Editing My First Round

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OpenDominion is a tick-based browser game. Each hour is a tick. With each tick, you gain new resources.  
 
OpenDominion is a tick-based browser game. Each hour is a tick. With each tick, you gain new resources.  
  
The game is divided into rounds. Each round lasts 47 days. There is usually a period of 2-4 days between rounds when players can sign up for the next round.  
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The game is divided into rounds. Each round lasts 50 days. There is usually a period of 2-4 days between rounds when players can sign up for the next round. As a beginner, joining late is perfectly fine and you will receive bonus resources and units to compensate for being behind in production. The bonus is calculated as follows:
 
 
Dominions are placed in Realms, which are groups of up to 15 Dominions. Your Realm is your team.
 
 
 
'''The goal is to become the largest Dominion in the game.'''
 
 
 
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 If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated).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.
 
 
 
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:
 
 
*Extra resources per day late signing up  
 
*Extra resources per day late signing up  
 
**Peasants: 100
 
**Peasants: 100
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**Draftees: 30
 
**Draftees: 30
  
== Protection ==
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Dominions are placed in Realms, which are groups of up to 6 Dominions. Your Realm is your team.
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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If you want to play with friends, you can create a pack for up to 4 players (including you).  
  
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.
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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 Nomad. We will explain why later. For now, all you need to know is that Human and Nomad are practically identical.
  
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.
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'''The goal is to become the largest Dominion in the game.'''
  
For hints, tips, and tricks, reach out to more experienced players in the #excel-sim channel on discord.
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== Protection ==
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Once a round has started, every Dominion is under Protection for 72 hours. During this time you cannot invade, be invaded, or take any kind of action against other Dominions.
  
 
See [[My First Protection Guide]].
 
See [[My First Protection Guide]].
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While there are other ways to play, they are not suitable for this type of guide and rarely successful.
 
While there are other ways to play, they are not suitable for this type of guide and rarely successful.
  
Do not combine Attacking and Exploring. Do one or other other. Or, if you convert, do one and then the other. An Attacker does not have the economy necessary to be successful as an Explorer.  
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Do not combine Attacking and Exploring. Do one or other other. Or, if you convert, do one and then the other. An Attacker does not have the economy necessary to be successful as an Explorer. What will happen is you start treading water and eventually sink. 
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See [[Land Drop Attacking]] for more information on this niche play-style.
  
 
== Economy ==
 
== Economy ==
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* Prestige, which is gained and lost through attacking or being invaded.
 
* Prestige, which is gained and lost through attacking or being invaded.
 
* Technological Advancements  
 
* Technological Advancements  
* [[Wonder|Wonders]]
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* Wonders (not currently implemented in the game).
  
 
Many races have a Population Bonus. Gnome, Wood Elf, and Troll have a negative population bonus (-5%).
 
Many races have a Population Bonus. Gnome, Wood Elf, and Troll have a negative population bonus (-5%).
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Similarly, if you have more jobs than peasants, the unfilled jobs do not yield any Platinum for you. This is called Overrun.
 
Similarly, if you have more jobs than peasants, the unfilled jobs do not yield any Platinum for you. This is called Overrun.
  
Attackers are rarely able to avoid having a significant Overrun. This happens because Attackers need to maintain a larger military than Explorers, which means more peasants are drafted into draftees and then trained into military units. This is normal for attackers.
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In a perfect world, you have as many jobs as you have peasants. When that happens, all your peasants are producing 2.7 Platinum per hour. Explorers can often achieve this or even a slight Underrun, whereas Attackers struggle with an Overrun.
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Attackers are rarely able to avoid having a significant Overrun. This happens because Attackers need to maintain a larger military than Explorers, which means more peasants are drafted into draftees and then trained into military units.
  
 
Having efficient units, meaning units with high offensive and defensive power, helps you retain as many peasants as possible while still having a strong army.
 
Having efficient units, meaning units with high offensive and defensive power, helps you retain as many peasants as possible while still having a strong army.
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Platinum is produced by Alchemies and peasants.
 
Platinum is produced by Alchemies and peasants.
  
In nearly all cases (with [[Firewalker]] being the notable exception), you only benefit from building Alchemies during protection. After protection, you will normally benefit more from other buildings.  
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In nearly all cases, you only benefit from building Alchemies during protection. After protection, you will benefit more from increasing your peasant population.  
  
 
You can increase your Platinum Bonus in the following ways:
 
You can increase your Platinum Bonus in the following ways:
 
* Cast the spell Midas Touch (should ideally be cast twice a day for 24-hour coverage).
 
* Cast the spell Midas Touch (should ideally be cast twice a day for 24-hour coverage).
 
* Invest in Science.
 
* Invest in Science.
* Technological Advancements
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* Technological Advancements  
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* Wonders (not currently implemented in the game).
  
