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 If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated).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 If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated).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 Merfolk are solid beginner races.
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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.
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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.  
 
 
After protection each "tick" is one hour of real time. However, during protection you can manually click through the first 72 "ticks" allowing you to customize your starting build. Since you can't attack or be attacked the goal of these first 72 ticks is to set up your land, economy, army, defenses etc. as optimally as you can for your chosen strategy. You can restart these 72 ticks as many times as you want before the protection period ends, allowing you to experiment and get to know the game. 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.
 
 
 
Having said that, for new players, it is ''highly'' advised to select a "quickstart" strategy by clicking the "Skip Protection" button and selecting a strategy. This will set you up with a solid start and prevent any glaring beginner's mistakes.
 
  
 
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).
 
=== Growing safely ===
 
 
The above "filter on 75% and calculate the Offensive Power (OP) of the highest attacker in range" will tell you if you're *currently* safe. However, it does not tell you how much you can safely grow. To do this, take your planned land growth (e.g. 30) and divide it by 75% (e.g. 30 / 0.75 = 40) to find out what land sizes you'll come into range of (if you grow by 30, you'll come into range of land sizes 40 larger than before). Add this number to the max land box and search again. Now repeat the above steps to find the OP of the highest attacker newly in range. This will give you a good sense of how much you need to grow your Defensize Power (DP) to grow safely.
 
  
 
=== Invading ===
 
=== Invading ===
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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 ===
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=== 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. Their racial bonus is a fairly basic +5% food production, allowing you to build less farms to feed your population.
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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 very useful +10% Offensive Power.
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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.
  
Similar to Lizardfolk, the elite defender (Cleric) has near-equal 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.
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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.  

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