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	<updated>2026-05-28T03:55:04Z</updated>
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	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2525</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2525"/>
		<updated>2026-04-08T08:40:24Z</updated>

		<summary type="html">&lt;p&gt;Truth Seeker: Adding the conversion ratios of the Transmutation Hero Upgrade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Heroes&#039;&#039;&#039; are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit.&lt;br /&gt;
&lt;br /&gt;
== Creating a Hero ==&lt;br /&gt;
&lt;br /&gt;
Creating a hero can be done at any time in the life of a Dominion, simply by going to the Heroes page, located under the &#039;Dominion&#039; heading in the left-hand side menu. Select the type from the dropdown, press the Randomize button or name the Hero yourself, and that&#039;s all that&#039;s needed to create one. Names cannot be edited, however, so choose the name wisely. &lt;br /&gt;
&lt;br /&gt;
== Types, Scaling, and Experience ==&lt;br /&gt;
&lt;br /&gt;
There are eight types of basic Heroes in the game. Each type grants a different bonus, aimed at improving different aspects of a Dominion. They gain experience through taking [[Ops#Info_Ops|Info Ops]] or [[Ops#Theft_.26_Black_Ops|Black Ops]], but not Theft Ops, as well as through exploring and invading other Dominions. Experience is lost when being invaded, though Heroes can never lose a level in this way. Every hero starts at level 0, where no bonus is granted, and can reach level 12 at most. &lt;br /&gt;
&lt;br /&gt;
=== Types and Scaling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Type of Hero&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Bonus Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Scaling per level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Platinum Production &lt;br /&gt;
| +0.30 %&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Architect&lt;br /&gt;
| Construction Cost&lt;br /&gt;
| -1.25 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| Military Unit Cost&lt;br /&gt;
| -0.20 %&lt;br /&gt;
| Gnome Ore Costs not affected.&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Investment&lt;br /&gt;
| +0.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Farmer&lt;br /&gt;
| Food Produced&lt;br /&gt;
| +1.5 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Healer&lt;br /&gt;
| Casualty Reduction&lt;br /&gt;
| +1.00 %&lt;br /&gt;
| Non-unit [[Casualties#List_of_Casualty_Reducing_Bonuses|casualty]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| Infiltrator&lt;br /&gt;
| Spy Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Wizard Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Scholar (heavy tech)&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| +0.15 %&lt;br /&gt;
| Requires 7500 RP&lt;br /&gt;
|-&lt;br /&gt;
| Scion (deconverter)&lt;br /&gt;
| Explore Cost&lt;br /&gt;
| -0.25 %&lt;br /&gt;
| Requires 5 successful attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bonus scales per level, and is found by multiplying the level with the scaling per level. E.g. a level 5 Blacksmith will give 0.25 % x 5 = 1.00 % military cost reduction. Additionally, [[Shrines]] and the [[Wonders|Altar of Heroes]] increase the effectiveness of heroes. A level 10 Alchemist with the Altar of Heroes wonder would give 3.00 % extra platinum because the wonder increases hero bonuses by 100 %. Note that a level 0 hero will not give any benefits whatsoever, no matter the amount of other bonuses: multiplying by a hero level of 0 is always 0.&lt;br /&gt;
&lt;br /&gt;
As of round 46, it&#039;s possible to change between classes. This has a 96 hour cooldown and can be done between any class you have unlocked or would unlock. Any previous class you had will give half bonuses to what you had previously: if you had a level 4 Farmer before changing the class to something else, you would have a 3 % food produced bonus on top of your other hero bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
Experience or XP for heroes is gained in four distinct ways. The simplest, and the one most people will encounter, is by doing Info Ops on other &#039;&#039;human&#039;&#039; players. Every successful Info Op grants XP to a hero. As of round 48, this is tied to how much strength is expended. 1 % expended Wizard Strength grants 1 XP, while 1 % expended Spy Strength grants 0.5 XP. This is modified by Spyglass or being in Shadow League: those both lower strength used for info ops, and thus also lower XP attained.&lt;br /&gt;
&lt;br /&gt;
Bounties can also grant additional XP, but only for the first few you take per day. Those grant an additional 10 XP regardless of type of op. &lt;br /&gt;
&lt;br /&gt;
