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	<title>OpenDominion - User contributions [en]</title>
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	<updated>2026-05-25T21:41:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2447</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2447"/>
		<updated>2025-11-22T23:01:37Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Through diplomacy, realms can declare war on each other.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
War can be unilateral or mutual. A unilateral war is when one realm declared war on another but the other realm does not declare war back. All wars last for a minimum of 48 ticks, and once cancelled, realms cannot re-declare on their previous target for 48 ticks. Invasion bonuses for war linger for 12h after cancelling. War automatically cancels 4.5 days (108 hours) after declaration if not cancelled by then.&lt;br /&gt;
&lt;br /&gt;
War can be declared starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Invasion ===&lt;br /&gt;
&lt;br /&gt;
In a unilateral war, both realms get +4% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.&lt;br /&gt;
&lt;br /&gt;
In a mutual war, the bonuses are +8% OP and +20% land gains and these bonuses become active a further 24 ticks after mutual war is declared. Additionally, war operations between two dominions at mutual war gain these effects immediately after declaration: -20% spy/wizard losses, negative status effects are extended by 18 hours.&lt;br /&gt;
&lt;br /&gt;
=== Black-Ops ===&lt;br /&gt;
&lt;br /&gt;
By declaring war, dominions in both realms can perform war-only [[black-ops]]. This takes place immediately upon declaring war and is not delayed by 24 hours, unlike the OP and land gain bonuses. Black ops will no longer be available after war has been cancelled while invasion bonuses linger for 12h&lt;br /&gt;
&lt;br /&gt;
All black ops are available to be used starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Wonders ===&lt;br /&gt;
&lt;br /&gt;
Wonders in another realm cannot be interacted with until invasion bonuses between those realms are active (24h after declaration). Once war has been cancelled Wonder access is removed, unless the other realm has their own active war bonus.&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2446</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2446"/>
		<updated>2025-11-22T22:59:11Z</updated>

		<summary type="html">&lt;p&gt;Chunk: /* Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Through diplomacy, realms can declare war on each other.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
War can be unilateral or mutual. A unilateral war is when one realm declared war on another but the other realm does not declare war back. All wars last for a minimum of 48 ticks, and once cancelled, realms cannot re-declare on their previous target for 48 ticks. Invasion bonuses for war linger for 12h after cancelling. War automatically cancels 4.5 days (108 hours) after declaration if not cancelled by then.&lt;br /&gt;
&lt;br /&gt;
War can be declared starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Invasion ===&lt;br /&gt;
&lt;br /&gt;
In a unilateral war, both realms get +4% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.&lt;br /&gt;
&lt;br /&gt;
In a mutual war, the bonuses are +8% OP and +20% land gains and these bonuses become active a further 24 ticks after mutual war is declared. Additionally, the following bonuses become active immediately after the mutual war declaration: -20% spy/wizard losses from war operations, +20% infamy gains, -50% resilience gains.&lt;br /&gt;
&lt;br /&gt;
=== Black-Ops ===&lt;br /&gt;
&lt;br /&gt;
By declaring war, dominions in both realms can perform war-only [[black-ops]]. This takes place immediately upon declaring war and is not delayed by 24 hours, unlike the OP and land gain bonuses. Black ops will no longer be available after war has been cancelled while invasion bonuses linger for 12h&lt;br /&gt;
&lt;br /&gt;
All black ops are available to be used starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Wonders ===&lt;br /&gt;
&lt;br /&gt;
Wonders in another realm cannot be interacted with until invasion bonuses between those realms are active (24h after declaration). Once war has been cancelled Wonder access is removed, unless the other realm has their own active war bonus.&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2445</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2445"/>
		<updated>2025-11-22T22:48:47Z</updated>

		<summary type="html">&lt;p&gt;Chunk: /* War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Through diplomacy, realms can declare war on each other.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
War can be unilateral or mutual. A unilateral war is when one realm declared war on another but the other realm does not declare war back. All wars last for a minimum of 48 ticks, and once cancelled, realms cannot re-declare on their previous target for 48 ticks. Invasion bonuses for war linger for 12h after cancelling. War automatically cancels 4.5 days (108 hours) after declaration if not cancelled by then.&lt;br /&gt;
&lt;br /&gt;
War can be declared starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Invasion ===&lt;br /&gt;
&lt;br /&gt;
In a unilateral war, both realms get +5% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.&lt;br /&gt;
&lt;br /&gt;
In a mutual war, the bonuses are +10% OP and +20% land gains and these bonuses become active a further 24 ticks after mutual war is declared. Additionally, the following bonuses become active immediately after the mutual war declaration: -20% spy/wizard losses from war operations, +20% infamy gains, -50% resilience gains.&lt;br /&gt;
&lt;br /&gt;
=== Black-Ops ===&lt;br /&gt;
&lt;br /&gt;
By declaring war, dominions in both realms can perform war-only [[black-ops]]. This takes place immediately upon declaring war and is not delayed by 24 hours, unlike the OP and land gain bonuses. Black ops will no longer be available after war has been cancelled while invasion bonuses linger for 12h&lt;br /&gt;
&lt;br /&gt;
All black ops are available to be used starting on day 4 of the round.&lt;br /&gt;
&lt;br /&gt;
=== Wonders ===&lt;br /&gt;
&lt;br /&gt;
Wonders in another realm cannot be interacted with until invasion bonuses between those realms are active (24h after declaration). Once war has been cancelled Wonder access is removed, unless the other realm has their own active war bonus.&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2358</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2358"/>
		<updated>2025-06-29T21:55:15Z</updated>

		<summary type="html">&lt;p&gt;Chunk: /* Vulnerability and Damage Scaling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic&#039;&#039;&#039; will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.&lt;br /&gt;
&lt;br /&gt;
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].&lt;br /&gt;
== Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Self-spells last for 12 hours and can&#039;t be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || +10% defensive power || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x|| +10% food production || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]&lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || +10% platinum production || Should be always active&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || +10% ore production ||&lt;br /&gt;
|-&lt;br /&gt;
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||&lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || Decreases damage dealt by enemy black ops by 15 %, decreases duration of enemy non-war black ops and Nox Miasma by 2 hours || The 15 % decreased damage is multiplicative with sources of damage reduction from e.g. WPA. &lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Surreal Perception === &lt;br /&gt;
&lt;br /&gt;
Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Op !! Text&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || A magical presence was detected within our advisor&#039;s quarters.  Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Disclosure || A magical presence was detected within our hero&#039;s quarters. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Revelation || A magical presence was detected within our towers. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|- &lt;br /&gt;
| Vision || A magical presence was detected within our schools. Our wizards have determined that DOMINION (#X) was responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Barracks Spy || A hostile presence was detected within our barracks. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Castle Spy || A hostile presence was detected within our castle. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Land Spy || A hostile presence was detected amongst our lands. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|-&lt;br /&gt;
| Survey Dominion || A hostile presence was detected amongst our buildings. Our wizards have determined that spies from DOMINION (#X) were responsible! &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Friendly Spells ==&lt;br /&gt;
&lt;br /&gt;
All friendly spells cost 3 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Ward || 1.5x ||  +5% chance of causing hostile spells to fail,  || Lasts 6 hours, has a 3 hour cooldown. &lt;br /&gt;
|-&lt;br /&gt;
| Illumination || 1.5x ||  +5% chance of causing hostile spy operations to fail,  || Lasts 6 hours, has a 3 hour cooldown. &lt;br /&gt;
|-&lt;br /&gt;
| Spell Reflect || 2x || Reflects the next War or Black Op spell || Lasts 3 hours, has a 3 hour cooldown. If activated, target will know who tried to Black/War Op them, even without Surreal Perception active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Info Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin&#039;s]] RAW wizards per acre.&lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || 1.2x || Reveals the target&#039;s realm&#039;s Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].&lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Reveals the target dominion&#039;s techs, if any. ||&lt;br /&gt;
|-&lt;br /&gt;
| Disclosure || 0.5x || Reveals the target&#039;s hero. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Duration Spells ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|-&lt;br /&gt;
| Miasma || 3x || Increases mana drain by 50 % and decreases WPA by 5 % || This is a Nox-only war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive Damage Spells==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. || This is a war-only black op. || See Vulnerability below. &lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.25x || Damages [[castle]] by destroying 0.25% science, 0.25% keep, 0.25% forges, 0.25% walls. || This is a war-only black op. || See Vulnerability below. &lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 3.5x || Turns 2% of the target&#039;s spies into draftees. || This is a war-only black op.&lt;br /&gt;
|-&lt;br /&gt;
|  Cyclone || 2x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation). &lt;br /&gt;
Cyclone now awards wizard mastery when rebuilding a wonder at the same rate as [[Wonder#Wonder_Prestige|wonder prestige]], 25-75 based on damage dealt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulnerability and Damage Scaling ===&lt;br /&gt;
&lt;br /&gt;
As of Round 40, Fireball and Lightning Bolt now utilize the following effects:&lt;br /&gt;
* Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.&lt;br /&gt;
