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	<id>https://wiki.opendominion.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ODWikiBot</id>
	<title>OpenDominion - User contributions [en]</title>
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	<updated>2026-07-03T20:28:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Realm&amp;diff=2647</id>
		<title>Realm</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Realm&amp;diff=2647"/>
		<updated>2026-07-01T22:12:03Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update realm assignment facts from current source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Realms are teams of [[dominion|dominions]] assigned according to the round&#039;s configured realm size. A realm can contain [[pack]]s and solo players, constrained by the round&#039;s assignment rules. [[File:Realm.jpg|250px|thumb|left|Screenshot of Realm #4 at the end of [[Round 23]].]]&lt;br /&gt;
&lt;br /&gt;
Your realm is your team. Every realm has a [[council]] (message board) and an [[Op Center]] for coordinating and sharing information.&lt;br /&gt;
&lt;br /&gt;
There is also a realm-specific [[https://discord.gg/U28EcJvRym Discord]] server for discussions and strategizing with your realm. &lt;br /&gt;
&lt;br /&gt;
You are not allowed to cooperate with dominions in other realms. Doing so is considered cheating and penalties apply.&lt;br /&gt;
&lt;br /&gt;
Realms can appoint a [[monarch]], who can engage in [[diplomacy]] such as declaring and cancelling war, and a few other responsibilities.&lt;br /&gt;
&lt;br /&gt;
Realms are given a number (incremental, starting from #1) and a randomly-generated name.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Raze&amp;diff=2646</id>
		<title>Raze</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Raze&amp;diff=2646"/>
		<updated>2026-07-01T22:12:02Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Fix raze definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Raze&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raze&#039;&#039;&#039; is a term that can refer to intentionally failing an invasion or to destroying buildings.&lt;br /&gt;
&lt;br /&gt;
* To intentionally fail an invasion. See [[Invading#Razing]].&lt;br /&gt;
* To [[Buildings#Destroy_Building|destroy buildings]]. Sometimes in the context of [[R/R]].&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Percentage_Calculations&amp;diff=2645</id>
		<title>Percentage Calculations</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Percentage_Calculations&amp;diff=2645"/>
		<updated>2026-07-01T22:12:01Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update variable unit-power calculations from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Percentage calculations&#039;&#039;&#039; are used for unit power bonuses that scale from land, buildings, raw WPA, prestige, or similar ratios.&lt;br /&gt;
&lt;br /&gt;
The current source-backed variable unit-power bonuses are listed below. These bonuses scale continuously and are capped at the listed maximum. For example, +1 per 20% land gives +0.5 at 10% land.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race !! Unit !! Power !! Scaling !! Maximum&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]] || Rockapult || Defense || +1 per 20% Mountains || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan]] || Dryad || Defense || +1 per 20% Forests || +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood Elf]] || Mystic || Defense || +1 per 20% Forests || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood Elf]] || Druid || Offense || +1 per 20% Forests || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood Elf]] || Druid || Defense || +1 per 20% Forests || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon]] || Succubus || Defense || +1 per 10% Swamps || +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Icekin]] || FrostMage || Defense || +1 per 20% Mountains || +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Icekin]] || Ice Elemental || Offense || +1 x raw WPA || +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]] || Bone Breaker || Offense || +1 per 300 prestige || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Offensive power]]&lt;br /&gt;
* [[Defensive power]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Pack&amp;diff=2644</id>
		<title>Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Pack&amp;diff=2644"/>
		<updated>2026-07-01T22:12:00Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update pack mechanics from current source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;pack&#039;&#039;&#039; is a group of players registered together, up to the round&#039;s configured pack size. Players in a pack are guaranteed to be assigned to the same [[realm]].&lt;br /&gt;
&lt;br /&gt;
In mixed-alignment rounds, packs are not restricted by [[alignment]]. In non-mixed rounds, pack members must choose races matching the pack realm&#039;s alignment.&lt;br /&gt;
&lt;br /&gt;
Once a pack is created, additional players may join by entering the pack name and pack password.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Registration]]&lt;br /&gt;
* [[Round]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=OOP&amp;diff=2643</id>
		<title>OOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=OOP&amp;diff=2643"/>
		<updated>2026-07-01T22:12:00Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Fix OOP definition wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OOP&#039;&#039;&#039; is short for &#039;&#039;&#039;Out Of Protection&#039;&#039;&#039;, which refers to no longer being under [[protection]] or, more specifically, to the time immediately after [[protection]] has ended.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Networth&amp;diff=2642</id>
		<title>Networth</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Networth&amp;diff=2642"/>
		<updated>2026-07-01T22:12:00Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Regenerate networth table from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Networth&#039;&#039;&#039; is a rough estimate of a dominion&#039;s strength.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Networth&lt;br /&gt;
|-&lt;br /&gt;
| Land || 20&lt;br /&gt;
|-&lt;br /&gt;
| Constructed buildings || 5&lt;br /&gt;
|-&lt;br /&gt;
| Spies, assassins, wizards, and archmages || 5&lt;br /&gt;
|-&lt;br /&gt;
| Specialist units || 5&lt;br /&gt;
|-&lt;br /&gt;
| Elite units || 2 x the higher of the unit&#039;s source-calculated offense or defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Incoming land, incoming buildings, resources, and castle improvements do not add networth. Elite unit networth uses the higher of the unit&#039;s current source-calculated offense or defense, including variable unit power where the source networth calculator applies it.&lt;br /&gt;
&lt;br /&gt;
== Understanding Elite Unit Networth ==&lt;br /&gt;
&lt;br /&gt;
For example, [[Human]] Knights are 2/6, so they are worth 12 networth each. Human Cavalry are 6/3, so they are also worth 12 networth each.&lt;br /&gt;
&lt;br /&gt;
Variable-power elites can have a range. For example, a unit that gains defense from land-dependent scaling has higher networth as that source-calculated defense rises.&lt;br /&gt;
&lt;br /&gt;
== Uses and Limitations ==&lt;br /&gt;
&lt;br /&gt;
Networth is useful as a quick estimate of size and army density, but it does not fully describe a dominion. Networth does not tell you how much of the army is home, how much is out, what the dominion&#039;s resources are, or how efficiently the dominion can convert those resources into future strength.&lt;br /&gt;
&lt;br /&gt;
== Elite Unit Networth Values ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race !! Elite 1 !! Networth !! Elite 2 !! Networth !! Variable notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]] || Cleric || 9 || Warrior || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Firewalker]] || Phoenix || 9 || Salamander || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]] || Rockapult || 8-12 || Juggernaut || 13 || Defense +1 per 20% Mountains, max +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling]] || Master Thief || 8 || Staff Master || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || Knight || 12 || Cavalry || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Taskmaster || 10 || Overlord || 10 || Kobold elite networth adds +2 offense and +2 defense&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]] || Leviathan || 14 || Kraken || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit]] || Ghost || 10 || Spectre || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan]] || Dryad || 6-14 || Centaur || 11 || Defense +1 per 20% Forests, max +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood Elf]] || Mystic || 10-14 || Druid || 8-12 || Defense +1 per 20% Forests, max +2&amp;lt;br&amp;gt;Offense +1 per 20% Forests, max +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Elf]] || Adept || 12 || Spellblade || 13 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Demon]] || Succubus || 10-12 || Archdemon || 10 || Defense +1 per 10% Swamps, max +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]] || Hobgoblin || 10 || Wolf Rider || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Icekin]] || FrostMage || 6-12 || Ice Elemental || 8-14 || Defense +1 per 20% Mountains, max +3&amp;lt;br&amp;gt;Offense +1 x raw WPA, max +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizardfolk]] || Chameleon || 8 || Lizardman || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Lycanthrope]] || Werewolf || 8 || Garou || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nomad]] || Blademaster || 10 || Horse Archer || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]] || Voodoo Mage || 10 || Bone Breaker || 8-14 || Offense +1 per 300 prestige, max +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]] || Basher || 14 || Smasher || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Undead]] || Crypt Lord || 12 || Abomination || 8 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]] || Kindred || 10 || Bloodreaver || 8 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2641</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Morale&amp;diff=2641"/>
