308&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 35 &lt;br /&gt;
| 73 &lt;br /&gt;
| 92 &lt;br /&gt;
| 121 &lt;br /&gt;
| 160 &lt;br /&gt;
| 185 &lt;br /&gt;
| 249 &lt;br /&gt;
| 411&lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 43 &lt;br /&gt;
| 91 &lt;br /&gt;
| 115 &lt;br /&gt;
| 151 &lt;br /&gt;
| 200 &lt;br /&gt;
| 231 &lt;br /&gt;
| 311 &lt;br /&gt;
| 514&lt;br /&gt;
|-&lt;br /&gt;
| 3000 &lt;br /&gt;
| 13 &lt;br /&gt;
| 52 &lt;br /&gt;
| 109 &lt;br /&gt;
| 138 &lt;br /&gt;
| 182 &lt;br /&gt;
| 240 &lt;br /&gt;
| 278 &lt;br /&gt;
| 373 &lt;br /&gt;
| 617&lt;br /&gt;
|-&lt;br /&gt;
| 3500 &lt;br /&gt;
| 15 &lt;br /&gt;
| 61 &lt;br /&gt;
| 127 &lt;br /&gt;
| 161 &lt;br /&gt;
| 212 &lt;br /&gt;
| 280 &lt;br /&gt;
| 324 &lt;br /&gt;
| 436 &lt;br /&gt;
| 720&lt;br /&gt;
|-&lt;br /&gt;
| 4000 &lt;br /&gt;
| 17 &lt;br /&gt;
| 70 &lt;br /&gt;
| 146 &lt;br /&gt;
| 184 &lt;br /&gt;
| 243 &lt;br /&gt;
| 320 &lt;br /&gt;
| 370 &lt;br /&gt;
| 498 &lt;br /&gt;
| 823&lt;br /&gt;
|-&lt;br /&gt;
| 4500 &lt;br /&gt;
| 19 &lt;br /&gt;
| 78 &lt;br /&gt;
| 164 &lt;br /&gt;
| 208 &lt;br /&gt;
| 273 &lt;br /&gt;
| 360 &lt;br /&gt;
| 417 &lt;br /&gt;
| 560 &lt;br /&gt;
| 926&lt;br /&gt;
|-&lt;br /&gt;
| 5000 &lt;br /&gt;
| 21 &lt;br /&gt;
| 87 &lt;br /&gt;
| 182 &lt;br /&gt;
| 231 &lt;br /&gt;
| 303 &lt;br /&gt;
| 400 &lt;br /&gt;
| 463 &lt;br /&gt;
| 623 &lt;br /&gt;
| 1029&lt;br /&gt;
|-&lt;br /&gt;
| 5500 &lt;br /&gt;
| 24 &lt;br /&gt;
| 96 &lt;br /&gt;
| 201 &lt;br /&gt;
| 254 &lt;br /&gt;
| 334 &lt;br /&gt;
| 440 &lt;br /&gt;
| 509 &lt;br /&gt;
| 685 &lt;br /&gt;
| 1132&lt;br /&gt;
|-&lt;br /&gt;
| 6000 &lt;br /&gt;
| 26 &lt;br /&gt;
| 105 &lt;br /&gt;
| 219 &lt;br /&gt;
| 277 &lt;br /&gt;
| 364 &lt;br /&gt;
| 480 &lt;br /&gt;
| 556 &lt;br /&gt;
| 747 &lt;br /&gt;
| 1235&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The formula for acres lost depends on &amp;quot;range&amp;quot;, or the target&#039;s size relative to the attacker. You then multiply the number you get from the formula by 2 to get the amount of acres gained from a hit.&lt;br /&gt;
&lt;br /&gt;
If target range is less than 55%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.304 * (range^2) - 0.227 * range + 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, if target range is less than 75%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.154 * range - 0.069) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If target range is 75% or higher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.129 * range - 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AttackerSize&amp;quot; is typically the current land size of the attacker. However, this variable in the formula is modified during war. In a one-way war, it is increased by 10%. In mutual war, it is increased by 20%.&lt;br /&gt;
&lt;br /&gt;
== Razing ==&lt;br /&gt;
&lt;br /&gt;
Sometimes players will intentionally send less OP than the target&#039;s DP to cause [[casualties]] for the target, to lower the target&#039;s DP and allow for another dominion to successfully invade or to just do damage. This is called razing.&lt;br /&gt;
&lt;br /&gt;
Razes cause 0% damage at and below 80% of the required offense to break the target, rising linearly to full casualties just below the needed offense to successfully invade.&lt;br /&gt;
&lt;br /&gt;
== Bounce ==&lt;br /&gt;
&lt;br /&gt;
A bounce is a failed invasion. It is distinct from razing in that they are unintentional, often due to the target increasing its DP or the attacker making an error when calculating the target&#039;s DP.&lt;br /&gt;
&lt;br /&gt;
If you fail by 20% (if [[OP]] is 80% or less of the target&#039;s [[DP]]) or more, the defender does not lose any troops and you also lose [[prestige]]. This is also called &#039;&#039;overwhelmed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Research Points ==&lt;br /&gt;
Research points (RP) can be gained during a successful invasion.  &lt;br /&gt;
&lt;br /&gt;
See [[Teching#Invasion_RPs|Teching]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Bottom feeding ==&lt;br /&gt;
&lt;br /&gt;
This is the act of invading a dominion below your 75% ([[Guards|Elite Guard]]) range. Caution is advised when deciding to do this: you will not have the [[Invading#Successful_Invasion|building discount]] or prestige from a regular hit, and the [[Invading#Formula|formula]] for invasions is also harsher, meaning you&#039;ll gain less acres. Races that are more likely to engage in this are [[Lycanthrope]], [[Spirit]], and [[Undead]], due to the conversions they gain when attacking. Conversely, [[Dark_Elf#Military_Units|Dark Elves]] are disincentivised from doing this, due to their Spirit Warriors dying normally when doing so.&lt;br /&gt;
&lt;br /&gt;
If you invade someone between 74.99% and 60%, your [[Prestige]] is unchanged. If you hit below 60%, you will lose Prestige.&lt;br /&gt;
&lt;br /&gt;
== Being Invaded ==&lt;br /&gt;
&lt;br /&gt;
If you are successfully invaded you will lose 5% of your prestige instantly. Any conquered acres that are constructed or under construction will cause your Dominion to gain a discount on rebuilding those acres. This discount does not stack with the discount from invading another Dominion. For example if your Dominion is invaded and you lose 100 acres, and 50 of those acres were still barren and 20 were under construction you will gain a discount on your next 50 acres built from exploration, daily land bonus, or from destroying and rebuilding.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://dominion.lykanthropos.com/ddc/ Dreki&#039;s Dominion Calculator]: an unofficial calculator used to calculate OP and DP.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1329</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1329"/>
		<updated>2022-09-05T20:14:52Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Offensive Spells */ r31 - cyclone to 2x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic&#039;&#039;&#039; will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.&lt;br /&gt;
&lt;br /&gt;
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].&lt;br /&gt;
== Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Self-spells last for 12 hours and can&#039;t be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || +10% defensive power || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x|| +10% food production || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]&lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || +10% platinum production || Should be always active&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || +10% ore production ||&lt;br /&gt;
|-&lt;br /&gt;
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||&lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||&lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin&#039;s]] wizards per acre.&lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || 1.2x || Reveals the target&#039;s realm&#039;s Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].&lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Reveals the target dominion&#039;s techs and heroes, if any. ||&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3.3x || Kills 2.75% of peasants and destroys food. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 4.3x || Turns 1.5% of the target&#039;s spies into draftees. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
|  Cyclone || 2x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Racial Spells ==&lt;br /&gt;
&lt;br /&gt;
Each race has access to one racial spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||&lt;br /&gt;
|-&lt;br /&gt;
| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||&lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1.5% barren land (max +10%)||&lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia&#039;s Watch &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares&#039; Call&lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || +10% offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength&lt;br /&gt;
|-&lt;br /&gt;
| Nightfall || [[Nox]] || +5 % offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Parasitic Hunger ||  [[Undead]] and [[Spirit (Legacy)]] || +50 % conversion rate ||&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||&lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WPA ==&lt;br /&gt;
The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.&lt;br /&gt;
&lt;br /&gt;
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.&lt;br /&gt;
&lt;br /&gt;
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.&lt;br /&gt;
&lt;br /&gt;
== Wizard Strength ==&lt;br /&gt;
&lt;br /&gt;
Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%.&lt;br /&gt;
Wizard strength refreshes by 4% every hour but this can be increased with [[Buildings|Guilds]], [[Resilience|spy resilience]], and [[Teching|techs]]. No spells may be cast if your wizard strength is below 30%.&lt;br /&gt;
&lt;br /&gt;
== Damage Scaling ==&lt;br /&gt;
&lt;br /&gt;
Lightning Bolt, Disband Spies, and Assassinate Wizards damage scales linearly based on day of the round. The spell does 100% of the base damage on Day 25. Damage is increased by 2.5% each day prior (max of 137.5% at Day 10 or before) and decreased by 2.5% each day after (min 62.5% at Day 40 or after).&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Ops#Formula|Ops Formula]]&lt;br /&gt;
* [[Espionage]]&lt;br /&gt;
* [[Op Center]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Teching&amp;diff=1328</id>
		<title>Teching</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Teching&amp;diff=1328"/>
		<updated>2022-09-05T20:14:14Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* The Techs */ r31 - trick of the light&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Teching&#039;&#039;&#039; is the term used for researching Technological Advancements in order to gain any number of bonuses that affect your Dominion. Teching is often used for [[Converting]] strategies although can it also be utilized well by [[Explorers]], and occasionally by [[Attackers]]. By building [[Schools]], your Dominion will produce [[Production#Research Points|Research Points]] which can be traded in for a new tech once you have enough points. Teching is a slow strategy that enables your Dominion to have increased efficiency later in the round. It is very difficult to keep up with the top players if you decide to tech but by the end of the round, you should be able to grow more effectively than other Dominions around you that have not teched. An important thing to note is that most techers will only research a handful of Techs and will then R/R their Schools to another building (often Diamond Mines or Homes).&lt;br /&gt;
&lt;br /&gt;
Currently, every Dominion receives 750 Research Points daily, provided that they always take a daily platinum bonus. As such, they will receive a &#039;free&#039; tech on days 13, 26, and 39 even if no Schools are built and no attacking is done. &lt;br /&gt;
&lt;br /&gt;
A Dominion&#039;s accumulated Techs can be viewed by casting [[Magic#Offensive Spells|Vision]] on someone.&lt;br /&gt;
&lt;br /&gt;
== Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. Some recommended races are:&lt;br /&gt;
&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Troll]]&lt;br /&gt;
* [[Icekin]] - highly recommended to Tech&lt;br /&gt;
&lt;br /&gt;
== Building Selection ==&lt;br /&gt;
&lt;br /&gt;
Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:&lt;br /&gt;
&lt;br /&gt;
 Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).&lt;br /&gt;
&lt;br /&gt;
== The Techs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement&lt;br /&gt;
! Bonus&lt;br /&gt;
! Prerequisites (only 1 required)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% food production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% mana production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
&lt;br /&gt;
Green Thumb&lt;br /&gt;
&lt;br /&gt;
Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Green Thumb&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% lumber production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
&lt;br /&gt;
Aquaponics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% food production&lt;br /&gt;
&lt;br /&gt;
-10% enemy fireball damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Green Thumb&lt;br /&gt;
&lt;br /&gt;
Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% platinum production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
&lt;br /&gt;
Industrial Machinery&lt;br /&gt;
&lt;br /&gt;