* Lightning Bolt: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.&lt;br /&gt;
* Rejuvenation: status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning and Lightning Storm, cancelled if target&#039;s realm declares war.&lt;br /&gt;
&lt;br /&gt;
Burning or Lightning Storm will trigger once 20 Fireballs or Lightning Bolts respectively are cast on a target within a single tick, or up to 30 of the same spell within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server.&lt;br /&gt;
&lt;br /&gt;
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt. &lt;br /&gt;
* 50 % of a Dominion&#039;s Peasants are vulnerable to Fireball. Every Wizard - or 0.5 Archmage - protects 5 peasants from being burnt through Fireball. This increases to 20 peasants per Wizard per Wizard Guild, at a maximum of 6 Wizards per Wizard Guild.&lt;br /&gt;
* 20 % of total Castle investments in Science, Keep, Forges, and Walls are vulnerable to Lightning Bolt. This amount (in numbers) is reduced by 10 % per 1 % Wizard Guilds, to a maximum of -50 %.&lt;br /&gt;
&lt;br /&gt;
This is then further adjusted by the victim&#039;s Spires, multiplicative. For example: at 20000 peasants, 500 Wizards, no Wizard Guilds, and 10 % Spires, the amount of vulnerable peasants comes out to: &amp;lt;code&amp;gt; (20000 * 0.5 - (500 * 6)) * 0.9 = 6300&amp;lt;/code&amp;gt; vulnerable peasants. Similarly, a castle with 10 million investment points in Science, Keep, and Walls, and 1 % Wizard Guilds and 5 % Spires, would have &amp;lt;code&amp;gt; 10000000 * 0.2 * 0.9 * 0.95 = 1710000&amp;lt;/code&amp;gt; investment points vulnerable, down from 2 million baseline. &lt;br /&gt;
&lt;br /&gt;
Both vulnerabilities can be reduced down by 80 % in total, meaning a maximally protected Dominion will have 10 % of their peasants still vulnerable (20 % of 50 % is 10 %) and 4 % of their relevant Castle investments (20 % of 20 %). &lt;br /&gt;
&lt;br /&gt;
Energy Mirror does not reduce vulnerability, but does reduce damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage.&lt;br /&gt;
&lt;br /&gt;
Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target&#039;s spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.)&lt;br /&gt;
&lt;br /&gt;
== Racial Spells ==&lt;br /&gt;
&lt;br /&gt;
Each race has access to one racial self spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Frost || [[Icekin]] || +15% platinum production || Not cumulative with Midas Touch &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||&lt;br /&gt;
|- &lt;br /&gt;
| Cull the Weak || [[Undead]] || Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 750 acres, hourly), Cancels and cancelled by Midas Touch ||&lt;br /&gt;
|-&lt;br /&gt;
| Delve Into Shadow || [[Dark Elf]] || Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost || &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||&lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1% barren land (max +10%)||&lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||&lt;br /&gt;
|-&lt;br /&gt;
| Frenzy || [[Halfling]] || +20 % Spy Power, -10 % Spy losses on failed operations ||&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia&#039;s Watch &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares&#039; Call&lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || +10% offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength&lt;br /&gt;
|-&lt;br /&gt;
| Nightfall || [[Nox]] || +5 % offensive power ||&lt;br /&gt;
|-&lt;br /&gt;
| Parasitic Hunger || [[Spirit (Legacy)]] || +50 % conversion rate || Used to be on Undead as well, before a rework.&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||&lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WPA ==&lt;br /&gt;
The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.&lt;br /&gt;
&lt;br /&gt;
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.&lt;br /&gt;
&lt;br /&gt;
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.&lt;br /&gt;
&lt;br /&gt;
== Wizard Strength ==&lt;br /&gt;
&lt;br /&gt;
Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%.&lt;br /&gt;
Wizard strength refreshes by 4% every hour but this can be increased with [[Buildings|Guilds]], [[Resilience|spy resilience]], and [[Teching|techs]]. No spells may be cast if your wizard strength is below 30%.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
The chance of success is determined through one of two formulas. See [[Ops#Formula|Formula]] page for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Ops#Formula|Ops Formula]]&lt;br /&gt;
* [[Espionage]]&lt;br /&gt;
* [[Op Center]]&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round_44_draft&amp;diff=2307</id>
		<title>Round 44 draft</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round_44_draft&amp;diff=2307"/>
		<updated>2025-03-24T14:28:28Z</updated>

		<summary type="html">&lt;p&gt;Chunk: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Round 44 was the fourth Draft Round. Unlike previous drafts where captains were selected by vote or based on previous teams, this round captains volunteered themselves and were automatically entered into the draft. &lt;br /&gt;
&lt;br /&gt;
The draft was organised by draftmaster Erix and assistant-to-the-draftmaster Damdred. It was carried out privately and then announced in a collaborative podcast between RiolTalk and Rush Hour, featuring their regular hosts Rio, Merf, Rush and AgFx. Damdred also guested briefly. &lt;br /&gt;
&lt;br /&gt;
The podcast was published to announce the draft, as well as discuss player picks and potential team strategies, and is available to listen to on Spotify. https://open.spotify.com/show/40OCpyPINw10hpXmBsGBtw?si=78e63975f8cc4b77&lt;br /&gt;
&lt;br /&gt;
The teams were as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Captain&lt;br /&gt;
![[R44Jmerc|Jmerc13]]&lt;br /&gt;
![[R44Damdred|Damdred]]&lt;br /&gt;
![[R44Scrornch|Scratch]]&lt;br /&gt;
![[R44Cerbrus87|Cerbrus]]&lt;br /&gt;
![[R44Mcgeeal|Mcgeeal]]&lt;br /&gt;
![[R44Mithrandir|Mithrandir]]&lt;br /&gt;
![[R44Ivetza|Ivetza]]&lt;br /&gt;
![[R44Rompar|Rompar]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Co-Captain&#039;&#039;&lt;br /&gt;
|&#039;&#039;Rush&#039;&#039;&lt;br /&gt;
|&#039;&#039;Wurstmeyer&#039;&#039;&lt;br /&gt;
|&#039;&#039;B&#039;&#039;&lt;br /&gt;
|&#039;&#039;Weaser&#039;&#039;&lt;br /&gt;
|&#039;&#039;Internetfett&#039;&#039;&lt;br /&gt;
|&#039;&#039;Erix&#039;&#039;&lt;br /&gt;
|&#039;&#039;Harm&#039;&#039;&lt;br /&gt;
|&#039;&#039;Rio&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Second Round&lt;br /&gt;
|AgFx&lt;br /&gt;
|DanTheMan&lt;br /&gt;
|SugarJon&lt;br /&gt;
|Lamb&lt;br /&gt;
|Bobbo&lt;br /&gt;
|DownrightDave&lt;br /&gt;
|Mannowrath&lt;br /&gt;
|Chunk&lt;br /&gt;
|-&lt;br /&gt;
|Third Round&lt;br /&gt;
|Disco&lt;br /&gt;
|SlyPimp&lt;br /&gt;
|BigBell&lt;br /&gt;
|King Jota&lt;br /&gt;
|ZachSmack&lt;br /&gt;
|GrapesofMath&lt;br /&gt;
|Zar&lt;br /&gt;
|Zedijar&lt;br /&gt;
|-&lt;br /&gt;
|Fourth Round&lt;br /&gt;
|Cronel&lt;br /&gt;
|Sizzler&lt;br /&gt;
|Tidnab&lt;br /&gt;
|Chud&lt;br /&gt;
|Merf&lt;br /&gt;
|Jboy&lt;br /&gt;
|Jocke&lt;br /&gt;
|Neruht&lt;br /&gt;
|-&lt;br /&gt;
|Fifth Round&lt;br /&gt;
|Shanulf&lt;br /&gt;
|DavetheGoliath&lt;br /&gt;
|Highlow&lt;br /&gt;
|Sharkey&lt;br /&gt;
|Alison&lt;br /&gt;
|Squanchy&lt;br /&gt;
|Jaerock&lt;br /&gt;
|OMG Noob&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Round&lt;br /&gt;
|Mattyvanhalen&lt;br /&gt;
|Psychosophy&lt;br /&gt;
|Noodle&lt;br /&gt;
|Blafiora&lt;br /&gt;
|TheThing&lt;br /&gt;
|Lokiramza&lt;br /&gt;
|Kenshiro&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Seventh Round&lt;br /&gt;
|Empoy&lt;br /&gt;
|Cosula&lt;br /&gt;
|Yeeow&lt;br /&gt;
|Nurtho&lt;br /&gt;
|Jamo&lt;br /&gt;
|P@qz&lt;br /&gt;
|Manus&lt;br /&gt;
|Meesax&lt;br /&gt;
|-&lt;br /&gt;
|Eighth Round&lt;br /&gt;
|Zooj&lt;br /&gt;
|KingTitus&lt;br /&gt;
|KingCT&lt;br /&gt;
|Temo&lt;br /&gt;
|Gwyn&lt;br /&gt;
|Skubasteve&lt;br /&gt;
|Beta52&lt;br /&gt;
|Squarewave&lt;br /&gt;
|-&lt;br /&gt;
|Ninth Round&lt;br /&gt;
|Bazzaroony&lt;br /&gt;
|Extravadanza&lt;br /&gt;
|Buckshot&lt;br /&gt;
|Finnisher&lt;br /&gt;
|DJSoegaard&lt;br /&gt;
|Palaiyot&lt;br /&gt;
|Taldarin&lt;br /&gt;
|Uruk Hai&lt;br /&gt;
|-&lt;br /&gt;
|Tenth Round&lt;br /&gt;
|(Empty)&lt;br /&gt;
|(Empty)&lt;br /&gt;
|(Empty)&lt;br /&gt;
|(Empty)&lt;br /&gt;
|(Empty)&lt;br /&gt;
|SatansArsonMilitia&lt;br /&gt;
|Drads&lt;br /&gt;
|Saimon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each team was also rated based on their Rio rank. Ordered from best rating to worst rating, the teams are as follows:&lt;br /&gt;
&lt;br /&gt;
Team Rompar (1st | score 86.8)&lt;br /&gt;
Team Damdred (2nd | score 88.8)&lt;br /&gt;
Team Mithrandir (3rd | score 90.7)&lt;br /&gt;
Team Mcgeeal (3rd | score 90.7)&lt;br /&gt;
Team Ivetza (4th | score 92.5)&lt;br /&gt;
Team Cerbrus (5th | score 97.9)&lt;br /&gt;
Team Scratch (6th | score 125.4)&lt;br /&gt;
Team Jmerc (7th | score 126.5)&lt;br /&gt;
&lt;br /&gt;
Unranked players were given a rating of 210 (the default last-place score), which mostly affected Scratch&#039;s team rating as he selected three unranked players. Team Ivetza, Team Mithrandir and Team Jmerc had no unranked players on their rosters.&lt;br /&gt;
&lt;br /&gt;
Team Mcgeeal, Team Rompar and Team Ivetza feature the most roundwinners with each team sporting two on their rosters.&lt;br /&gt;
&lt;br /&gt;
== Wishlists and Reasoning ==&lt;br /&gt;
&lt;br /&gt;
Captains were asked to supply a wishlist of their ideal picks before the draft started, as well as reasoning for their actual picks after the draft concluded. These are supplied below, along with the AI summaries of their reasoning that were read out on the draft round podcast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Jmerc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rush - he’s my guy. Strong blop support &lt;br /&gt;
&lt;br /&gt;
AGFX - again blops support and frickin sweet tracker tool&lt;br /&gt;
&lt;br /&gt;
Cronel - strong blops support (you see the theme) &lt;br /&gt;
&lt;br /&gt;
DownrightDave - can attack and manage blops simultaneously &lt;br /&gt;
&lt;br /&gt;
Harm - strong attacker &lt;br /&gt;
&lt;br /&gt;
Zooj - no explanation needed. Love zooj &lt;br /&gt;
&lt;br /&gt;
Mannowrath - strong ops support (think he falls outside the time zones I’m heavy on) &lt;br /&gt;
&lt;br /&gt;
Disco - super strong fast attacker. Unless he isn’t and abandons but I’ll take that risk &lt;br /&gt;
&lt;br /&gt;
Zachsmack - haven’t played with my boy in forever, strong at pretty much whatever &lt;br /&gt;
&lt;br /&gt;
Cosula - landed with him a few times recently. He is turning to the dark side of blops nicely Not exactly my #1 team, but not an impossible lineup to actually pull off&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not created.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not supplied. Instead Rush, Jmerc&#039;s co-captain, gave his theoretical reasoning as to what he thought Jmerc may have been thinking on the podcast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Damdred&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Pre-draft Wishlist&lt;br /&gt;
&lt;br /&gt;
My plan for this draft is to pick a competitive team who I believe I can have fun with, min/maxing as well as going for the win. &lt;br /&gt;
&lt;br /&gt;
Initially I have Wurst targeted as my first pick. &lt;br /&gt;
&lt;br /&gt;
I have a suspicion that Jmerc will select Rush with his first pick, and in this slot I feel as selecting the best available player is the correct decision, if Gothia hadn’t of dropped out I would have debated. &lt;br /&gt;