		<updated>2026-07-01T22:11:59Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update morale mechanics from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Morale&#039;&#039;&#039; modifies [[Offensive power]] and [[Defensive power]], and is spent by exploration and invasions.&lt;br /&gt;
&lt;br /&gt;
== Drop ==&lt;br /&gt;
&lt;br /&gt;
Invading costs 5% morale at 75% range and above. Below 75% range, morale loss scales up and is capped at 10% by 40% range and below. Hero perks can modify invasion morale loss.&lt;br /&gt;
&lt;br /&gt;
You cannot invade below 80 morale.&lt;br /&gt;
&lt;br /&gt;
Exploring is not limited by morale. Exploring costs morale based on acres explored:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;max(1, floor((Acres + 2) / 3))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
Morale modifies offensive and defensive power with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;clamp(0.9 + Morale / 1000, 0.9, 1.0)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means 100 morale gives full OP and DP, while 0 morale would give 90% OP and DP.&lt;br /&gt;
&lt;br /&gt;
== Refresh ==&lt;br /&gt;
&lt;br /&gt;
Morale refreshes by 6 per hour below 80 morale, and by 3 per hour at 80 morale and above. Morale is capped at 100.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Monarchy&amp;diff=2640</id>
		<title>Monarchy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Monarchy&amp;diff=2640"/>
		<updated>2026-07-01T22:11:59Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update monarchy court-role facts from current source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[realm]] can vote for a monarch. The player with the most votes first is awarded the crown. The monarch is granted certain powers:&lt;br /&gt;
* Delete posts in [[Council]]&lt;br /&gt;
* Change the realm name and Message of the Day&lt;br /&gt;
* Declare and cancel [[War]] against other realms&lt;br /&gt;
&lt;br /&gt;
== Court ==&lt;br /&gt;
&lt;br /&gt;
A monarch can assign others in their realm certain roles. These are:&lt;br /&gt;
* Grand Magister and Court Mage&lt;br /&gt;
* Court Jester&lt;br /&gt;
* General&lt;br /&gt;
&lt;br /&gt;
Each role grants certain minor abilities. &lt;br /&gt;
* The Grand Magister and Court Mage can cast [[Magic|Friendly Spells]] on others in their realm. &lt;br /&gt;
* The Court Jester can adjust the realm name and the Message of the Day&lt;br /&gt;
* The General has the ability to declare and cancel [[War]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Formulas&amp;diff=2639</id>
		<title>Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Formulas&amp;diff=2639"/>
		<updated>2026-07-01T22:11:59Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Regenerate formulas from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists commonly referenced source-backed formulas. Most formulas are affected by race, spell, tech, wonder, hero, and other modifiers after the base value is calculated.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
The platinum cost per explored acre is based on current land before exploring:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6 * Land^1.299 + LowLandAdjustment&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Land is below 1520:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;LowLandAdjustment = -0.001 * Land^2 + 1.91 * Land - 593&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At 1520 land and above, LowLandAdjustment is 0. The final per-acre platinum cost is rounded after exploration-cost modifiers are applied.&lt;br /&gt;
&lt;br /&gt;
The draftee cost per explored acre is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(Land / 150) + 3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Base construction costs use explored and conquered acres:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Platinum = round(850 + ConqueredAcres + 1.25 * ExploredAcres)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Lumber = round(87.5 + ConqueredAcres / 4.25 + 0.285 * ExploredAcres)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Construction-cost modifiers are applied after the base cost. Platinum construction cost cannot be reduced below 20% of base cost, and lumber construction cost cannot be reduced below 25% of base cost.&lt;br /&gt;
&lt;br /&gt;
== Rezoning ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Platinum = round(250 + 0.6 * ExploredAcres + 0.2 * ConqueredAcres)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factory and other rezone-cost modifiers are applied after the base cost.&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
&lt;br /&gt;
Information operation success chance is based on relative spy or wizard ratio:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Chance = 0.8 ^ (2 / ((RelativeRatio * 1.4) ^ 1.2)) + StrengthModifier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theft and black-op success chance uses:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Chance = 0.7 ^ (2 / ((RelativeRatio * 1.3) ^ 1.2)) + StrengthModifier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
StrengthModifier is based on the attacker&#039;s current spy/wizard strength minus the target&#039;s current strength. Final chances are clamped by operation type.&lt;br /&gt;
&lt;br /&gt;
== Land Loss and Gains ==&lt;br /&gt;
&lt;br /&gt;
Successful invasions first calculate target land lost from attacker land, land ratio, and war status. The base land-loss multiplier is 0.75, with higher multipliers for unilateral and mutual war.&lt;br /&gt;
&lt;br /&gt;
If LandRatio is below 0.55:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Segment = 0.304 * LandRatio^2 - 0.227 * LandRatio + 0.048&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If LandRatio is at least 0.55 and below 0.75:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Segment = 0.154 * LandRatio - 0.069&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At 0.75 LandRatio and above:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Segment = 0.129 * LandRatio - 0.048&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;TargetLandLost = max(10, floor(Segment * 0.75 * AttackerLand * WarMultiplier))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The attacker gains the target land lost plus generated land equal to the target land lost.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
&lt;br /&gt;
Attacker prestige gain starts from the target&#039;s land ratio and land size:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Gain = min(LandRatio * 200 - 115, 70) + max(0, DefenderLand - 750) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prestige gain is then affected by morale and other prestige-gain modifiers. Defender prestige loss is 5% of defender prestige, capped by the attacker&#039;s prestige gain when applicable.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Conversion&amp;diff=2638</id>
		<title>Conversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Conversion&amp;diff=2638"/>
		<updated>2026-07-01T22:11:58Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update conversion formula from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Conversion&#039;&#039;&#039; is an invasion mechanic that lets specific units or spells convert enemy peasants or units on successful invasions.&lt;br /&gt;
&lt;br /&gt;
== Standard Unit Conversion ==&lt;br /&gt;
&lt;br /&gt;
Standard unit conversion is based on the units sent and the target&#039;s defensive power. Oversending beyond the units needed to break the target does not increase standard conversions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;UnitsCounted = min(UnitsSent, ceil(TargetDP / (UnitOP * OffensiveModifier)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Conversions = floor(UnitsCounted * ConversionRate * ConversionMultiplier * RangeModifier)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At 75% range and above, RangeModifier is 1. Below 75% range, RangeModifier is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1.25 * LandRatio^2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LandRatio is capped at 1. Conversion-rate spells and perks can modify ConversionMultiplier. Some spells and unit perks use special conversion or upgrade paths rather than this standard unit-conversion formula.&lt;br /&gt;
&lt;br /&gt;
When multiple standard conversion unit types are sent, target DP is reduced after each unit type is counted, so later conversion types only count against remaining target DP.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;br /&gt;
* [[Military]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Alignment&amp;diff=2637</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Alignment&amp;diff=2637"/>
		<updated>2026-07-01T22:11:58Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update alignment text from current round configuration model&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Races]] are divided into one of two alignments: Good and Evil.&lt;br /&gt;
&lt;br /&gt;
Rounds can be configured as mixed alignment. In mixed-alignment rounds, realms are neutral and packs/race choices are not restricted by Good/Evil alignment.&lt;br /&gt;
&lt;br /&gt;