Sleeper Agents&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Industrial Machinery&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% lumber production&lt;br /&gt;
&lt;br /&gt;
+5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Siege Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +20% wonder damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Industrial Machinery&lt;br /&gt;
&lt;br /&gt;
Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% spy losses on failed operations&lt;br /&gt;
&lt;br /&gt;
+10% resources gained from theft&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
&lt;br /&gt;
Arcane Bloodlines&lt;br /&gt;
&lt;br /&gt;
Wizard Nexus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Arcane Bloodlines&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% cost of spies&lt;br /&gt;
&lt;br /&gt;
-15% cost of wizards&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Frugal Foragers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Frugal Foragers&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% food consumption&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Arcane Bloodlines&lt;br /&gt;
&lt;br /&gt;
Reforestation&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reforestation&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% construction lumber cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surplus Management&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% food decay&lt;br /&gt;
&lt;br /&gt;
-10% lumber rot&lt;br /&gt;
&lt;br /&gt;
-10% mana drain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Granaries&lt;br /&gt;
&lt;br /&gt;
Miner&#039;s Spirit&lt;br /&gt;
&lt;br /&gt;
Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +15% better exchange rates&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Planar Emissaries&lt;br /&gt;
&lt;br /&gt;
Surplus Management&lt;br /&gt;
&lt;br /&gt;
Ancient Mines&lt;br /&gt;
&lt;br /&gt;
Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Prefabrication&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miser&#039;s Grasp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% resources lost to theft&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Aquaponics&lt;br /&gt;
&lt;br /&gt;
Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sleeper Agents&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% spy losses on failed operations&lt;br /&gt;
&lt;br /&gt;
+1% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Bargain&lt;br /&gt;
&lt;br /&gt;
Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Instinct&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Siege Weaponry&lt;br /&gt;
&lt;br /&gt;
Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 wizard strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sneaky Spies&lt;br /&gt;
&lt;br /&gt;
Preservationist&lt;br /&gt;
&lt;br /&gt;
Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Preservationist&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% food decay&lt;br /&gt;
&lt;br /&gt;
-15% lumber rot&lt;br /&gt;
&lt;br /&gt;
-15% mana drain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Intuition&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-1 draftee per acre explore cost (min 6)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Frugal Foragers&lt;br /&gt;
&lt;br /&gt;
Preservationist&lt;br /&gt;
&lt;br /&gt;
Architect&#039;s Touch&lt;br /&gt;
&lt;br /&gt;
Fearless Adventurers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Touch&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reforestation&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Intuition&lt;br /&gt;
&lt;br /&gt;
Mana Pools&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miner&#039;s Spirit&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surplus Management&lt;br /&gt;
&lt;br /&gt;
Shipwright&#039;s Ingenuity&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Mines&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Banker&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
Trick of the Light&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urg Smash Technique&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% lumber production&lt;br /&gt;
&lt;br /&gt;
+7.5% refund when destroying buildings&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Pact&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Pact&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% wizard power&lt;br /&gt;
&lt;br /&gt;
+7.5% mana production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urg Smash Technique&lt;br /&gt;
&lt;br /&gt;
Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Efficiency&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Sleeper Agents&lt;br /&gt;
&lt;br /&gt;
Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Pastoral Planner&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1.5% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Nexus&lt;br /&gt;
&lt;br /&gt;
Menace&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Guile&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% exploring platinum cost&lt;br /&gt;
&lt;br /&gt;
-2 draftee per acre explore cost (min 6)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Flourish&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fearless Adventurers&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -50% exploring morale drop&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Intuition&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mana Pools&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -10% cost of spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Touch&lt;br /&gt;
&lt;br /&gt;
Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shipwright&#039;s Ingenuity&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +12.5% boat production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Miner&#039;s Spirit&lt;br /&gt;
&lt;br /&gt;
Trick of the Light&lt;br /&gt;
&lt;br /&gt;
Weather Manipulation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Trick of the Light&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 Fool&#039;s Gold protects ore/lumber/mana&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancient Mines&lt;br /&gt;
&lt;br /&gt;
Shipwright&#039;s Ingenuity&lt;br /&gt;
&lt;br /&gt;
Opulence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Opulence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
&lt;br /&gt;
+7.5% ore production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Trick of the Light&lt;br /&gt;
&lt;br /&gt;
Midas&#039;s Fountain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Midas&#039;s Fountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% platinum production&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Opulence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Menace&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 mana production per tower&lt;br /&gt;
&lt;br /&gt;
+2 mana production per tower for each war relation (max 2)&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Architect&#039;s Flourish&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Explorer&#039;s Guile&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Anti-Magic Sigils&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1 black op spell duration&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Fearless Adventurers&lt;br /&gt;
&lt;br /&gt;
Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Night Watch&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% draftees lost in assassination attempts&lt;br /&gt;
&lt;br /&gt;
-25% wizards lost in assassination attempts&lt;br /&gt;
&lt;br /&gt;
-25% enemy disband spies damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mana Pools&lt;br /&gt;
&lt;br /&gt;
Anti-Magic Sigils&lt;br /&gt;
&lt;br /&gt;
Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% food production&lt;br /&gt;
&lt;br /&gt;
-12.5% enemy lightning bolt damage&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shipwright&#039;s Ingenuity&lt;br /&gt;
&lt;br /&gt;
Lumberjack&#039;s Devotion&lt;br /&gt;
&lt;br /&gt;
Urban Planner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberjack&#039;s Devotion&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -20% lumber rot&lt;br /&gt;
&lt;br /&gt;
-10% construction lumber cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
&lt;br /&gt;
Master of Resources&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Resources&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberjack&#039;s Devotion&lt;br /&gt;
&lt;br /&gt;
Jeweller&#039;s Delight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Avatar of Ares&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% offensive power&lt;br /&gt;
&lt;br /&gt;
+7.5% wizard power&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1.75% military training cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Artistry&lt;br /&gt;
&lt;br /&gt;
Visionary Expansionist&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dark Artistry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 spy strength per hour&lt;br /&gt;
&lt;br /&gt;
+1 wizard strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
&lt;br /&gt;
Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ross&#039; Benevolence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -1% platinum tax from Royal Guard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Night Watch&lt;br /&gt;
&lt;br /&gt;
Dark Artistry&lt;br /&gt;
&lt;br /&gt;
Survivalist Mentality&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urban Planner&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1.5% maximum population&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Weather Manipulation&lt;br /&gt;
&lt;br /&gt;
Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Jeweller&#039;s Delight&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% gem production&lt;br /&gt;
&lt;br /&gt;
-5% cost of self spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Resources&lt;br /&gt;
&lt;br /&gt;
Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -5% construction platinum cost&lt;br /&gt;
&lt;br /&gt;
-5% construction lumber cost&lt;br /&gt;
&lt;br /&gt;
+3 boat capacity&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
&lt;br /&gt;
Field Surgery&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -12.5% rezoning platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Avatar of Ares&lt;br /&gt;
&lt;br /&gt;
Ares&#039; Favor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Visionary Expansionist&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1% maximum population&lt;br /&gt;
&lt;br /&gt;
+15% population growth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Master of Discipline&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Survivalist Mentality&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
+7.5% increased prestige gains&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ross&#039; Benevolence&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reinforced Bulwarks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +30% bonus to harbor investment&lt;br /&gt;
&lt;br /&gt;
+30% bonus to towers investment&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Urban Planner&lt;br /&gt;
&lt;br /&gt;
Jeweller&#039;s Delight&lt;br /&gt;
&lt;br /&gt;
Tributary System&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +1 spy strength per hour&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
&lt;br /&gt;
Tributary System&lt;br /&gt;
&lt;br /&gt;
Battle Commanders&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Field Surgery&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +0.75% maximum population&lt;br /&gt;
&lt;br /&gt;
+7.5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | WaveHack&#039;s Expertise&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2.5% offensive power&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Sense&lt;br /&gt;
&lt;br /&gt;
Bunk Beds&lt;br /&gt;
&lt;br /&gt;
Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Rations&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% food consumption&lt;br /&gt;
&lt;br /&gt;
+2 population from barren land&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Visionary Expansionist&lt;br /&gt;
&lt;br /&gt;
Survivalist Mentality&lt;br /&gt;
&lt;br /&gt;
Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tributary System&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +60% food production from prestige&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reinforced Bulwarks&lt;br /&gt;
&lt;br /&gt;
Spy Network&lt;br /&gt;
&lt;br /&gt;
