<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://wiki.opendominion.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slz</id>
	<title>OpenDominion - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.opendominion.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slz"/>
	<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/wiki/Special:Contributions/Slz"/>
	<updated>2026-05-28T08:12:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_22/Changes&amp;diff=754</id>
		<title>Round 22/Changes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_22/Changes&amp;diff=754"/>
		<updated>2021-01-12T22:24:40Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added&lt;br /&gt;
* New Stat: Infamy&lt;br /&gt;
  * Temporarily boosts platinum production (max 7.5%) and gem production (max 5%)&lt;br /&gt;
  * Gained when performing war operations&lt;br /&gt;
    * Increased by 5 per op&lt;br /&gt;
    * Bonus for targeting 75% (+10)&lt;br /&gt;
    * Bonus for higher ratio targets (+15-40)&lt;br /&gt;
  * Scales from 0 to 1000&lt;br /&gt;
  * Decays by 25 each hour&lt;br /&gt;
* New Stats: Spy Resilience, Wizard Resilience&lt;br /&gt;
  * Temporarily reduces damage taken by war operations (max 76%)&lt;br /&gt;
  * Gained when targeted by war operations&lt;br /&gt;
    * Spy Resilience is increased by 8 per op&lt;br /&gt;
    * Wizard Resilience is increased by 11 per op&lt;br /&gt;
  * Scales from 0 to 1000&lt;br /&gt;
  * Decays by 8 each hour&lt;br /&gt;
* New Stats: Spy Mastery, Wizard Mastery&lt;br /&gt;
  * Replaces Spy Prestige and Wizard Prestige rankings&lt;br /&gt;
  * Gained when performing war operations (Infamy / 10)&lt;br /&gt;
    * No gain when outclassing your target by 500 or more&lt;br /&gt;
    * Bonus when outclassed by your target (+1, -1 for your target)&lt;br /&gt;
    * Additional bonus when within 100pts of your target (+1, -1 for your target)&lt;br /&gt;
* New Tech Perks:&lt;br /&gt;
  * Tributary System, increases food production bonus from prestige by 60%&lt;br /&gt;
  * Anti-Magic Sigils, decreases duration of enemy spells by 1 hour&lt;br /&gt;
  * Menace, range-based infamy gain bonus expanded to 60%&lt;br /&gt;
* Many other techs have had their values adjusted or changed position in the tree&lt;br /&gt;
* Additional submit button at the top of the Technology page&lt;br /&gt;
* Timestamps in Op Center advisor&lt;br /&gt;
Changed&lt;br /&gt;
* Removed prestige gain from war operations (replaced with Infamy)&lt;br /&gt;
* Dock protection now scales by 0.05/day after day 25 (from 0.1/day)&lt;br /&gt;
* Sabotage Boats damage increased to 2.25% (from 2%)&lt;br /&gt;
* Fireball damage increased to 2.65% from (2.5%)&lt;br /&gt;
* Magic Snare damage changed to 3.5% of current, min 1.5 (from flat 2%)&lt;br /&gt;
* Simplified the black ops success formula to a single variable&lt;br /&gt;
* Changed min/max success rates on black ops to 1%/95% (from 3%/97%)&lt;br /&gt;
* Changed min/max success rates on info/theft ops to 1%/99% (from 3%/97%)&lt;br /&gt;
* Spy losses from info ops limited to 0.006x LAND (0.003x LAND for Chameleon / Master Thief)&lt;br /&gt;
* Cyclone now has a 100% success rate&lt;br /&gt;
* Cyclone damage reduced to 1.5x wizards (from 3.5x) and 0.75% of max wonder health (from 2%)&lt;br /&gt;
* Cyclone no longer contributes toward wonder prestige gain (only attacking)&lt;br /&gt;
* Rebuilding a neutral wonder will no longer grant prestige&lt;br /&gt;
* Destroying a neutral wonder without rebuilding it will incur a penalty of 25 prestige to contributors in the realm that destroyed it&lt;br /&gt;
* Halls of Knowledge to spawn only in the first 14 days of the round&lt;br /&gt;
* Only one of the following wonders pairs spawn in a given round&lt;br /&gt;
  * Ancient Library/ Halls of Knowledge&lt;br /&gt;
  * Ivory Tower / Wizard Academy&lt;br /&gt;
* Ivory Tower and Wizard Academy no longer protect themselves from cyclone&lt;br /&gt;
* Imperial Armada now also grants -1% platinum tax from royal guard&lt;br /&gt;
* Horn of Plenty increased to +2% production to all resources (from +1%)&lt;br /&gt;
* Factory of Legends reduced to -20% construction platinum cost (from -25%)&lt;br /&gt;
* Base prestige gain on attacks increased to 22.5 (from 20)&lt;br /&gt;
* Maximum prestige decreased to 90% of land size (from 100%)&lt;br /&gt;
* Dark Elf Adept: Wizard Guild requirement increased to 9% (from 8%) per point to a maximum of +4/+4 (from +5/+5)&lt;br /&gt;
* RPs from invasion decreased to 1000 (from 1100), but schools generate 130 per 1% owned up to a maximum of 2600 at 20% (from 39 per 1%, max 1560)&lt;br /&gt;
* Dwarf/Gnome: Racial spell now protects ore from earthquake&lt;br /&gt;
* Goblin Hobgoblin: -25p&lt;br /&gt;
* Orc: gains 10% additional prestige from invasions&lt;br /&gt;
* Lightning bolt damage increased to 0.41% (from 0.40%)&lt;br /&gt;
* Lightning bolt now damages Science instead of Towers (Harbor is also excluded)&lt;br /&gt;
* Masonries now protect 1% castle per 1% owned (from 0.75% per 1%), max remains at 25%&lt;br /&gt;
* War bonus to land/prestige gains reduced to 10% (from 15%), mutual war remains at 20%&lt;br /&gt;
* Infamy now boosts gem/ore/lumber production to a max of 3% (from 5% to gems only) in addition to platinum&lt;br /&gt;
* Infamy decay slightly reduced to 0.5% of current + 20 (from 25)&lt;br /&gt;
* Black op damage reduction is capped at 80% from all sources&lt;br /&gt;
&lt;br /&gt;
Fixed&lt;br /&gt;
* War declarations in the town crier will now display the realm names as they were at that exact time&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Casualties&amp;diff=753</id>
		<title>Casualties</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Casualties&amp;diff=753"/>
		<updated>2021-01-12T10:14:17Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]]. These lost units are referred to as &#039;&#039;&#039;casualties&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Offensive Casualties ==&lt;br /&gt;
&lt;br /&gt;
When attacking, the invader loses a base rate of 8.5% of the units required to [[break]] the target. &lt;br /&gt;
&lt;br /&gt;
If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units. &lt;br /&gt;
&lt;br /&gt;
