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	<id>http://wiki.opendominion.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scruffier</id>
	<title>OpenDominion - User contributions [en]</title>
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	<updated>2026-05-26T11:44:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Icekin&amp;diff=2004</id>
		<title>Icekin</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Icekin&amp;diff=2004"/>
		<updated>2024-04-05T14:50:20Z</updated>

		<summary type="html">&lt;p&gt;Scruffier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Icekin&lt;br /&gt;
| aliases = Icer, Iceking &lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 2&lt;br /&gt;
&lt;br /&gt;
| attacker = Advanced&lt;br /&gt;
| converter = Intermediate&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Mountain&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icekin&#039;&#039;&#039; is the best example of a converting and/or teching race. Icekin require at least one [[tech]] in order to compete when converting due to their elite OP requiring a high WPA. Exploring with Icekin is also a very viable option as their defensive elite is extremely cheap for a potentially very efficient unit. Attacking full round with Icekin is not advised due to the difficulty in keeping a high WPA all round. Icekin are much stronger as a slow attacker rather than a fast attacker. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Food Consumption: -50%&lt;br /&gt;
* Lumber Production: -10%&lt;br /&gt;
* Archmage Cost: -100p&lt;br /&gt;
* Defensive Power: +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 = Icebeast&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 = Snow Witch&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 350&lt;br /&gt;
| spec2_ore = 25&lt;br /&gt;
| spec2_special = Reduces losses in combat &lt;br /&gt;
&lt;br /&gt;
| elite1_name = FrostMage&lt;br /&gt;
| elite1_op = 3&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 965&lt;br /&gt;
| elite1_ore = 100&lt;br /&gt;
| elite1_special = Increases by 1 for every 20% mountains, maximum +3.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Ice Elemental&lt;br /&gt;
| elite2_op = 4*&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1100&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = Increases by 1 * Raw Wizard Ratio, maximum +3. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Casualty Reduction ===&lt;br /&gt;
&lt;br /&gt;
Snow Witches reduce casualties depending on what percentage of units at home they are. If 20,000 Snow Witches 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;Alchemist Frost&#039;&#039;&#039;: Stronger version of Midas Touch (not cumulative) giving +15% platinum production&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Cheap DP elites, good flex.&lt;br /&gt;
* If attacking, the high wizard ratio required makes Icekin very solid for getting ops on targets, even against Sylvans and DEs&lt;br /&gt;
* Can be very efficient late round&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Difficult as attacker&lt;br /&gt;
* High wizard ratio required for attacking or converting&lt;br /&gt;
* Land dependent DP removes strategy variation&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Scruffier</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Troll&amp;diff=2003</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Troll&amp;diff=2003"/>
		<updated>2024-04-05T14:47:47Z</updated>

		<summary type="html">&lt;p&gt;Scruffier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Troll&lt;br /&gt;
| aliases = Trool&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Beginner&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Plain&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troll&#039;&#039;&#039; is one of the most versatile and efficient races in the game. With the powerful Smasher elite unit and strong Brute specialist attack unit, Trolls can be unstoppable steamrollers. They are slow, oh so slow, while however being extremely powerful late-round. They can be used for both attacking and converting. Exploring is also a possibility, but solely using the Smashers for defense is typically regarded as being too expensive to explore an entire round with.&lt;br /&gt;
&lt;br /&gt;
For a Troll attacker in the beginning, players typically use almost exclusively Brutes for OP and a mix of Ogres (no more than 2000 or so) and Smashers for DP. They then slowly phase the training into more and more Smashers to finally either stop training Brutes or releasing them all. It is often more beneficial to release them than to keep them. From early mid-round until late-round, Smashers are the only units trained. By the end of the round, Brutes are added again. Converters use the same strategy as full round attackers except that they attack less. &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: +5%&lt;br /&gt;
* Offensive Power: +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 = Brute&lt;br /&gt;
| spec1_op = 4&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 350&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Ogre&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 25&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Basher&lt;br /&gt;
| elite1_op = 7&lt;br /&gt;
| elite1_dp = 7&lt;br /&gt;
| elite1_plat = 1415&lt;br /&gt;
| elite1_ore = 150&lt;br /&gt;
| elite1_special = BASH!&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Smasher&lt;br /&gt;
| elite2_op = 7&lt;br /&gt;
| elite2_dp = 7&lt;br /&gt;
| elite2_plat = 1415&lt;br /&gt;
| elite2_ore = 150&lt;br /&gt;
| elite2_special = SMASH!&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;Regeneration&#039;&#039;&#039;: Reduces combat losses by 25%&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Possibly the best and most efficient units in the game&lt;br /&gt;
* Excellent spell (although not very useful early on)&lt;br /&gt;
* Very strong late-round &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Aside from the attack bonus, bad racial bonuses.&lt;br /&gt;
* Basher is an essentially pointless unit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Scruffier</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Gnome&amp;diff=2002</id>
		<title>Gnome</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Gnome&amp;diff=2002"/>
		<updated>2024-04-05T14:44:51Z</updated>