&lt;br /&gt;
For my second round pick I have another player who can attack pinpointed, the four I am watching most closely in this round are Downrightdave (I don’t believe he will make it to me), dantheman (doubtful he makes it), Eric (won’t make it), and sugarjon (possibly will make it). The goal here is to get a reasonably effective fast attacker who I feel will free up Wurst to play to his strengths.&lt;br /&gt;
&lt;br /&gt;
Third round I am looking for an ops/support player, grapes (chance he won’t be here, noodle (take a slight flyer here based on reputation of a newer player), those are my top two choices I believe jmerc will take cronel here anyway. I haven’t strategised past the third round currently due to unknown variables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wurst was my ideal first pick—he covers all attacking needs, from slow to fast to converting, and he’s great with numbers. Second round didn’t go exactly as planned since Dave and Erix were taken early, but I still landed a top attacker in Dan, who I’ve played with before and really enjoy teaming up with. I cross-referenced my list with Wurst’s attacker recommendations and picked up Sly, a solid and consistent performer. Siz was Wurst’s suggestion—he’s been inactive for a while, but he’s a strong attacker and will shake off the rust. Dave was an easy pick as an all-around talent, and Psychosophy was the steal of the draft—god-tier on ops and fills a key time zone gap. Cosula and Titus are reliable ops players, and Danza is a new player I brought in from another game, making him my responsibility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
first round; went as I hoped, wurst was available, he takes care of the biggest need which is attacking he can handle slow fast and converting and is a numbers guy we need. Second round: some of my top picks were taken in this spot, I was a little disappointed that Dave was taken by mith and that Eric was taken first round and didn’t fall into my lap. I suspect that Dan would of been taken as well if he had marked high activity, I was fortunate to land a great attacker here, I’ve played with him several times and I really enjoy playing with him so it’s a win&lt;br /&gt;
I made a list of people who I wanted to play with and cross referenced it with people that wurst suggested as well who were excellent attackers I had a large amount of them still available at this point. Sly is an excellent investment as a team mate, he has a great deal of knowledge and has consistent results across his rounds. It was an easy pickup and complemented Dan and wurst.&lt;br /&gt;
Siz was someone I was not aware of but wurst recommended and loved the pick. He hadn’t played in quite some time so rust is a bit of a factor maybe. However, he will pick it back up and he’s a very solid attacker for the team&lt;br /&gt;
At this point I knew I needed to pick best player&lt;br /&gt;
Dave I know Dave from a round or two we packed together, excellent all around player can attack is great at ops and has a great deal of activity. Perfect for what I want&lt;br /&gt;
Psy, how on gods green earth this man was this low idk, to me this is the steal of the draft. Excellent if not god tier on ops, high activity covers a time zone that we are a little weaker in (or can be support when most Americans can be busy). Super happy with this pickup&lt;br /&gt;
7/8. cosula and Titus are ops players who are dependable and I figured scratch wanted them.&lt;br /&gt;
Danza is a new player who I brought over from another game my responsibility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Scratch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been asked (by a very naggy, old, balding man) to write a little bit about what I hope to gain from my team as I draft them. I signed up as a captain excited at the possibility of being able to play with so many great and fun people who I&#039;ve not yet had a chance to pack with. Sadly, none of those players decided to sign up, so I had to settle for these clowns. &lt;br /&gt;
&lt;br /&gt;
Basically my goal is to find a balanced team full of players who can take on many different roles depending on what we all decide together. My major deciding factor outside of that will be discord activity, as I&#039;m hoping to not take anyone who I haven&#039;t seen talk. &lt;br /&gt;
&lt;br /&gt;
With my first pick, I wanted to make sure I picked someone I haven&#039;t had a chance to play with, but who I am familiar with or talked to. It really came down to downrightdave or B, but since I want to actually do well, it has to be B. Also, he wanted to be a captain this round so that he&#039;d have a chance to put together a strong and competitive team, so I thought it would be especially funny to take himself myself and throw those hopes and dreams right out the window. &lt;br /&gt;
&lt;br /&gt;
Since I decided to go with an early pick, a great deal of what happens beyond that point is dependent on the competence of my fellow captains. Needless to say, I fully anticipate my plans will go through without a hitch. &lt;br /&gt;
&lt;br /&gt;
I want to get one of the Dave/Grapes/Jon pack if possible, but I&#039;m not too picky on which one because they&#039;re all the same person anyway. Beyond that, I&#039;ve got a whole notebook page full of people I&#039;d be happy to get, and it doesn&#039;t even include some of the obvious names. Really I just want to have a fun round with some cool people, and maybe we can sneak out a win through sheer willpower and friendship &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I went into this draft with a clear plan, and while things didn’t always go perfectly, I’m really happy with how my team shaped up. B was my first pick because he’s a great player and someone whose game philosophy aligns with mine. Sugarjon was an easy second-round choice since I wanted someone from the Dave/Jon/Grapes group, and with Dave off the board, he was the natural fit. BigBell came next, mostly because my original target got sniped, but he meshes well with B’s timezone, so it worked out. Tidnab was a no-brainer—our past Diplomacy chats and his compatibility with the team made this pick feel like destiny. Noodle &amp;amp; HighLow were great picks, even if it meant losing my next turn, and I could tell I made the right call when Mith cursed me out right after. Yeeeoow was a total self-indulgent pick, since he plays like me—badly but with style—so naturally, I love it. Kingct was a fun wildcard pick, mostly to screw over Damdred, and Buckshot is a bit of a mystery, but I like his attitude. Also, fun fact about me: I like to lick windows. Not sure how that’ll play into my strategy as a draft captain but I’m confident that I’ll find a way*. &lt;br /&gt;
&lt;br /&gt;
(Final sentence may have been edited in by Rush. Allegedly.)&lt;br /&gt;
&lt;br /&gt;
Scratch took the time to roast some of the other teams before getting into his own reasoning. Here are some of the best ones: &lt;br /&gt;
&lt;br /&gt;
Team Ivetza: He put together a very solid team here. Too bad Ivetza has to be in it. &lt;br /&gt;
&lt;br /&gt;
Team Mcgeeal: Sort of like looking at a high school basketball coach try to relive his glory days, Mcgeeal clearly hasn&#039;t moved on from his round win. &lt;br /&gt;
&lt;br /&gt;
Team Jmerc: Omg look at me I&#039;m so chaotic! &amp;lt;-- that&#039;s probably what beardy boy was thinking when he picked the most obvious team imaginable. Does chaos generally entail doing everything in the most predictable way? I just feel bad for Disco, the dude is probably gonna abandon twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First round, B: I haven&#039;t played with him, but I&#039;ve talked to him a decent amount and find myself lining up with his approach to the game and philosophies overall pretty well. Also he&#039;s actually a really good player, unlike myself, so I&#039;m really happy with him as my first pick overall. Every good group needs a cornerstone &amp;quot;glue guy&amp;quot;, and that&#039;s what I think B will B. Second round, Sugarjon: from the beginning of the draft I knew I wanted one of the Dave/Jon/Grapes coalition. Since I nabbed up someone from a different major 5-pack with B, this was pretty much my only shot to get to play with one of these guys, so when Mith took Dave a few spots before me, it made my decision even easier. When I really thought about it, the one I&#039;ve probably talked to the most was Sugarjon, so this was an easy selection for me. Third round, BigBell: B suggested SlyPimp in this slot, so when he got taken by Damdred (who is an evil bastard) right before my turn I went into panic mode. &amp;quot;Panic mode&amp;quot; will be a recurring theme, btw. Then BigBell&#039;s name came up, and with him fitting more closely with B&#039;s timezone, it seemed like a nice idea to throw another Euro his way, and I enjoyed BigBell when I played with him before, so I was happy with this choice. Part of me wanted to go with Tidnab here, but oh well. Maybe some other round we&#039;ll random together. &lt;br /&gt;
&lt;br /&gt;
Fourth round, Tidnab: Oh, lookie here, I found myself a Tidnab. Another person whose timezone works well with B, and someone else who I haven&#039;t had the pleasure of playing with. Oh how the stars have aligned! I&#039;ve played Diplomacy with him, talked to him about (sand) pirates, this was a slam dunk pick. In fact, this pick was so good it almost makes the rest of them feel like trash. And speaking of trash... Fifth round, Noodle &amp;amp; HighLow: I&#039;m just kidding, these two are great picks and it&#039;s been an absolute pleasure getting to know them over the past few months. While I&#039;m very happy to grab these two here (Mithrandir messaged me with a simple &amp;quot;fuck you&amp;quot; immediately after I made this pick, so while he already does this pretty frequently, that to me showed I made the right choice), it did put me in a bit of a bind, as I had to relinquish my next pick afterwards. Sixth round, psychosoph- oh wait, nevermind. Seventh round, Yeeeoow: Completely abandoning my plan of mostly taking people I haven&#039;t played with much, I drafted the person I probably have played with the most of anyone in the entire game. He doesn&#039;t play strategies that work, gets hit all the time, and gets in fights with someone new almost every single round. In essence, I just drafted myself, which makes this the best pick of the entire draft.&lt;br /&gt;
&lt;br /&gt;
Eighth round, Kingct: An import from a game Damdred plays, he had been all excited to take this sleeper pick right at the very end, but I&#039;ve heard good things about this guy and Damdred deserves to not get what he wants, so that made this selection very easy for me. I love encountering newer players who actually try, so hopefully that&#039;s exactly what I drafted here. Ninth round, Buckshot: I don&#039;t want to be rude, but apart from seeing his name show up making a couple discord comments about not wanting to disappoint anyone by not being very good/active (which I see as a positive sign, anyone who feels bad about dragging the team down is a kindred spirit), I don&#039;t really know this guy at all. But I look forward to seeing how he works out. Welcome to Team Scratch.&lt;br /&gt;
&lt;br /&gt;