You would lose&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5000 * 8.5% = 425 units&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and &#039;&#039;&#039;not&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;6000 * 8.5% = 510 units&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail to break your target, you will suffer 8.5% casualties of the units sent on attack.&lt;br /&gt;
&lt;br /&gt;
Attacking a wonder will always cause 3.5% casualties except for [[Gnome]] Suicide Squads.&lt;br /&gt;
&lt;br /&gt;
== Defensive Casualties ==&lt;br /&gt;
&lt;br /&gt;
Defensive losses start at a base rate given by,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;4.05%*\frac{DefenderAcres}{AttackerAcres}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.&lt;br /&gt;
&lt;br /&gt;
This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;4.05%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At most, defensive casualties can be 6%. Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.&lt;br /&gt;
&lt;br /&gt;
A [[dominion]] which has been invaded recently also suffers reduced casualties.&lt;br /&gt;
* First invasion: 100% (of the base).&lt;br /&gt;
* Second invasion: 80%.&lt;br /&gt;
* Third invasion: 60%.&lt;br /&gt;
* Fourth invasion: 55%.&lt;br /&gt;
* Fifth invasion: 45%&lt;br /&gt;
* Sixth invasion and more: 35%.&lt;br /&gt;
&lt;br /&gt;
A dominion retains its &#039;invaded&#039; status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.&lt;br /&gt;
&lt;br /&gt;
All of these modifiers to the base casualty rate occur &#039;&#039;&#039;before&#039;&#039;&#039; additional casualty reduction.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed bounces (failing an invasion by more than 15%) produce zero defensive casualties.&lt;br /&gt;
&lt;br /&gt;
== Casualty Reduction ==&lt;br /&gt;
&lt;br /&gt;
Casualty reduction bonuses are split into two types: unit bonuses and non-unit bonuses.&lt;br /&gt;
&lt;br /&gt;
As the names suggest, the unit bonuses are inherent to the units themselves, e.g. [[Human]] Knights, [[Nox]] Lich, or the various Reduced Combat Loss bonuses like  [[Goblin]] Shamans. Non-unit bonuses consist of all other bonuses including techs, racial spells, and buildings. &lt;br /&gt;
&lt;br /&gt;
Bonuses that fall within the same category are additive with each other. A Human with -25% casualties from techs and -25% casualties from Shrines would have only half casualties on Cavalry because both bonuses are non-unit modifiers. However, cross-category bonuses are multiplicative. That same Human&#039;s Knights, if sent on an attack, would have total casualties of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;0.085 * 0.5 * 0.75 = 0.031875 = 3.1875%&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-unit bonuses cap at -80%; having max 16% Shrines (-80% casualties) and -25% casualties in techs means you have 5% Shrines that are above the cap and cannot apply their bonus.&lt;br /&gt;
&lt;br /&gt;
Casualty reductions do not work with Gnome Suicide Squads.&lt;br /&gt;
&lt;br /&gt;
=== List of Casualty Reducing Bonuses ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Unit&lt;br /&gt;
! Non-Unit&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Only&lt;br /&gt;
| [[Firewalker]] Salamander: 50% fewer casualties on offense&lt;br /&gt;
| [[Shrines]]&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Only&lt;br /&gt;
| [[Goblin]] Shaman: Reduces combat losses&lt;br /&gt;
[[Icekin]] Snow Witch: Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
[[Orc]] Voodoo Mage: Reduces combat losses&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Offensive &amp;amp; Defensive&lt;br /&gt;
| [[Human]] Knight: 25% fewer casualties&lt;br /&gt;
[[Nomad]] Blademaster: 25% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]] Cleric: Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
[[Halfling]] Staff Master: 40% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] Centaur: 25% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope]] Werewolf: 25% fewer casualties on offense, 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
[[Nox]] Lich: 50% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Troll]] Basher: Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
| Battle Tactics [[Teching|tech]]: 5% fewer casualties&lt;br /&gt;
Survivalist Mentality tech: 5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Battle Commanders tech: 7.5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Field Surgery tech: 7.5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Regeneration spell ([[troll]] only)&lt;br /&gt;
&lt;br /&gt;
Bloodrage spell (orc only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reduced Combat Losses ===&lt;br /&gt;
&lt;br /&gt;
Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{RCLunit/TotalUnits}{2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a dwarf send 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{10,000/20,000}{2} = 0.25 = 25% reduction&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Immortality (Almost Never Dies) ==&lt;br /&gt;
&lt;br /&gt;
Some units have a special ability which renders them immortal. The term &#039;&#039;almost never dies&#039;&#039; is used in [[the Scribes]].&lt;br /&gt;
&lt;br /&gt;
These units suffer no casualties at all except for certain circumstances.&lt;br /&gt;
&lt;br /&gt;
* Immortal units always die at the base rate of 3.5% when attacking [[Wonder|Wonders]].&lt;br /&gt;
* Immortal units always die during an [[overwhelmed bounce]] (failing an invasion by more than 15% difference in [[OP]] vs [[DP]]).&lt;br /&gt;
* [[Dark Elf]] Spirit Warriors die if attacking a [[Dwarf]] with Clerics, a dominion in a realm which controls the [[Wonder|High Clerics Tower]], or by attacking targets less than 75% your size&lt;br /&gt;
* Firewalker Phoenix only suffer casualties when attacked by Icekin, regardless of whether the invasion is successful.&lt;br /&gt;
* [[Spirit]] or [[Undead]] units will die if attacking or being attacked by a Dwarf with Clerics, attacking or being attacked by a dominion in a realm which controls the High Clerics Towers, or if invaded by a Human or Nomad that has cast [[Magic|Crusade]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;br /&gt;
* [[Offensive power]]&lt;br /&gt;
* [[Defensive power]]&lt;br /&gt;