Centralized Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Commanders&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +7.5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Spy Network&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Bunk Beds&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +2 barracks housing&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Public Baths&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +30% population growth&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ares&#039; Favor&lt;br /&gt;
&lt;br /&gt;
Rations&lt;br /&gt;
&lt;br /&gt;
Ancestral Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Centralized Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -15% cost of spies&lt;br /&gt;
&lt;br /&gt;
-5% cost of wizards&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tributary System&lt;br /&gt;
&lt;br /&gt;
Military Culture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Carpenter&#039;s Knowhow&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -2.5% construction platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Commanders&lt;br /&gt;
&lt;br /&gt;
Bunk Beds&lt;br /&gt;
&lt;br /&gt;
Military Culture&lt;br /&gt;
&lt;br /&gt;
Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ancestral Knowledge&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -25% cost of racial spells&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Public Baths&lt;br /&gt;
&lt;br /&gt;
Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Military Culture&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% increased prestige gains&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Centralized Intelligence&lt;br /&gt;
&lt;br /&gt;
Carpenter&#039;s Knowhow&lt;br /&gt;
&lt;br /&gt;
Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Surveyor&#039;s Insight&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | -7.5% rezoning platinum cost&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Carpenter&#039;s Knowhow&lt;br /&gt;
&lt;br /&gt;
Ancestral Knowledge&lt;br /&gt;
&lt;br /&gt;
Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Battle Tactics&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | +5% fewer casualties&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The full tech tree looks like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Tech_Tree_Visualised.gif]]&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Teching is a slow strategy, aimed to generate benefit later compared to equivalent non-teching strategies. A common use is to aim for a lot of mid to late-game efficiency when percentage-based bonuses have their greatest effects, e.g. +5 % platinum produced often peaks around conversion for a Converter, while -7.5 % platinum exploration cost amounts to a significant amount of extra platinum late in the round for explorers. For this reason, teching can be very useful for players who do not have much time to invest into the game early in the round, but wish to compete later on. New or inexperienced players may also benefit from teching. Also note that for multiple techs with the same bonus it is additive when it stacks i.e.: picking the tech Midas&#039;s Bargain gives you a +2.5% platinum production, whereas Midas&#039;s Fountain gives a bonus of +5% platinum production. Therefore when you unlock both of these then your total bonus is 2.5% + 5% = 7.5%.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Great efficiency can be enjoyed late round&lt;br /&gt;
* Allows less experienced players to compete effectively late round &lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies.&lt;br /&gt;
* Planning required; having a broad idea of how many / which techs you desire and when to stop building schools or destroy them is very helpful.&lt;br /&gt;
&lt;br /&gt;
=== Recommendations ===&lt;br /&gt;
* Great for Converters and slower styles.&lt;br /&gt;
* Inexperienced players&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
=== Tech Cost ===&lt;br /&gt;
&lt;br /&gt;
In order to unlock a tech other than one of the three entry points, at least one of its connecting techs in the tree must already be acquired.  &lt;br /&gt;
&lt;br /&gt;
The base cost of each advancement is 2.5x highest land achieved and increases by 150 after each unlock (min 3750).&lt;br /&gt;
&lt;br /&gt;
=== Invasion RPs ===&lt;br /&gt;
&lt;br /&gt;
The number of research points (RP) gained during a successful invasion is based on the relative size of the target and any wonder or racial bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Research Points Gained&lt;br /&gt;
|-&lt;br /&gt;
! Target Range !! RP&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;lt; 60% || 0&lt;br /&gt;
|-&lt;br /&gt;
| 60% &amp;lt;= range &amp;lt; 75% || 375&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;gt;= 75% || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.&lt;br /&gt;
&lt;br /&gt;
Research points will arrive when the slowest unit sent on the invasion returns.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1327</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1327"/>
		<updated>2022-09-05T20:11:31Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Wizard Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic&#039;&#039;&#039; will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.&lt;br /&gt;
&lt;br /&gt;
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].&lt;br /&gt;
== Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Self-spells last for 12 hours and can&#039;t be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || +10% defensive power || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x|| +10% food production || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]&lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || +10% platinum production || Should be always active&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || +10% ore production ||&lt;br /&gt;
|-&lt;br /&gt;
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||&lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||&lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin&#039;s]] wizards per acre.&lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || 1.2x || Reveals the target&#039;s realm&#039;s Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].&lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Reveals the target dominion&#039;s techs and heroes, if any. ||&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3.3x || Kills 2.75% of peasants and destroys food. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 4.3x || Turns 1.5% of the target&#039;s spies into draftees. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
|  Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Racial Spells ==&lt;br /&gt;
&lt;br /&gt;
Each race has access to one racial spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||&lt;br /&gt;
|-&lt;br /&gt;
| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||&lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1.5% barren land (max +10%)||&lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia&#039;s Watch &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares&#039; Call&lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || +10% offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength&lt;br /&gt;
|-&lt;br /&gt;
| Nightfall || [[Nox]] || +5 % offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Parasitic Hunger ||  [[Undead]] and [[Spirit (Legacy)]] || +50 % conversion rate ||&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||&lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WPA ==&lt;br /&gt;
The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.&lt;br /&gt;
&lt;br /&gt;
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.&lt;br /&gt;
&lt;br /&gt;
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.&lt;br /&gt;
&lt;br /&gt;
== Wizard Strength ==&lt;br /&gt;
&lt;br /&gt;
Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%.&lt;br /&gt;
Wizard strength refreshes by 4% every hour but this can be increased with [[Buildings|Guilds]], [[Resilience|spy resilience]], and [[Teching|techs]]. No spells may be cast if your wizard strength is below 30%.&lt;br /&gt;
&lt;br /&gt;
== Damage Scaling ==&lt;br /&gt;
&lt;br /&gt;
Lightning Bolt, Disband Spies, and Assassinate Wizards damage scales linearly based on day of the round. The spell does 100% of the base damage on Day 25. Damage is increased by 2.5% each day prior (max of 137.5% at Day 10 or before) and decreased by 2.5% each day after (min 62.5% at Day 40 or after).&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Ops#Formula|Ops Formula]]&lt;br /&gt;
* [[Espionage]]&lt;br /&gt;
* [[Op Center]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1326</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Magic&amp;diff=1326"/>
		<updated>2022-09-05T20:07:22Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Offensive Spells */ fb to 2.75%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic&#039;&#039;&#039; will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.&lt;br /&gt;
&lt;br /&gt;
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].&lt;br /&gt;
== Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Self-spells last for 12 hours and can&#039;t be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || +10% defensive power || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x|| +10% food production || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]&lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || +10% platinum production || Should be always active&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || +10% ore production ||&lt;br /&gt;
|-&lt;br /&gt;
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||&lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||&lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin&#039;s]] wizards per acre.&lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || 1.2x || Reveals the target&#039;s realm&#039;s Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].&lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Reveals the target dominion&#039;s techs and heroes, if any. ||&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3.3x || Kills 2.75% of peasants and destroys food. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 4.3x || Turns 1.5% of the target&#039;s spies into draftees. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
|  Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Racial Spells ==&lt;br /&gt;
&lt;br /&gt;
Each race has access to one racial spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||&lt;br /&gt;
|-&lt;br /&gt;
| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares&#039; Call &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||&lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1.5% barren land (max +10%)||&lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia&#039;s Watch &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares&#039; Call&lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || +10% offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength&lt;br /&gt;
|-&lt;br /&gt;
| Nightfall || [[Nox]] || +5 % offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Parasitic Hunger ||  [[Undead]] and [[Spirit (Legacy)]] || +50 % conversion rate ||&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||&lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WPA ==&lt;br /&gt;
The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.&lt;br /&gt;
&lt;br /&gt;
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.&lt;br /&gt;
&lt;br /&gt;
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.&lt;br /&gt;
&lt;br /&gt;
== Wizard Strength ==&lt;br /&gt;
&lt;br /&gt;
Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%.&lt;br /&gt;
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.&lt;br /&gt;
&lt;br /&gt;
== Damage Scaling ==&lt;br /&gt;
&lt;br /&gt;
Lightning Bolt, Disband Spies, and Assassinate Wizards damage scales linearly based on day of the round. The spell does 100% of the base damage on Day 25. Damage is increased by 2.5% each day prior (max of 137.5% at Day 10 or before) and decreased by 2.5% each day after (min 62.5% at Day 40 or after).&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Ops#Formula|Ops Formula]]&lt;br /&gt;
* [[Espionage]]&lt;br /&gt;
* [[Op Center]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1325</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1325"/>