Team Rompar: I mean, Rio put his activity level at &amp;quot;low&amp;quot; and he still picked him first, so I think that choice speaks for itself. He&#039;s got some cool people on here, but some of his choices and the timing for them felt like some RNG shit. Team Ivetza: He put together a very solid team here. Too bad Ivetza has to be in it. Team Mithrandir: One of the best teams in here, solid picks pretty much across the board. No real scathing notes here apart from a simple &amp;quot;fuck you&amp;quot;. Tag, you&#039;re it. Team Mcgeeal: Sort of like looking at a high school basketball coach try to relive his glory days, Mcgeeal clearly hasn&#039;t moved on from his round win. Team Cerbrus: Pretty well rounded team, I could see them doing pretty well. No real roasts here, good job, babe. Team Damdred: I thought it would be fun drafting a team right next to my buddy. I was wrong, this dude pissed me off almost every pick. We basically wanted the exact same team, and I think we ended up with teams that feel pretty similar. Team Jmerc: Omg look at me I&#039;m so chaotic! &amp;lt;-- that&#039;s probably what beardy boy was thinking when he picked the most obvious team imaginable. Does chaos generally entail doing everything in the most predictable way? I just feel bad for Disco, the dude is probably gonna abandon twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Cerbrus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Cerb did not pick up any of his originally intended picks)&lt;br /&gt;
&lt;br /&gt;
Rio - he plays fast attackers and slow/mid attacker at a high level and consistently has good finishes. He is a good leader and strategist. Also, last time we played together in a draft round he won&lt;br /&gt;
&lt;br /&gt;
Wurstmeyer - he is an excellent strategist, his pre round game plan and simming are top notch. His expertise will help guide the realm with multiple scenario options. He consistently has strong finishes &lt;br /&gt;
&lt;br /&gt;
Dantheman- we were packmates in the early stages of coming back to the game, I would like to play with him again. He is an excellent fast attacker with the balls to make the big hit even if it sinks his round. Putting the realm first is a quality I look for &lt;br /&gt;
&lt;br /&gt;
Grapesofmath- he can be an attacker or blopper, when i have played with him he has been a team player and helped get hits from killing drafts. Having a blop leader would be good early and mid round&lt;br /&gt;
&lt;br /&gt;
Chunk - I think he recently said he would join the draft. I can’t remember playing with him and would like to. I know he is a solid fast attacker and mid attacker. Even while exploring I think he could provide great advice and guidance&lt;br /&gt;
&lt;br /&gt;
Internetfett - who wouldn’t want the one and only fett. Good fast attacker and solid mid attacker. Great with numbers/strats and insights. Is a fun player to play with Manno- ops guys are important, has a high ranking and is wanting to play slower style. Heard good things about him &lt;br /&gt;
&lt;br /&gt;
Disco- I think he plays a high risk/reward playstyle with fast attacking. Having him paired with another solid fast attacker and soild ops could help him break free &lt;br /&gt;
Cronel- chaos, disrupter, enough said &lt;br /&gt;
&lt;br /&gt;
Sugarjon- a solid attacker who can go the blops route if needed. Good teammate/realmie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The draft process was fast-paced and chaotic, forcing a shift from my original plan of building a balanced team to prioritizing top-tier players. The first pick, Weaser, was chosen for his consistency as a mid-speed attacker, a dominant playstyle in recent rounds. Lamb and King Jota followed as familiar and reliable mid-speed attackers, while Chud was picked purely for value. Sharkey brought leadership and versatility, making him a key addition. Blaforia added speed and veteran experience, while Nurtho’s flexibility made him a strong choice. The last picks, Temo and Finnisher, were more of a gamble due to limited knowledge. Overall, I think the team looks solid, with a strong mix of experience, adaptability, and firepower—ready to perform!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
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When I was thinking of my ideal team I had in mind a nice mix of fast attackers, mid speed/converters, ops/blops guys with a sprinkle of veteran leadership. Of the 10 players I selected for my “ideal” team I ended up taking none of them. Some due to others picking them first and another because they put activity level as low, like Rio. The draft went so fast, players were picking faster than in the dom fantasy draft. I was at work and trying to make big decisions in a matter of mins from the constant pings lol. I knew I wanted to take the “best” players first, disregarding my want to form a well-rounded group. &lt;br /&gt;
&lt;br /&gt;
My first pick was Weaser, I am pretty sure I played with him but I quickly looked at his stats and he was a solid, consistent performer. Consistency with the first pick I felt was key. He had some really good finishes as a convert/mid speed attacker and that seems to be the winner lately so I picked him up. He also had a decent fast attacker round &lt;br /&gt;
&lt;br /&gt;
My second pick was lamb, one who I have packed with and played with numerous times. He is also a consistent mid speed attacker. I am hoping the familiarity will help us and he has 24 rounds on OD under his belt. &lt;br /&gt;
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My third pick as King Jota, another consistent mid speed attacker. He really impressed me with his round as gob converter “Wife vs OD round 31”, great name BTW as we can all relate.&lt;br /&gt;
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Fourth pick was chud, yet another solid mid speed attacker. He was the best pick available by far so I picked him up Fifth pick was Sharkey, my brother from another mother. We have been packing together since round 23. His insight and knowledge of the game is second to none. He is versatile and can play anything. He has great leadership and planning&lt;br /&gt;
&lt;br /&gt;
Sixth pick was blaforia, he is a great fast attacker and is a vet Seventh pick was nurtho. I have played with him before and he is a great teammate. He can play multiple roles Eight pick was Temo, I do not know much about him&lt;br /&gt;
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Ninth pick was finnisher, do not know much about him I am very happy with my team, I think we will perform great! Let’s go!&lt;br /&gt;
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&#039;&#039;&#039;Team Mcgeeal&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Okay in other drafts, high activity FAs are at a premium, so thinking I use my first pick on that. I’m hoping to grab someone I know can do math and sim, because I am not that guy, pal. More of the hype-man captain. I think top of my board will look something like this, only a little different from their rio ranks tbh: &lt;br /&gt;
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Fett: Only played with once and is a fun teammate, though he’s marked ‘medium’ activity, I question how ‘medium’ looks to him. &lt;br /&gt;
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Weazer: Look at that rio rank and good at mathing, high activity &lt;br /&gt;
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Erix: The fellow hype man, is good at the game and also guarantees an active fun realm &lt;br /&gt;
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Lamb: A wildcard pick in terms of realmmate, I don’t think we’ve played before but is good and marked high activity. &lt;br /&gt;
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Chunk** who isn’t FA but I’ve never played with and want to - we’ve had a couple of fun races to the finish line as explorers, and can still do math. Plus I can finally interrogate him on his darn calculator! Just not sure how good an idea it is to pick explorer so high, maybe he falls to second rd pick? &lt;br /&gt;
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Harm: good dude, good player, here for the gangbang &lt;br /&gt;
&lt;br /&gt;
Bobbo: Always in the FA mix, will pull over to attack on time. Also a TFT buddy, but I don’t know if he’s a simmer &lt;br /&gt;
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Wurst: Really good at the game, think I’ve only played with him once but he stayed in pack chat mostly, so loses points. &lt;br /&gt;
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Jota: Is indeed grumpy on the outside but good at the game and I’ve had good experience playing with him as a noob.&lt;br /&gt;
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B: Don’t think I’ve played with him at all, is kind of a wildcard pick. I don’t really know what to expect in terms of fun/engagement with some people that I haven’t played with, even though that’s a bit of the point. The rest I’m just looking for folks who I think are fun mostly. &lt;br /&gt;
&lt;br /&gt;
Team comp we’ll figure out later. I do want another good explorer - whether that’s Chunk, Zedi, or Manno. &lt;br /&gt;
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Reuniting with Rush / AGFX would be awesome, but I kind of expect Jmerc to reach for them tbh.&lt;br /&gt;
&lt;br /&gt;
Some other dark horses for competitiveness in the later rounds I like are Tidnab, Alison, Zar, ZOOJ,  Merf if his ‘low’ activity scares away captains&lt;br /&gt;
&lt;br /&gt;
Notable un-mentions are the Hydra and Sharkey, who are all great and fun to play with and guys that I’ve been in-realm with many times now. If the draft is an opportunity to play with some new people, I ought to take it. Don’t be surprised if I actually panic-pick some of this list though. In fact, I play based on vibes, I doubt any of this is actually that useful, it’ll all come down to what I’m feeling in the moment that it’s my turn to pick. &lt;br /&gt;
&lt;br /&gt;
Joker_Man_With_A_Plan.GIF &lt;br /&gt;
&lt;br /&gt;
In the late-late rounds, when it comes to the new players, I hope to get someone who marked they’re open to playing Ops role, so I can help keep an eye on them and mentor. Not so good at doing that for an attacker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I ended up with a team similar to my Round 38 win, which I’m happy about, though I didn’t land any big names I haven’t played with before—just some I haven’t teamed up with often. We’re stacked with high-powered options like Fett, Bobbo, Merf, TheThing, and Zach, built to run fast, but we’ve also got solid slower play choices. TheThing dropped in the draft because he’s “leaving on May 4th,” but I’ll take the steal. I just missed out on Beta52, and my last pick was a new player outside the US time zone, but it was late, and options were limited.&lt;br /&gt;
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&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
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Short version, I’m a busy man: I basically stumbled into assembling a similar comp to my round 38 win, so happy about that, but i failed to get any well-known people who I haven’t played with yet. That said I’ve chosen folks who I haven’t gotten to play with very often* Obviously I have the best team, multiple high-octane options as FAs with Fett, Bobbo, Merf, TheThing, and Zach, we’re built to run and not look back. If we have to pass the buck, we’re in good hands with whoever will join Alison in a slower playstyle. We’ve Gwyn, myself, a couple new players, as well as probably one of the attacking options already mentioned for ops.&lt;br /&gt;
