Editing My First Round

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| Smithy || Reduces military costs. A must-have for Attackers. Explorers often only need them for an initial boost in the first few days.
 
| Smithy || Reduces military costs. A must-have for Attackers. Explorers often only need them for an initial boost in the first few days.
 
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| Ore Mine || Produces Ore. Build enough to cover military costs as needed.
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| Ore Mine || Produces Ore. Build enough.
 
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| Diamond Mine || Produces Gems. Good in almost every circumstance. Try to build them early so you can benefit from the Gem production longer. Don’t build after day 30 if you start early in the round.
 
| Diamond Mine || Produces Gems. Good in almost every circumstance. Try to build them early so you can benefit from the Gem production longer. Don’t build after day 30 if you start early in the round.
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| Gryphon Nest || Increases your Offensive Bonus. Same as Guard Towers but for offensive units.
 
| Gryphon Nest || Increases your Offensive Bonus. Same as Guard Towers but for offensive units.
 
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| Forest Havens || Useful for protecting from Fireball.
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| Forest Havens || Don’t build these. They are never worthwhile.
 
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| Guild || Rarely seen other than by Dominions focused on offensive spells.
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| Wizard Guild || Rarely seen other than by Dark Elf or Dominions focused on offensive spells.
 
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| Masonry || Increases Castle bonuses. Can be useful if you managed to build a lot of Diamond Mines early in the round and want to boost your Castle bonuses quicker than simply investing more gems, or you are approaching a cap and experiencing strong diminishing returns
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| Masonry || Increases Castle bonus and reduces damage received from Lightning Bolt. Can be useful if you managed to build a lot of Diamond Mines early in the round and want to protect your investment from Black Ops.
 
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| Shrine || Reduces offensive casualties (units lost when you invade someone). The bonus is so low that the building is rarely useful. Also gives bonuses to Heroes, which are not yet implemented.
 
| Shrine || Reduces offensive casualties (units lost when you invade someone). The bonus is so low that the building is rarely useful. Also gives bonuses to Heroes, which are not yet implemented.
 
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| Barracks || Houses 35 military units. Useful for Attackers playing races with no population bonus or Troll, which has a negative Population Bonus. Sometimes seen in use by Attackers playing races with population bonuses of +5% to +10%.
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| Barracks || Houses 36 military units. Useful for Attackers playing races with no population bonus or Troll, which has a negative Population Bonus. Sometimes seen in use by Attackers playing races with population bonuses of +5% to +10%.
 
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| School || Produces Research Points at a very slow rate.  
 
| School || Produces Research Points at a very slow rate.  
 
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| Temple || Increase Population growth rate, which is crucial during protection but quickly loses importance, though they can help if recovering from Fireballs. Also decreases the defensive bonus of Dominions you invade. 6.7% temples will negate an opposing Dominion’s Ares Call bonus.
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| Temple || Increase Population growth rate, which is crucial during protection but quickly loses importance. Also decreases the defensive bonus of Dominions you invade. 6.7% temples will negate an opposing Dominion’s Ares Call bonus.
 
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