Editing My First Round
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If you want to play with friends, you can create a pack for 2-5 players (including you). Each player in a pack of 5 must pick a different race. If you choose a two-player pack, you may join with another group of four players (four a total of six players joining a realm as a pack). If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated). If you join as a single ("Random") player, you will likely join a group of experienced players to guide in your realm! | If you want to play with friends, you can create a pack for 2-5 players (including you). Each player in a pack of 5 must pick a different race. If you choose a two-player pack, you may join with another group of four players (four a total of six players joining a realm as a pack). If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated). If you join as a single ("Random") player, you will likely join a group of experienced players to guide in your realm! | ||
− | When you create your Dominion, you will be asked which race to play. If you are a beginner, we highly recommend Human and Merfolk. We will explain why later. For now, all you need to know is that Human and | + | When you create your Dominion, you will be asked which race to play. If you are a beginner, we highly recommend Human and Merfolk. We will explain why later. For now, all you need to know is that Human and Nomad are solid beginner races. |
Joining late is perfectly fine - it's a great way to learn the game! You will receive bonus resources and units to compensate for being behind in production. This bonus will ease your transition into the game, but you are always better off starting earlier in the round! The bonus is calculated as follows: | Joining late is perfectly fine - it's a great way to learn the game! You will receive bonus resources and units to compensate for being behind in production. This bonus will ease your transition into the game, but you are always better off starting earlier in the round! The bonus is calculated as follows: | ||
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== Protection == | == Protection == | ||
− | Once a round has started, every Dominion is under Protection for 72 "ticks" which lasts for up to a week and can be completed at your leisure, and restarted as many times as you need before the round starts. During this time you cannot invade, be invaded, or take any kind of action against other Dominions | + | Once a round has started, every Dominion is under Protection for 72 "ticks" which lasts for up to a week and can be completed at your leisure, and restarted as many times as you need before the round starts. During this time you cannot invade, be invaded, or take any kind of action against other Dominions. Each "tick" represents the production that would normally happen during an hour change. To move forward through production, simply click "Proceed to next hour" in the top of your page. For new players, it is ''highly'' advised to select a "quickstart" strategy by clicking the "Skip Protection" button and selecting a strategy. |
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For hints, tips, and tricks, reach out to more experienced players in the #excel-sim channel on discord. | For hints, tips, and tricks, reach out to more experienced players in the #excel-sim channel on discord. | ||
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Remember you only need to defend against dominions in your range! A dominion twice your size will need more defense than you - normally not quite twice your defense, but that is a good place to start (constant DPA). | Remember you only need to defend against dominions in your range! A dominion twice your size will need more defense than you - normally not quite twice your defense, but that is a good place to start (constant DPA). | ||
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=== Invading === | === Invading === | ||
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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 | + | | 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 || | + | | 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. | + | | Wizard Guild || Rarely seen other than by Dark Elf or Dominions focused on offensive spells. |
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− | | Masonry || Increases Castle | + | | 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 | + | | 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 | + | | 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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Races belong to one of two alignments: Good or Evil. Realms are currently mixed alignment, which means that good races and evil races can be in the same Realm. Good vs Evil rounds may appear in future. | Races belong to one of two alignments: Good or Evil. Realms are currently mixed alignment, which means that good races and evil races can be in the same Realm. Good vs Evil rounds may appear in future. | ||
− | === Human === | + | === Human / Nomad === |
Highly recommended for beginners, as well as experienced players. | Highly recommended for beginners, as well as experienced players. | ||
− | Human belong to the Good alignment. | + | Human belong to the Good alignment, whereas Nomad belong to the Evil alignment. Other than an insignificant racial bonus (+5% food production for Humans against +10% mana production for Nomads), the races are identical. |
The elite units are efficient at 6 points each in their primary function. The elite attacker has 3 defensive points, which gives it ample turtle defense. | The elite units are efficient at 6 points each in their primary function. The elite attacker has 3 defensive points, which gives it ample turtle defense. | ||
− | The Racial spell gives a | + | The Racial spell gives a modest but useful +5% Offensive Power. |
=== Lizardfolk === | === Lizardfolk === | ||
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The Dwarven specialist defender produces 0.50 Ore per hour each. While this is little compared to 60 Ore per hour per Ore Mine, it can act as a nice supplemental income. | The Dwarven specialist defender produces 0.50 Ore per hour each. While this is little compared to 60 Ore per hour per Ore Mine, it can act as a nice supplemental income. | ||
− | + | Much like Lizardfolk, the elite defender (Cleric) has equival offensive and defensive strength. They also have a special ability which makes them reduce losses in battle. However, this is a very small bonus and doesn’t have a significant impact overall. They also have the ability to kill Undead and Spirit units on both offense and defense. | |
Dwarves can be difficult to play. The elite offensive unit, Warrior, has 7 offensive points and only 2 defensive points. The big gap makes Dwarves vulnerable to growing quickly and being invaded even with Warriors at home. Experienced players will balance this by also using Clerics. | Dwarves can be difficult to play. The elite offensive unit, Warrior, has 7 offensive points and only 2 defensive points. The big gap makes Dwarves vulnerable to growing quickly and being invaded even with Warriors at home. Experienced players will balance this by also using Clerics. |