* [[Prestige]]&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_22/Changes&amp;diff=750</id>
		<title>Round 22/Changes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_22/Changes&amp;diff=750"/>
		<updated>2021-01-11T14:31:14Z</updated>

		<summary type="html">&lt;p&gt;Slz: Created page with &amp;quot;Added * New Stat: Infamy   * Temporarily boosts platinum production (max 7.5%) and gem production (max 5%)   * Gained when performing war operations     * Increased by 5 per o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added&lt;br /&gt;
* New Stat: Infamy&lt;br /&gt;
  * Temporarily boosts platinum production (max 7.5%) and gem production (max 5%)&lt;br /&gt;
  * Gained when performing war operations&lt;br /&gt;
    * Increased by 5 per op&lt;br /&gt;
    * Bonus for targeting 75% (+10)&lt;br /&gt;
    * Bonus for higher ratio targets (+15-40)&lt;br /&gt;
  * Scales from 0 to 1000&lt;br /&gt;
  * Decays by 25 each hour&lt;br /&gt;
* New Stats: Spy Resilience, Wizard Resilience&lt;br /&gt;
  * Temporarily reduces damage taken by war operations (max 76%)&lt;br /&gt;
  * Gained when targeted by war operations&lt;br /&gt;
    * Spy Resilience is increased by 8 per op&lt;br /&gt;
    * Wizard Resilience is increased by 11 per op&lt;br /&gt;
  * Scales from 0 to 1000&lt;br /&gt;
  * Decays by 8 each hour&lt;br /&gt;
* New Stats: Spy Mastery, Wizard Mastery&lt;br /&gt;
  * Replaces Spy Prestige and Wizard Prestige rankings&lt;br /&gt;
  * Gained when performing war operations (Infamy / 10)&lt;br /&gt;
    * No gain when outclassing your target by 500 or more&lt;br /&gt;
    * Bonus when outclassed by your target (+1, -1 for your target)&lt;br /&gt;
    * Additional bonus when within 100pts of your target (+1, -1 for your target)&lt;br /&gt;
* New Tech Perks:&lt;br /&gt;
  * Tributary System, increases food production bonus from prestige by 60%&lt;br /&gt;
  * Anti-Magic Sigils, decreases duration of enemy spells by 1 hour&lt;br /&gt;
  * Menace, range-based infamy gain bonus expanded to 60%&lt;br /&gt;
* Many other techs have had their values adjusted or changed position in the tree&lt;br /&gt;
* Additional submit button at the top of the Technology page&lt;br /&gt;
* Timestamps in Op Center advisor&lt;br /&gt;
Changed&lt;br /&gt;
* Removed prestige gain from war operations (replaced with Infamy)&lt;br /&gt;
* Dock protection now scales by 0.05/day after day 25 (from 0.1/day)&lt;br /&gt;
* Sabotage Boats damage increased to 2.25% (from 2%)&lt;br /&gt;
* Fireball damage increased to 2.65% from (2.5%)&lt;br /&gt;
* Magic Snare damage changed to 3.5% of current, min 1.5 (from flat 2%)&lt;br /&gt;
* Simplified the black ops success formula to a single variable&lt;br /&gt;
* Changed min/max success rates on black ops to 1%/95% (from 3%/97%)&lt;br /&gt;
* Changed min/max success rates on info/theft ops to 1%/99% (from 3%/97%)&lt;br /&gt;
* Spy losses from info ops limited to 0.006x LAND (0.003x LAND for Chameleon / Master Thief)&lt;br /&gt;
* Cyclone now has a 100% success rate&lt;br /&gt;
* Cyclone damage reduced to 1.5x wizards (from 3.5x) and 0.75% of max wonder health (from 2%)&lt;br /&gt;
* Cyclone no longer contributes toward wonder prestige gain (only attacking)&lt;br /&gt;
* Rebuilding a neutral wonder will no longer grant prestige&lt;br /&gt;
* Destroying a neutral wonder without rebuilding it will incur a penalty of 25 prestige to contributors in the realm that destroyed it&lt;br /&gt;
* Halls of Knowledge to spawn only in the first 14 days of the round&lt;br /&gt;
* Only one of the following wonders pairs spawn in a given round&lt;br /&gt;
  * Ancient Library/ Halls of Knowledge&lt;br /&gt;
  * Ivory Tower / Wizard Academy&lt;br /&gt;
* Ivory Tower and Wizard Academy no longer protect themselves from cyclone&lt;br /&gt;
* Imperial Armada now also grants -1% platinum tax from royal guard&lt;br /&gt;
* Horn of Plenty increased to +2% production to all resources (from +1%)&lt;br /&gt;
* Factory of Legends reduced to -20% construction platinum cost (from -25%)&lt;br /&gt;
* Base prestige gain on attacks increased to 22.5 (from 20)&lt;br /&gt;
* Maximum prestige decreased to 90% of land size (from 100%)&lt;br /&gt;
* Dark Elf Adept: Wizard Guild requirement increased to 9% (from 8%) per point to a maximum of +4/+4 (from +5/+5)&lt;br /&gt;
Fixed&lt;br /&gt;
* War declarations in the town crier will now display the realm names as they were at that exact time&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_22&amp;diff=749</id>
		<title>Round 22</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_22&amp;diff=749"/>
		<updated>2021-01-11T14:31:01Z</updated>

		<summary type="html">&lt;p&gt;Slz: Created page with &amp;quot;{{Round_finish  | round = 22  | round_id = 30   | winner_player =   | winner_dominion =   | winner_race =    | second_player =  | second_dominion =   | second_race =    | thir...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Round_finish&lt;br /&gt;
 | round = 22&lt;br /&gt;
 | round_id = 30&lt;br /&gt;
&lt;br /&gt;
 | winner_player = &lt;br /&gt;
 | winner_dominion = &lt;br /&gt;
 | winner_race = &lt;br /&gt;
&lt;br /&gt;
 | second_player =&lt;br /&gt;
 | second_dominion = &lt;br /&gt;
 | second_race = &lt;br /&gt;
&lt;br /&gt;
 | third_player = &lt;br /&gt;
 | third_dominion = &lt;br /&gt;
 | third_race = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=748</id>
		<title>Round 21/Changes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=748"/>
		<updated>2021-01-11T14:28:17Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added&lt;br /&gt;
New tech system&lt;br /&gt;
* Number of techs increased from 27 to 66 (with smaller bonuses)&lt;br /&gt;
* Tech cost changed to a flat 10,000&lt;br /&gt;
* Platinum bonus now rewards 750 RPs&lt;br /&gt;
* Schools now generate 26 RP/hour per 1% owned (max 40%)&lt;br /&gt;
* RPs from invasion changed to MAX(1000, daysInRound/0.03), halved for hits under 75%, none for hits under 60%&lt;br /&gt;
&lt;br /&gt;
Three new wonders:&lt;br /&gt;
* Hanging Gardens: +20% food production&lt;br /&gt;
* Gnomish Mining Machine: +10% ore production&lt;br /&gt;
* Horn of Plenty: +1% platinum/lumber/ore/food/mana/gem production&lt;br /&gt;
&lt;br /&gt;
Changed&lt;br /&gt;
* Maximum pack size changed to 4 (from 5)&lt;br /&gt;