In [[Dominion Classic]] the competition between Good and Evil was initially significant, with some units and races having bonuses against the opposing alignment. Over time, this was all but removed and only realms and packs remained divided.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=2636</id>
		<title>Daily bonus</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=2636"/>
		<updated>2026-07-01T21:56:15Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update daily bonus reset timing from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every day, you can take your daily bonuses. Daily bonuses reset at the round&#039;s configured start hour. Round start times are set manually; the usual convention is odd-numbered rounds at 1800 UTC/server time and even-numbered rounds at 0000 UTC/server time. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Land bonus&#039;&#039;&#039;: 20 acres of your [[races|racial]] home land type.&lt;br /&gt;
* &#039;&#039;&#039;Platinum bonus&#039;&#039;&#039;: &amp;lt;code&amp;gt;4 x Peasants&amp;lt;/code&amp;gt; platinum plus 350 [[teching|Research Points]].&lt;br /&gt;
&lt;br /&gt;
Sometimes when taking daily land bonus, consider whose [[range]] you may enter (or leave) as this may affect who can [[invade]] you and which dominions you can invade and take actions against.&lt;br /&gt;
&lt;br /&gt;
During the first two to four days, it is wise to wait with the platinum bonus until your population has caught up. From that point on, it&#039;s usually wise to take the platinum bonus early before you spend the whole day training units or exploring. The only exception is if you know you will have a lot of land incoming later that day which will increase your [[population]].&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2635</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Diplomacy&amp;diff=2635"/>
		<updated>2026-07-01T21:51:58Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update war bonuses from Round 50 source&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 +10% [[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 12 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>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Resilience&amp;diff=2634</id>
		<title>Resilience</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Resilience&amp;diff=2634"/>
		<updated>2026-07-01T21:50:20Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update resilience mechanics from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Resilience&#039;&#039;&#039; is a defensive stat gained by victims of the [[Espionage#Black-Ops|Magic Snare]] operation when it deals damage during qualifying war or Chaos League operations.&lt;br /&gt;
&lt;br /&gt;
Magic Snare grants 10 resilience, capped at 2,000. Resilience decays by 20 each hour.&lt;br /&gt;
&lt;br /&gt;
While wizard strength is below 30%, each 100 resilience adds +1% wizard strength recovery. Resilience does not affect peasant growth, and there are no separate spy and wizard resilience stats in the current mechanics.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Espionage]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Automated_Actions&amp;diff=2633</id>
		<title>Automated Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Automated_Actions&amp;diff=2633"/>
		<updated>2026-07-01T21:50:20Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update automated action limits from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Automated Actions are a specific subset of actions a player can schedule in advance. Currently, three automated ticks can be scheduled per day, resetting whenever the [[Daily bonus]] resets. They were introduced in [[Round 38]] as two individual actions per day.&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
Automation is a way for players to still perform some game actions despite being unable to log in. Commonly, this will be due to sleep, though obviously other reasons may well apply. They are, by design, limited in scope, though no less powerful for it. In the game&#039;s sidebar, it can be found under the &#039;General&#039; header, below the [[Advisors]] and above the Daily Bonus. &lt;br /&gt;
&lt;br /&gt;
Each scheduled action consists of one of four categories:&lt;br /&gt;
* Train Military&lt;br /&gt;
* Construct Buildings&lt;br /&gt;
* Explore Land&lt;br /&gt;
* Rezone Land&lt;br /&gt;
* Cast Spell (Self-spells only, except Ares&#039; Call and Fool&#039;s Gold)&lt;br /&gt;
* Release Draftees&lt;br /&gt;
* Set Draft Rate&lt;br /&gt;
* Take Daily Bonus (does not count toward the daily automation limit)&lt;br /&gt;
&lt;br /&gt;
A player can schedule up to 10 actions per automated tick. Each scheduled action is singular (construction only a single building type, or training only a single type of military unit). The actions are executed in the order scheduled/displayed.&lt;br /&gt;
&lt;br /&gt;
If the player does not have enough resources for the action scheduled, then the action will still take place to the best of its ability. Note that &#039;resources&#039; here refers to anything used in the action, and doesn&#039;t necessarily refer to the traditional (e.g. platinum, ore, lumber, gems) resources alone. For example: A player wishes to train 1000 units and has scheduled an action for that, but their [[Draftees]] were [[Espionage#Black-Ops|Assassinated]], leaving them with only 800 draftees. In this event, 800 draftees would be trained into whatever unit the player had selected, and the action is spent. Similarly, if a player wants to build 20 Smithies, but only has 14 empty Plains by the time the action is supposed to take place, then the action will execute, building 14 Smithies.&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
Scheduling an automation can be done for up to 12 ticks into the future. If the current tick is, for example, day 4, tick 2, then the latest an action can be scheduled is for day 4, tick 14. There is a reminder on the page as to which tick it is. Once scheduled, the actions show up in a list in the order they were scheduled in, meaning it is possible to have &#039;later&#039; actions appear earlier in the list. &lt;br /&gt;
[[File:Configuredactions.png|thumb|Two configured actions.]]&lt;br /&gt;
&lt;br /&gt;
Actions can also be deleted by clicking on the trash bin icon.&lt;br /&gt;
&lt;br /&gt;
Actions all take place at ~30 minutes into the tick, similarly to when bots take actions. If multiple actions are scheduled in the same tick, the actions will be executed in order.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that there is a limit of three non-daily-bonus automated ticks per game day. Daily land and platinum bonuses can be automated without counting toward that daily automation limit.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
Some more concrete examples of how automated actions can be used are:&lt;br /&gt;
&lt;br /&gt;
* You want to have some units come in so you can stay defended, for example very early on when specs are common and hitting hours are relatively rigid. Thus you automate some Spec DP to be trained while you sleep.&lt;br /&gt;
* Your realm was [[War|warred]] and you found yourself on the wrong end of some serious magic flung your way. You&#039;ve cast Energy Mirror to mitigate some damage, but it runs out while you sleep. You can automate a cast of Energy Mirror so more of your peasants can stay alive.&lt;br /&gt;
* You have land from a hit coming in, but you&#039;re pretty sure that you can&#039;t log in the tick it comes in because you&#039;ll be somewhere with no cell service at all. You can schedule an action to build some Farms and Smithies so you at least have that done. &lt;br /&gt;
&lt;br /&gt;
This is by no means an exhaustive list, and many, many more wondrous things can be done with them.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
&lt;br /&gt;
The limits to automated actions mostly revolve around the effect on game balance. Hence, Ares Call and Fool&#039;s Gold are completely excluded.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Op_Center&amp;diff=2632</id>
		<title>Op Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Op_Center&amp;diff=2632"/>
		<updated>2026-07-01T21:48:01Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Op Center info-op facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the &#039;&#039;&#039;Op Center&#039;&#039;&#039;, successful [[info-ops]] ([[espionage]] and [[magic]] operations used to gather information about dominions in other [[realm|realms]]) have their details recorded for everyone in the realm to see and utilize.&lt;br /&gt;
&lt;br /&gt;
* [[Magic#Offensive_Info_Spells|Clear Sight]]&lt;br /&gt;
* [[Magic#Offensive_Info_Spells|Vision]]&lt;br /&gt;
* [[Magic#Offensive_Info_Spells|Revelation]]&lt;br /&gt;
* [[Magic#Offensive_Info_Spells|Disclosure]]&lt;br /&gt;
* [[Espionage#Info-Ops|Barracks Spy]]&lt;br /&gt;
* [[Espionage#Info-Ops|Castle Spy]]&lt;br /&gt;
* [[Espionage#Info-Ops|Survey Dominion]]&lt;br /&gt;
* [[Espionage#Info-Ops|Land Spy]]&lt;br /&gt;
&lt;br /&gt;
Ops remain available in the archive, but sections from a previous hour are marked stale and sections more than 12 hours old are marked invalid. Recast info ops before performing offensive operations.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Mastery&amp;diff=2631</id>
		<title>Mastery</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Mastery&amp;diff=2631"/>
		<updated>2026-07-01T21:46:13Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update mastery mechanics from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mastery&#039;&#039;&#039; stats are used to track and reward long-term war operation activity. There are both Spy Mastery and Wizard Mastery stats/rankings.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Successful war spy black ops award Spy Mastery. Successful war or black-op spells award Wizard Mastery. Chaos League operations between members also award mastery when they are treated as war operations.&lt;br /&gt;
