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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 | + | 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. |
− | Dominions are placed in Realms, which are groups of up to | + | Dominions are placed in Realms, which are groups of up to 10 Dominions. Your Realm is your team. |
'''The goal is to become the largest Dominion in the game.''' | '''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 | + | If you want to play with friends, you can create a pack for 2 or 4 players (including you). Each player in the pack 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. 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 | + | 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. |
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 | + | Once a round has started, every Dominion is under Protection for 72 "ticks" which lasts for 72 hours. 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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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. | + | 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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=== Gems === | === Gems === | ||
− | Gems are not used for any type of construction. They are used for Castle Improvements | + | 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 | + | * 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 | + | 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. | ||
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As an Attacker, you benefit greatly from using spells | As an Attacker, you benefit greatly from using spells | ||
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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’. | 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’. | ||
− | * An attack on a target 60%-75% of your size generates | + | * An attack on a target 60%-75% of your size generates 500 RP's, and targets 75%+ generates 1000 RP's. |
− | * Every 1% of your land that you build as schools generates | + | * Every 1% of your land that you build as schools generates 26 RP's. |
* Each platinum bonus taken yields 750 RP's. | * Each platinum bonus taken yields 750 RP's. | ||
− | + | Each tech costs 10,000 RP's and 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. | |
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=== Boats === | === Boats === | ||
− | + | 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 | + | 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. |
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== 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. | ||
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* '''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! | ||
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* '''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 | + | 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 | + | 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. | + | 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 | + | 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 == | ||
− | + | To oversimplify: | |
− | + | You avoid being invaded by having an adequate defense. | |
− | + | 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 | + | 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. |
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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 “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. | |
− | + | 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. | |
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=== Invading === | === Invading === | ||
− | To successfully invade another Dominion, | + | 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. | + | It is recommended to obtain at least Clear Sight, Castle Spy, and Survey on targets to calculate their defensive power. |
− | + | 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: | |
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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 | + | 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. |
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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. | ||
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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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|} | |} | ||
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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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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, | + | 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. | + | 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. | ||
− | + | 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, | + | 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 | + | 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. |