* Maximum packed players per realm changed to 6 (from 7)&lt;br /&gt;
* Cooldown before redeclaring war on same realm increased to 48 hours (from 24)&lt;br /&gt;
* Prestige gain is no longer reduced due to recent invasions&lt;br /&gt;
* NPD defense above 525 acres reduced slightly&lt;br /&gt;
* Wonder power on respawn is now rounded to the nearest 10,000&lt;br /&gt;
* Rebuilding neutral wonders now provide 25 prestige for the entire realm&lt;br /&gt;
* Destroying a wonder when you already have one only awards 25 prestige&lt;br /&gt;
* Neutral wonders will now have an HP cap of daysInRound*25000 (min 175k, max 500k)&lt;br /&gt;
* Most Wonders Destroyed title removed&lt;br /&gt;
* Max wonders available changed to: Realms * 0.4 (from 0.5)&lt;br /&gt;
* Cyclone damage now capped at 2% of a wonders max HP (from 1.5%)&lt;br /&gt;
* Base cyclone damage changed to 3.5x max(wizards,Acres) (from 5x)&lt;br /&gt;
* Wonder invasion casualties reduced to to 3.5% casualties (from 5%)&lt;br /&gt;
* Energy Mirror: mana cost increased to 4.5x (from 4x), reflection chance increased to 30% (from 20%)&lt;br /&gt;
* Vision: mana cost decreased to 0.5x (from 1x)&lt;br /&gt;
* Goblin: +5 population from barren acres removed, +10 gem production bonus removed, castle improvement bonus changed to +20% for gems only (from +10% for all)&lt;br /&gt;
* Kobold: +5 pop on barren acres removed, population growth bonus reduced to +10% (from +20%)&lt;br /&gt;
* Human Cavalry: +25p&lt;br /&gt;
* Human Knight: +25p&lt;br /&gt;
* Icekin: +5% platinum production, AM cost reduction reduced to -100p (from -175p)&lt;br /&gt;
* Lizardfolk Chameleon: +25p&lt;br /&gt;
* Lizardfolk Lizardman: *50p&lt;br /&gt;
* Lycanthrope: maximum population increased to +7.5% (from +5%)&lt;br /&gt;
* Nox Nightshade: *40r, +1 DP, DP increased by 1 per 12% swamp max +3 (from 1 per 10% max +4)&lt;br /&gt;
* Sylvan Centaur: *35r&lt;br /&gt;
* Troll Smasher: *25p, loses race*targeting bonuses&lt;br /&gt;
* Wood Elf Druid: +25p&lt;br /&gt;
* Wood Elf Longbowman: +30p&lt;br /&gt;
&lt;br /&gt;
Fixed&lt;br /&gt;
* Wonder prestige gains and damage are now rounded to the nearest integer&lt;br /&gt;
* An untold number of small tweaks&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=747</id>
		<title>Round 21/Changes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=747"/>
		<updated>2021-01-11T14:27:49Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added&lt;br /&gt;
New tech system&lt;br /&gt;
* Number of techs increased from 27 to 66 (with smaller bonuses)&lt;br /&gt;
* Tech cost changed to a flat 10,000&lt;br /&gt;
* Platinum bonus now rewards 750 RPs&lt;br /&gt;
* Schools now generate 26 RP/hour per 1% owned (max 40%)&lt;br /&gt;
* RPs from invasion changed to MAX(1000, daysInRound/0.03), halved for hits under 75%, none for hits under 60%&lt;br /&gt;
&lt;br /&gt;
Three new wonders:&lt;br /&gt;
* Hanging Gardens: +20% food production&lt;br /&gt;
* Gnomish Mining Machine: +10% ore production&lt;br /&gt;
* Horn of Plenty: +1% platinum/lumber/ore/food/mana/gem production&lt;br /&gt;
&lt;br /&gt;
Changed&lt;br /&gt;
* Maximum pack size changed to 4 (from 5)&lt;br /&gt;
* Maximum packed players per realm changed to 6 (from 7)&lt;br /&gt;
* Cooldown before redeclaring war on same realm increased to 48 hours (from 24)&lt;br /&gt;
* Prestige gain is no longer reduced due to recent invasions&lt;br /&gt;
* NPD defense above 525 acres reduced slightly&lt;br /&gt;
* Wonder power on respawn is now rounded to the nearest 10,000&lt;br /&gt;
* Rebuilding neutral wonders now provide 25 prestige for the entire realm&lt;br /&gt;
* Destroying a wonder when you already have one only awards 25 prestige&lt;br /&gt;
* Neutral wonders will now have an HP cap of daysInRound*25000 (min 175k, max 500k)&lt;br /&gt;
* Most Wonders Destroyed title removed&lt;br /&gt;
* Max wonders available changed to: Realms * 0.4 (from 0.5)&lt;br /&gt;
* Cyclone damage now capped at 2% of a wonders max HP (from 1.5%)&lt;br /&gt;
* Base cyclone damage changed to 3.5x max(wizards,Acres) (from 5x)&lt;br /&gt;
* Wonder invasion casualties reduced to to 3.5% casualties (from 5%)&lt;br /&gt;
* Energy Mirror: mana cost increased to 4.5x (from 4x), reflection chance increased to 30% (from 20%)&lt;br /&gt;
* Vision: mana cost decreased to 0.5x (from 1x)&lt;br /&gt;
* Goblin: +5 population from barren acres removed, +10 gem production bonus removed, castle improvement bonus changed to +20% for gems only (from +10% for all)&lt;br /&gt;
* Kobold: +5 pop on barren acres removed, population growth bonus reduced to +10% (from +20%)&lt;br /&gt;
* Human Cavalry: +25p&lt;br /&gt;
* Human Knight: +25p&lt;br /&gt;
* Icekin: +5% platinum production, AM cost reduction reduced to *100p (from *175p)&lt;br /&gt;
* Lizardfolk Chameleon: +25p&lt;br /&gt;
* Lizardfolk Lizardman: *50p&lt;br /&gt;
* Lycanthrope: maximum population increased to +7.5% (from +5%)&lt;br /&gt;
* Nox Nightshade: *40r, +1 DP, DP increased by 1 per 12% swamp max +3 (from 1 per 10% max +4)&lt;br /&gt;
* Sylvan Centaur: *35r&lt;br /&gt;
* Troll Smasher: *25p, loses race*targeting bonuses&lt;br /&gt;
* Wood Elf Druid: +25p&lt;br /&gt;
* Wood Elf Longbowman: +30p&lt;br /&gt;
&lt;br /&gt;
Fixed&lt;br /&gt;
* Wonder prestige gains and damage are now rounded to the nearest integer&lt;br /&gt;
* An untold number of small tweaks&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=746</id>
		<title>Round 21/Changes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21/Changes&amp;diff=746"/>
		<updated>2021-01-11T14:26:22Z</updated>

		<summary type="html">&lt;p&gt;Slz: Created page with &amp;quot;Added - Brand new Tech system!   - Number of techs increased from 27 to 66 (with smaller bonuses)   - Tech cost changed to a flat 10,000   - Platinum bonus now rewards 750 RPs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added&lt;br /&gt;
- Brand new Tech system!&lt;br /&gt;
  - Number of techs increased from 27 to 66 (with smaller bonuses)&lt;br /&gt;
  - Tech cost changed to a flat 10,000&lt;br /&gt;
  - Platinum bonus now rewards 750 RPs&lt;br /&gt;
  - Schools now generate 26 RP/hour per 1% owned (max 40%)&lt;br /&gt;
  - RPs from invasion changed to MAX(1000, daysInRound/0.03), halved for hits under 75%, none for hits under 60%&lt;br /&gt;
- Three new wonders:&lt;br /&gt;