		<updated>2022-09-05T20:05:53Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are three formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-0.15 * (Attacker Ratio / Defender Ratio)^2 + 0.75 * (Attacker Ratio / Defender Ratio) + 0.05&amp;lt;/code&amp;gt;, to a maximum of 98.75% success.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;70%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 15.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 44.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 70.0%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you&#039;re trying to steal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 22.8%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 38.75%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 65.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 95%&lt;br /&gt;
&lt;br /&gt;
2.5:1 ratio (max): 98.75%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Black Ops are currently (as of Round 23) easier to perform than Theft. This includes both War Ops (e.g. Fireball/Sinking) and non-War Ops (e.g. Insect Swarm and Assassinate Draftees). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction Formula == &lt;br /&gt;
As of Round 31, damage from black ops is reduced based on the target&#039;s spy/wizard ratio.&lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
&amp;lt;code&amp;gt;(Ratio / 2) * 100%&amp;lt;/code&amp;gt;, with a max of 50% reduction at 1.0&lt;br /&gt;
&lt;br /&gt;
The damage reduction based on a dominion&#039;s ratio is additive with other damage reduction bonuses and caps at 80%.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1324</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1324"/>
		<updated>2022-09-05T20:05:28Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: black ops damage reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are three formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-0.15 * (Attacker Ratio / Defender Ratio)^2 + 0.75 * (Attacker Ratio / Defender Ratio) + 0.05&amp;lt;/code&amp;gt;, to a maximum of 98.75% success.&lt;br /&gt;
&lt;br /&gt;
The damage reduction based on a dominion&#039;s ratio is additive with other damage reduction bonuses and caps at 80%.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;70%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 15.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 44.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 70.0%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you&#039;re trying to steal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 22.8%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 38.75%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 65.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 95%&lt;br /&gt;
&lt;br /&gt;
2.5:1 ratio (max): 98.75%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Black Ops are currently (as of Round 23) easier to perform than Theft. This includes both War Ops (e.g. Fireball/Sinking) and non-War Ops (e.g. Insect Swarm and Assassinate Draftees). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction Formula == &lt;br /&gt;
As of Round 31, damage from black ops is reduced based on the target&#039;s spy/wizard ratio.&lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
&amp;lt;code&amp;gt;(Ratio / 2) * 100%&amp;lt;/code&amp;gt;, with a max of 50% reduction at 1.0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1323</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1323"/>
		<updated>2022-09-05T19:50:15Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are three formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-0.15 * (Attacker Ratio / Defender Ratio)^2 + 0.75 * (Attacker Ratio / Defender Ratio) + 0.05&amp;lt;/code&amp;gt;, to a maximum of 98.75% success.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;70%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 15.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 44.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 70.0%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you&#039;re trying to steal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 22.8%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 38.75%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 65.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 95%&lt;br /&gt;
&lt;br /&gt;
2.5:1 ratio (max): 98.75%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Black Ops are currently (as of Round 23) easier to perform than Theft. This includes both War Ops (e.g. Fireball/Sinking) and non-War Ops (e.g. Insect Swarm and Assassinate Draftees). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1322</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1322"/>
		<updated>2022-09-05T19:49:19Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are three formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-0.15 * (Attacker Ratio / Defender Ratio)^2 + 0.75 * (Attacker Ratio / Defender Ratio) + 0.05&amp;lt;/code&amp;gt;, to a maximum of 98.75% success.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;70%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 15.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 44.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 70.0%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you&#039;re trying to steal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 22.8%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 38.75%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 65.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 95%&lt;br /&gt;
&lt;br /&gt;
2.5:1 ratio (max): 98.75%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Black Ops are currently (as of Round 23) easier to perform than Theft. This includes both War Ops (e.g. Fireball/Sinking) and non-War Ops (e.g. Insect Swarm and Assassinate Draftees). War Ops, however, are also affected by [[Resilience]] in their actual damage. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1321</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Ops&amp;diff=1321"/>
		<updated>2022-09-05T19:46:10Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Formulas */ new title, updated black ops success&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are three formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-0.15 * (Attacker Ratio / Defender Ratio)^2 + 0.75 * (Attacker Ratio / Defender Ratio) + 0.05&amp;lt;/code&amp;gt;, to a maximum of 98.75% success.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;70%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 15.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 44.0%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 70.0%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you&#039;re trying to steal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 11.6%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 24%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 43.8%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 72.2%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Black Ops are currently (as of Round 23) easier to perform than Theft. This includes both War Ops (e.g. Fireball/Sinking) and non-War Ops (e.g. Insect Swarm and Assassinate Draftees). War Ops, however, are also affected by [[Resilience]] in their actual damage. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Resilience&amp;diff=1320</id>
		<title>Resilience</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Resilience&amp;diff=1320"/>
		<updated>2022-09-05T19:37:49Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: r31 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Resilience&#039;&#039;&#039; is a defensive stat that is generated when you are targeted by [[Ops#Black_Ops|Black Ops]] during a war. &lt;br /&gt;
&lt;br /&gt;
Spy resilience increases the recovery of wizard strength and is gained when targeted by spy ops.&lt;br /&gt;
&lt;br /&gt;
Wizard resilience increases peasant growth and is gained when targeted by hostile spells.&lt;br /&gt;
&lt;br /&gt;
== Generating Resilience and Formulas ==&lt;br /&gt;
&lt;br /&gt;
Resilience is generated when you are successfully targeted by a Black Op. There are two kinds of Resilience: Spy and Wizard, each corresponding to the type of op that you took damage from. The amount of resilience gained depends on what you are targeted by. Spy resilience is generated at 10 resilience per successful op. Wizard resilience is generated at 10 resilience per successful op. These numbers are not modified by anything in the game, and always decay at the same rate: 8 resilience per tick elapsed. Additionally, if the op failed, i.e. the spies were caught or the spell was repelled, then no resilience is gained, nor do you gain any when you use Energy Mirror to reflect a spell back to sender. You also need to receive actual damage in order to gain resilience. Having your non-existent boats sabotaged gains no Spy resilience.&lt;br /&gt;
&lt;br /&gt;
Spy resilience increases the recovery of wizard strength by&lt;br /&gt;
  SpyResilience / 250&lt;br /&gt;
&lt;br /&gt;
Wizard resilience increases the maximum peasant growth percentage to &lt;br /&gt;
  (WizardResilience / 250)%&lt;br /&gt;
&lt;br /&gt;
[[File:Resilience Round 22 Status Screen.png|thumb|Note the Spy Resilience on this Dark Elf - they have been partially sunk.]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Espionage]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Resilience&amp;diff=1319</id>
		<title>Resilience</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Resilience&amp;diff=1319"/>
		<updated>2022-09-05T19:34:54Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Generating Resilience and Formula */ resilience gain and formulas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Resilience&#039;&#039;&#039; is a defensive stat that is generated when you are targeted by [[Ops#Black_Ops|Black Ops]] during a war. It decreases the amount of damage taken from those Black Ops.&lt;br /&gt;
&lt;br /&gt;
== Generating Resilience and Formulas ==&lt;br /&gt;
&lt;br /&gt;
Resilience is generated when you are successfully targeted by a Black Op. There are two kinds of Resilience: Spy and Wizard, each corresponding to the type of op that you took damage from. The amount of resilience gained depends on what you are targeted by. Spy resilience is generated at 10 resilience per successful op. Wizard resilience is generated at 10 resilience per successful op. These numbers are not modified by anything in the game, and always decay at the same rate: 8 resilience per tick elapsed. Additionally, if the op failed, i.e. the spies were caught or the spell was repelled, then no resilience is gained, nor do you gain any when you use Energy Mirror to reflect a spell back to sender. You also need to receive actual damage in order to gain resilience. Having your non-existent boats sabotaged gains no Spy resilience.&lt;br /&gt;
&lt;br /&gt;
Spy resilience increases the recovery of wizard strength by&lt;br /&gt;
  SpyResilience / 250&lt;br /&gt;
&lt;br /&gt;
Wizard resilience increases the maximum peasant growth percentage to &lt;br /&gt;
  (WizardResilience / 250)%&lt;br /&gt;
&lt;br /&gt;
[[File:Resilience Round 22 Status Screen.png|thumb|Note the Spy Resilience on this Dark Elf - they have been partially sunk.]]&lt;br /&gt;
&lt;br /&gt;
== Resilience Values and Damage Reduction ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resilience Amount&lt;br /&gt;
! Damage Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 5.34%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 8.95%&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 14.12%&lt;br /&gt;
|-&lt;br /&gt;
| 400&lt;br /&gt;
| 21.00%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 29.54%&lt;br /&gt;
|-&lt;br /&gt;
| 600&lt;br /&gt;
| 39.40%&lt;br /&gt;
|-&lt;br /&gt;
| 700&lt;br /&gt;
| 50.00%&lt;br /&gt;
|-&lt;br /&gt;
| 800&lt;br /&gt;
| 60.59%&lt;br /&gt;
|-&lt;br /&gt;
| 900&lt;br /&gt;
| 70.45%&lt;br /&gt;
|-&lt;br /&gt;
| 1000&lt;br /&gt;
| 78.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value is multiplicative with other decreases, such as the Towers [[Improvements|Improvement]].&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction example == &lt;br /&gt;
&lt;br /&gt;
The following table shows the effect of resilience in a very simple set-up. All ops in this example are done in a single hour, and the Sabotage Boats op is used. This normally sinks 2.4% of all boats that are not protected by Docks or the Harbour improvement, and because it&#039;s a Spy Black Op, every success adds 8 resilience. The third column shows what damage would have been done without resilience, whereas the fourth column shows the damage done with resilience damage reduction applied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Amount of successful ops&lt;br /&gt;