The second method of gaining experience is to use Friendly, Black or War Ops on someone else. Again, this is tied to expended strength. A friendly cast of Illumination grants 3 XP and costs 3 % Wizard Strength, a Plague also grants 5 XP for 5 % Wizard Strength, and an Assassinate Draftees grants 2.5 XP for 5 % Spy Strength baseline. Magic that is reflected back via the Spell Reflect spell does NOT count as a success here. &lt;br /&gt;
&lt;br /&gt;
The third method of gaining experience is exploring. For each acre explored _after protection_, your hero will gain 0.6 XP.&lt;br /&gt;
&lt;br /&gt;
The final method of gaining experience is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. &lt;br /&gt;
&lt;br /&gt;
For all of these methods, Shrines and the Altar of Heroes wonder offer increases in experience: 40 % per 1 % Shrines to a maximum of 200 %, or 20 % for the Altar. These stack with each other. These bonuses will very likely cause experience to be fractional, causing the message at the top of the screen to say &amp;quot;You gain 2.04 XP&amp;quot; or similar. The Hero &#039;overview&#039; you see from Disclosure will show integers, but the fraction is tracked, and can be seen in the Hero Bonuses list.&lt;br /&gt;
&lt;br /&gt;
Lead from the Front and Lead from the Shadows multiply the bonuses after the bonus XP from Shrines or Altar is locked in. Thus, if you have Lead from the Shadows, the Altar of Heroes, and cast a Fireball, you get 20 XP: 5 + 5 from Fireball itself and the Altar increasing that by 100 %, and then a 2x bonus from Lead from the Shadows. And if you invade someone for 100 acres (after generation) with 5 % Shrines and Lead from the Front, you get 100 + 200 from the invasion and the Shrines, which is then multiplied by 2.5x to 750 XP due to Lead from the Front. &lt;br /&gt;
&lt;br /&gt;
Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 XP, to a floor of whatever experience they need to retain their level. Heroes will never lose levels through invasion. Additionally, selecting a new type of hero, e.g. switching out an Alchemist for a Blacksmith, removes all experience gained within that class level. For example: switching your hero while you have a total of 1300 XP would put experience for the old class at 1200 and the new class at whatever floor it was at, starting at 0. If you later switch back to the first class, they would restart gaining experience at 1200.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;required&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 700&lt;br /&gt;
| 1200&lt;br /&gt;
| 1750&lt;br /&gt;
| 2300&lt;br /&gt;
| 2900&lt;br /&gt;
| 3500&lt;br /&gt;
| 4250&lt;br /&gt;
| 5000&lt;br /&gt;
| 6000&lt;br /&gt;
| 7500&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hero Upgrades == &lt;br /&gt;
&lt;br /&gt;
At levels 1, 2, 4, and 6, your hero can unlock a new perk from among the choices at that level. You must choose wisely: all choices are permanent. The advanced hero classes each have one upgrade that is automatically unlocked when selecting them, meaning you cannot opt out. For Scholar, this reduces your future improvements and for Scion, your offense is reduced so that you cannot attack again. (Though hitting wonders or raids is still okay.) Scion can also select between two choices at level 0: these two are one time use only, even if you take Scion, reclass out of Scion, and then class back into Scion at a later date.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Name of Upgrade&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Classes&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit of Knowledge&lt;br /&gt;
| N/A&lt;br /&gt;
| Scholar&lt;br /&gt;
| +25% research point production, -20% castle investment bonus&lt;br /&gt;
|-&lt;br /&gt;
| Disarmament&lt;br /&gt;
| N/A&lt;br /&gt;
| Scion&lt;br /&gt;
| -100% offensive power, Destroying military buildings (Docks, Gryphon Nests, Guard Towers, Smithies, and Temples) awards discounted land&lt;br /&gt;
|-&lt;br /&gt;
| Martyrdom&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reduces the cost of spy and wizard training by 1% per 15 prestige (max 50%) for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| Revised Strategy&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reset all techs, then gain RP to unlock up to 5 techs lost plus 50% of the remaining techs lost&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Lead from the Front&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| Experience gains from invasion and exploration are multiplied by 2.5x. Experience cannot be gained from magic and espionage &lt;br /&gt;
|-&lt;br /&gt;
| Lead from the Shadows&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| Experience gains from magic and espionage are multiplied by 2x &lt;br /&gt;
|-&lt;br /&gt;
| Enchantment&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| -1% wizard strength cost of self spells&lt;br /&gt;