  - Hanging Gardens: +20% food production&lt;br /&gt;
  - Gnomish Mining Machine: +10% ore production&lt;br /&gt;
  - Horn of Plenty: +1% platinum/lumber/ore/food/mana/gem production&lt;br /&gt;
- Threads with new posts will be displayed in bold on the first page load&lt;br /&gt;
- Added additional data to incoming land/building display in advisors/ops&lt;br /&gt;
&lt;br /&gt;
Changed&lt;br /&gt;
- Maximum pack size changed to 4 (from 5)&lt;br /&gt;
- Maximum packed players per realm changed to 6 (from 7)&lt;br /&gt;
- Cooldown before redeclaring war on same realm increased to 48 hours (from 24)&lt;br /&gt;
- Prestige gain is no longer reduced due to recent invasions&lt;br /&gt;
- NPD defense above 525 acres reduced slightly&lt;br /&gt;
- Wonder power on respawn is now rounded to the nearest 10,000&lt;br /&gt;
- Rebuilding neutral wonders now provide 25 prestige for the entire realm&lt;br /&gt;
- Destroying a wonder when you already have one only awards 25 prestige&lt;br /&gt;
- Neutral wonders will now have an HP cap of daysInRound*25000 (min 175k, max 500k)&lt;br /&gt;
- Most Wonders Destroyed title removed&lt;br /&gt;
- Max wonders available changed to: Realms * 0.4 (from 0.5)&lt;br /&gt;
- Cyclone damage now capped at 2% of a wonders max HP (from 1.5%)&lt;br /&gt;
- Base cyclone damage changed to 3.5x max(wizards,Acres) (from 5x)&lt;br /&gt;
- Wonder invasion casualties reduced to to 3.5% casualties (from 5%)&lt;br /&gt;
- Energy Mirror: mana cost increased to 4.5x (from 4x), reflection chance increased to 30% (from 20%)&lt;br /&gt;
- Vision: mana cost decreased to 0.5x (from 1x)&lt;br /&gt;
- Goblin: +5 population from barren acres removed, +10 gem production bonus removed, castle improvement bonus changed to +20% for gems only (from +10% for all)&lt;br /&gt;
- Kobold: +5 pop on barren acres removed, population growth bonus reduced to +10% (from +20%)&lt;br /&gt;
- Human Cavalry: +25p&lt;br /&gt;
- Human Knight: +25p&lt;br /&gt;
- Icekin: +5% platinum production, AM cost reduction reduced to -100p (from -175p)&lt;br /&gt;
- Lizardfolk Chameleon: +25p&lt;br /&gt;
- Lizardfolk Lizardman: -50p&lt;br /&gt;
- Lycanthrope: maximum population increased to +7.5% (from +5%)&lt;br /&gt;
- Nox Nightshade: -40r, +1 DP, DP increased by 1 per 12% swamp max +3 (from 1 per 10% max +4)&lt;br /&gt;
- Sylvan Centaur: -35r&lt;br /&gt;
- Troll Smasher: -25p, loses race-targeting bonuses&lt;br /&gt;
- Wood Elf Druid: +25p&lt;br /&gt;
- Wood Elf Longbowman: +30p&lt;br /&gt;
&lt;br /&gt;
Fixed&lt;br /&gt;
- Wonder prestige gains and damage are now rounded to the nearest integer&lt;br /&gt;
- An untold number of small tweaks&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Offensive_power&amp;diff=743</id>
		<title>Offensive power</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Offensive_power&amp;diff=743"/>
		<updated>2021-01-09T18:29:46Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation_notice&lt;br /&gt;
| current_article_redirector = OP&lt;br /&gt;
| current_article_summary = Offensive Power&lt;br /&gt;
| alternate_article_summary = articles about spy-ops, info-ops, and black-ops&lt;br /&gt;
| alternate_article = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive power&#039;&#039;&#039; (OP) is a measurement of the [[invading]] strength of a unit or [[dominion|dominion&#039;s]] entire army.&lt;br /&gt;
&lt;br /&gt;
OP is calculated by adding up the raw OP and then applying OP modifiers (mods).&lt;br /&gt;
&lt;br /&gt;
== Raw OP ==&lt;br /&gt;
&lt;br /&gt;
Raw OP is typically made up of your [[military|specialist OP units and your elite OP units]]. Some races, such as [[Goblin]] and [[Troll]], have two elite OP units and are played slightly differently.&lt;br /&gt;
&lt;br /&gt;
Many races have a small amount of OP on their elite defensive units. For example, [[Human]] Knights have 2 OP and 6 DP. Although these units can be used as part of your OP, they are practically never used. When used, it&#039;s usually considered a [[#Suicide|suicide attack]] or a very small amount are sent when traditional OP units only barely do not break the target&#039;s DP.&lt;br /&gt;
&lt;br /&gt;
== 5:4 (Suicide) ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;suicide&#039;&#039;&#039; is an attack where the offensive power also consists of elite defenders, or when the attacker sends out an unsafe amount of offensive power leaving little [[turtle]] DP at home.&lt;br /&gt;
&lt;br /&gt;
The amount of OP (modded, with bonuses) sent cannot exceed a ratio of 5:4 relative to DP (modded, with bonuses).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;OP/DP&amp;lt;=1.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! OP&lt;br /&gt;
! DP&lt;br /&gt;
! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 12500&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/8000=0.80&amp;lt;5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 10000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/10000=1.0&amp;lt;5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 8000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/8000=1.25=5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 6000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/6000=1.33&amp;gt;5/4&amp;lt;/math&amp;gt; Not OK to send&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, you must always leave at least 33% of your total all-in DP at home at all times. This means that you cannot suicide your dominion into having no DP at all.&lt;br /&gt;
&lt;br /&gt;
== OP mods ==&lt;br /&gt;
&lt;br /&gt;
* Racial bonus: some races have a racial OP bonus; ([[Gnome]] and [[Troll]]).&lt;br /&gt;
* [[Magic]]: some races have a racial spell which gives an OP bonus; [[Human]], [[Goblin]], [[Nomad]].&lt;br /&gt;
* [[Prestige]]: an important incentive for [[attackers]], gained and lost through [[invading]].&lt;br /&gt;
* [[Buildings|Gryphon Nest]]: a modifier building often used later in the [[round]], or early in the round as an aggressive push. &lt;br /&gt;
* [[Castle#Castle_Parts|Forges]]: a slower and efficient way to grow your OP with [[castle]] improvements. &lt;br /&gt;
* [[Morale]]: a multiplicative bonus which can lower OP bonuses.&lt;br /&gt;
&lt;br /&gt;