! Resilience&lt;br /&gt;
! Unprotected boats left w/o resilience&lt;br /&gt;
! Unprotected boats left w/ resilience&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 160&lt;br /&gt;
| 63.44%&lt;br /&gt;
| 63.87%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 320&lt;br /&gt;
| 40.24%&lt;br /&gt;
| 41.38%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 480&lt;br /&gt;
| 25.53%&lt;br /&gt;
| 27.71%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 640&lt;br /&gt;
| 16.19%&lt;br /&gt;
| 19.71%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 800&lt;br /&gt;
| 10.27%&lt;br /&gt;
| 15.25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The relative reduction of resilience only starts being a noticeable factor after the target has been hit by a bunch of ops already. Resilience will not, and is not meant to, allow someone to run bad ratios and get away with it. It does, however, allow for faster recovery if the attacking realm tries to drive someone into the ground.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Erf is the [https://en.wikipedia.org/wiki/Error_function Gauss Error function.]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Espionage]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1318</id>
		<title>Castle</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Castle&amp;diff=1318"/>
		<updated>2022-09-05T19:06:34Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Castle Parts */  change from towers to spires&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Castle Improvements&#039;&#039;&#039; are a vital part of any efficient strategy.&lt;br /&gt;
[[File:Castle.png|thumb|A castle with [[Masonries]].]]&lt;br /&gt;
&lt;br /&gt;
They are not as important (if used at all) when playing a speed-dependent strategy. They are used extensively by [[Exploring|explorers]] and [[Converting|converters]], while [[Attacking|attackers]] use them to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
== Investment ==&lt;br /&gt;
You invest resources in your castle. Each resource type is worth a different amount of points:&lt;br /&gt;
* 1 [[Gem]] = 12 points (this is the only usage for gems)&lt;br /&gt;
* 1 [[Lumber]]/[[Ore]] = 2 points&lt;br /&gt;
* 1 [[Platinum]] = 1 point&lt;br /&gt;
&lt;br /&gt;
As per the [[#Formulas|formulas]], it takes exponentially more points to reach a higher bonus. Therefore, it is wise to build as many Diamond Mines as possible early on. Most players stop building Diamond Mines by day 25 of the [[round]]. Depending on your speed, strategy, and [[play style]], players often have between 300 and 800 Diamond Mines.&lt;br /&gt;
&lt;br /&gt;
However, Diamond Mines are not always the best building choice. See [[#Racial Differences|racial differences]].&lt;br /&gt;
 &lt;br /&gt;
== Racial Differences ==&lt;br /&gt;
&lt;br /&gt;
The general approach is that [[races]] without units whose OP or DP is dependent on a certain [[land type]] should use exclusively DMs for investing in castle.&lt;br /&gt;
&lt;br /&gt;
For all races except [[Sylvan]] and [[Icekin]], Diamond Mines are the most efficient way to invest in your castle. &lt;br /&gt;
&lt;br /&gt;
Despite having a unit that depends on a building, [[Dark Elf|Dark Elves]] are often seen with DMs.&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] players usually use lumber from lumberyards and [[Icekin]] players use ore from ore mines.&lt;br /&gt;
&lt;br /&gt;
[[Goblin|Goblins]] have a +15% bonus to improvements, meaning every 1 point invested counts as 1.15 points for Goblins.&lt;br /&gt;
&lt;br /&gt;
There is debate as to whether [[Gnome]] are better off with Diamond Mines or more Ore Mines. Since Rockapults reach maximum DP at only 40% mountains (compared to 60% mountains for Icekin&#039;s FrostMages) and those 40% are easily designated for ore mines and homes, many players find room for DMs.&lt;br /&gt;
&lt;br /&gt;
== Castle Parts ==&lt;br /&gt;
 &lt;br /&gt;
There are six parts of the castle into which the player can invest resources.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Bonus&lt;br /&gt;
! Max&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Science&lt;br /&gt;
| Platinum Production&lt;br /&gt;
| 20%&lt;br /&gt;
| Useful if you have a good [[population]]. Otherwise, resources are better spent on Keep.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| 30%&lt;br /&gt;
| Always invest in Keep. It is the most beneficial improvement in nearly all cases. See [[Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Spires&lt;br /&gt;
| Wizard Strength&lt;br /&gt;
Magic Damage Reduction&lt;br /&gt;
Mana Production&lt;br /&gt;
| 60%&lt;br /&gt;
| Makes your [[wizards]] (and Arch Mages) stronger and reduces damage taken by [[black-ops]]. Boosts mana production. Not commonly used other than dominions which specialize in magic and black-ops.&lt;br /&gt;
|-&lt;br /&gt;
| Forges&lt;br /&gt;
| Offensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Often used, especially by races with inefficient or costly offensive units.&lt;br /&gt;
|-&lt;br /&gt;
| Walls&lt;br /&gt;
| Defensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Practically always used, especially by races with inefficient or costly defensive units. &lt;br /&gt;
|-&lt;br /&gt;
| Harbor&lt;br /&gt;
| Food Production&lt;br /&gt;
Boat Production&lt;br /&gt;
&lt;br /&gt;
Boat Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Often underrated improvement. By increasing food production, you need fewer [[Farms]] which saves land for other buildings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
 &lt;br /&gt;
The formula is different for Science and Keep, Forges and Walls, and Towers and Harbor.&lt;br /&gt;
&lt;br /&gt;
* MAX: replaced by the maximum for the improvement (see above).&lt;br /&gt;
* POINTS: the amount of points you have invested in this part of your castle.&lt;br /&gt;
* LAND: your [[land]] size.&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Keep&#039;&#039;&#039; is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(4000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Forges&#039;&#039;&#039; and &#039;&#039;&#039;Walls&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(7500*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The formula for &#039;&#039;&#039;Towers&#039;&#039;&#039; and &#039;&#039;&#039;Harbor&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(5000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Invading&amp;diff=1279</id>
		<title>Invading</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Invading&amp;diff=1279"/>
		<updated>2022-06-25T19:50:47Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Land Gain */  updated table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Invading&#039;&#039;&#039; is the act of one [[dominion]] sending [[military|military units]] to another dominion in another [[realm]].&lt;br /&gt;
&lt;br /&gt;
If the invading force&#039;s [[offensive power]] (OP) is greater than the [[defensive power]] (DP) of the targeted dominion, the invasion is successful.&lt;br /&gt;
&lt;br /&gt;
Invading is a crucial part of playing as an [[Attacker]] and [[Converter]].&lt;br /&gt;
&lt;br /&gt;
== How To ==&lt;br /&gt;
&lt;br /&gt;
# Find and calculate your target&#039;s DP. &lt;br /&gt;
##The best way to do this is to find out the target&#039;s unit numbers and add up all the values of their defensive units then apply any known modifiers. Modifiers can include [[Magic|spells]] such as [[Magic#Self_Spells|Ares Call]] and [[Castle|walls]] bonuses. &lt;br /&gt;
##Land defense is applied if the total defense from military is less the following formula:&amp;lt;/br&amp;gt;&amp;lt;code&amp;gt;(10 * Total Acres) - 3200&amp;lt;/code&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
##Apply modifiers to Land defense as you would Military defense.&lt;br /&gt;
# Go the [https://beta.opendominion.net/dominion/invade Invade] page.&lt;br /&gt;
# Select your target. &#039;&#039;Double check to make sure it&#039;s the right one!&#039;&#039;&lt;br /&gt;
# Input the amount of units you want to send.&lt;br /&gt;
# Click Invade.&lt;br /&gt;
&lt;br /&gt;
== Successful Invasion ==&lt;br /&gt;
&lt;br /&gt;
If your invasion is successful, you will gain land and if your target is 75% as big as you are or greater, the land you gain will have a 50% discount for [[buildings]] and you gain [[prestige]]. All land arrives twelve ticks/hours after your invasion.&lt;br /&gt;
&lt;br /&gt;
=== Land Gain ===&lt;br /&gt;
&lt;br /&gt;
Below is a table which shows land conquered for invasions where the attacker is from 500 to 6000 acres and the target is from 40% to 250% the size of the attacker. The minimum amount of acres gained is always 10.&lt;br /&gt;
&lt;br /&gt;
This is the amount of land lost by the target. The attacker&#039;s total gain is twice the land conquered. These bonus acres are generated by the game and are not taken from any player. Thus, invasion is not a zero-sum event.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land Conquered Before Bonus Acres&lt;br /&gt;
! &lt;br /&gt;
! 40%&lt;br /&gt;
! 60%&lt;br /&gt;
! 75%&lt;br /&gt;
! 85%&lt;br /&gt;
! 100%&lt;br /&gt;
! 120%&lt;br /&gt;
! 133%&lt;br /&gt;
! 166%&lt;br /&gt;
! 250%&lt;br /&gt;
|-&lt;br /&gt;
| 500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 10 &lt;br /&gt;
| 18 &lt;br /&gt;
| 23 &lt;br /&gt;
| 30 &lt;br /&gt;
| 40 &lt;br /&gt;
| 46 &lt;br /&gt;
| 62 &lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 17 &lt;br /&gt;
| 36 &lt;br /&gt;
| 46 &lt;br /&gt;
| 60 &lt;br /&gt;
| 80 &lt;br /&gt;
| 92 &lt;br /&gt;
| 124 &lt;br /&gt;
| 205&lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 26 &lt;br /&gt;
| 54 &lt;br /&gt;
| 69 &lt;br /&gt;
| 91 &lt;br /&gt;
| 120 &lt;br /&gt;
| 139 &lt;br /&gt;
| 186 &lt;br /&gt;
| 308&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 35 &lt;br /&gt;
| 73 &lt;br /&gt;
| 92 &lt;br /&gt;
| 121 &lt;br /&gt;
| 160 &lt;br /&gt;
| 185 &lt;br /&gt;
| 249 &lt;br /&gt;
| 411&lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 43 &lt;br /&gt;
| 91 &lt;br /&gt;
| 115 &lt;br /&gt;
| 151 &lt;br /&gt;
| 200 &lt;br /&gt;
| 231 &lt;br /&gt;
| 311 &lt;br /&gt;
| 514&lt;br /&gt;
|-&lt;br /&gt;
| 3000 &lt;br /&gt;
| 13 &lt;br /&gt;
| 52 &lt;br /&gt;
| 109 &lt;br /&gt;
| 138 &lt;br /&gt;
| 182 &lt;br /&gt;
| 240 &lt;br /&gt;
| 278 &lt;br /&gt;
| 373 &lt;br /&gt;
| 617&lt;br /&gt;
|-&lt;br /&gt;
| 3500 &lt;br /&gt;
| 15 &lt;br /&gt;
| 61 &lt;br /&gt;
| 127 &lt;br /&gt;
| 161 &lt;br /&gt;
| 212 &lt;br /&gt;
| 280 &lt;br /&gt;
| 324 &lt;br /&gt;
| 436 &lt;br /&gt;
| 720&lt;br /&gt;
|-&lt;br /&gt;
| 4000 &lt;br /&gt;
| 17 &lt;br /&gt;
| 70 &lt;br /&gt;
| 146 &lt;br /&gt;
| 184 &lt;br /&gt;
| 243 &lt;br /&gt;
| 320 &lt;br /&gt;
| 370 &lt;br /&gt;
| 498 &lt;br /&gt;
| 823&lt;br /&gt;
|-&lt;br /&gt;
| 4500 &lt;br /&gt;
| 19 &lt;br /&gt;
| 78 &lt;br /&gt;
| 164 &lt;br /&gt;
| 208 &lt;br /&gt;
| 273 &lt;br /&gt;
| 360 &lt;br /&gt;
| 417 &lt;br /&gt;
| 560 &lt;br /&gt;
| 926&lt;br /&gt;
|-&lt;br /&gt;
| 5000 &lt;br /&gt;
| 21 &lt;br /&gt;
| 87 &lt;br /&gt;
| 182 &lt;br /&gt;
| 231 &lt;br /&gt;
| 303 &lt;br /&gt;
| 400 &lt;br /&gt;
| 463 &lt;br /&gt;
| 623 &lt;br /&gt;
| 1029&lt;br /&gt;
|-&lt;br /&gt;
| 5500 &lt;br /&gt;
| 24 &lt;br /&gt;
| 96 &lt;br /&gt;
| 201 &lt;br /&gt;
| 254 &lt;br /&gt;
| 334 &lt;br /&gt;
| 440 &lt;br /&gt;
| 509 &lt;br /&gt;
| 685 &lt;br /&gt;
| 1132&lt;br /&gt;
|-&lt;br /&gt;
| 6000 &lt;br /&gt;
| 26 &lt;br /&gt;
| 105 &lt;br /&gt;
| 219 &lt;br /&gt;
| 277 &lt;br /&gt;
| 364 &lt;br /&gt;
| 480 &lt;br /&gt;
| 556 &lt;br /&gt;
| 747 &lt;br /&gt;
| 1235&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The formula for acres lost depends on &amp;quot;range&amp;quot;, or the target&#039;s size relative to the attacker. You then multiply the number you get from the formula by 2 to get the amount of acres gained from a hit.&lt;br /&gt;
&lt;br /&gt;
If target range is less than 55%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.304 * (range^2) - 0.227 * range + 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, if target range is less than 75%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.154 * range - 0.069) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If target range is 75% or higher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.129 * range - 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AttackerSize&amp;quot; is typically the current land size of the attacker. However, this variable in the formula is modified during war. In a one-way war, it is increased by 10%. In mutual war, it is increased by 20%.&lt;br /&gt;