&lt;br /&gt;
The amount gained is based on the mastery difference between you and the target, plus up to 4 additional mastery from the target&#039;s defensive SPA or WPA. Equal mastery starts from 4 mastery before the target-ratio bonus; targets with higher mastery are worth more, and targets with lower mastery are worth less. The target can also lose mastery when the attacker has at least 100 mastery.&lt;br /&gt;
&lt;br /&gt;
== Reward ==&lt;br /&gt;
&lt;br /&gt;
Spy Mastery increases spy strength recovery and reduces spy losses on failed operations, scaling up to +2% recovery and -50% spy losses at 1,000 Spy Mastery.&lt;br /&gt;
&lt;br /&gt;
Wizard Mastery increases wizard strength recovery and reduces spell mana costs, scaling up to +2% recovery and -20% spell costs at 1,000 Wizard Mastery.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Black ops]]&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Ops]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Infamy&amp;diff=2630</id>
		<title>Infamy</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Infamy&amp;diff=2630"/>
		<updated>2026-07-01T21:46:13Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update infamy page for current mastery mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infamy&#039;&#039;&#039; was an older black-ops reward mechanic.&lt;br /&gt;
&lt;br /&gt;
Infamy is not part of the current Round 50 dominion mechanics. Successful war spy operations and black-op spells now award [[Mastery|Spy Mastery or Wizard Mastery]] instead.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Black ops]]&lt;br /&gt;
* [[Mastery]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Ops&amp;diff=2629</id>
		<title>Ops</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Ops&amp;diff=2629"/>
		<updated>2026-07-01T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update ops damage reduction from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation&lt;br /&gt;
|term = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ops&#039;&#039;&#039; is a term that refers to operations taken by spies and wizards.&lt;br /&gt;
&lt;br /&gt;
* [[Espionage]] (&#039;&#039;spy-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering ops&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;): spy operations to gather information about other dominions.&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spy operations used to damage other dominions.&lt;br /&gt;
* [[Magic]] (&#039;&#039;spells&#039;&#039;, rarely used term &#039;&#039;wiz-ops&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Information gathering spells&#039;&#039;&#039; (&#039;&#039;info-ops&#039;&#039;, although the term is mostly only used to refer to the espionage variant): spells cast to obtain information about other dominions and [[realm|realms]].&lt;br /&gt;
** &#039;&#039;&#039;Offensive operations&#039;&#039;&#039; (&#039;&#039;black-ops&#039;&#039;): spells cast to cause damage to other dominions.&lt;br /&gt;
&lt;br /&gt;
== Success Formulas ==&lt;br /&gt;
&lt;br /&gt;
There are two formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are &lt;br /&gt;
&lt;br /&gt;
=== Info Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theft &amp;amp; Black Ops ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.7^(2/((Attacker Ratio / Defender Ratio) * 1.3)^1.2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, as of Round 38, success chances are now modified by you and your target&#039;s current spy or wizard strength, at 1 % extra success per 10 % extra strength that you have, and vice versa. This is applied after the above formula, so if the formula says that you should have 50 % success, but your strength is 80 % while your target is at 40 %, you&#039;d have a 54 % chance of success.&lt;br /&gt;
&lt;br /&gt;
Success rates do have a so-called clamp: a minimum or maximum success rate that comes in to play at the end. No matter what, you will &#039;&#039;always&#039;&#039; have a 1 % success rate on any op, while you will also only have 98 % success rate for info ops and 97 % success rate for Theft or Black Ops at the maximum. At equal strength, this translates to a roughly 10:1 ratio for blops. The exception to this is if the target has 0 spies or 0 wizards: if that is the case, your attempt will always succeed, bypassing any and all checks, including those for the -50 % success [[Wonders]].&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As a general idea of how often you should be successful, some examples of the success rate at any given type of operation are given below. Please keep in mind that these are probabilities, and that individual variance can and will affect you at various points in time. It is not a bug in the formula if you fail a 75% chance four times in a row; you merely got somewhat unlucky. Additionally, the ratios mentioned are relative to each other, i.e. 1 WPA to 0.5 WPA is the same as 2 WPA to 1 WPA, and include any bonuses or penalties you may have.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;vertical-align: top;&amp;quot; | class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Type of Op !! width=&amp;quot;20%&amp;quot; | Relative Ratios and Success !! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Info Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 20.7%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 50.4%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 74.2%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 87.8%&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &#039;&#039;&#039;Theft &amp;amp; Black Ops&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | 1:4 ratio: 1.3%&lt;br /&gt;
&lt;br /&gt;
1:2 ratio: 30.2%&lt;br /&gt;
&lt;br /&gt;
1:1 ratio: 59.4%&lt;br /&gt;
&lt;br /&gt;
2:1 ratio: 79.7%.&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | You usually want at near-equal ratios to at least attempt this, though some situations might entice you to try with worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction ==&lt;br /&gt;
Damage from black ops and damaging spells is not reduced by the old ratio/day formula. Current mitigation comes from the target&#039;s buildings, improvements, spells, techs, wonders, and hero perks, depending on the operation.&lt;br /&gt;
&lt;br /&gt;
* Spy black ops use operation-specific damage modifiers from techs, wonders, and hero perks. Damage reduction is capped at 80%. Forest Havens reduce Assassinate Wizards damage, up to 50% at 5% Forest Havens.&lt;br /&gt;
* Most damaging spells use Spires, spell effects, techs, wonders, and hero perks, with damage reduction capped at 80%.&lt;br /&gt;
* Lightning Bolt also has Wizard Guild protection, up to 50% at 5% Wizard Guilds.&lt;br /&gt;
* Fireball uses peasant vulnerability instead of the general spell-damage reduction path. Base vulnerability is 50% of max peasants; Spires reduce vulnerability, wizards and Wizard Guilds protect additional peasants, and at most 80% of max peasants can be protected.&lt;br /&gt;
* Lightning Bolt can only destroy currently invested Science, Keep, Forges, and Walls points; Spires and Harbor are not vulnerable to Lightning Bolt.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Infamy]]&lt;br /&gt;
* [[Mastery]]&lt;br /&gt;
* [[Op Center]]&lt;br /&gt;
* [[OP]] ([[Offensive power]])&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=2628</id>
		<title>Daily bonus</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Daily_bonus&amp;diff=2628"/>
		<updated>2026-07-01T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update daily bonus reset timing from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every day, you can take your daily bonuses. Daily bonuses reset at the round&#039;s start hour. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Land bonus&#039;&#039;&#039;: 20 acres of your [[races|racial]] home land type.&lt;br /&gt;
* &#039;&#039;&#039;Platinum bonus&#039;&#039;&#039;: &amp;lt;code&amp;gt;4 x Peasants&amp;lt;/code&amp;gt; platinum plus 350 [[teching|Research Points]].&lt;br /&gt;
&lt;br /&gt;
Sometimes when taking daily land bonus, consider whose [[range]] you may enter (or leave) as this may affect who can [[invade]] you and which dominions you can invade and take actions against.&lt;br /&gt;
&lt;br /&gt;
During the first two to four days, it is wise to wait with the platinum bonus until your population has caught up. From that point on, it&#039;s usually wise to take the platinum bonus early before you spend the whole day training units or exploring. The only exception is if you know you will have a lot of land incoming later that day which will increase your [[population]].&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2627</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Heroes&amp;diff=2627"/>
		<updated>2026-07-01T21:35:42Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update hero facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Heroes&#039;&#039;&#039; are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit.&lt;br /&gt;
&lt;br /&gt;
== Creating a Hero ==&lt;br /&gt;
&lt;br /&gt;
Creating a hero can be done at any time in the life of a Dominion, simply by going to the Heroes page, located under the &#039;Dominion&#039; heading in the left-hand side menu. Select the type from the dropdown, press the Randomize button or name the Hero yourself, and that&#039;s all that&#039;s needed to create one. Names cannot be edited, however, so choose the name wisely. &lt;br /&gt;
&lt;br /&gt;
== Types, Scaling, and Experience ==&lt;br /&gt;
&lt;br /&gt;