All OP mods, except for morale, are additive (summed up together):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[Racial Bonus] + [Spell Bonus] + [Prestige Bonus] + [Gryphon Nest Bonus] + [Forges] = OP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If morale is less than 100%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( [Racial Bonus] + [Spell Bonus] + [Prestige Bonus] + [Gryphon Nest Bonus] + [Forges] ) * [Morale Penalty] = OP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Buildings|Temples]] are not considered an OP bonus and are not included in any OP calculations. Instead, it is considered a negative DP bonus for the target.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Defensive power]]&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Invading&amp;diff=742</id>
		<title>Invading</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Invading&amp;diff=742"/>
		<updated>2021-01-09T18:28:09Z</updated>

		<summary type="html">&lt;p&gt;Slz: &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;5 * (Total Acres - 150)&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 usually 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 the land conquered plus 66.67%. 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;
! &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;
| 22&lt;br /&gt;
| 27&lt;br /&gt;
| 36&lt;br /&gt;
| 48&lt;br /&gt;
| 55&lt;br /&gt;
| 75&lt;br /&gt;
| 123&lt;br /&gt;
|-&lt;br /&gt;
| 1000&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 43&lt;br /&gt;
| 55&lt;br /&gt;
| 72&lt;br /&gt;
| 96&lt;br /&gt;
| 111&lt;br /&gt;
| 150&lt;br /&gt;
| 247&lt;br /&gt;
|-&lt;br /&gt;
| 1500&lt;br /&gt;
| 10&lt;br /&gt;
| 39&lt;br /&gt;
| 65&lt;br /&gt;
| 83&lt;br /&gt;
| 109&lt;br /&gt;
| 144&lt;br /&gt;
| 167&lt;br /&gt;
| 225&lt;br /&gt;
| 370&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 10&lt;br /&gt;
| 52&lt;br /&gt;
| 87&lt;br /&gt;
| 110&lt;br /&gt;
| 145&lt;br /&gt;
| 192&lt;br /&gt;
| 223&lt;br /&gt;
| 300&lt;br /&gt;
| 494&lt;br /&gt;
|-&lt;br /&gt;
| 2500&lt;br /&gt;
| 10&lt;br /&gt;
| 66&lt;br /&gt;
| 109&lt;br /&gt;
| 138&lt;br /&gt;
| 182&lt;br /&gt;
| 240&lt;br /&gt;
| 278&lt;br /&gt;
| 375&lt;br /&gt;
| 617&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 10&lt;br /&gt;
| 79&lt;br /&gt;
| 131&lt;br /&gt;
| 166&lt;br /&gt;
| 218&lt;br /&gt;
| 288&lt;br /&gt;
| 334&lt;br /&gt;
| 450&lt;br /&gt;
| 741&lt;br /&gt;
|-&lt;br /&gt;
| 3500&lt;br /&gt;
| 11&lt;br /&gt;
| 92&lt;br /&gt;
| 153&lt;br /&gt;
| 194&lt;br /&gt;
| 255&lt;br /&gt;
| 336&lt;br /&gt;
| 390&lt;br /&gt;
| 525&lt;br /&gt;
| 864&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 12&lt;br /&gt;
| 105&lt;br /&gt;
| 175&lt;br /&gt;
| 221&lt;br /&gt;
| 291&lt;br /&gt;
| 384&lt;br /&gt;
| 446&lt;br /&gt;
| 601&lt;br /&gt;
| 988&lt;br /&gt;
|-&lt;br /&gt;
| 4500&lt;br /&gt;
| 14&lt;br /&gt;
| 119&lt;br /&gt;
| 197&lt;br /&gt;
| 249&lt;br /&gt;
| 328&lt;br /&gt;
| 432&lt;br /&gt;
| 502&lt;br /&gt;
| 676&lt;br /&gt;
| 1111&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 16&lt;br /&gt;
| 132&lt;br /&gt;
| 219&lt;br /&gt;
| 277&lt;br /&gt;
| 364&lt;br /&gt;
| 480&lt;br /&gt;
| 557&lt;br /&gt;
| 751&lt;br /&gt;
| 1235&lt;br /&gt;
|-&lt;br /&gt;
| 5500&lt;br /&gt;
| 17&lt;br /&gt;
| 145&lt;br /&gt;
| 241&lt;br /&gt;
| 305&lt;br /&gt;
| 400&lt;br /&gt;
| 528&lt;br /&gt;
| 613&lt;br /&gt;
| 826&lt;br /&gt;
| 1358&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 19&lt;br /&gt;
| 158&lt;br /&gt;
| 263&lt;br /&gt;
| 332&lt;br /&gt;
| 437&lt;br /&gt;
| 611&lt;br /&gt;
| 669&lt;br /&gt;
| 901&lt;br /&gt;
| 1482&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 that by 1.66667 (or 5/3rds) 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;math&amp;gt;0.9 * (0.304 * (range^2) - 0.227 * range + 0.048) * AttackerSize&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, if target range is less than 75%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;0.9 * (0.154 * range - 0.069) * AttackerSize&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If target range is 75% or higher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;0.9 * (0.129 * range - 0.048) * AttackerSize&amp;lt;/math&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 15%. 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;
== 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 15% (if [[OP]] is 85% 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;
== 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>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=710</id>
		<title>Round 21</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=710"/>
		<updated>2021-01-01T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Round_finish&lt;br /&gt;
 | round = 21&lt;br /&gt;
 | round_id = 28&lt;br /&gt;
&lt;br /&gt;
 | winner_player = Robert&lt;br /&gt;
 | winner_dominion = Dr. Awkward&lt;br /&gt;
 | winner_race = Dark Elf&lt;br /&gt;
&lt;br /&gt;
 | second_player = Almezo&lt;br /&gt;
 | second_dominion = Creed Bratton&lt;br /&gt;
 | second_race = Goblin&lt;br /&gt;
&lt;br /&gt;
 | third_player = Faith&lt;br /&gt;
 | third_dominion = Cliffs of Insanity&lt;br /&gt;
 | third_race = Sylvan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
Round 21 began on November 11th and ended on December 13th. This round saw the introduction of a brand new tech system with the number of techs increased from 27 to 66 (with smaller bonuses). 3 new [[wonders]] were added (Hanging gardens, Gnomish Mining Machine and Horn of Plenty), maximum pack size was changed to 4 (down from 5) and the maximum number of packed players per realm was changed to 6 (down from 7).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Round Win Story ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Status Screen&lt;br /&gt;
Overview&lt;br /&gt;
Ruler:	Otto&lt;br /&gt;
Race:	Dark Elf&lt;br /&gt;
Land:	8,598&lt;br /&gt;
Peasants:	48,679&lt;br /&gt;
Employment:	100.00%&lt;br /&gt;
Networth:	1,761,572&lt;br /&gt;
Prestige:	2,306&lt;br /&gt;
Resources&lt;br /&gt;
Platinum:	1,773,814&lt;br /&gt;
Food:	177,130&lt;br /&gt;
Lumber:	75,294&lt;br /&gt;
Mana:	125,641&lt;br /&gt;
Ore:	343,782&lt;br /&gt;
Gems:	241,416&lt;br /&gt;
Research Points:	1,738&lt;br /&gt;
Boats:	4,991&lt;br /&gt;
Military&lt;br /&gt;
Morale:	100%&lt;br /&gt;
Draftees:	4,610&lt;br /&gt;
Swordsman:	43,572&lt;br /&gt;