Notably, TheThing “is leaving on May 4th” which made him fall in the draft, I don’t really know what that means but he was a steal, May the Fourth be Damned! Jamo was noted as an up-and-comer by Fett, I was hoping to nab him and Beta52 late, but just missed out on Beta (he was a big steal that late as well). My apologies to the single pick of mine, a new player who isn’t in the US-time zone, but it was late and I had few options left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Mithrandir&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacker im targeting in kind of order: Erix Wurst Jboy Rio Jota Fett Weaser B Harm SugarJon DownrightDave Lamb Merf Blaf Matty BigBell Thething &lt;br /&gt;
Top Ops guys im targeting: Chunk Manno Zed Zar shanulf jocke cronel empoy loki nurtho &lt;br /&gt;
Others: Disco Zooj (low key great ops guy) Sharkey Grapes&lt;br /&gt;
&lt;br /&gt;
general plan is to get 1-2 attackers on my list, maybe a top ops guy 2nd pick then back to attackers. Taking value over needs in general but ideally 2 guys that can FA, 1 good strategy guy and the rest ops guys and hybrid players. It will really come down to best available and value over everything. Time zones not too much of a concern. I “can” lead but prefer another elite player to co lead the pack.&lt;br /&gt;
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I’m hoping other captains are incompetent and skip over high value guys&lt;br /&gt;
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&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I somehow landed Erix, which gives me insider draft knowledge and a solid attacker. Dave was an easy pick as a top FA and fun teammate, and Grapes was the obvious choice for ops, especially with Dave around—Cocaine and waffles approved. Jboy fooled everyone about his activity and will carry us to victory. Squanchy is underrated but always online, Loki slipped way too far, P@qz brings versatility, and skubasteve is another nonstop ops machine. Satansarsonmilitia rounds it out as Mr. Irrelevant. I wanted FA power, strong ops, and a slow/convert attacker—got all that and stole Jboy. Best draft team by a mile, Merf 99% realm win incoming.&lt;br /&gt;
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&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
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Erix - easy pick, idk how he fell to me. I get draft insider knowledge and secrets. Also i guess hes an okay attacker. Dave - Top FA, very fun to play with, easy pick Grapes - The obvious choice for a top ops guy and i have dave. Cocaine and waffles approved. Jboy - everyone slept on his lie about low activity. Hes going to win us the rnd. Elite elite player Squanchy - underrated top ops guy, easy pick and he is on 24/7 Loki - idk how he fell. Maybe bc taking rnd off but he said hes going to be active as fuk and willing to go on overnight. Easy pick and jmerc/rush cant have him. Win win P@qz - great player, willing to fa or sui build and ops after. Easy choice as he is very versatile. skubasteve - solid ops guy, willing to do overnight ops. Very active. Another easy pick satansarsonmilitia - mr irrelevant. Excited to play with him. Going in I wanted 2-3 FA, tons of ops and a solid slow/convert attacker, which i got the steal of the draft on in jboy. All in all I got the dream team draft team. It really doesn’t get any better. Easily the best draft team and 2nd best isn’t even close. I give us a Merf 99% chance of a realm win and ill get started on the rnd win story asap.&lt;br /&gt;
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&#039;&#039;&#039;Team Ivetza&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“I think my pack will end as some kind of beautiful disaster” is the only response we were able to extract from Ivetza, who refused to do his homework. &lt;br /&gt;
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The player beautiful disaster was not available to be drafted. &lt;br /&gt;
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&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
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Not created.&lt;br /&gt;
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&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Initially supplied:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And I don&#039;t have any idea why I pick all that Tortuga scums, how to explain to them I just need 100 souls to avoid 10 years service on the Dutchman which remind me I need more alcoholics so please Fett change realm max players to 101. Yo ho ho and a bottle of rum!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This was then presumably later fed into ChatGPT and Ivetza supplied the following (largely empty of reasoning) reasoning:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
I’ve got no clue why I keep picking up all that Tortuga scum, but here we are. Look, I just need 100 souls to dodge ten years aboard the Dutchman—simple math, really. So I’ve been recruiting, and what a fine mess of scallywags we’ve got!&lt;br /&gt;
&lt;br /&gt;
Harm got picked just for showin’ up to the great gangbang of piracy—no questions asked. MannoWrath joined the crew thanks to his mighty man-of-war and even mightier name, now forever fused as HarmNoWrath. With fire in their sails and questionable morals, they were a natural fit.&lt;br /&gt;
&lt;br /&gt;
Then there’s Zar. Just pure awesomeness. Zar Zar har har! The crew shouted it so loud the kraken blushed. Join our ship, ahoy, or walk the metaphorical plank of mediocrity!&lt;br /&gt;
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Jocke’s aboard too, ‘cause things in dom were gettin’ too serious. We needed more jockes and fewer blockes. Then came Jaerock, our discord shouter extraordinaire. No lady is safe, no eardrum left undamaged.&lt;br /&gt;
&lt;br /&gt;
Kenshiro—aye, the warrior with fists of fury—joined us so we can set sail for distant lands and bring back barrels of sake. He also kicks like a mule, so that’s a bonus.&lt;br /&gt;
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Then we’ve got M4nus007. The name’s Bond. James Bond. Smooth-talkin’ spy who can charm us out of cannonfire and into a brothel with one eyebrow raise.&lt;br /&gt;
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Beta52 hopped aboard because, let&#039;s face it, what pirate crew doesn&#039;t need a math nerd? Someone’s gotta calculate the rum-to-crew ratio and ensure our loot splits properly. Love you, Beta.&lt;br /&gt;
&lt;br /&gt;
Taldarin2020 came to remind us of the cursed year when our ships were locked down and we had to plunder via Zoom. A dark time. We drank sanitizer. Never again.&lt;br /&gt;
&lt;br /&gt;
And finally, the cherry on this rum-soaked pie: Drads. The legend. The anchor. The wind in our sails. With Drads aboard, the team’s so damn almighty, even Poseidon takes notes.&lt;br /&gt;
&lt;br /&gt;
So Fett, do us all a favor—raise the realm limit to 101. I’m still short a few souls, and I hear there’s a bar full of alcoholics just down the shore.&lt;br /&gt;
&lt;br /&gt;
Yo ho ho, and a bottle of “don’t ask what’s in it”!&lt;br /&gt;
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&#039;&#039;&#039;Team Rompar&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Pre-draft Wishlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Round 1 &lt;br /&gt;
Rio - there is no single draft round I haven&#039;t been with him so he is a natural first pick Wurst - great player with lots of knowledge and skills never been with him in a full round looking forward to this moment&lt;br /&gt;
Internetfett - if one of the best wonders is Fountain of Youth, then fett must be called the Spring of Knowledge &lt;br /&gt;
Harm - very friendly active player who I really enjoyed playing with, having a tool for posting Top Op &lt;br /&gt;
Jboy - winner from the last round, come on who doesn&#039;t want to have a winner in his team &lt;br /&gt;
&lt;br /&gt;
Round 2 &lt;br /&gt;
Slypimp - very good player who I have been before and we do get along so would love to have him &lt;br /&gt;
Eric - suicidal tendency I love it, seriously very active player ready to sacrifice his own round for the greater good &lt;br /&gt;
B - being ready to step in as a captain in case we don&#039;t have enough, means he might have a plan, means I can only get an advantage with him on board &lt;br /&gt;
Jocke,Manowrath and Neruht - one of the greatest opers I have been with who can say no to that &lt;br /&gt;
&lt;br /&gt;
Round 3 &lt;br /&gt;
DantheMan, Sugarjohn, Merf, Kenshiro - great FA can be helped to win the round or used to stall the dynamics and help realmies who come from behind &lt;br /&gt;
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Rush, AgFx, Cronel, Grapes - devoted bloper but can also provide huge ops support &lt;br /&gt;
&lt;br /&gt;
Sharkey, Zar - player I do get along with able to attack but also always in the top ops ranking&lt;br /&gt;
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Ofc if ppl from higher ranked pick are still available I may go for them&lt;br /&gt;
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&#039;&#039;&#039;Post-draft&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;AI Summary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I stuck with my usual first pick, Rio—no surprise there, since he runs the Rio Ranks. Chunk was a must-have for his top op calculator, and Zedijar, the first OD-winning explorer, adds some history to the team. Neruht might not be a well-known name yet, but his tracking skills last round made him an easy pick. OMGnoob brings top-tier attacking experience, while Slice, Mesaxx, and Squarewave round out the squad with versatility and activity. Uruk Hai adds some brute force, and as for Saimon? Well, Saimon says we win.&lt;br /&gt;
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&#039;&#039;&#039;Actual Text&#039;&#039;&#039;&lt;br /&gt;
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1st pick Rio - what is a draft round without us pairing? Active or not he is the one who makes the Rio Ranks so no wo der I will end up on top there 2nd pick Chunk - the guy who runs the top op calculator most of the ppl are using this days is the guy you must have and that is for sure pick number 2 for our team 3rd pick Zedijar - not many explorers ever won but he was the first in OD, ladies and gents please welcome to our team Zedijar 4th pick Neruht - a name that most of you don&#039;t know just yet but you are about to remember Neruht The guys was able to explore and single handly track the top op last round so another name that is a must 5th pick OMGnoob - highly ranked experienced attacker who will bring that extra versatile attacking experience that we just need 6th pick Slice - if you want a piece of cake you must Slice it first 7th pick Mesaxx - being with us last time and the only time when draf realm won the round tells it all 8th pick Squarewave - an extra active player who will provide lots of ops and blops whenever they are needed 9th pick Uruk Hai - all the hordes of goblins and orc will need an Uruk Hai to lead them 10th pick Saimon - Saimon says we win&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2159</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2159"/>
		<updated>2024-08-28T15:14:10Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&lt;br /&gt;
Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.&lt;br /&gt;