There are eight types of basic Heroes in the game. Each type grants a different bonus, aimed at improving different aspects of a Dominion. They gain experience through taking [[Ops#Info_Ops|Info Ops]] or [[Ops#Theft_.26_Black_Ops|Black Ops]], but not Theft Ops, as well as through exploring and invading other Dominions. Experience is lost when being invaded, though Heroes can never lose a level in this way. Every hero starts at level 0, where no bonus is granted, and can reach level 12 at most. &lt;br /&gt;
&lt;br /&gt;
=== Types and Scaling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Type of Hero&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Bonus Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Scaling per level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Platinum Production &lt;br /&gt;
| +0.30 %&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Architect&lt;br /&gt;
| Construction Cost&lt;br /&gt;
| -1.25 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| Military Unit Cost&lt;br /&gt;
| -0.20 %&lt;br /&gt;
| Gnome Ore Costs not affected.&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Investment&lt;br /&gt;
| +0.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Farmer&lt;br /&gt;
| Food Produced&lt;br /&gt;
| +1.5 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Healer&lt;br /&gt;
| Casualty Reduction&lt;br /&gt;
| +1.00 %&lt;br /&gt;
| Non-unit [[Casualties#List_of_Casualty_Reducing_Bonuses|casualty]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| Infiltrator&lt;br /&gt;
| Spy Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Wizard Power&lt;br /&gt;
| +2.50 %&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Scholar (heavy tech)&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| +0.15 %&lt;br /&gt;
| Requires 2 techs&lt;br /&gt;
|-&lt;br /&gt;
| Scion (deconverter)&lt;br /&gt;
| Explore Cost&lt;br /&gt;
| -0.25 %&lt;br /&gt;
| Requires 8 successful attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bonus scales per level, and is found by multiplying the level with the scaling per level. E.g. a level 5 Blacksmith will give 0.20% x 5 = 1.00% military cost reduction. Additionally, [[Shrines]] and the [[Wonders|Altar of Heroes]] increase the effectiveness of heroes. A level 10 Alchemist with the Altar of Heroes wonder would give 3.00 % extra platinum because the wonder increases hero bonuses by 100 %. Note that a level 0 hero will not give any benefits whatsoever, no matter the amount of other bonuses: multiplying by a hero level of 0 is always 0.&lt;br /&gt;
&lt;br /&gt;
As of round 46, it&#039;s possible to change between classes. This has a 96 hour cooldown and can be done between any class you have unlocked or would unlock. Any previous class you had will give half bonuses to what you had previously: if you had a level 4 Farmer before changing the class to something else, you would have a 3 % food produced bonus on top of your other hero bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
Experience or XP for heroes is gained in four distinct ways. The simplest, and the one most people will encounter, is by doing Info Ops on other &#039;&#039;human&#039;&#039; players. Every successful Info Op grants XP to a hero. As of round 48, this is tied to how much strength is expended. 1 % expended Wizard Strength grants 1 XP, while 1 % expended Spy Strength grants 0.5 XP. This is modified by Spyglass: it lowers strength used for Survey Dominion and Land Spy, and thus also lowers XP attained from those ops.&lt;br /&gt;
&lt;br /&gt;
Bounties can also grant additional XP, but only for the first few you take per day. Those grant an additional 10 XP regardless of type of op. &lt;br /&gt;
&lt;br /&gt;
The second method of gaining experience is to use Friendly, Black or War Ops on someone else. Again, this is tied to expended strength. A friendly cast of Illumination grants 3 XP and costs 3 % Wizard Strength, a Plague also grants 5 XP for 5 % Wizard Strength, and an Assassinate Draftees grants 2.5 XP for 5 % Spy Strength baseline. Magic that is reflected back via the Spell Reflect spell does NOT count as a success here. &lt;br /&gt;
&lt;br /&gt;
The third method of gaining experience is exploring. For each acre explored _after protection_, your hero will gain 0.6 XP.&lt;br /&gt;
&lt;br /&gt;
The final method of gaining experience is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. &lt;br /&gt;
&lt;br /&gt;
For all of these methods, Shrines and the Altar of Heroes wonder offer increases in experience: 40 % per 1 % Shrines to a maximum of 200 %, or 20 % for the Altar. These stack with each other. These bonuses will very likely cause experience to be fractional, causing the message at the top of the screen to say &amp;quot;You gain 2.04 XP&amp;quot; or similar. The Hero &#039;overview&#039; you see from Disclosure will show integers, but the fraction is tracked, and can be seen in the Hero Bonuses list.&lt;br /&gt;
&lt;br /&gt;
Lead from the Front and Lead from the Shadows multiply the bonuses after the bonus XP from Shrines or Altar is locked in. Lead from the Shadows multiplies magic and espionage XP by 1.6x. Lead from the Front multiplies invasion and exploration XP by 2x, and prevents XP from magic and espionage. For example, if you invade someone for 100 acres (after generation) with 5% Shrines and Lead from the Front, you get 100 + 200 from the invasion and Shrines, then 2x from Lead from the Front, for 600 XP. &lt;br /&gt;
&lt;br /&gt;
Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 XP, to a floor of whatever experience they need to retain their level. Heroes will never lose levels through invasion. Additionally, selecting a new type of hero, e.g. switching out an Alchemist for a Blacksmith, removes all experience gained within that class level. For example: switching your hero while you have a total of 1300 XP would put experience for the old class at 1200 and the new class at whatever floor it was at, starting at 0. If you later switch back to the first class, they would restart gaining experience at 1200.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;required&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 700&lt;br /&gt;
| 1200&lt;br /&gt;
| 1750&lt;br /&gt;
| 2300&lt;br /&gt;
| 2900&lt;br /&gt;
| 3500&lt;br /&gt;
| 4250&lt;br /&gt;
| 5000&lt;br /&gt;
| 6000&lt;br /&gt;
| 7500&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hero Upgrades == &lt;br /&gt;
&lt;br /&gt;
At levels 1, 2, 4, and 6, your hero can unlock a new perk from among the choices at that level. You must choose wisely: all choices are permanent. The advanced hero classes each have one upgrade that is automatically unlocked when selecting them, meaning you cannot opt out. For Scholar, this reduces your future improvements and for Scion, your offense is reduced so that you cannot attack again. (Though hitting wonders or raids is still okay.) Scion can also select between two choices at level 0: these two are one time use only, even if you take Scion, reclass out of Scion, and then class back into Scion at a later date.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Name of Upgrade&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Classes&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit of Knowledge&lt;br /&gt;
| N/A&lt;br /&gt;
| Scholar&lt;br /&gt;
| +25% research point production, -20% castle investment bonus&lt;br /&gt;
|-&lt;br /&gt;
| Disarmament&lt;br /&gt;
| N/A&lt;br /&gt;
| Scion&lt;br /&gt;
| -100% offensive power, Destroying military buildings (Docks, Gryphon Nests, Guard Towers, Smithies, and Temples) awards discounted land&lt;br /&gt;
|-&lt;br /&gt;
| Martyrdom&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reduces the cost of spy and wizard training by 1% per 15 prestige (max 50%) for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| Revised Strategy&lt;br /&gt;
| 0&lt;br /&gt;
| Scion&lt;br /&gt;
| Reset all techs, then gain RP to unlock up to 5 techs lost plus 50% of the remaining techs lost&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Lead from the Front&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| Experience gains from invasion and exploration are multiplied by 2x. Experience cannot be gained from magic and espionage &lt;br /&gt;
|-&lt;br /&gt;
| Lead from the Shadows&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| Experience gains from magic and espionage are multiplied by 1.6x &lt;br /&gt;
|-&lt;br /&gt;
| Enchantment&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| -1% wizard strength cost of self spells&lt;br /&gt;
|-&lt;br /&gt;
| Illusion&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Failed spy ops no longer reveal your identity&lt;br /&gt;
|-&lt;br /&gt;
| King&#039;s Banner&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| -2% morale loss from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Scribe&#039;s Journal&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| +10% research point gains from invasion&lt;br /&gt;
|-&lt;br /&gt;
| Spyglass&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Survey Dominion and Land Spy now cost 1% spy strength&lt;br /&gt;
|-&lt;br /&gt;
| Divination&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| -10% cost of info spells&lt;br /&gt;
|-&lt;br /&gt;
| Hammer of Retribution&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +5 prestige gains from invasion if the target realm has attacked your realm (doubled if in the last 24 hours)&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Detection&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| +20% enemy spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| Transmutation&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Mana can be converted&amp;lt;sup&amp;gt;[[#note1|*]]&amp;lt;/sup&amp;gt; into other resources&lt;br /&gt;
|-&lt;br /&gt;
| Abjuration&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -10% enemy lightning bolt damage&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Magic Sigils&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| -2 hours enemy spell duration&lt;br /&gt;