 
=== Lumber ===
 
=== Lumber ===
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=== Gems ===
 
=== Gems ===
Gems are not used for any type of construction. They are used for Castle Improvements, and training the [[Dark Elf]] elite attacking units Spellblades.
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Gems are not used for any type of construction of training. They are used for Castle Improvements.
 
* Science: increases your platinum production.
 
* Science: increases your platinum production.
 
* Keep: increase your Population Bonus.
 
* Keep: increase your Population Bonus.
* Towers: increases your offensive wizard power, spell damage resistance and mana production.
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* Towers: increases your wizard power, spell damage resistance and mana production.
 
* Forges: increases your offensive power.
 
* Forges: increases your offensive power.
 
* Walls: increases your defensive power.
 
* Walls: increases your defensive power.
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=== Mana ===
 
=== Mana ===
Mana is used to cast spells. It is produced by Towers. It is also used to train some military units as [[Nox]] and all [[Spirit]] units.
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Mana is used to cast spells. It is produced by Towers.
  
 
As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed.
 
As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed.
 
Nox and Spirit players need considerably more, up to 10% to cover spells and training costs.
 
  
 
As an Attacker, you benefit greatly from using spells  
 
As an Attacker, you benefit greatly from using spells  
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=== Research Points ===
 
=== Research Points ===
Research Points (RP's) are produced by Schools, generated by taking daily platinum bonuses, and by invading other dominions. They are used to unlock permanent bonuses to your Dominion called Technological Advances or simply ‘techs’.
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Research Points are produced by Schools. They are used to unlock permanent bonuses to your Dominion called Technological Advances or simply ‘techs’. Research points are also gained during invasion, and each acre of land gained from successful invasions (both conquered and generated) will net 17 Research Points.
 
 
* An attack on a target 60%-75% of your size generates 375 RP's, and targets 75%+ generates 750 RP's.
 
* Every 1% of your land that you build as schools generates <code>(1-(schools/LAND))</code> with a minimum of 0.5 RP per hour. Schools above 50% of your size will not increase your RP generation.
 
* Each platinum bonus taken yields 750 RP's.
 
 
 
Your first tech costs a minimum of 3750 RP and then the following formula applies:
 
 
 
<code>2.5x[LAND] + 100x[TECHS]</code>
 
 
 
Where LAND means your highest achieved acres (if you are invaded for example, your techs will not suddenly become cheaper) and TECHS is the number of techs your Dominion has already unlocked. Thus, each tech you unlock and each acre you gain will increase the cost of your next tech.
 
 
 
There are 66 available techs. It is not advised to attempt to get all techs - some strategies ignore techs completely, and others target getting up to 20 or 30 techs, depending on your playstyle. In general, a strategy that focuses on techs is slow but comes on strong by the end of the round.
 
  
 
=== Boats ===
 
=== Boats ===
Offensive military units need boats in order to be sent on invasion, unless they are specifically noted as not needing boats (such as [[Spirit]], [[Undead]], or [[Lizardfolk]] units. Each boat can carry 30 units and each dock produces one boat every 20 hours.
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Most military units need boats in order to be sent out on invasions. Each boat can carry 20 units. Boats are produced by Docks.
  
During Protection, it’s wise to build between 10 and 20 Docks early if you plan to attack. After Protection, it is wise to add a few Docks every once in a while.
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During Protection, it’s wise to build between 10 and 20 Docks early. After Protection, add a few Docks every once in a while. It’s rarely necessary for Docks to account for more than 4% of your land.
 
 
Boats are a common target for black ops - they can be sunk, leaving an attacker unable to use their full invasion force! Docks protect boats from being sunk - each dock protects 2.5 boats from being sunk, and this increases by 0.05 each day after Day 25. Normally, only the strongest attackers are targeted by this operation but they can be forced to carry up to 5% docks to protect themselves!
 
 
 
The Imperial Armada [[Wonders|Wonder]] prevents any boats from being sunk for the realm that holds it.
 
  
 
== Spies and Wizards ==
 
== Spies and Wizards ==
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* '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military.
 
* '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military.
* '''Vision''': reveals the target dominion's unlocked techs
 
 
* '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running!
 
* '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running!
* '''Disclosure''': reveals information about the target's Hero
 
 
* '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat.
 
* '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat.
 
* '''Castle Spy''': reveals the target’s Castle and improvements.  
 
* '''Castle Spy''': reveals the target’s Castle and improvements.  
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Your Dominion needs a [[military]] to fend off Attackers and, if you are an Attacker, invade other Dominions to conquer their land.
 
Your Dominion needs a [[military]] to fend off Attackers and, if you are an Attacker, invade other Dominions to conquer their land.
  