Gargoyle:	0&lt;br /&gt;
Adept:	70,863&lt;br /&gt;
Spirit Warrior:	28,807&lt;br /&gt;
Spies:	1,232&lt;br /&gt;
Wizards:	0&lt;br /&gt;
Archmages:	0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Construction Advisor&lt;br /&gt;
Building Type	Constructed	With incoming&lt;br /&gt;
Home	550	(6.40%)	550	(6.40%)&lt;br /&gt;
Alchemy	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Farm	280	(3.26%)	280	(3.26%)&lt;br /&gt;
Smithy	918	(10.68%)	918	(10.68%)&lt;br /&gt;
Masonry	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Ore Mine	200	(2.33%)	200	(2.33%)&lt;br /&gt;
Gryphon Nest	233	(2.71%)	233	(2.71%)&lt;br /&gt;
Tower	289	(3.36%)	289	(3.36%)&lt;br /&gt;
Wizard Guild	3,384	(39.36%)	3,384	(39.36%)&lt;br /&gt;
Temple	673	(7.83%)	673	(7.83%)&lt;br /&gt;
Diamond Mine	685	(7.97%)	685	(7.97%)&lt;br /&gt;
School	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Lumberyard	80	(0.93%)	80	(0.93%)&lt;br /&gt;
Forest Haven	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Factory	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Guard Tower	514	(5.98%)	514	(5.98%)&lt;br /&gt;
Shrine	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Barracks	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Dock	300	(3.49%)	300	(3.49%)&lt;br /&gt;
Total	8,106	(94.28%)	8,106	(94.28%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Science 	+4.80% platinum production	9,439,014&lt;br /&gt;
Keep 	+16.47% max population	27,390,917&lt;br /&gt;
Towers 	+3.37% wizard power, mana production, spell damage reduction	3,031,025&lt;br /&gt;
Forges 	+8.92% offensive power	22,760,696&lt;br /&gt;
Walls 	+8.81% defensive power	22,433,656&lt;br /&gt;
Harbor 	+5.34% food production, +10.68% boat production &amp;amp; protection	6,167,846&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Granaries	+2.5% food production&lt;br /&gt;
Planar Emissaries	+7.5% mana production&lt;br /&gt;
Aquaponics	+7.5% food production, -10% enemy fireball damage&lt;br /&gt;
Midas&#039;s Bargain	+2.5% platinum production&lt;br /&gt;
Master of Efficiency	-2% military training cost&lt;br /&gt;
Explorer&#039;s Instinct	-5% exploring platinum cost&lt;br /&gt;
Sneaky Spies	+10% resources gained from theft, -10% spy losses on failed operations&lt;br /&gt;
Mana Pools	-10% cost of spells&lt;br /&gt;
Banker&#039;s Friend	+10% better exchange rates&lt;br /&gt;
Prefabrication	-5% construction platinum cost&lt;br /&gt;
Miser&#039;s Grasp	-20% resources lost to theft&lt;br /&gt;
Sleeper Agents	+1% maximum population, -12.5% spy losses on failed operations&lt;br /&gt;
Pastoral Planner	+1.5% maximum population&lt;br /&gt;
Preservationist	-25% food decay, -25% lumber rot, -25% mana drain&lt;br /&gt;
Explorer&#039;s Intuition	-5% exploring platinum cost&lt;br /&gt;
Architect&#039;s Touch	-2.5% construction platinum cost&lt;br /&gt;
Ancient Mines	+2.5% gem production&lt;br /&gt;
Dark Artistry	+2 spy strength per hour, +2 wizard strength per hour&lt;br /&gt;
Maelstrom	+15% cyclone damage&lt;br /&gt;
Arcane Bloodlines	-5% cost of spies, -15% cost of wizards&lt;br /&gt;
Trick of the Light	Fool&#039;s Gold protects ore/lumber&lt;br /&gt;
Opulence	+2.5% gem production, +7.5% ore production&lt;br /&gt;
Midas&#039;s Fountain	+5% platinum production&lt;br /&gt;
Master of Strategy	-2% military training cost&lt;br /&gt;
Architect&#039;s Flourish	-7.5% construction platinum cost&lt;br /&gt;
Wizard Nexus	+1 wizard strength per hour&lt;br /&gt;
Master of Resources	-2% military training cost&lt;br /&gt;
Avatar of Ares	+2.5% offensive power, +7.5% wizard power&lt;br /&gt;
Master of Discipline	-2% military training cost&lt;br /&gt;
Visionary Expansionist	+1% maximum population, +15% population growth&lt;br /&gt;
Ross&#039; Benevolence	-1% platinum tax from Royal Guard&lt;br /&gt;
Urban Planner	+1.5% maximum population&lt;br /&gt;
Jeweller&#039;s Delight	+2.5% gem production, -5% cost of self spells&lt;br /&gt;
Carpenter&#039;s Expertise	-5% construction platinum cost, -5% construction lumber cost&lt;br /&gt;
Surveyor&#039;s Sense	-12.5% rezoning platinum cost&lt;br /&gt;
Survivalist Mentality	+5% fewer casualties, +5% increased prestige gains&lt;br /&gt;
Reinforced Bulwarks	+30% bonus to harbor investment, +30% bonus to towers investment&lt;br /&gt;
Military Culture	+10% increased prestige gains&lt;br /&gt;
Wavehacker	+5 boat capacity, +5% fewer casualties&lt;br /&gt;
Ares&#039; Favor	+2.5% offensive power&lt;br /&gt;
Spy Network	+1 spy strength per hour&lt;br /&gt;
Bunk Beds	+2 barracks housing&lt;br /&gt;
Centralized Intelligence	-15% cost of spies, -5% cost of wizards&lt;br /&gt;
Carpenter&#039;s Knowhow	-2.5% construction platinum cost&lt;br /&gt;
Surveyor&#039;s Insight	-7.5% rezoning platinum cost&lt;br /&gt;
Battle Tactics	+5% fewer casualties&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=709</id>
		<title>Round 21</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=709"/>
		<updated>2021-01-01T19:33:13Z</updated>

		<summary type="html">&lt;p&gt;Slz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Round_finish&lt;br /&gt;
 | round = 21&lt;br /&gt;
 | round_id = 28&lt;br /&gt;
&lt;br /&gt;
 | winner_player = Robert&lt;br /&gt;
 | winner_dominion = Dr. Awkward&lt;br /&gt;
 | winner_race = Dark Elf&lt;br /&gt;
&lt;br /&gt;
 | second_player = Almezo&lt;br /&gt;
 | second_dominion = Creed Bratton&lt;br /&gt;
 | second_race = Goblin&lt;br /&gt;
&lt;br /&gt;
 | third_player = Faith&lt;br /&gt;
 | third_dominion = Cliffs of Insanity&lt;br /&gt;
 | third_race = Sylvan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
Round 21 began on November 11th and ended on December 13th. This round saw the introduction of a brand new tech system with the number of techs increased from 27 to 66 (with smaller bonuses). 3 new [[wonders]] were added (Hanging gardens, Gnomish Mining Machine and Horn of Plenty), maximum pack size was changed to 4 (down from 5) and the maximum number of packed players per realm was changed to 6 (down from 7).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Round Win Story ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Status Screen&lt;br /&gt;
Overview&lt;br /&gt;
Ruler:	Otto&lt;br /&gt;
Race:	Dark Elf&lt;br /&gt;
Land:	8,598 (189.59%)&lt;br /&gt;
Peasants:	48,679&lt;br /&gt;
Employment:	100.00%&lt;br /&gt;