		<summary type="html">&lt;p&gt;Scruffier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Gnome&lt;br /&gt;
| aliases = &#039;&#039;none&#039;&#039;&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Advanced&lt;br /&gt;
| converter = Beginner&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Mountain&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gnome is a slow and steady race that is quite solid. They are unique because their elite units have low platinum costs but extremely high ore costs. However, these ore costs cannot be reduced in any way. This means running extremely high amounts of Ore Mines because their defensive elite troops increase in power based on mountain percentage. Gnome is easiest to play as explorer or converter, but the more experienced and daring might also try it as a full round attacking race. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Offensive Power: +7.5%&lt;br /&gt;
* Max Population: -5%&lt;br /&gt;
* Food Consumption: -20%&lt;br /&gt;
* Gem Production: +5%&lt;br /&gt;
* Population from barren land: +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 = Suicide Squad&lt;br /&gt;
| spec1_op = 4&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 200&lt;br /&gt;
| spec1_ore = 50&lt;br /&gt;
| spec1_special = Always 50% casualties &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Tinker&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 5&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Rockapult&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 4*&lt;br /&gt;
| elite1_plat = 675&lt;br /&gt;
| elite1_ore = 330&lt;br /&gt;
| elite1_special = Increases by 1 for every 20% Mountains, maximum +2.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Juggernaut&lt;br /&gt;
| elite2_op = 6&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 750&lt;br /&gt;
| elite2_ore = 550&lt;br /&gt;
| elite2_special = Offensive elite.&lt;br /&gt;
&lt;br /&gt;
Offense increased by 0.5 against dominions 75%+ of your size.&lt;br /&gt;
&lt;br /&gt;
Offense increased by 1 against dominions 85%+ of your size.&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;Miner&#039;s Sight&#039;&#039;&#039;: +20% ore production (not cumulative with Mining Strength). Ore production immune to Earthquake.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Good at exploring and converting&lt;br /&gt;
* Suicide Squads are cheap and have 4 OP (however, half of them will die on every attack they are sent on; only recommended to use very early and very late in the round)&lt;br /&gt;
* Very efficient&lt;br /&gt;
* Low platinum costs render smithies useless &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* High ore costs cannot be reduced by smithies or techs&lt;br /&gt;
* Difficult to play as all round attacker&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Scruffier</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Wood_Elf&amp;diff=2001</id>
		<title>Wood Elf</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Wood_Elf&amp;diff=2001"/>
		<updated>2024-04-05T14:43:19Z</updated>

		<summary type="html">&lt;p&gt;Scruffier: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Wood Elf&lt;br /&gt;
| race_id = wood-elf&lt;br /&gt;
| aliases = WE, Woodie, Welf&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 1&lt;br /&gt;
&lt;br /&gt;
| attacker = Advanced&lt;br /&gt;
| converter = Beginner&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;Wood Elf&#039;&#039;&#039; is arguably the most efficient race that exists in Dominion. This is due to their unit powers increasing based on how much forest your dominion has. While this in itself is not anything special, WE units have no power cap, unlike other land-based races; in other words, the only maximum cap is 100% forest. Their variable units also have rather high starting powers compared to other land-based races, which makes them the cream of the crop. Unfortunately, depending on these extremely high land percentages to make their units worthwhile severely limits the variety of strategies that can be employed by this race, as well as making full round attacking extremely difficult. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Wizard Power: +10%&lt;br /&gt;
* Spy Power: +10%&lt;br /&gt;
* Max Population: -5%&lt;br /&gt;
* Lumber Production: +10%&lt;br /&gt;
* Offensive Power: +2.5%&lt;br /&gt;
* Rezone Cost: +10%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
 &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Ranger&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 = Longbowman&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 4&lt;br /&gt;
| spec2_plat = 360&lt;br /&gt;
| spec2_ore = 10&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Mystic&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 4*&lt;br /&gt;
| elite1_plat = 1150&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special =  Increases defense power by 1 for every 20% forest, max +4.5&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Druid&lt;br /&gt;
| elite2_op = 3*&lt;br /&gt;
| elite2_dp = 1*&lt;br /&gt;
| elite2_plat = 1100&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special =  Increases offense/defense power by 1 for every 20% forest, max +4.5&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;Gaia&#039;s Blessing&#039;&#039;&#039;: Stronger version of Gaia&#039;s Watch (not cumulative) giving +20% food production, +10% lumber production&lt;br /&gt;
 &lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Units are very cheap if you have high forest&lt;br /&gt;
* Able to run very high homes for population and LYs for improvements&lt;br /&gt;
* Very efficient&lt;br /&gt;
* Very good explorer and converter&lt;br /&gt;
* 4 DP Longbowman is very nice for defense early in the round&lt;br /&gt;
* Enormous offensive threat late-round with rezones.&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Very hard to attack with&lt;br /&gt;
* Very little strategy variation due to forest requirements&lt;br /&gt;
* Cannot run high mods due to forest (hard to use smithies as well)&lt;br /&gt;
* Very high population penalty &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Scruffier</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Merfolk&amp;diff=2000</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Merfolk&amp;diff=2000"/>
		<updated>2024-04-05T14:41:51Z</updated>

		<summary type="html">&lt;p&gt;Scruffier: &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 = 2&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: +7.5%&lt;br /&gt;
* Gem Production: -10%&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;
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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;
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=== 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;
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=== Cons ===&lt;br /&gt;
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* 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>Scruffier</name></author>
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