&lt;br /&gt;
== Razing ==&lt;br /&gt;
&lt;br /&gt;
Sometimes players will intentionally send less OP than the target&#039;s DP to cause [[casualties]] for the target, to lower the target&#039;s DP and allow for another dominion to successfully invade or to just do damage. This is called razing.&lt;br /&gt;
&lt;br /&gt;
Razes cause 0% damage at and below 80% of the required offense to break the target, rising linearly to full casualties just below the needed offense to successfully invade.&lt;br /&gt;
&lt;br /&gt;
== Bounce ==&lt;br /&gt;
&lt;br /&gt;
A bounce is a failed invasion. It is distinct from razing in that they are unintentional, often due to the target increasing its DP or the attacker making an error when calculating the target&#039;s DP.&lt;br /&gt;
&lt;br /&gt;
If you fail by 20% (if [[OP]] is 80% or less of the target&#039;s [[DP]]) or more, the defender does not lose any troops and you also lose [[prestige]]. This is also called &#039;&#039;overwhelmed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Research Points ==&lt;br /&gt;
Research points (RP) can be gained during a successful invasion.  &lt;br /&gt;
&lt;br /&gt;
See [[Teching#Invasion_RPs|Teching]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Bottom feeding ==&lt;br /&gt;
&lt;br /&gt;
This is the act of invading a dominion below your 75% ([[Guards|Elite Guard]]) range. Caution is advised when deciding to do this: you will not have the [[Invading#Successful_Invasion|building discount]] or prestige from a regular hit, and the [[Invading#Formula|formula]] for invasions is also harsher, meaning you&#039;ll gain less acres. Races that are more likely to engage in this are [[Lycanthrope]], [[Spirit]], and [[Undead]], due to the conversions they gain when attacking. Conversely, [[Dark_Elf#Military_Units|Dark Elves]] are disincentivised from doing this, due to their Spirit Warriors dying normally when doing so.&lt;br /&gt;
&lt;br /&gt;
If you invade someone between 74.99% and 60%, your [[Prestige]] is unchanged. If you hit below 60%, you will lose Prestige.&lt;br /&gt;
&lt;br /&gt;
== Being Invaded ==&lt;br /&gt;
&lt;br /&gt;
If you are successfully invaded you will lose 5% of your prestige instantly. Any conquered acres that are constructed or under construction will cause your Dominion to gain a discount on rebuilding those acres. This discount does not stack with the discount from invading another Dominion. For example if your Dominion is invaded and you lose 100 acres, and 50 of those acres were still barren and 20 were under construction you will gain a discount on your next 50 acres built from exploration, daily land bonus, or from destroying and rebuilding.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://dominion.lykanthropos.com/ddc/ Dreki&#039;s Dominion Calculator]: an unofficial calculator used to calculate OP and DP.&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Undead&amp;diff=1278</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Undead&amp;diff=1278"/>
		<updated>2022-06-25T19:21:04Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Undead&lt;br /&gt;
| aliases = SPUD, UD &lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead&#039;&#039;&#039; are a fast/medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and incredibly reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic idea of attacking with SPUD is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a fast/medium speed race, it is recommended to have started building Guard Towers by mid-round. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Max Population: +15%&lt;br /&gt;
* Mana Production: +10%&lt;br /&gt;
* Food Consumption: -75%&lt;br /&gt;
* Wizards: Immortal&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Dire Bat&lt;br /&gt;
| spec1_op = 2.5&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 225&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = Almost never dies. Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Ghoul&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 2.5&lt;br /&gt;
| spec2_plat = 225&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = 75% fewer casualties&lt;br /&gt;
&lt;br /&gt;
| elite1_name = Progeny&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 4&lt;br /&gt;
| elite1_plat = 860&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = 75% fewer casualties. On successful attacks, [[conversion|converts]] enemy peasants into Ghouls (up to one for every 20 sent on attack). Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Vampire&lt;br /&gt;
| elite2_op = 4&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1000&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Progenies (up to one for every 20 sent on attack). Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parasitic Hunger&#039;&#039;&#039;: +20% conversion rate and afflicts your enemies with Plague&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromantic Ritual&#039;&#039;&#039;: Kills 2% of enemy peasants, converting 5% into Progeny. (Unique offensive war spell)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
* Undying OP&lt;br /&gt;
* Converts enemy casualties on attack (this is the best unit ability that exists within Dominion)&lt;br /&gt;
* No ore cost, no boats needed, very few farms needed - lots of extra room for homes and mods&lt;br /&gt;
* Population bonus&lt;br /&gt;
* Great turtle&lt;br /&gt;
* Can be a very fun race &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Very inefficient&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Hard to hit often while keeping enough DP home&lt;br /&gt;
* Requires a lot of time for target searching in order to keep hitting &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Sylvan&amp;diff=1277</id>
		<title>Sylvan</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Sylvan&amp;diff=1277"/>
		<updated>2022-06-25T19:18:16Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Sylvan&lt;br /&gt;
| aliases = Sylv&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Forest&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylvan&#039;&#039;&#039; belongs to the &amp;quot;good&amp;quot; races in Dominion. It is also one of the wizard races since their DP elite counts as one third of a wizard on defense and 1/5 wizard on offense. This makes them appealing to those players who enjoy blackopping others. When running high forests, their DP is very efficient and rather cheap. This combination makes them good explorers. The downside of this is that you are forced to run high Lumberyards for employment (and imps), since homes alone will not get you a sufficient forest percentage to make the DP worth it. The ideal amount for forest is said to be between 60-70%, depending on your playing style. Their main struggle, apart from getting the forest percentage up quickly while maintaining a good speed, is the fact that since they are landbased, they usually cannot afford to use high mods late-round. While most other races have the ability to increase their raw OP and DP late round by using GN/GT or temples, Sylvans have to keep around 60% of their land as forest at all times. Considering the need for other buildings such as Smithies, Towers, Ore Mines, Docks and usually some leftover Alchemies, the space for mod-buildings is limited.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Lumber Production: +20%&lt;br /&gt;
* Food Production: +10%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
 &lt;br /&gt;
{{Race_Units(Lumber)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Satyr&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 275&lt;br /&gt;
| spec1_lumber = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Sprite&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_lumber = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Dryad&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 1050&lt;br /&gt;
| elite1_lumber = 0&lt;br /&gt;
| elite1_special = 1/4 of a wizard on offense and defense, Increases power by 1 for every 20% forests, max +4&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Centaur&lt;br /&gt;
| elite2_op = 5.5&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 900&lt;br /&gt;
| elite2_lumber = 20&lt;br /&gt;
| elite2_special = Returns 3 hours faster from battle, 25% fewer casualties &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verdant Bloom&#039;&#039;&#039;: Rezones 35 % of captured acres to Forest.&lt;br /&gt;
&lt;br /&gt;
Useful attacking spell that alleviates dropped DP when land comes in on a 9hr attack.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Efficient DP if running high forest&lt;br /&gt;
* Cheap DP&lt;br /&gt;
* 9hr return&lt;br /&gt;
* Rezone spell&lt;br /&gt;
* Wizard race&lt;br /&gt;
* Can be pretty quick&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Need for high forest percentage&lt;br /&gt;
* No space for mods late round&lt;br /&gt;
* Rather inefficient OP unless on top&lt;br /&gt;
* Bad converter&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Spirit&amp;diff=1276</id>
		<title>Spirit</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Spirit&amp;diff=1276"/>
		<updated>2022-06-25T19:16:50Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Spirit&lt;br /&gt;
| aliases = SPUD, SP&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 2 (Legacy)&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; are a fast/medium speed race heavily inspired by the old [[Dark Elf (Legacy)]]. The current version of Spirit was introduced in [[Round 26]].&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Food Consumption: -90%&lt;br /&gt;
* Mana Production: +15%&lt;br /&gt;
* Wizards: Immortal&lt;br /&gt;
* Max Population: +2.5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Banshee&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_mana = 10&lt;br /&gt;
| spec1_special = Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Geist&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_mana = 10&lt;br /&gt;
| spec2_special = Almost never dies &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Phantom Knight&lt;br /&gt;
| elite1_op = 3&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_mana = 30&lt;br /&gt;
| elite1_special = 50% fewer casualties on offense and defense. Flight (no need for boats)&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Spectral Warrior&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 0&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_mana = 40&lt;br /&gt;
| elite2_special = Almost never dies when attacking dominions 75%+ your size. Flight (no need for boats)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unholy Ghost&#039;&#039;&#039;: Enemy draftees do not participate in battle&lt;br /&gt;
&lt;br /&gt;
Very powerful early-game spell when draftees make up a disproportionate amount of defense. &lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
* Undying elite OP&lt;br /&gt;
* No need for boats&lt;br /&gt;
* Strong spell for early round.&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* No OP-troop turtle&lt;br /&gt;
* Hard to play unless on top&lt;br /&gt;
* Unforgiving when making mistakes&lt;br /&gt;
* Very high mana requirements early round&lt;br /&gt;
* Spell becomes much weaker as round goes on&lt;br /&gt;
* Expensive DP&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Orc&amp;diff=1275</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Orc&amp;diff=1275"/>
		<updated>2022-06-25T19:13:53Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Orc&lt;br /&gt;
| aliases = 	p0rc, Ork, Orx &lt;br /&gt;
| introduced = [[Round 15]] &lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Advanced&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Forest&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orc&#039;&#039;&#039; is one of the few races that you need to attack with in order to do well. This is because their elite OP&#039;s strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a slow attacker (concentrating on elites). They do not work very well as a converter. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Lumber production: +50%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Savage&lt;br /&gt;
| spec1_op = 3.5&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 330&lt;br /&gt;
| spec1_ore = 20&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Guard&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Voodoo Magi&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 975&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Bonebreaker&lt;br /&gt;