Networth:	1,761,572&lt;br /&gt;
Prestige:	2,306&lt;br /&gt;
Resources&lt;br /&gt;
Platinum:	1,773,814&lt;br /&gt;
Food:	177,130&lt;br /&gt;
Lumber:	75,294&lt;br /&gt;
Mana:	125,641&lt;br /&gt;
Ore:	343,782&lt;br /&gt;
Gems:	241,416&lt;br /&gt;
Research Points:	1,738&lt;br /&gt;
Boats:	4,991&lt;br /&gt;
Military&lt;br /&gt;
Morale:	100%&lt;br /&gt;
Draftees:	4,610&lt;br /&gt;
Swordsman:	43,572&lt;br /&gt;
Gargoyle:	0&lt;br /&gt;
Adept:	70,863&lt;br /&gt;
Spirit Warrior:	28,807&lt;br /&gt;
Spies:	1,232&lt;br /&gt;
Wizards:	0&lt;br /&gt;
Archmages:	0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Construction Advisor&lt;br /&gt;
Building Type	Constructed	With incoming&lt;br /&gt;
Home	550	(6.40%)	550	(6.40%)&lt;br /&gt;
Alchemy	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Farm	280	(3.26%)	280	(3.26%)&lt;br /&gt;
Smithy	918	(10.68%)	918	(10.68%)&lt;br /&gt;
Masonry	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Ore Mine	200	(2.33%)	200	(2.33%)&lt;br /&gt;
Gryphon Nest	233	(2.71%)	233	(2.71%)&lt;br /&gt;
Tower	289	(3.36%)	289	(3.36%)&lt;br /&gt;
Wizard Guild	3,384	(39.36%)	3,384	(39.36%)&lt;br /&gt;
Temple	673	(7.83%)	673	(7.83%)&lt;br /&gt;
Diamond Mine	685	(7.97%)	685	(7.97%)&lt;br /&gt;
School	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Lumberyard	80	(0.93%)	80	(0.93%)&lt;br /&gt;
Forest Haven	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Factory	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Guard Tower	514	(5.98%)	514	(5.98%)&lt;br /&gt;
Shrine	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Barracks	0	(0.00%)	0	(0.00%)&lt;br /&gt;
Dock	300	(3.49%)	300	(3.49%)&lt;br /&gt;
Total	8,106	(94.28%)	8,106	(94.28%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Science 	+4.80% platinum production	9,439,014&lt;br /&gt;
Keep 	+16.47% max population	27,390,917&lt;br /&gt;
Towers 	+3.37% wizard power, mana production, spell damage reduction	3,031,025&lt;br /&gt;
Forges 	+8.92% offensive power	22,760,696&lt;br /&gt;
Walls 	+8.81% defensive power	22,433,656&lt;br /&gt;
Harbor 	+5.34% food production, +10.68% boat production &amp;amp; protection	6,167,846&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Granaries	+2.5% food production&lt;br /&gt;
Planar Emissaries	+7.5% mana production&lt;br /&gt;
Aquaponics	+7.5% food production, -10% enemy fireball damage&lt;br /&gt;
Midas&#039;s Bargain	+2.5% platinum production&lt;br /&gt;
Master of Efficiency	-2% military training cost&lt;br /&gt;
Explorer&#039;s Instinct	-5% exploring platinum cost&lt;br /&gt;
Sneaky Spies	+10% resources gained from theft, -10% spy losses on failed operations&lt;br /&gt;
Mana Pools	-10% cost of spells&lt;br /&gt;
Banker&#039;s Friend	+10% better exchange rates&lt;br /&gt;
Prefabrication	-5% construction platinum cost&lt;br /&gt;
Miser&#039;s Grasp	-20% resources lost to theft&lt;br /&gt;
Sleeper Agents	+1% maximum population, -12.5% spy losses on failed operations&lt;br /&gt;
Pastoral Planner	+1.5% maximum population&lt;br /&gt;
Preservationist	-25% food decay, -25% lumber rot, -25% mana drain&lt;br /&gt;
Explorer&#039;s Intuition	-5% exploring platinum cost&lt;br /&gt;
Architect&#039;s Touch	-2.5% construction platinum cost&lt;br /&gt;
Ancient Mines	+2.5% gem production&lt;br /&gt;
Dark Artistry	+2 spy strength per hour, +2 wizard strength per hour&lt;br /&gt;
Maelstrom	+15% cyclone damage&lt;br /&gt;
Arcane Bloodlines	-5% cost of spies, -15% cost of wizards&lt;br /&gt;
Trick of the Light	Fool&#039;s Gold protects ore/lumber&lt;br /&gt;
Opulence	+2.5% gem production, +7.5% ore production&lt;br /&gt;
Midas&#039;s Fountain	+5% platinum production&lt;br /&gt;
Master of Strategy	-2% military training cost&lt;br /&gt;
Architect&#039;s Flourish	-7.5% construction platinum cost&lt;br /&gt;
Wizard Nexus	+1 wizard strength per hour&lt;br /&gt;
Master of Resources	-2% military training cost&lt;br /&gt;
Avatar of Ares	+2.5% offensive power, +7.5% wizard power&lt;br /&gt;
Master of Discipline	-2% military training cost&lt;br /&gt;
Visionary Expansionist	+1% maximum population, +15% population growth&lt;br /&gt;
Ross&#039; Benevolence	-1% platinum tax from Royal Guard&lt;br /&gt;
Urban Planner	+1.5% maximum population&lt;br /&gt;
Jeweller&#039;s Delight	+2.5% gem production, -5% cost of self spells&lt;br /&gt;
Carpenter&#039;s Expertise	-5% construction platinum cost, -5% construction lumber cost&lt;br /&gt;
Surveyor&#039;s Sense	-12.5% rezoning platinum cost&lt;br /&gt;
Survivalist Mentality	+5% fewer casualties, +5% increased prestige gains&lt;br /&gt;
Reinforced Bulwarks	+30% bonus to harbor investment, +30% bonus to towers investment&lt;br /&gt;
Military Culture	+10% increased prestige gains&lt;br /&gt;
Wavehacker	+5 boat capacity, +5% fewer casualties&lt;br /&gt;
Ares&#039; Favor	+2.5% offensive power&lt;br /&gt;
Spy Network	+1 spy strength per hour&lt;br /&gt;
Bunk Beds	+2 barracks housing&lt;br /&gt;
Centralized Intelligence	-15% cost of spies, -5% cost of wizards&lt;br /&gt;
Carpenter&#039;s Knowhow	-2.5% construction platinum cost&lt;br /&gt;
Surveyor&#039;s Insight	-7.5% rezoning platinum cost&lt;br /&gt;
Battle Tactics	+5% fewer casualties&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=705</id>
		<title>Round 21</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Round_21&amp;diff=705"/>
		<updated>2021-01-01T15:12:58Z</updated>

		<summary type="html">&lt;p&gt;Slz: Created page with &amp;quot;{{Round_finish  | round = 21  | round_id = 28   | winner_player = Robert  | winner_dominion = Dr. Awkward  | winner_race = Dark Elf   | second_player = Almezo  | second_domini...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Round_finish&lt;br /&gt;
 | round = 21&lt;br /&gt;
 | round_id = 28&lt;br /&gt;
&lt;br /&gt;
 | winner_player = Robert&lt;br /&gt;
 | winner_dominion = Dr. Awkward&lt;br /&gt;
 | winner_race = Dark Elf&lt;br /&gt;
&lt;br /&gt;
 | second_player = Almezo&lt;br /&gt;
 | second_dominion = Creed Bratton&lt;br /&gt;
 | second_race = Goblin&lt;br /&gt;
&lt;br /&gt;
 | third_player = Faith&lt;br /&gt;
 | third_dominion = Cliffs of Insanity&lt;br /&gt;
 | third_race = Sylvan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
Round 21 began on November 11th and ended on December 31th.&lt;/div&gt;</summary>
		<author><name>Slz</name></author>
	</entry>
</feed>