Military units are trained from draftees. So long as your draft rate is not reached, you will draft 1% of your peasants into draftees every hour. You can set your draft rate on the Military page. A normal tactic is to set your draft rate to 90% (the maximum) and release extra draftees when you carry a surplus.  
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Military units are trained from draftees. So long as your draft rate is not reached, you will draft 1% of your peasants into draftees every hour.
  
 
All races have four units, which are divided into two categories: specialists (“specs”) and elite units.
 
All races have four units, which are divided into two categories: specialists (“specs”) and elite units.
  
Specialists are the two cheaper unit types. For Humans, it’s Spearman and Archer.
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Specialists are the two cheaper unit types. For Humans, it’s Spearmen and Archer. For Nomad, it’s Fighter and Crossbowman.  
  
Elite units are better in that they give you more military power for each peasant you lose. For a Human, you get the same power from one elite unit as you would from two of the corresponding specialist unit.
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Elite units are better in that they give you more military power for each peasant you lose. For a Human or Nomad, you get the same power from one elite unit as you would from two of the corresponding specialist unit.
  
However, elite units can be quite a bit more expensive! Some specialists are usually trained at the start of the round and may be necessary in an emergency/quick-fix situation as they are cheaper and therefore can be trained faster. Some strategies rely on specialists as a primary unit as well - for example [[Goblin]] does not have a more efficient defender than the Shaman specialist.
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However, elite units cost more. Some specialists are required to get you started and may be necessary in an emergency/quick-fix situation.
  
 
== Defense and Invasions ==
 
== Defense and Invasions ==
Defense is necessary to prevent attackers from invading you and conquering your acres. This can be devastating for your economy and encourage more attackers to target you afterwards. The only guaranteed way to protect your acres is by having more defense than your potential invaders can send for offense.
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To oversimplify:
  
Military power is calculated by summing your raw military (offense or defense) and multiplying that by the sum of the bonuses. For example:
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You avoid being invaded by having an adequate defense.
  
<code> Defensive Power = (Raw Defense) * (1 + Total Defensive Bonus) </code>
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You successfully invade other Dominions by having a stronger offensive power (OP) than your target’s defensive power (DP).
  
 
=== Defense ===
 
=== Defense ===
The best way to ensure you have enough defense, but not too much, is to frequently perform info-ops on the strongest Dominions around you and adjust accordingly. Training too much defense can stunt your growth (but not as much as getting invaded!). To find the strongest Dominions that might attack you, go to the Search page, filter by dominions in your 75% range (these are the dominions that would gain prestige by successfully invading you), and sort by highest [[Networth]]. You can calculate their offense manually, or by using the Offense Calculator. You can find this calculator by navigating to the Ops Center, selecting the dominion you want to calculate, clicking the "Calculate" button, and finding the Offense Calculator. Most realms will have an experienced player that can guide you through the intricacies of calculating offense. Another, simpler, way of calculating your needed defense is looking at similar dominions around your size and calculating their defense.  
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The best way to ensure you have enough DP, but not so much it costs more than it’s worth, is to frequently perform info-ops on the strongest Dominions around you and adjust accordingly.  
  
It is highly recommended to ask for assistance with keeping track of your needed defense. Remember that you should help others too by gathering information ops and learning reliable ways to calculate. You can view tools that players have built in the #calculators channel on the Open Dominion Discord server. Strong realms will cooperate closely to do this and will post DP and DPA recommendations in the council or their private discord channels.
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You may ask in your realm’s council for assistance with keeping track of the top OP. Some realms cooperate closely to do this and will post DP and DPA recommendations.
  
DPA stands for “Defense Per Acre”. It is simply your defensive power divided by your land size. If your defensive power is 30,000 and you are 1,200 acres, your DPA is 30000/1200=25. For Attackers, remember to only count the defensive power you leave at home if you attack.
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DPA stands for “DP Per Acre”. It is simply your defensive power divided by your land size. If your defensive power is 30,000 and you are 1,200 acres, your DPA is 30000/1200=25. For Attackers, remember to only count the defensive power you leave at home if you attack.
  
A complication to defense calculations is that an attackers temples will reduce the defenders defensive bonus - so not all calculated offenses are created equal! Normally this is a small variation as building temples is not normally a good strategy even for attackers.
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If you are a smaller Dominion, you don’t need to worry about having enough DP to be safe against much larger Dominion’s OP. However, the DPA required by those larger Dominions is usually the same as what you need.
 
 
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 ===
To successfully invade another Dominion, your invading army must have at least 1 more power than they have defense.
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To successfully invade another Dominion, you must first calculate their defensive power.
 
 
It is recommended to obtain at least Clear Sight, Castle Spy, and Survey on targets to calculate their defensive power. If the target has units out on an invasion of their own, you should also obtain a Barracks Spy (BS) on the target. The BS will also show you the target's incoming troops that were trained. Remember they could also be drafting 1% of their peasants per hour!
 