| elite2_op = 4*&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_ore = 100&lt;br /&gt;
| elite2_special = Offensive power is increased by 1 for every 250 prestige, maximum +3&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodrage&#039;&#039;&#039;: Gives a 10% attack strength bonus, but increases offensive casualties taken by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Cheap OP&lt;br /&gt;
* 3.5 point offensive spec&lt;br /&gt;
* Can be played extremely fast&lt;br /&gt;
* OP spell&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient elite OP until high prestige is gained&lt;br /&gt;
* Spell increases casualty numbers taken (see next section)&lt;br /&gt;
&lt;br /&gt;
== Bloodrage Casualties ==&lt;br /&gt;
&lt;br /&gt;
Though Orc&#039;s racial spell increases offensive casualties, it is not nearly as severe a penalty as it might look at first glance. For instance, take the following scenario: you attack a target with 99999 DP, using only Savages. You have 25% offensive mods without casting your racial, meaning you would need 20000 Savages to break the target. &amp;lt;code&amp;gt;20000*4*1.25 = 100000&amp;lt;/code&amp;gt; Normally, you would then take 8.5% casualties on that 20000 = 1750 lost Savages.&lt;br /&gt;
&lt;br /&gt;
If you cast Bloodrage, your offensive mods become 35%. You will now need &amp;lt;code&amp;gt;100000÷1.35÷4 = 18518.51 --&amp;gt; 18519 &amp;lt;/code&amp;gt; Savages to break, and you will have 1.1*8.5% = 9.35% casualties. &amp;lt;code&amp;gt;0.0935*18519 = 1731.5265&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As you can see, you will have 1% less casualties if you cast Bloodrage, and perhaps also have some OP left home for [[turtle]] if you use Bone Breakers. However, to quote the old Dominion Wiki FAQ: this does not mean that Bloodrage reduces casualties by 1%, unless you always train 10% more OP than you need. It means that it is not worthwhile to train 10% more OP merely to avoid the increased casualties. &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Orc&amp;diff=1274</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Orc&amp;diff=1274"/>
		<updated>2022-06-25T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Orc&lt;br /&gt;
| aliases = 	p0rc, Ork, Orx &lt;br /&gt;
| introduced = [[Round 15]] &lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Advanced&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Forest&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orc&#039;&#039;&#039; is one of the few races that you need to attack with in order to do well. This is because their elite OP&#039;s strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a slow attacker (concentrating on elites). They do not work very well as a converter. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Lumber production: +50%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Savage&lt;br /&gt;
| spec1_op = 3.5&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 330&lt;br /&gt;
| spec1_ore = 20&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Guard&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Voodoo Magi&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 975&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Bonebreaker&lt;br /&gt;
| elite2_op = 4*&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_ore = 100&lt;br /&gt;
| elite2_special = Offensive power is increased by 1 for every 250 prestige, maximum +3&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodrage&#039;&#039;&#039;: Gives a 10% attack strength bonus, but increases offensive casualties taken by 10%.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Cheap OP&lt;br /&gt;
* 3.5 point offensive spec&lt;br /&gt;
* Can be played extremely fast&lt;br /&gt;
* OP spell&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient elite OP until high prestige is gained&lt;br /&gt;
* Spell increases casualty numbers taken (see next section)&lt;br /&gt;
&lt;br /&gt;
== Bloodrage Casualties ==&lt;br /&gt;
&lt;br /&gt;
Though Orc&#039;s racial spell increases offensive casualties, it is not nearly as severe a penalty as it might look at first glance. For instance, take the following scenario: you attack a target with 99999 DP, using only Savages. You have 25% offensive mods without casting your racial, meaning you would need 20000 Savages to break the target. &amp;lt;code&amp;gt;20000*4*1.25 = 100000&amp;lt;/code&amp;gt; Normally, you would then take 8.5% casualties on that 20000 = 1750 lost Savages.&lt;br /&gt;
&lt;br /&gt;
If you cast Bloodrage, your offensive mods become 35%. You will now need &amp;lt;code&amp;gt;100000÷1.35÷4 = 18518.51 --&amp;gt; 18519 &amp;lt;/code&amp;gt; Savages to break, and you will have 1.1*8.5% = 9.35% casualties. &amp;lt;code&amp;gt;0.0935*18519 = 1731.5265&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As you can see, you will have 1% less casualties if you cast Bloodrage, and perhaps also have some OP left home for [[turtle]] if you use Bone Breakers. However, to quote the old Dominion Wiki FAQ: this does not mean that Bloodrage reduces casualties by 1%, unless you always train 10% more OP than you need. It means that it is not worthwhile to train 10% more OP merely to avoid the increased casualties. &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1273</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1273"/>
		<updated>2022-06-25T19:11:41Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nox&lt;br /&gt;
| aliases = Noxie, The Nox&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nox&#039;&#039;&#039; is a medium-speed land-dependent race. If running full swamps they have the cheapest and one of the most efficient defense troops in the game. At 36 % required, it&#039;s easy to have the full bonus all the time with 30 % homes and 6 % towers to account for the mana cost on Nightshades and Fiends. They also have an OP spell that supports your troops with 5% extra OP. &lt;br /&gt;
&lt;br /&gt;
As OOP attackers they typically run a high amount of temples from the start, just to get their swamps up. Late-round high temples are a nice building to have anyway, especially if it boosts your DP. Their OP is rather expensive but their DP is so cheap and efficient that the expensive OP doesn&#039;t hurt in the long run. Additionally, unlike other land dependent races like [[Gnome]] or [[Wood Elf]], the relatively low amount still allows for a wide variety of strategy choices. Teching is a natural choice with the Research Point Production bonus, but there are many paths to take.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Mana Production: +10%&lt;br /&gt;
* Food Consumption: -20%&lt;br /&gt;
* Research Point Production: +10%&lt;br /&gt;
&lt;br /&gt;
Note: the Research Point bonus works for both [[Buildings#Building|School]] production and [[Invading|Invasion]] gains, but not for the small bonus you get when taking your [[Daily_bonus|Daily Land bonus]].&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Imp&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_mana = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Fiend&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 325&lt;br /&gt;
| spec2_mana = 8&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Nightshade&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 975&lt;br /&gt;
| elite1_mana = 25&lt;br /&gt;
| elite1_special = Increases by 1 for every 12% swamp, maximum +3.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Lich&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 970&lt;br /&gt;
| elite2_mana = 0&lt;br /&gt;
| elite2_special = 50% fewer casualties &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039;: Gives a 5% attack strength bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miasma&#039;&#039;&#039;: -5% Wizard Power, +50% Mana Drain (Unique offensive war spell)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient DP&lt;br /&gt;
* Cheap DP&lt;br /&gt;
* Racial spell&lt;br /&gt;
* Elite OP has 50% fewer casualties both on offense and defense&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* High demand for swamps&lt;br /&gt;
* Inefficient OP&lt;br /&gt;
* Expensive OP&lt;br /&gt;
* Rather slow &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1272</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1272"/>
		<updated>2022-06-25T19:11:08Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Racial Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nox&lt;br /&gt;
| aliases = Noxie, The Nox&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nox&#039;&#039;&#039; is a medium-speed land-dependent race. If running full swamps they have the cheapest and one of the most efficient defense troops in the game. At 36 % required, it&#039;s easy to have the full bonus all the time with 30 % homes and 6 % towers to account for the mana cost on Nightshades and Fiends. They also have an OP spell that supports your troops with 5% extra OP. &lt;br /&gt;
&lt;br /&gt;
As OOP attackers they typically run a high amount of temples from the start, just to get their swamps up. Late-round high temples are a nice building to have anyway, especially if it boosts your DP. Their OP is rather expensive but their DP is so cheap and efficient that the expensive OP doesn&#039;t hurt in the long run. Additionally, unlike other land dependent races like [[Gnome]] or [[Wood Elf]], the relatively low amount still allows for a wide variety of strategy choices. Teching is a natural choice with the Research Point Production bonus, but there are many paths to take.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Mana Production: +10%&lt;br /&gt;
* Food Consumption: -20%&lt;br /&gt;
* Research Point Production: +10%&lt;br /&gt;
&lt;br /&gt;
Note: the Research Point bonus works for both [[Buildings#Building|School]] production and [[Invading|Invasion]] gains, but not for the small bonus you get when taking your [[Daily_bonus|Daily Land bonus]].&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Imp&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_mana = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Fiend&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 325&lt;br /&gt;
| spec2_mana = 8&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Nightshade&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 975&lt;br /&gt;
| elite1_mana = 25&lt;br /&gt;
| elite1_special = Increases by 1 for every 12% swamp, maximum +3.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Lich&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 970&lt;br /&gt;
| elite2_mana = 0&lt;br /&gt;
| elite2_special = 50% fewer casualties &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039;: Gives a 5% attack strength bonus&lt;br /&gt;
&#039;&#039;&#039;Miasma&#039;&#039;&#039;: Unique offensive war spell. -5% Wizard Power, +50% Mana Drain&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient DP&lt;br /&gt;
* Cheap DP&lt;br /&gt;
* Racial spell&lt;br /&gt;
* Elite OP has 50% fewer casualties both on offense and defense&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* High demand for swamps&lt;br /&gt;
* Inefficient OP&lt;br /&gt;
* Expensive OP&lt;br /&gt;
* Rather slow &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1271</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nox&amp;diff=1271"/>
		<updated>2022-06-25T19:10:01Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nox&lt;br /&gt;
| aliases = Noxie, The Nox&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nox&#039;&#039;&#039; is a medium-speed land-dependent race. If running full swamps they have the cheapest and one of the most efficient defense troops in the game. At 36 % required, it&#039;s easy to have the full bonus all the time with 30 % homes and 6 % towers to account for the mana cost on Nightshades and Fiends. They also have an OP spell that supports your troops with 5% extra OP. &lt;br /&gt;
&lt;br /&gt;
As OOP attackers they typically run a high amount of temples from the start, just to get their swamps up. Late-round high temples are a nice building to have anyway, especially if it boosts your DP. Their OP is rather expensive but their DP is so cheap and efficient that the expensive OP doesn&#039;t hurt in the long run. Additionally, unlike other land dependent races like [[Gnome]] or [[Wood Elf]], the relatively low amount still allows for a wide variety of strategy choices. Teching is a natural choice with the Research Point Production bonus, but there are many paths to take.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Mana Production: +10%&lt;br /&gt;
* Food Consumption: -20%&lt;br /&gt;