|-&lt;br /&gt;
| Blade of Sundering&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % attack damage against wonders&lt;br /&gt;
|-&lt;br /&gt;
| Evocation&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +10% fireball damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff of the Stormcaller&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| +20 % Cyclone damage&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;note1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&#039;&#039;&#039;Transmutation Upgrade&#039;&#039;&#039; conversion ratios:&lt;br /&gt;
* Mana : Platinum, 1:1&lt;br /&gt;
* Mana : Lumber,   1:1&lt;br /&gt;
* Mana : Ore,      1:1&lt;br /&gt;
* Mana : Food,     2:1&lt;br /&gt;
&lt;br /&gt;
Note: Mana cannot be converted into gems&lt;br /&gt;
&lt;br /&gt;
== Strategy and Tips == &lt;br /&gt;
&lt;br /&gt;
Though Heroes are only a small part of your Dominion, and will not make or break a strategy, there are some strategic decisions to be made. As all bonuses are additive with other bonuses of the same name, certain Heroes and certain races do not necessarily work together well. For example, a typical [[Spirit]] build features heavy use of the Spectre with -80 % casualties if not bottomfeeding. A Healer would therefore not do much: that Hero would only reduce casualties on other OP or DP units, or when the High Cleric Tower [[Wonder]] is involved, reducing the use-case. [[Icekin]] only cares about the raw WPA for the Ice Elemental OP, and if they do have maximum or near-maximum raw WPA, it is not very likely that there will be any issues with most magic [[Ops]] they want to cast on others. The Sorcerer would likely be overkill and not add much. Lastly, a [[Gnome]] Explorer will get very limited use out of the Blacksmith: Ore costs cannot be reduced, and the Rockapult is already quite cheap on platinum. Combined with not always needing to actually train DP, the actual benefits would be rather limited.&lt;br /&gt;
&lt;br /&gt;
On the other hand, using an Infiltrator or Sorcerer Hero as the Dominion who helps the realm get ops on other people can be a useful boost and space-saver. The Infiltrator is likely more useful in this role, as it is possible to increase WPA via the Spires [[Improvements|Improvement]], but if the race is [[Halfling]] or [[Lizardfolk]] with a lot of Elite DP, the Sorcerer can see good use: the high native SPA means the ops needed are likely doable to get without any additional bonus. &lt;br /&gt;
&lt;br /&gt;
Rerolling a Hero is also an option that shouldn&#039;t be dismissed out of hand: requirements change as the round goes on. A converter might decide to run an Alchemist, Engineer, or Infiltrator for the first half of the round, but when the convert starts, they might switch to a Blacksmith to help with faster unit training; or they might decide to reroll into a Healer just before the first hit to have some extra casualty reduction. &lt;br /&gt;
&lt;br /&gt;
Lastly, the Healer, Infiltrator, and Sorcerer Heroes have bonuses that are directly tied to a method of experience gathering. For these Heroes, the level that they were as the button was pressed applies. For example: Dominion A has a level 1 Healer at 380 experience. They invade, hitting for 330 acres after generation, bringing the Healer to level 2 with 710 experience. However, casualties are still calculated with the level 1 Healer bonus. Any hits they take, however, would be calculated with the level 2 Healer.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Wonder&amp;diff=2626</id>
		<title>Wonder</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Wonder&amp;diff=2626"/>
		<updated>2026-07-01T21:33:41Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update wonder facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wonders&#039;&#039;&#039; of the world provide bonuses to all dominions in the controlling realm and are acquired by [[Attacking|destroying]] and rebuilding them. They are categorized into two tiers based on their bonuses with tier 1 generally referring to stronger wonders.&lt;br /&gt;
&lt;br /&gt;
== Wonder Discovery and HP ==&lt;br /&gt;
&lt;br /&gt;
The starting wave appears at round creation with two Tier 1 wonders and one Tier 2 wonder. Tier 1 wonders start with 150,000 power and Tier 2 wonders start with 75,000 power.&lt;br /&gt;
&lt;br /&gt;
After the starting wave, the daily tick attempts to spawn a new wonder every 3 days while fewer than 6 wonders exist. Before day 9 only Tier 2 wonders are eligible, day 9 is limited to City of Gold, Fountain of Youth, or Horn of Plenty, and later spawns are Tier 1.&lt;br /&gt;
&lt;br /&gt;
Once rebuilt, wonder power depends on the damage dealt to it by your realm and time into the round given as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(37500 * DayInRound, 2 * OriginalWonderPower) * \frac{DamageDealtByRealm}{OriginalWonderPower}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rebuilt wonder has a minimum of 150,000 HP and is rounded to the nearest 10,000 HP.&lt;br /&gt;
&lt;br /&gt;
A round can have at most 6 wonders.&lt;br /&gt;
&lt;br /&gt;
== Attacking and Destroying Wonders ==&lt;br /&gt;
&lt;br /&gt;
When attacking wonders, your offense is [[Offensive_power#Raw_OP|unmodded]] (except by morale) and always suffers 3.5% casualties regardless of any casualty modifiers (including immortal units). The only exception is [[Gnome]] Suicide Squads, which always suffer 50% casualties.&lt;br /&gt;
&lt;br /&gt;
The spell Cyclone can also be used to damage a wonder. Cyclone damage is capped at 1 WPA and can only deal a maximum of 0.75% of a wonders base HP. Unlike other targeted spells, Cyclone cannot be repelled. Cyclone deals damage as given by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * WPA * Acres, WonderBaseHP*0.75%)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where WPA is capped at 1.0 for purposes of damage calculations.&lt;br /&gt;
&lt;br /&gt;
When attacking a neutral wonder, the damage is doubled but still capped at 0.75% of the wonder&#039;s base HP.&lt;br /&gt;
&lt;br /&gt;
If a dominion on 2,000 acres with 0.5 WPA casts cyclone on a 250,000 HP wonder, that dominion will deal damage of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.5 * 2000, 250000*0.75%) = min(1500, 1875) = 1500&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while a dominion running 0.75 WPA on the same land and casting on the same wonder will deal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;min(1.5 * 0.75 * 2000, 250000*0.75%) = min(2250, 1875) = 1875&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wonder Prestige ==&lt;br /&gt;
&lt;br /&gt;
Each dominion that participates in destroying a wonder that is controlled by another realm is awarded [[prestige]].&lt;br /&gt;
&lt;br /&gt;
Prestige is only awarded via troop damage to individual dominions as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;25 + \frac{TroopDamage}{DamageDealtByRealm} * 250&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible for prestige, a dominion must deal at least 2% of the realm&#039;s total damage to the wonder. Prestige gain is capped at 75, which means that max prestige gain occurs at 20% damage contribution. Sending more will not increase prestige gains.&lt;br /&gt;
&lt;br /&gt;
Cyclone damage does not award prestige.&lt;br /&gt;
&lt;br /&gt;
== The Wonders ==&lt;br /&gt;
&lt;br /&gt;
Active wonders from Round 50 source data:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wonder !! Tier !! Starting power !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Library || Tier 1 || 150,000 || +10% castle investment bonus&lt;br /&gt;
|-&lt;br /&gt;
| City of Gold || Tier 1 || 150,000 || +4% platinum production&lt;br /&gt;
|-&lt;br /&gt;
| Factory of Legends || Tier 1 || 150,000 || -20% construction platinum cost&lt;br /&gt;
|-&lt;br /&gt;
| Fountain of Youth || Tier 1 || 150,000 || +3% maximum population&lt;br /&gt;
|-&lt;br /&gt;
| Gnomish Mining Machine || Tier 1 || 150,000 || +20% ore production&lt;br /&gt;
|-&lt;br /&gt;
| Golden Throne || Tier 1 || 150,000 || +25% attacking prestige gains&lt;br /&gt;
|-&lt;br /&gt;
| Horn of Plenty || Tier 1 || 150,000 || +2% platinum production&amp;lt;br&amp;gt;+2% food production&amp;lt;br&amp;gt;+2% gem production&amp;lt;br&amp;gt;+2% lumber production&amp;lt;br&amp;gt;+2% mana production&amp;lt;br&amp;gt;+2% ore production&lt;br /&gt;
|-&lt;br /&gt;
| Planar Gates || Tier 1 || 150,000 || May gain the benefits of one tech that has not already been unlocked, excluding Urg Smash Technique&lt;br /&gt;
|-&lt;br /&gt;
| Ruby Monolith || Tier 1 || 150,000 || -10% offensive casualties&amp;lt;br&amp;gt;-10% defensive casualties&lt;br /&gt;
|-&lt;br /&gt;
| School of War || Tier 1 || 150,000 || +4 barracks housing&lt;br /&gt;
|-&lt;br /&gt;
| Wayfarer&#039;s Outpost || Tier 1 || 150,000 || +2% platinum production&amp;lt;br&amp;gt;-5% exploring platinum cost&lt;br /&gt;
|-&lt;br /&gt;
| Astral Panopticon || Tier 2 || 75,000 || Grants the effects of Surreal Perception&lt;br /&gt;
|-&lt;br /&gt;
| Great Market || Tier 2 || 75,000 || +10% employment&amp;lt;br&amp;gt;+20% bank exchange rates&lt;br /&gt;
|-&lt;br /&gt;
| Great Oracle || Tier 2 || 75,000 || -15% cost of spells&amp;lt;br&amp;gt;+30% wizard power&lt;br /&gt;
|-&lt;br /&gt;
| Guild of Shadows || Tier 2 || 75,000 || +25% spy power&amp;lt;br&amp;gt;-15% spy losses on failed operations&lt;br /&gt;
|-&lt;br /&gt;
| Halls of Knowledge || Tier 2 || 75,000 || +10% research point production&amp;lt;br&amp;gt;+15 research point production per hour&lt;br /&gt;
|-&lt;br /&gt;
| Hanging Gardens || Tier 2 || 75,000 || +25% food production&lt;br /&gt;
|-&lt;br /&gt;