  
Casting Revelation can help determine if your target has a defensive spell active. This spell is particularly valuable if your target is Icekin (Racial spell is Blizzard - 15% defense) or Halfling (Defensive Frenzy - 20% defense). If you do not have a recent Revelation on your target you should assume they have their defensive spell on or you risk failing your invasion.
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It is recommended to obtain at least Clear Sight, Castle Spy, and Survey on targets to calculate their defensive power.
  
Once you have the info ops done, you can use the in-game calculator to determine their defense (Ops Center -> select dominion -> calculate -> Defense calculator and load temples -> calculate) and use the "invade" screen to calculate your offense. Be careful not to click "Invade" on that screen while you are calculating your offense!
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If your target has sent out its army on an attack, you should also obtain a Barracks Spy on the target. But, remember, these are only 85% accurate. Unless your target sent out all of their elite attackers, you need to perform two calculations:  
 
 
=== Calculating an Attack===
 
To calculate a target's defense manually you must remember that BS's are only 85% accurate. Unless your target sent out all of their elite attackers, you need to perform two calculations:  
 
  
 
Divide the number of units at home by 85%. For example, if the Barracks Spy reveals 300 elite offensive units at home, you need to assume the worst case scenario of this being 15% too low. 300/0.85~=353 (round up to be safe).
 
Divide the number of units at home by 85%. For example, if the Barracks Spy reveals 300 elite offensive units at home, you need to assume the worst case scenario of this being 15% too low. 300/0.85~=353 (round up to be safe).
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* Guard Towers: multiply the percentage of Guard Towers by 1.75, up to a maximum of 35% bonus.
 
* Guard Towers: multiply the percentage of Guard Towers by 1.75, up to a maximum of 35% bonus.
  
Note that some races also gain bonuses from certain land types such as Wood Elf elites who gain increased raw defense (Mystics) and both raw offense and defense (Druid) from forest. Lycanthrope, Halfling, and Icekin are the only race with a racial defensive bonus. Make sure to factor this into your calculations:
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Note that some races also gain bonuses from certain buildings such as Dark Elf Adepts who gain increased raw defense from Wizard Guilds. Lycanthrope are the only race with a racial defensive bonus of 5%. Make sure to factor this into your calculations.
 
 
<code> Modified Defensive Power = (Raw Defense) * (1 + Total Defensive Bonus - Temple Reduction) </code>
 
  
When using the in-game calculator you must ensure that you factor in outdated BS operations (indicated in yellow) as they will assume those units are still returning. Always refresh BS if you are unsure.
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Casting Revelation can help determine if your target has a defensive spell active. If you do not have Revelation on your target, assume they have their defensive spell on. Only risk it if you are very confident that they are inactive and haven’t logged in for 12 hours, so their spells have expired.
  
 
== Buildings ==
 
== Buildings ==
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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.
 
|-
 
|-
| Ore Mine || Produces Ore. Build enough to cover military costs as needed.
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| Ore Mine || Produces Ore. Build enough.
 
|-
 
|-
 
| 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.
 
|-
 
|-
| Forest Havens || Useful for protecting from Fireball.
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| Forest Havens || Don’t build these. They are never worthwhile.
 
|-
 
|-
| 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.
 
|-
 
|-
| 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.
 
|-
 
|-
 
| 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.
 
|-
 
|-
| 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%.
 
|-
 
|-
 
| School || Produces Research Points at a very slow rate.  
 
| School || Produces Research Points at a very slow rate.  
 
|-
 
|-
| 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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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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Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units.
 
Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units.
  
Because it needs so many units, Goblins have a large Population Bonus of 20%.
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Because it needs so many units, Goblin have a large Population Bonus of 20%.
  
Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. This is based on the target's production and is no longer based on the target's stocked resources which makes larger explorers a lucrative target when invading with Hobgoblins.
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Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. It can be a significant reward if you are lucky and find a target with big stockpiles.
  
 
Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker.
 
Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker.
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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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As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population.
 
As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population.
  
Firewalker’s elite defender does not have any offensive power, and when killed in an invasion they will re-enter the training queue (as if 'reborn'). However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient.
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Firewalker’s elite defender does not have any offensive power, but it can only be killed by Icekin. However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient.
  
The elite attacker has a 45% reduction in casualties. If you would normally have lost 1,000 units during an attack, only 550 of this unit will die. They also have a small gap between offensive and defensive power, which means high defense when they are at home. But just like the elite defender, they are expensive and somewhat inefficient.
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The elite attacker has a 50% reduction in casualties. If you would normally have lost 1,000 units during an attack, only 500 of this unit will die. They also have a small gap between offensive and defensive power, which means high defense when they are at home. But just like the elite defender, they are expensive and inefficient.
  
 
=== Other ===
 
=== Other ===
  
 
There are several more [[races]] available.
 
There are several more [[races]] available.

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