|-&lt;br /&gt;
| Illusion&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Failed spy ops no longer reveal your identity&lt;br /&gt;
|-&lt;br /&gt;
| King&#039;s Banner&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| -2% morale loss from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Scribe&#039;s Journal&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| +10% research point gains from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Spyglass&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Survey Dominion and Land Spy now cost 1% spy strength&lt;br /&gt;
|-&lt;br /&gt;
| Divination&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| -10% cost of info spells&lt;br /&gt;
|-&lt;br /&gt;
| Hammer of Retribution&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +5 prestige gains from invasion if the target realm has attacked your realm (doubled if in the last 24 hours)&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Detection&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +20% enemy spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| Transmutation&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Mana can be converted&amp;lt;sup&amp;gt;[[#note1|*]]&amp;lt;/sup&amp;gt; into other resources&lt;br /&gt;
|-&lt;br /&gt;
| Abjuration&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -10% enemy lightning bolt damage&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Magic Sigils&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -2 hours enemy spell duration&lt;br /&gt;
|-&lt;br /&gt;
| Blade of Sundering&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % attack damage against wonders&lt;br /&gt;
|-&lt;br /&gt;
| Evocation&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +10% fireball damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff of the Stormcaller&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % Cyclone damage&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;note1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&#039;&#039;&#039;Transmutation Upgrade&#039;&#039;&#039; conversion ratios:&lt;br /&gt;
* Mana : Platinum, 1:1&lt;br /&gt;
* Mana : Lumber,   1:1&lt;br /&gt;
* Mana : Ore,      1:1&lt;br /&gt;
* Mana : Food,     2:1&lt;br /&gt;
&lt;br /&gt;
Note: Mana cannot be converted into gems&lt;br /&gt;
&lt;br /&gt;
== Strategy and Tips == &lt;br /&gt;
&lt;br /&gt;
Though Heroes are only a small part of your Dominion, and will not make or break a strategy, there are some strategic decisions to be made. As all bonuses are additive with other bonuses of the same name, certain Heroes and certain races do not necessarily work together well. For example, a typical [[Spirit]] build features heavy use of the Spectre with -80 % casualties if not bottomfeeding. A Healer would therefore not do much: that Hero would only reduce casualties on other OP or DP units, or when the High Cleric Tower [[Wonder]] is involved, reducing the use-case. [[Icekin]] only cares about the raw WPA for the Ice Elemental OP, and if they do have maximum or near-maximum raw WPA, it is not very likely that there will be any issues with most magic [[Ops]] they want to cast on others. The Sorcerer would likely be overkill and not add much. Lastly, a [[Gnome]] Explorer will get very limited use out of the Blacksmith: Ore costs cannot be reduced, and the Rockapult is already quite cheap on platinum. Combined with not always needing to actually train DP, the actual benefits would be rather limited.&lt;br /&gt;
&lt;br /&gt;
On the other hand, using an Infiltrator or Sorcerer Hero as the Dominion who helps the realm get ops on other people can be a useful boost and space-saver. The Infiltrator is likely more useful in this role, as it is possible to increase WPA via the Spires [[Improvements|Improvement]], but if the race is [[Halfling]] or [[Lizardfolk]] with a lot of Elite DP, the Sorcerer can see good use: the high native SPA means the ops needed are likely doable to get without any additional bonus. &lt;br /&gt;
&lt;br /&gt;
Rerolling a Hero is also an option that shouldn&#039;t be dismissed out of hand: requirements change as the round goes on. A converter might decide to run an Alchemist, Engineer, or Infiltrator for the first half of the round, but when the convert starts, they might switch to a Blacksmith to help with faster unit training; or they might decide to reroll into a Healer just before the first hit to have some extra casualty reduction. &lt;br /&gt;
&lt;br /&gt;
Lastly, the Healer, Infiltrator, and Sorcerer Heroes have bonuses that are directly tied to a method of experience gathering. For these Heroes, the level that they were as the button was pressed applies. For example: Dominion A has a level 1 Healer at 380 experience. They invade, hitting for 330 acres after generation, bringing the Healer to level 2 with 710 experience. However, casualties are still calculated with the level 1 Healer bonus. Any hits they take, however, would be calculated with the level 2 Healer.&lt;/div&gt;</summary>