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All constructed buildings except for Homes and Barracks provide 20 jobs and which are automatically filled by unemployed peasants. During construction all buildings provide 15 population. All constructed buildings except for Homes and Barracks provide 15 raw population.  See [[population]] for explanation on the difference between raw and modified population.&lt;br /&gt;
&lt;br /&gt;
Buildings can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.&lt;br /&gt;
&lt;br /&gt;
Each building can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for &#039;&#039;&#039;Homes&#039;&#039;&#039;, which depends on your [[race|race]].&lt;br /&gt;
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All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! Land Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Home&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;[[Races|Race]] Specific&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 30 people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Diamond Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 15 [[gems]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | School&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Cavern&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Lumberyard&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 50 [[lumber]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Barracks&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Houses 36 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses. Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Factory&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces building [[construction|construction costs]] and [[rezone|rezoning costs]] by 5% per 1% owned, up to a maximum of 50% bonus at 10% owned. &lt;br /&gt;
Employs 25 peasants instead of 20.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Guard Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Defensive Power]] by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Shrine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Hill&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Hero]] experience gain by 2% per 1% owned, up to a maximum of 20% at 10% owned. Also increases hero bonus by 50% per 1% owned, up to a maximum of 500% at 10% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Gryphon Nest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[Offensive Power]] by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Ore Mine&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Mountain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 60 [[ore]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Alchemy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 45 [[platinum]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Farms&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 80 bushels of [[food]] per hour.&lt;br /&gt;
&lt;br /&gt;
Each peasant, draftee, and military unit eats 0.25 bushels of food every hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Masonry&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases ALL [[Castle|Castle Bonuses]] by 2.6 * (Masonries / Total Land)%, no maximum&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Smithy&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Plain&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.&lt;br /&gt;
&lt;br /&gt;
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Temple&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Increases [[population]] growth rate by 6 * (Temples / Total Land)%&lt;br /&gt;
&lt;br /&gt;
Reduces defensive bonuses of a target dominion during invasion by 1.5 * (Temples / Total Land)% to a minimum of 0% defensive bonus (maximum reduction 25% at 16.67% owned)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Tower&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 [[mana]] per hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Wizard Guild&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 5 mana per hour.&lt;br /&gt;
&lt;br /&gt;
Each Wizard Guild increases the number of peasants protected from Fireball to 20 (from 5) for up to 6 wizards (max 120 per Guild).&lt;br /&gt;
&lt;br /&gt;
Reduces damage from Lightning Bolt by 10% per 1% owned, up to a maximum of 50% at 5% owned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Dock&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Water&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.25 + [0.05 x daysInRound] of your boats from being sunk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below. &lt;br /&gt;
&lt;br /&gt;
Acres gained by [[Invading]] someone 75% or larger will be discounted. The discount starts at 50%. After Day 25, the discount grows by 2% each day until a maximum of 70% reduction is reached on Day 35.  &lt;br /&gt;
In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.&lt;br /&gt;
&lt;br /&gt;
=== Platinum cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lumber cost ===&lt;br /&gt;
&amp;lt;code&amp;gt;(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.&lt;br /&gt;
&lt;br /&gt;
== Destroy Building ==&lt;br /&gt;
&lt;br /&gt;
You can destroy buildings by going to the [https://beta.opendominion.net/dominion/destroy Destroy Buildings] page.&lt;br /&gt;
&lt;br /&gt;
Destroying a building is immediate and frees up one acre of the corresponding land type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Rezone]]&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round&amp;diff=2066</id>
		<title>Round</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round&amp;diff=2066"/>
		<updated>2024-07-29T23:16:20Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A round is a 47-day period during which the game takes place.&lt;br /&gt;
&lt;br /&gt;
Prior to the first day of the round (or if registering late), your [[dominion]] is under [[protection]]. Since the introduction of click-through protection this stage of the round no longer requires 3 full days to complete and can instead be done entirely at one&#039;s leisure between sign-up and the end of protection (OOP). Once the round has officially begun you must wait 24 hours after signing up to be able to participate in the round, unless you opt to begin using a Quick Start.&lt;br /&gt;
&lt;br /&gt;
During the final day of the round (day 47), all offensive actions (including attacking and exploring) can be disabled anytime from 15h to 9h from the official end of round, at which point you are only able to train [[military]], construct [[buildings]], invest in [[castle]], and perform info ops for the rest of the day. This is also the point of the round where players will typically reveal their locations and discuss the round openly since all outcomes are now locked in.&lt;br /&gt;
&lt;br /&gt;
The chances of the game ending in any specific hour are shown in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Random Round End&lt;br /&gt;
|-&lt;br /&gt;
! Disable Hour !! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Hour 15 || 2.8%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 14 || 8.3%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 13 || 13.9%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 12 || 19.4%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 11 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 10 || 30.6%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[My First Round]]&lt;br /&gt;
* [[My First Protection Guide]]&lt;br /&gt;
* [[List of rounds]]&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round&amp;diff=2065</id>
		<title>Round</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round&amp;diff=2065"/>
		<updated>2024-07-29T23:15:56Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A round is a 47-day period during which the game takes place.&lt;br /&gt;
&lt;br /&gt;
Prior to the first day of the round (or if registering late), your [[dominion]] is under [[protection]]. Since the introduction of click-through protection this stage of the round no longer requires 3 full days to complete and can instead be done entirely at one&#039;s leisure between sign-up and the end of protection (OOP). Once the round has officially begun you must wait 24 hours after signing up to be able to participate in the round, unless you opt to begin using a Quick Start.&lt;br /&gt;
&lt;br /&gt;
During the final day of the round (day 47), all offensive actions (including attacking and exploring) can be disabled anytime from 15h to 9h from the official end of round, at which point you are only able to train [[military]], construct [[buildings]], invest in [[castle]], and perform info ops for the rest of the day. This is also the point of the round where players will typically reveal their locations and discuss the round openly since all outcomes are now locked in.&lt;br /&gt;
&lt;br /&gt;
The chances of the game ending in any specific hour are shown in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Random Round End Timing&lt;br /&gt;
|-&lt;br /&gt;
! Disable Hour !! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Hour 15 || 2.8%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 14 || 8.3%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 13 || 13.9%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 12 || 19.4%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 11 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 10 || 30.6%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[My First Round]]&lt;br /&gt;
* [[My First Protection Guide]]&lt;br /&gt;
* [[List of rounds]]&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round&amp;diff=2064</id>
		<title>Round</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round&amp;diff=2064"/>
		<updated>2024-07-29T23:15:01Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A round is a 47-day period during which the game takes place.&lt;br /&gt;
&lt;br /&gt;
Prior to the first day of the round (or if registering late), your [[dominion]] is under [[protection]]. Since the introduction of click-through protection this stage of the round no longer requires 3 full days to complete and can instead be done entirely at one&#039;s leisure between sign-up and the end of protection (OOP). Once the round has officially begun you must wait 24 hours after signing up to be able to participate in the round, unless you opt to begin using a Quick Start.&lt;br /&gt;
&lt;br /&gt;
During the final day of the round (day 47), all offensive actions (including attacking and exploring) can be disabled anytime from 15h to 9h from the official end of round, at which point you are only able to train [[military]], construct [[buildings]], invest in [[castle]], and perform info ops for the rest of the day. This is also the point of the round where players will typically reveal their locations and discuss the round openly since all outcomes are now locked in.&lt;br /&gt;
&lt;br /&gt;
The chances of the game ending in any specific hour are shown in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Disable Hour !! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Hour 15 || 2.8%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 14 || 8.3%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 13 || 13.9%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 12 || 19.4%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 11 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Hour 10 || 30.6%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[My First Round]]&lt;br /&gt;
* [[My First Protection Guide]]&lt;br /&gt;
* [[List of rounds]]&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2063</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2063"/>
		<updated>2024-07-29T23:05:32Z</updated>