| High Cleric&#039;s Tower || Tier 2 || 75,000 || Can kill all immortal units&amp;lt;br&amp;gt;Offensive casualties against this realm cannot be reduced&amp;lt;br&amp;gt;Defensive casualties inflicted by this realm cannot be reduced&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Armada || Tier 2 || 75,000 || Boats cannot be sabotaged&amp;lt;br&amp;gt;-1% platinum tax from Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Tower || Tier 2 || 75,000 || 50% chance of causing hostile spells to fail&lt;br /&gt;
|-&lt;br /&gt;
| Underground Society || Tier 2 || 75,000 || 50% chance of causing hostile spy operations to fail&lt;br /&gt;
|-&lt;br /&gt;
| Wizard Academy || Tier 2 || 75,000 || -50% hostile spell damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Urg, the Devourer ==&lt;br /&gt;
&lt;br /&gt;
Urg was a surprise mechanic accompanied by a storyline in the [[Classic Wonders Test Round]].&lt;br /&gt;
&lt;br /&gt;
Power: 1,000,000&lt;br /&gt;
&lt;br /&gt;
Description: Every 24 hours, Urg attacks a random dominion in each of the three realms that dealt the least damage to him that day.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2625</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Prestige&amp;diff=2625"/>
		<updated>2026-07-01T21:29:16Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update prestige loss facts from Round 50 source&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] * Morale%&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, while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt;[200 * 75% - 115 + (1500-750)/100] * 1 = 43 prestige &amp;lt;/code&amp;gt; &lt;br /&gt;
* Hitting a 5000 acre target 110% of your size, while having 100% Morale, yields&lt;br /&gt;
:&amp;lt;code&amp;gt;[Min (200 * 110% - 115, 70) + (5000-750)/100] * 1= 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%), while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt; [200 * 85% - 115 + (2550-750)/100] * 1 * (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), while having 100% morale, yields &lt;br /&gt;
:&amp;lt;code&amp;gt;  (200 * 80% - 115 + (4000-750)/100) * 1 * 1.25 * (1 - 2 * 0.1) = 78 prestige&amp;lt;/code&amp;gt;&lt;br /&gt;
* Your third time hitting a 400 land bot 75% of your size in the same tick, thus having 90% morale from the previous 2 hits, would yield &lt;br /&gt;
:&amp;lt;code&amp;gt; [200 * 75% - 115 + (0)/100] * .9 = 32 prestige (rounded from 31.5)&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 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 0.85 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 0.90 || 65&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 || 70&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 on a prestige-eligible hit (5% prestige loss, capped at the attacker&#039;s prestige gain).&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 OR &amp;lt;code&amp;gt;16/LandRatio^2&amp;lt;/code&amp;gt; whichever is HIGHER).&lt;br /&gt;
&lt;br /&gt;
Prestige losses are instant.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Guards&amp;diff=2624</id>
		<title>Guards</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Guards&amp;diff=2624"/>
		<updated>2026-07-01T21:27:47Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update guard facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joining a Guard is a way to narrow the range of dominions which can target you for [[invasion|invading]], [[espionage]], and [[magic]]. This can be useful for defending from [[invading#Bottom_feeding|bottom feeding]] as well as not letting much smaller dominions perform [[ops]] on you.&lt;br /&gt;
&lt;br /&gt;
As a member of a Guard, only other dominions within the Guard &#039;&#039;&#039;ranges&#039;&#039;&#039; (see below) can target you for any ops. The only exception to this is recent invasions, which  enables a dominion that has been invaded within the past 12 ticks to ignore guard status by itself or by the dominion who invaded it to the extent that it may perform spy and wizard operations, including war-only operations, upon the dominion who invaded it. &#039;&#039;&#039;This does not extend to invasions, guard status strictly will not allow invading outside its range even against a dominion that has recently invaded you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* No Guard: from 40% to 250%.&lt;br /&gt;
* &#039;&#039;&#039;Royal Guard&#039;&#039;&#039;: from 60% to 166%, -2% platinum production.&lt;br /&gt;
* &#039;&#039;&#039;Elite Guard&#039;&#039;&#039;: from 75% to 133%, +25% exploration costs and the same platinum penalty as the Royal Guard. (I.e: -2%, no double penalty.)&lt;br /&gt;
&lt;br /&gt;
Joining the Royal Guard takes 24 hours and can only be done after the first two days of the [[round]]. Joining the Elite Guard requires already being in Royal Guard and takes another 24 hours. Once you are in Royal or Elite Guard, you cannot leave for 48 hours. Additionally, performing any actions on a Dominion out of the range of the Guard you are joining will reset the application to 24 hours.&lt;br /&gt;
&lt;br /&gt;
After the 48-hour wait, leaving Royal or Elite Guard is instant.&lt;br /&gt;
&lt;br /&gt;
[[Attacking|Attackers]] often join Elite Guard.&lt;br /&gt;
&lt;br /&gt;
Some [[Exploring|Explorers]] join the Royal Guard, but never Elite Guard due to the explore cost penalty.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chaos League&#039;&#039;&#039; is separate from Royal and Elite Guard. It takes 12 hours to join, you cannot leave for the first 12 hours after joining, and leaving takes an additional 12 hours to go into effect.&lt;br /&gt;
&#039;&#039;&#039;Chaos League&#039;&#039;&#039; members have these additional effects:&lt;br /&gt;
* They can perform all war and black operations against other Chaos League members.&lt;br /&gt;
* War spells between Chaos League members are empowered, have a 25% chance of critical success for 50% more damage, and can critically fail and damage the caster.&lt;br /&gt;
* 75% of losses due to failed operations between members are automatically re-trained.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Starvation&amp;diff=2623</id>
		<title>Starvation</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Starvation&amp;diff=2623"/>
		<updated>2026-07-01T21:25:30Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update starvation formula from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starvation&#039;&#039;&#039; occurs when you run out of [[food]]. If you starve, you lose [[military|military units]] and [[peasants]].&lt;br /&gt;
&lt;br /&gt;
You can avoid starvation by having a surplus of food. Most players try to balance their food supply so that they have a small buffer for growth. Maintaining too high of a stockpile can be an inefficient use of your [[production]] capabilities but having too many farms.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&amp;lt;code&amp;gt;[Total Casualties] = min([Missing food], round([Total Population] * 0.02))&lt;br /&gt;
&lt;br /&gt;
[Peasant casualties] = min([Total Casualties] / 2, [Peasants])&lt;br /&gt;
&lt;br /&gt;
[Military casualties] = remaining casualties, split proportionally across draftees and military units&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Invading&amp;diff=2622</id>
		<title>Invading</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Invading&amp;diff=2622"/>
		<updated>2026-07-01T21:25:30Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update invasion facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Invading&#039;&#039;&#039; is the act of one [[dominion]] sending [[military|military units]] to another dominion in another [[realm]].&lt;br /&gt;
&lt;br /&gt;
If the invading force&#039;s [[offensive power]] (OP) is greater than the [[defensive power]] (DP) of the targeted dominion, the invasion is successful.&lt;br /&gt;
&lt;br /&gt;
Invading is a crucial part of playing as an [[Attacker]] and [[Converter]].&lt;br /&gt;
&lt;br /&gt;
== How To ==&lt;br /&gt;
&lt;br /&gt;
# Find and calculate your target&#039;s DP. &lt;br /&gt;
##The best way to do this is to find out the target&#039;s unit numbers and add up all the values of their defensive units then apply any known modifiers. Modifiers can include [[Magic|spells]] such as [[Magic#Self_Spells|Ares Call]] and [[Castle|walls]] bonuses. &lt;br /&gt;
##Land defense is applied if the total defense from military is less than the following formula:&amp;lt;/br&amp;gt;&amp;lt;code&amp;gt;max(750, (10 * Total Acres) - 3250)&amp;lt;/code&amp;gt; &amp;lt;/br&amp;gt;&lt;br /&gt;
##Apply modifiers to Land defense as you would Military defense.&lt;br /&gt;
# Go the [https://beta.opendominion.net/dominion/invade Invade] page.&lt;br /&gt;
# Select your target. &#039;&#039;Double check to make sure it&#039;s the right one!&#039;&#039;&lt;br /&gt;
# Input the amount of units you want to send.&lt;br /&gt;
# Click Invade.&lt;br /&gt;
&lt;br /&gt;
== Successful Invasion ==&lt;br /&gt;
&lt;br /&gt;
If your invasion is successful, you will gain land and if your target is 75% as big as you are or greater, the land you gain will have a 50% discount for [[buildings]] and you gain [[prestige]]. All land arrives twelve ticks/hours after your invasion.&lt;br /&gt;
&lt;br /&gt;
=== Land Gain ===&lt;br /&gt;
&lt;br /&gt;
Below is a table which shows land conquered for invasions where the attacker is from 500 to 6000 acres and the target is from 40% to 250% the size of the attacker. The minimum amount of acres gained is always 10.&lt;br /&gt;
&lt;br /&gt;
This is the amount of land lost by the target. The attacker&#039;s total gain is twice the land conquered. These bonus acres are generated by the game and are not taken from any player. Thus, invasion is not a zero-sum event.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land Conquered Before Bonus Acres&lt;br /&gt;
! &lt;br /&gt;
! 40%&lt;br /&gt;