		<author><name>Truth Seeker</name></author>
	</entry>
	<entry>
		<id>http://wiki.opendominion.net/index.php?title=Production&amp;diff=2524</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://wiki.opendominion.net/index.php?title=Production&amp;diff=2524"/>
		<updated>2026-03-25T19:25:41Z</updated>

		<summary type="html">&lt;p&gt;Truth Seeker: Updating the Research Points gain/production with current ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Production =&lt;br /&gt;
&lt;br /&gt;
To grow and prosper, your dominion must &#039;&#039;&#039;produce&#039;&#039;&#039; certain resources. This is your economy. There are seven different resources to produce, with platinum being the most important as it is used for [[Units|training]], [[Buildings|building]], [[Buildings|rezoning]] and [[exploring]].&lt;br /&gt;
&lt;br /&gt;
== Platinum ==&lt;br /&gt;
 &lt;br /&gt;
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every &#039;&#039;[[Population|employed]]&#039;&#039; peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion&#039;s raw (unmodified) platinum production is hence:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;[(Employed peasants) * 2.7] + (Alchemies * 45) &amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Possible bonuses to platinum production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All players may cast Midas&#039; Touch which increases platinum production by 10%.&lt;br /&gt;
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their &#039;&#039;raw&#039;&#039; production to 60 platinum per hour per alchemy.&lt;br /&gt;
* [[Castle Improvements|Science]]&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses - except for Firewalker Alchemist Flame - are put together and then applied to the raw production. For example, a dominion with 50,000 employed peasants, 500 alchemies, 14.21% Science and Midas Touch on would have the following platinum production:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Building alchemies is a quick solution but is only recommended during [[protection]] or while exploring if jobs are needed and Guard Towers or Diamond Mines not a part of one&#039;s strategy. Most often, one&#039;s platinum production is low due to not having enough peasants to fill all jobs, which is remedied by building [[Population|homes or barracks]]. The purpose of the barracks is to move military units out of the homes and make room for more peasants and hence more jobs filled.&lt;br /&gt;
 &lt;br /&gt;
=== Royal and Elite Guard ===&lt;br /&gt;
 &lt;br /&gt;
It costs 2% of your platinum production to be a member of the [[Guards|guard]]. This penalty is applied by subtracting 2 from the bonus. The platinum production of the dominion in the above example would, if the dominion is in Royal or Elite Guard, be:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(500*45+50000*2.7) * (1+(14.21+10&#039;&#039;&#039;-2&#039;&#039;&#039;)/100) = 192481&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
 &lt;br /&gt;
Food is produced primarily by [[Buildings|farms]] but also by [[Buildings|docks]]. How much food farms produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) food production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Farms*80)+(Docks*35)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Food decays by 1% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to food production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All races may cast Gaia&#039;s Watch which increases food production by 10%.&lt;br /&gt;
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia&#039;s Watch).&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Castle Improvements|Harbor]]&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Hanging Gardens&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[Rulesets|ruleset]].&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia&#039;s Watch active and 800 prestige would have the following hourly production of food:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(250*80+20*35) * (1+(8+15+10+(1+(800/100))/100) = 29187&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Most easily and commonly, build more farms and cast Gaia&#039;s Watch. Increasing bonuses is a long-term solution. Docks are not intended as a sole source of food, but is more of a bonus and designed to help [[Attacking|attackers]] that need [[boats]].&lt;br /&gt;
&lt;br /&gt;
A dominion can be subjected to [[starvation]] if it runs out of food.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
 &lt;br /&gt;