		<summary type="html">&lt;p&gt;Chunk: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039; is an incentive for [[attackers]].&lt;br /&gt;
&lt;br /&gt;
All dominions start with 250 prestige.&lt;br /&gt;
&lt;br /&gt;
== Prestige Bonus ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Multiplicative&lt;br /&gt;
! Additive&lt;br /&gt;
|-&lt;br /&gt;
| Offensive power&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Food production&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Population&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Prestige/100=x% bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplicative ====&lt;br /&gt;
&lt;br /&gt;
If you have 0% population modifiers you will still get the prestige bonus. &lt;br /&gt;
&lt;br /&gt;
For example, if you have 250 prestige and no other population bonuses you would get +2.5% max population:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.00x(1+250/10000)=1.025&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gaining Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige is primarily gained by [[invading]] other dominions which are at least 75% your land size. &lt;br /&gt;
&lt;br /&gt;
Attacking a [[Wonder|wonder]] may also grant prestige if the wonder is taken from another realm.  See [[Wonder#Wonder Prestige|Wonder Prestige]].&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The standard formula for prestige gain is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Min (200 * LandRatio - 115, 70) + MAX(TargetLand-750,0)/100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can hit the same non-bot dominion twice without penalty. Starting with the 3rd hit, your prestige gain will dip by 10% each successive hit. This penalty is limited to 50%.&lt;br /&gt;
* You can hit a [[NPDs|bot]] 4 times before the penalty kicks in.  The penalty is 5% for each successive hit and is limited to 50%. This penalty treats all bots the same; hitting 4 different bots is equivalent to hitting the same bot 4 times.  &lt;br /&gt;
* The excessive hitting penalty is multiplicative with prestige bonuses (e.g. [[Teching|Techs]] or the Golden Throne [[Wonder]]). &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Hitting a 1500 acre target 75% of your size yields &amp;lt;code&amp;gt; 200 * 75% - 115 + (1500-750)/100 = 43 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size yields &amp;lt;code&amp;gt; Min (200 * 110% - 115, 60) + (5000-750)/100 = 60 + 4250/100 = 103 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your sixth time hitting a bot at 2550 acres from 3000 acres (85%) yields &amp;lt;code&amp;gt; (200 * 85% - 115 + (2550-750)/100) * (1 - 2 * 0.05) = 66 prestige &amp;lt;/code&amp;gt;&lt;br /&gt;
* Your fourth time hitting the same human player at 80% of your size (5000 hitting 4000 acres), while your realm has the Golden Throne (+25 % attacking prestige), yields &amp;lt;code&amp;gt;  (200 * 80% - 115 + (4000-750)/100) * 1.25 * (1 - 2 * 0.1) = 78 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Hitting a target 60%-75% yields no prestige change&lt;br /&gt;
* Hitting a target below 60% of your size yields a 5% prestige loss for the attacker.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vs 600a Target&lt;br /&gt;
|-&lt;br /&gt;
! Land Ratio !! Prestige Gain&lt;br /&gt;
|-&lt;br /&gt;
| 0.75 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 || 59&lt;br /&gt;
|-&lt;br /&gt;
| 0.90 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 || 75&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prestige gains are added to your prestige when the last units return. If you only send units which return in 9 hours, your prestige will be added after 9 hours. But if you also send units with a longer return time, prestige will be added when those units return. Prestige cannot exceed your land size when prestige is added.&lt;br /&gt;
&lt;br /&gt;
== Losing Prestige ==&lt;br /&gt;
&lt;br /&gt;
Prestige can be lost in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Being successfully invaded (5% prestige loss, increased by 1% for each additional invasion in the past week).&lt;br /&gt;
* Being [[Invading#Bounce|overwhelmed]] while invading (5% prestige loss).&lt;br /&gt;
* [[Invading#Bottom_feeding|Hitting]] someone below 60% your size (5% prestige loss).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Round_38_Read_10_books_Stab_10000_draftees&amp;diff=1937</id>
		<title>Round 38 Read 10 books Stab 10000 draftees</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Round_38_Read_10_books_Stab_10000_draftees&amp;diff=1937"/>
		<updated>2024-03-03T22:50:00Z</updated>

		<summary type="html">&lt;p&gt;Chunk: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Gameplan&amp;#039;&amp;#039;&amp;#039;  I started this round playing lyc explorer aiming to be focused on ops. I like to sim, so I started off at 851 acres along with 40 spies, 40 wiz, and 26 tow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gameplan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I started this round playing lyc explorer aiming to be focused on ops. I like to sim, so I started off at 851 acres along with 40 spies, 40 wiz, and 26 towers so that I could help with ops immediately. I explored quickly, but kept my ratios increasing and converted most of my temples to towers within the first 12 hours to get to the point where I had enough mana to spend all my wiz strength. My realm had 3 typical fast attackers (Liz - Allegorical, Halfer - DavetheGoliath, Kobbo - B) and one gobbo attacker played quite fast (Disco), so we needed a lot of ops early round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Birth and Sudden Death of our Fast Attacking Dreams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, our round had a rocky start with realm 11 coming out of the gates at 850 acres with 3 delayed attack FAs (Halfer- Bobbo, FW - InternetFett, Kobbo - Merf) that quickly gained a lead and put everyone else on the back foot. Dave&#039;s Halfer sim had an issue that made him unable to make his second hit when he needed it which put him behind early, and Allegorical&#039;s liz ended up getting hit by Bobbo&#039;s halfer at the end of day 2, which put us even more behind when the round had barely started. B&#039;s kobbo did manage to keep growing well for a while and had a very strong economy, but ended up getting hit by Merf&#039;s kobbo near the end of day 4, soundly putting the nail in the coffin of our fast attacking dreams. Allegorical did have a wonderful SUI on Merf&#039;s kobbo before his troops returned from hitting B, which did take Merf down a peg from the triple runaway status that had been forming. Realm 11 warred us soon after that because DavetheGoliath was pumping mods to threaten SUI OP with his halfer, but had terrible docks and was promptly sunk. Realm 7 did take advantage of the situation and warred 11 while they couldn&#039;t mutual, and together we managed to Fireball Bobbo&#039;s halfer and keep his peons down until rejuvination, which did manage to take him down a notch and left InternetFett&#039;s Firewalker as the clear frontrunner of their fast attackers (though all 3 of them were still very much alive). We tried to do some damage elsewhere, but we did not have enough mana to spread around. 11 was all pretty much unsinkable, so we mostly assassinated wizards with our spy strength, and managed to get quite a few off of Fett&#039;s firewalker. After the war we really had no fast attacking power left. Disco&#039;s gobbo was starting to get a bit stronger, and would be able to put a little pressure for a while, but eventually got choked as 11 just solidified their dominance over all other attackers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boring Exploring Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I managed to create a good land gap between myself and the second place explorer, Mcgeeal&#039;s gobbo, of about 200 acres in the early round (probably around day 15). My strategy was working out well, but I was behind Mcgeeal on investment buildings by about 100 as I had been building significantly more homes to house the extra defense I needed since he had Top OP in realm for most of the round at that point. This is where things started to slowly turn against me. First off, 11 got the super op exploring wonder, Wayfarer&#039;s Outpost, apparently by Agfx sending two cyclones at it from his phone on the top of a ski slope. I had a slight research advantage having gotten my schools up faster and going slightly higher on count, but Mcgeeal had about 150 more DMs and had the gobbo investment bonus. He also started masonries very early while I was adding GTs instead to keep up with defense, giving him a decent improvements edge along with the wonder, which started his climb towards my size. At this point I think Mcgeeal was keeping about twice my SPA and I think I was keeping about twice Mcgeeal&#039;s WPA. I was using a low spy strategy since I only really needed to check attackers for ops since I had range issues for any target hunting and we had plenty of explorers. Because I had low spies I was generally keeping enough DP to defend against InternetFett&#039;s full send without ares. Mcgeeal passed me in acres on day 25, and pretty quickly established about a 200 -250 land lead that would last through most of the rest of the round.&lt;br /&gt;
&lt;br /&gt;
To Be Continued...&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=User:Chunk&amp;diff=1934</id>
		<title>User:Chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=User:Chunk&amp;diff=1934"/>
		<updated>2024-03-01T03:49:18Z</updated>

		<summary type="html">&lt;p&gt;Chunk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gameplan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I started this round playing lyc explorer aiming to be focused on ops. I like to sim, so I started off at 851 acres along with 40 spies, 40 wiz, and 26 towers so that I could help with ops immediately. I explored quickly, but kept my ratios increasing and converted most of my temples to towers within the first 12 hours to get to the point where I had enough mana to spend all my wiz strength. My realm had 3 typical fast attackers (Liz - Allegorical, Halfer - DavetheGoliath, Kobbo - B) and one gobbo attacker played quite fast (Disco), so we needed a lot of ops early round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Birth and Sudden Death of our Fast Attacking Dreams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, our round had a rocky start with realm 11 coming out of the gates at 850 acres with 3 delayed attack FAs (Halfer- Bobbo, FW - InternetFett, Kobbo - Merf) that quickly gained a lead and put everyone else on the back foot. Dave&#039;s Halfer sim had an issue that made him unable to make his second hit when he needed it which put him behind early, and Allegorical&#039;s liz ended up getting hit by Bobbo&#039;s halfer at the end of day 2, which put us even more behind when the round had barely started. B&#039;s kobbo did manage to keep growing well for a while and had a very strong economy, but ended up getting hit by Merf&#039;s kobbo near the end of day 4, soundly putting the nail in the coffin of our fast attacking dreams. Allegorical did have a wonderful SUI on Merf&#039;s kobbo before his troops returned from hitting B, which did take Merf down a peg from the triple runaway status that had been forming. Realm 11 warred us soon after that because DavetheGoliath was pumping mods to threaten SUI OP with his halfer, but had terrible docks and was promptly sunk. Realm 7 did take advantage of the situation and warred 11 while they couldn&#039;t mutual, and together we managed to Fireball Bobbo&#039;s halfer and keep his peons down until rejuvination, which did manage to take him down a notch and left InternetFett&#039;s Firewalker as the clear frontrunner of their fast attackers (though all 3 of them were still very much alive). We tried to do some damage elsewhere, but we did not have enough mana to spread around. 