* Research Point Production: +10%&lt;br /&gt;
&lt;br /&gt;
Note: the Research Point bonus works for both [[Buildings#Building|School]] production and [[Invading|Invasion]] gains, but not for the small bonus you get when taking your [[Daily_bonus|Daily Land bonus]].&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Imp&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_mana = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Fiend&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 325&lt;br /&gt;
| spec2_mana = 8&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Nightshade&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 975&lt;br /&gt;
| elite1_mana = 25&lt;br /&gt;
| elite1_special = Increases by 1 for every 12% swamp, maximum +3.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Lich&lt;br /&gt;
| elite2_op = 5&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 970&lt;br /&gt;
| elite2_mana = 0&lt;br /&gt;
| elite2_special = 50% fewer casualties &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039;: Gives a 5% attack strength bonus&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient DP&lt;br /&gt;
* Cheap DP&lt;br /&gt;
* Racial spell&lt;br /&gt;
* Elite OP has 50% fewer casualties both on offense and defense&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* High demand for swamps&lt;br /&gt;
* Inefficient OP&lt;br /&gt;
* Expensive OP&lt;br /&gt;
* Rather slow &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1270</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Nomad&amp;diff=1270"/>
		<updated>2022-06-25T19:09:02Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Nomad&lt;br /&gt;
| aliases = &lt;br /&gt;
| introduced = [[Round 1]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Plains&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is an [[Alignment|evil]]-aligned race that uniquely receives an attacking bonus from barren land. Once the counterpart to [[Human]], Nomad was changed in Round 26 to make it a distinct race.&lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Population from barren land: +20&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Lancer&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Crossbowman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 275&lt;br /&gt;
| spec2_ore = 15&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Blademaster&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_ore = 25&lt;br /&gt;
| elite1_special = -25% casualties&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Horse Archer&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1150&lt;br /&gt;
| elite2_ore = 40&lt;br /&gt;
| elite2_special = Each unit plunders 20 platinum on attack (max 1 hour of target&#039;s raw production). Returns 3 hours faster from battle.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favorable Terrain&#039;&#039;&#039;: +1% offensive power for every 1% barren land (max +10%)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient OP&lt;br /&gt;
* Unique focus on barren land&lt;br /&gt;
* OP spell&lt;br /&gt;
* 9hr specs&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Balancing Barren land and building is hard&lt;br /&gt;
* Fairly inefficient DP&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Nomad (Legacy)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Merfolk&amp;diff=1269</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Merfolk&amp;diff=1269"/>
		<updated>2022-06-25T19:07:01Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Merfolk&lt;br /&gt;
| aliases = Merf&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 1&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Water&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merfolk&#039;&#039;&#039; is a good race of Dominion. It is suitable for all players and almost all playing styles. Most veterans agree on an all-elite DP strategy combined with a mix of spec and elite OP (check Fast attacking).&lt;br /&gt;
&lt;br /&gt;
Merfolks can not only be great explorers with their efficient DP, but also decently quick attackers with their cheap OP.&lt;br /&gt;
&lt;br /&gt;
The lack of demand for boats and zero ore cost on all units frees up a lot of space offering a large variety of strategies. As explorers, it is a great chance to execute a high Diamond Mine + Masonry strategy. Merfolks can be played as very fast attackers (mostly concentrating on mod-buildings and Barracks) or slow attackers (using high Diamond Mines). The inefficient OP troops, however, force you to focus on 75% hits rather than training scary OP in order to keep others home. This is also the reason why they make poor converters. The amount of OP troops that you need to make your first attack after conversion usually kills your economy unless you manage to stay ahead of everyone else and make use of your speed. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Lumber Production: -15%&lt;br /&gt;
* Food Production: +5%&lt;br /&gt;
* Offensive Power: +5%&lt;br /&gt;
* Explore Platinum cost: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Mermen&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 275&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = No boats needed&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Sirens&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Leviathan&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 7&lt;br /&gt;
| elite1_plat = 1350&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Sinks boats when defending&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Kraken&lt;br /&gt;
| elite2_op = 4&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 600&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = No boats needed, sinks boats when attacking&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erosion&#039;&#039;&#039;: 20% of captured land automatically re-zoned into water.&lt;br /&gt;
&lt;br /&gt;
The spell is not often used. But if you can spare the mana, it saves some rezoning costs if you want to build [[homes]].&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Most efficient DP in the game&lt;br /&gt;
* Cheap OP&lt;br /&gt;
* No ore cost&lt;br /&gt;
* No boats needed&lt;br /&gt;
* Can be very fast&lt;br /&gt;
* Space for mods&lt;br /&gt;
* Great turtle if using all Kraken for OP &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Expensive DP&lt;br /&gt;
* Inefficient OP&lt;br /&gt;
* High demand of weak OP elites kills your population, therefore makes them poor converters.&lt;br /&gt;
* Unless on top they slow down late-round&lt;br /&gt;
* Spell is rather useless (unless used late-round when rezone costs are high)&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Lycanthrope&amp;diff=1268</id>
		<title>Lycanthrope</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Lycanthrope&amp;diff=1268"/>
		<updated>2022-06-25T19:06:10Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Lycanthrope&lt;br /&gt;
| aliases = Lyc&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 2&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Advanced&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Cavern&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lycanthrope&#039;&#039;&#039; is a very fast race to play. The race is built entirely for speed. Whether playing explorer or attacker, the only chance you have of succeeding with this difficult race is to get out of the blocks as fast as you can. Lyc defensive elites are both expensive and inefficient so a large percentage of DP is made up of the cheap defensive specs. The expensiveness of the defensive elite is however somewhat overcome by the OP elite&#039;s special ability: convert. On successful invasions, some of the enemy&#039;s troops are converted into defensive elites for your army. This is, of course, only for attackers. The greatest problem for Lycs is that their offensive elite has no turtle. Late round, it is very difficult to defend against high OPs and many defensive elites are needed to send out on attacks in order to make artificial turtle. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Max Population: +10%&lt;br /&gt;
* Defensive Strength: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Scavenger&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 325&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Ratman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 250&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Werewolf&lt;br /&gt;
| elite1_op = 3&lt;br /&gt;
| elite1_dp = 4&lt;br /&gt;
| elite1_plat = 850&lt;br /&gt;
| elite1_ore = 55&lt;br /&gt;
| elite1_special = 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Garou&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 0&lt;br /&gt;
| elite2_plat = 1100&lt;br /&gt;
| elite2_ore = 110&lt;br /&gt;
| elite2_special = Offensive elite. &lt;br /&gt;
&lt;br /&gt;
[[Conversion|Converts]] enemy peasants into Werewolves (up to one for every 15 sent on attack).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feral Hunger&#039;&#039;&#039;: Werewolves [[Conversion|convert]] enemy peasants into Werewolves (up to one for every 15 sent on attack)&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Very fast&lt;br /&gt;
* Unique defensive race bonus&lt;br /&gt;
* Very good attacker&lt;br /&gt;
* Can be very fast explorers&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient DP.&lt;br /&gt;
* Expensive DP elite.&lt;br /&gt;
* No OP-troop turtle.&lt;br /&gt;
* Do-or-die race - if you aren&#039;t ahead, you will struggle. &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Lizardfolk&amp;diff=1267</id>
		<title>Lizardfolk</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Lizardfolk&amp;diff=1267"/>
		<updated>2022-06-25T19:05:18Z</updated>

		<summary type="html">&lt;p&gt;Jomutta: /* Military Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Lizardfolk&lt;br /&gt;
| aliases = Liz, lizzie&lt;br /&gt;
| introduced = [[Round 11]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Advanced&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Water&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardfolk&#039;&#039;&#039; is the evil spy race which is good at [[fast attacking]] and [[exploring]]. Being a spy race (having military units that count as part-spies) is helpful in that almost no one will try to steal your platinum and most dominions will have difficulties obtaining [[Espionage|spy ops]] on you. Their elite OP unit is quite inexpensive, efficient, has no ore cost, and does not need boats, all of which make them a prime attacking race; however, their inefficient DP makes speed a necessity. The Chameleons are almost always accompanied by Serpents to reduce the DP spendings. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Max Population: +5%&lt;br /&gt;
* Spy Strength: +10%&lt;br /&gt;
* Food Consumption: -15%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Reptile&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 275&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = No boats needed&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Serpent&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 275&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Chameleon&lt;br /&gt;
| elite1_op = 4&lt;br /&gt;
| elite1_dp = 4&lt;br /&gt;
| elite1_plat = 900&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = No boats needed. Counts as 1/5 spy.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Lizardmen&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1050&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = No boats needed&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erosion&#039;&#039;&#039;: 20% of captured land automatically re-zoned into water.&lt;br /&gt;
&lt;br /&gt;
The spell is not often used. But if you can spare the mana, it saves some rezoning costs if you want to build [[homes]].&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* No boats needed&lt;br /&gt;
* Cheap and efficient offensive elite&lt;br /&gt;
* Spy race (Chameleons count as spies, rarely need to train normal spies) &lt;br /&gt;
* No ore needed&lt;br /&gt;
* Low food consumption&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient and somewhat expensive DP&lt;br /&gt;
* Loses DP on failed spy operations&lt;br /&gt;
* Very poor spell&lt;br /&gt;
* Poor converter &lt;br /&gt;
&lt;br /&gt;
=== Good for ===&lt;br /&gt;
&lt;br /&gt;
* Explorers with almost any amount of experience&lt;br /&gt;
* Inactive players&lt;br /&gt;
* Moderate to experienced attackers&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jomutta</name></author>
	</entry>
</feed>