Lumber is produced solely from lumberyards (&#039;&#039;LYs&#039;&#039;). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Lumberyards)*50&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Lumber rots by 1% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to lumber production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** [[Wood Elf]] has a spell which increases lumber production by 10%.&lt;br /&gt;
** No other race has a lumber production spell.&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[Rulesets|ruleset]]&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia&#039;s Blessing on would produce:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;3000*50*(1+(10+10)/100) = 180000&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more LYs. If Wood Elf, cast Gaia&#039;s Blessing.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
&lt;br /&gt;
Ore is produced solely from ore mines (&#039;&#039;OMs&#039;&#039;). Each OM produces 60 ore, making raw (unmodified) ore production:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(Ore Mines)*60&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Ore does not rot or decay.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to ore production are:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All races may cast Mining Strength which increases ore production by 10%.&lt;br /&gt;
** [[Dwarf]] and [[Gnome]] have a spell which increases ore production by 20% (not cumulative with Mining Strength).&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Gnomish Mining Machine&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonder|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000*60*(1+(30+20)/100)) = 90000&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner&#039;s Sight.&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
 &lt;br /&gt;
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Diamond Mines)*15&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Possible bonuses to gem production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Gnome]] has +5% gem production&lt;br /&gt;
*  [[Firewalker]] has +15% gem production&lt;br /&gt;
*  [[Dark Elf]] has +5% gem production&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
** [[Teching|Technological Advancement]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;300*15*(1+5/100) = 4725&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more DMs.&lt;br /&gt;
Unlock Techs&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
 &lt;br /&gt;
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Towers)*25&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Mana is drained by 2% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to mana production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[ruleset]].&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;500*25*(1+5/100) = 13125&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more Towers.&lt;br /&gt;
&lt;br /&gt;
== Research Points ==&lt;br /&gt;
Research points (&#039;&#039;RPs&#039;&#039;) are used for [[teching]] and they are produced or obtain through two ways: by building [[Buildings|Schools]] or [[attacking]] (see also [[atteching]]). For every conquered acre of land, one gains RPs according to this formula:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt; Land Gained * 2.5  &amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The (basic) formula for schools is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; (1 - (Schools / Total Land)) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With two constraints, Research Points produced per School cannot be less than 0.5 and gain on Schools is capped at 50% of Schools for Total Land owned.&lt;br /&gt;
&lt;br /&gt;
A more Comprehensive (plug-in) Formula would be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; min(Schools, Total Land / 2) * (1 - min(0.5, Schools / Total Land)) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that final production (after bonuses multiplied) is rounded down, AKA &#039;&#039;&#039;floor()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to Research Point Production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Nox]] +10% RP racial bonus. This bonus applies only to RPs produced by schools.&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Halls of Knowledge&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Attack more or build more schools, but mind the formula. It is not wise to have more than 40% schools because after this point, the RPs undergo diminishing returns. Additionally, you will lack space for other crucial buildings. Daily platinum bonus also awards 350 RP to help offset the increased cost as land size increases.&lt;/div&gt;</summary>
		<author><name>Truth Seeker</name></author>
	</entry>
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