11 was all pretty much unsinkable, so we mostly assassinated wizards with our spy strength, and managed to get quite a few off of Fett&#039;s firewalker. After the war we really had no fast attacking power left. Disco&#039;s gobbo was starting to get a bit stronger, and would be able to put a little pressure for a while, but eventually got choked as 11 just solidified their dominance over all other attackers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boring Exploring Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I managed to create a good land gap between myself and the second place explorer, Mcgeeal&#039;s gobbo, of about 200 acres in the early round (probably around day 15). My strategy was working out well, but I was behind Mcgeeal on investment buildings by about 100 as I had been building significantly more homes to house the extra defense I needed since he had Top OP in realm for most of the round at that point. This is where things started to slowly turn against me. First off, 11 got the super op exploring wonder, Wayfarer&#039;s Outpost, apparently by Agfx sending two cyclones at it from his phone on the top of a ski slope. I had a slight research advantage having gotten my schools up faster and going slightly higher on count, but Mcgeeal had about 150 more DMs and had the gobbo investment bonus. He also started masonries very early while I was adding GTs instead to keep up with defense, giving him a decent improvements edge along with the wonder, which started his climb towards my size. At this point I think Mcgeeal was keeping about twice my SPA and I think I was keeping about twice Mcgeeal&#039;s WPA. I was using a low spy strategy since I only really needed to check attackers for ops since I had range issues for any target hunting and we had plenty of explorers. Because I had low spies I was generally keeping enough DP to defend against InternetFett&#039;s full send without ares. Mcgeeal passed me in acres on day 25, and pretty quickly established about a 200 -250 land lead that would last through most of the rest of the round.&lt;br /&gt;
&lt;br /&gt;
To Be Continued...&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=User:Chunk&amp;diff=1933</id>
		<title>User:Chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=User:Chunk&amp;diff=1933"/>
		<updated>2024-03-01T03:48:37Z</updated>

		<summary type="html">&lt;p&gt;Chunk: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Gameplan&amp;#039;&amp;#039;&amp;#039; I started this round playing lyc explorer aiming to be focused on ops. I like to sim, so I started off at 851 acres along with 40 spies, 40 wiz, and 26 towe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gameplan&#039;&#039;&#039;&lt;br /&gt;
I started this round playing lyc explorer aiming to be focused on ops. I like to sim, so I started off at 851 acres along with 40 spies, 40 wiz, and 26 towers so that I could help with ops immediately. I explored quickly, but kept my ratios increasing and converted most of my temples to towers within the first 12 hours to get to the point where I had enough mana to spend all my wiz strength. My realm had 3 typical fast attackers (Liz - Allegorical, Halfer - DavetheGoliath, Kobbo - B) and one gobbo attacker played quite fast (Disco), so we needed a lot of ops early round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Birth and Sudden Death of our Fast Attacking Dreams&#039;&#039;&#039;&lt;br /&gt;
Unfortunately, our round had a rocky start with realm 11 coming out of the gates at 850 acres with 3 delayed attack FAs (Halfer- Bobbo, FW - InternetFett, Kobbo - Merf) that quickly gained a lead and put everyone else on the back foot. Dave&#039;s Halfer sim had an issue that made him unable to make his second hit when he needed it which put him behind early, and Allegorical&#039;s liz ended up getting hit by Bobbo&#039;s halfer at the end of day 2, which put us even more behind when the round had barely started. B&#039;s kobbo did manage to keep growing well for a while and had a very strong economy, but ended up getting hit by Merf&#039;s kobbo near the end of day 4, soundly putting the nail in the coffin of our fast attacking dreams. Allegorical did have a wonderful SUI on Merf&#039;s kobbo before his troops returned from hitting B, which did take Merf down a peg from the triple runaway status that had been forming. Realm 11 warred us soon after that because DavetheGoliath was pumping mods to threaten SUI OP with his halfer, but had terrible docks and was promptly sunk. Realm 7 did take advantage of the situation and warred 11 while they couldn&#039;t mutual, and together we managed to Fireball Bobbo&#039;s halfer and keep his peons down until rejuvination, which did manage to take him down a notch and left InternetFett&#039;s Firewalker as the clear frontrunner of their fast attackers (though all 3 of them were still very much alive). We tried to do some damage elsewhere, but we did not have enough mana to spread around. 11 was all pretty much unsinkable, so we mostly assassinated wizards with our spy strength, and managed to get quite a few off of Fett&#039;s firewalker. After the war we really had no fast attacking power left. Disco&#039;s gobbo was starting to get a bit stronger, and would be able to put a little pressure for a while, but eventually got choked as 11 just solidified their dominance over all other attackers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boring Exploring Stuff&#039;&#039;&#039;&lt;br /&gt;
I managed to create a good land gap between myself and the second place explorer, Mcgeeal&#039;s gobbo, of about 200 acres in the early round (probably around day 15). My strategy was working out well, but I was behind Mcgeeal on investment buildings by about 100 as I had been building significantly more homes to house the extra defense I needed since he had Top OP in realm for most of the round at that point. This is where things started to slowly turn against me. First off, 11 got the super op exploring wonder, Wayfarer&#039;s Outpost, apparently by Agfx sending two cyclones at it from his phone on the top of a ski slope. I had a slight research advantage having gotten my schools up faster and going slightly higher on count, but Mcgeeal had about 150 more DMs and had the gobbo investment bonus. He also started masonries very early while I was adding GTs instead to keep up with defense, giving him a decent improvements edge along with the wonder, which started his climb towards my size. At this point I think Mcgeeal was keeping about twice my SPA and I think I was keeping about twice Mcgeeal&#039;s WPA. I was using a low spy strategy since I only really needed to check attackers for ops since I had range issues for any target hunting and we had plenty of explorers. Because I had low spies I was generally keeping enough DP to defend against InternetFett&#039;s full send without ares. Mcgeeal passed me in acres on day 25, and pretty quickly established about a 200 -250 land lead that would last through most of the rest of the round.&lt;br /&gt;
&lt;br /&gt;
To Be Continued...&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Infamy&amp;diff=1819</id>
		<title>Infamy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Infamy&amp;diff=1819"/>
		<updated>2023-08-29T00:10:34Z</updated>

		<summary type="html">&lt;p&gt;Chunk: Updated Max Prestige production bonuses to 10% and 4% and then updated the table to reflect that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infamy&#039;&#039;&#039; is a temporary bonus to platinum, gem, lumber and ore [[production]] awarded upon a successful war [[Ops#Black_Ops|blackop]] against an enemy [[dominion]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Your dominion gains infamy during wartime via successful spy and wizard blackops based on success, range, and the relative spy and wizard ratios of yourself and your target as follows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RelativeRatio = \frac{TargetRatio}{SelfRatio}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Infamy Gain&lt;br /&gt;
|-&lt;br /&gt;
| Successful Op&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| Target &amp;gt;75% range&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| 0.7≤ RelativeRatio &amp;lt; 0.9&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
| 0.9 ≤ RelativeRatio &amp;lt; 1.1&lt;br /&gt;
| +25&lt;br /&gt;
|-&lt;br /&gt;
| 1.1 ≤ RelativeRatio &amp;lt; 1.3&lt;br /&gt;
| +35&lt;br /&gt;
|-&lt;br /&gt;
| 1.3 ≤ RelativeRatio&lt;br /&gt;
| +40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Infamy will decay at a rate of 20 every tick&lt;br /&gt;
&lt;br /&gt;
== Production Bonuses ==&lt;br /&gt;
&lt;br /&gt;
As a reward for successfully blackopping a target, your dominion will receive an hourly production bonus dependent on your current infamy level based on&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{1}{2}\left \lbrack 1 + ERF(0.00452 * (Infamy - 385))\right \rbrack * MaxBonus&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where MaxBonus is the maximum bonus allowed for a given resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource&lt;br /&gt;
! Max Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Platinum&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| Gems&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Ore&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Lumber&lt;br /&gt;
| 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Infamy&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Platinum Bonus&lt;br /&gt;
! Gem Bonus&lt;br /&gt;
! Ore Bonus&lt;br /&gt;
! Lumber Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 0.034&lt;br /&gt;
| 0.34%&lt;br /&gt;
| 0.14%&lt;br /&gt;
| 0.14%&lt;br /&gt;
| 0.14%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 0.119&lt;br /&gt;
| 1.18%&lt;br /&gt;
| 0.47%&lt;br /&gt;
| 0.47%&lt;br /&gt;
| 0.47%&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 0.294&lt;br /&gt;
| 2.93%&lt;br /&gt;
| 1.17%&lt;br /&gt;
| 1.17%&lt;br /&gt;
| 1.17%&lt;br /&gt;
|-&lt;br /&gt;
| 400&lt;br /&gt;
| 0.538&lt;br /&gt;
| 5.38%&lt;br /&gt;
| 2.15%&lt;br /&gt;
| 2.15%&lt;br /&gt;
| 2.15%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 0.769&lt;br /&gt;
| 7.69%&lt;br /&gt;
| 3.08%&lt;br /&gt;
| 3.08%&lt;br /&gt;
| 3.08%&lt;br /&gt;
|-&lt;br /&gt;
| 600&lt;br /&gt;
| 0.915&lt;br /&gt;
| 9.15%&lt;br /&gt;
| 3.66%&lt;br /&gt;
| 3.66%&lt;br /&gt;
| 3.66%&lt;br /&gt;
|-&lt;br /&gt;
| 700&lt;br /&gt;
| 0.978&lt;br /&gt;
| 9.78%&lt;br /&gt;
| 3.91%&lt;br /&gt;
| 3.91%&lt;br /&gt;
| 3.91%&lt;br /&gt;
|-&lt;br /&gt;
| 800&lt;br /&gt;
| 0.996&lt;br /&gt;
| 9.96%&lt;br /&gt;
| 3.98%&lt;br /&gt;
| 3.98%&lt;br /&gt;
| 3.98%&lt;br /&gt;
|-&lt;br /&gt;
| 900&lt;br /&gt;
| 0.999&lt;br /&gt;
| 10.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
|-&lt;br /&gt;
| 1000&lt;br /&gt;
| 1.000&lt;br /&gt;
| 10.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
| 4.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Black ops]]&lt;br /&gt;
* [[Mastery]]&lt;/div&gt;</summary>
		<author><name>Chunk</name></author>
	</entry>
</feed>