! 60%&lt;br /&gt;
! 75%&lt;br /&gt;
! 85%&lt;br /&gt;
! 100%&lt;br /&gt;
! 120%&lt;br /&gt;
! 133%&lt;br /&gt;
! 166%&lt;br /&gt;
! 250%&lt;br /&gt;
|-&lt;br /&gt;
| 500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 10 &lt;br /&gt;
| 18 &lt;br /&gt;
| 23 &lt;br /&gt;
| 30 &lt;br /&gt;
| 40 &lt;br /&gt;
| 46 &lt;br /&gt;
| 62 &lt;br /&gt;
| 102&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 17 &lt;br /&gt;
| 36 &lt;br /&gt;
| 46 &lt;br /&gt;
| 60 &lt;br /&gt;
| 80 &lt;br /&gt;
| 92 &lt;br /&gt;
| 124 &lt;br /&gt;
| 205&lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 26 &lt;br /&gt;
| 54 &lt;br /&gt;
| 69 &lt;br /&gt;
| 91 &lt;br /&gt;
| 120 &lt;br /&gt;
| 139 &lt;br /&gt;
| 186 &lt;br /&gt;
| 308&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| 10 &lt;br /&gt;
| 35 &lt;br /&gt;
| 73 &lt;br /&gt;
| 92 &lt;br /&gt;
| 121 &lt;br /&gt;
| 160 &lt;br /&gt;
| 185 &lt;br /&gt;
| 249 &lt;br /&gt;
| 411&lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| 10 &lt;br /&gt;
| 43 &lt;br /&gt;
| 91 &lt;br /&gt;
| 115 &lt;br /&gt;
| 151 &lt;br /&gt;
| 200 &lt;br /&gt;
| 231 &lt;br /&gt;
| 311 &lt;br /&gt;
| 514&lt;br /&gt;
|-&lt;br /&gt;
| 3000 &lt;br /&gt;
| 13 &lt;br /&gt;
| 52 &lt;br /&gt;
| 109 &lt;br /&gt;
| 138 &lt;br /&gt;
| 182 &lt;br /&gt;
| 240 &lt;br /&gt;
| 278 &lt;br /&gt;
| 373 &lt;br /&gt;
| 617&lt;br /&gt;
|-&lt;br /&gt;
| 3500 &lt;br /&gt;
| 15 &lt;br /&gt;
| 61 &lt;br /&gt;
| 127 &lt;br /&gt;
| 161 &lt;br /&gt;
| 212 &lt;br /&gt;
| 280 &lt;br /&gt;
| 324 &lt;br /&gt;
| 436 &lt;br /&gt;
| 720&lt;br /&gt;
|-&lt;br /&gt;
| 4000 &lt;br /&gt;
| 17 &lt;br /&gt;
| 70 &lt;br /&gt;
| 146 &lt;br /&gt;
| 184 &lt;br /&gt;
| 243 &lt;br /&gt;
| 320 &lt;br /&gt;
| 370 &lt;br /&gt;
| 498 &lt;br /&gt;
| 823&lt;br /&gt;
|-&lt;br /&gt;
| 4500 &lt;br /&gt;
| 19 &lt;br /&gt;
| 78 &lt;br /&gt;
| 164 &lt;br /&gt;
| 208 &lt;br /&gt;
| 273 &lt;br /&gt;
| 360 &lt;br /&gt;
| 417 &lt;br /&gt;
| 560 &lt;br /&gt;
| 926&lt;br /&gt;
|-&lt;br /&gt;
| 5000 &lt;br /&gt;
| 21 &lt;br /&gt;
| 87 &lt;br /&gt;
| 182 &lt;br /&gt;
| 231 &lt;br /&gt;
| 303 &lt;br /&gt;
| 400 &lt;br /&gt;
| 463 &lt;br /&gt;
| 623 &lt;br /&gt;
| 1029&lt;br /&gt;
|-&lt;br /&gt;
| 5500 &lt;br /&gt;
| 24 &lt;br /&gt;
| 96 &lt;br /&gt;
| 201 &lt;br /&gt;
| 254 &lt;br /&gt;
| 334 &lt;br /&gt;
| 440 &lt;br /&gt;
| 509 &lt;br /&gt;
| 685 &lt;br /&gt;
| 1132&lt;br /&gt;
|-&lt;br /&gt;
| 6000 &lt;br /&gt;
| 26 &lt;br /&gt;
| 105 &lt;br /&gt;
| 219 &lt;br /&gt;
| 277 &lt;br /&gt;
| 364 &lt;br /&gt;
| 480 &lt;br /&gt;
| 556 &lt;br /&gt;
| 747 &lt;br /&gt;
| 1235&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The formula for acres lost depends on &amp;quot;range&amp;quot;, or the target&#039;s size relative to the attacker. You then multiply the number you get from the formula by 2 to get the amount of acres gained from a hit.&lt;br /&gt;
&lt;br /&gt;
If target range is less than 55%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.304 * (range^2) - 0.227 * range + 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, if target range is less than 75%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.154 * range - 0.069) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If target range is 75% or higher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.75 * (0.129 * range - 0.048) * AttackerSize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AttackerSize&amp;quot; is typically the current land size of the attacker. However, this variable in the formula is modified during war. In a one-way war, it is increased by 10%. In mutual war, it is increased by 20%.&lt;br /&gt;
&lt;br /&gt;
== Razing ==&lt;br /&gt;
&lt;br /&gt;
Sometimes players will intentionally send less OP than the target&#039;s DP to cause [[casualties]] for the target, to lower the target&#039;s DP and allow for another dominion to successfully invade or to just do damage. This is called razing.&lt;br /&gt;
&lt;br /&gt;
Razes cause 0% damage at and below 80% of the required offense to break the target, rising linearly to full casualties just below the needed offense to successfully invade.&lt;br /&gt;
&lt;br /&gt;
== Bounce ==&lt;br /&gt;
&lt;br /&gt;
A bounce is a failed invasion. It is distinct from razing in that they are unintentional, often due to the target increasing its DP or the attacker making an error when calculating the target&#039;s DP.&lt;br /&gt;
&lt;br /&gt;
If you fail by 20% (if [[OP]] is 80% or less of the target&#039;s [[DP]]) or more, the defender does not lose any troops and you also lose [[prestige]]. This is also called &#039;&#039;overwhelmed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Research Points ==&lt;br /&gt;
Research points (RP) can be gained during a successful invasion.  &lt;br /&gt;
&lt;br /&gt;
See [[Teching#Invasion_RPs|Teching]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Bottom feeding ==&lt;br /&gt;
&lt;br /&gt;
This is the act of invading a dominion below your 75% ([[Guards|Elite Guard]]) range. Caution is advised when deciding to do this: you will not have the [[Invading#Successful_Invasion|building discount]] or prestige from a regular hit, and the [[Invading#Formula|formula]] for invasions is also harsher, meaning you&#039;ll gain less acres. Races that are more likely to engage in this are [[Lycanthrope]], [[Spirit]], and [[Undead]], due to the conversions they gain when attacking.&lt;br /&gt;
&lt;br /&gt;
If you invade someone between 74.99% and 60%, your [[Prestige]] is unchanged. If you hit below 60%, you will lose Prestige.&lt;br /&gt;
&lt;br /&gt;
== Being Invaded ==&lt;br /&gt;
&lt;br /&gt;
If you are successfully invaded you will lose 5% of your prestige instantly. Any conquered acres that are constructed or under construction will cause your Dominion to gain a discount on rebuilding those acres. This discount does not stack with the discount from invading another Dominion. For example if your Dominion is invaded and you lose 100 acres, and 50 of those acres were still barren and 20 were under construction you will gain a discount on your next 50 acres built from exploration, daily land bonus, or from destroying and rebuilding.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://dominion.lykanthropos.com/ddc/ Dreki&#039;s Dominion Calculator]: an unofficial calculator used to calculate OP and DP.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Offensive_power&amp;diff=2621</id>
		<title>Offensive power</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Offensive_power&amp;diff=2621"/>
		<updated>2026-07-01T21:23:06Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update offensive power examples from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation_notice&lt;br /&gt;
| current_article_redirector = OP&lt;br /&gt;
| current_article_summary = Offensive Power&lt;br /&gt;
| alternate_article_summary = articles about spy-ops, info-ops, and black-ops&lt;br /&gt;
| alternate_article = Ops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive power&#039;&#039;&#039; (OP) is a measurement of the [[invading]] strength of a unit or [[dominion|dominion&#039;s]] entire army.&lt;br /&gt;
&lt;br /&gt;
OP is calculated by adding up the raw OP and then applying OP modifiers (mods).&lt;br /&gt;
&lt;br /&gt;
== Raw OP ==&lt;br /&gt;
&lt;br /&gt;
Raw OP is typically made up of your [[military|specialist OP units and your elite OP units]]. Some races, such as [[Goblin]] and [[Troll]], have two elite OP units and are played slightly differently.&lt;br /&gt;
&lt;br /&gt;
Many races have a small amount of OP on their elite defensive units. For example, [[Human]] Knights have 2 OP and 6 DP. Although these units can be used as part of your OP, they are practically never used. When used, it&#039;s usually considered a [[#Suicide|suicide attack]] or a very small amount are sent when traditional OP units only barely do not break the target&#039;s DP.&lt;br /&gt;
&lt;br /&gt;
== 5:4 (Suicide) ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;suicide&#039;&#039;&#039; is an attack where the offensive power also consists of elite defenders, or when the attacker sends out an unsafe amount of offensive power leaving little [[turtle]] DP at home.&lt;br /&gt;
&lt;br /&gt;
The amount of OP (modded, with bonuses) sent cannot exceed a ratio of 5:4 relative to DP (modded, with bonuses).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;OP/DP&amp;lt;=1.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! OP&lt;br /&gt;
! DP&lt;br /&gt;
! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 12500&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/8000=0.80&amp;lt;5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 10000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/10000=1.0&amp;lt;5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 8000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/8000=1.25=5/4&amp;lt;/math&amp;gt; OK to send&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 6000&lt;br /&gt;
| &amp;lt;math&amp;gt;10000/6000=1.33&amp;gt;5/4&amp;lt;/math&amp;gt; Not OK to send&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, you must always leave at least 33% of your total all-in DP at home at all times. This means that you cannot suicide your dominion into having no DP at all.&lt;br /&gt;
&lt;br /&gt;
== OP mods ==&lt;br /&gt;
&lt;br /&gt;
* Racial bonus: some races have a racial OP bonus; ([[Demon]], [[Gnome]], [[Merfolk]], and [[Troll]]).&lt;br /&gt;
* [[Magic]]: some races have a racial spell which gives an OP bonus; examples include [[Human]], [[Goblin]], [[Kobold]], [[Nomad]], [[Orc]], and [[Sylvan]].&lt;br /&gt;
* [[Prestige]]: an important incentive for [[attackers]], gained and lost through [[invading]].&lt;br /&gt;
* [[Buildings|Gryphon Nest]]: a modifier building often used later in the [[round]], or early in the round as an aggressive push. &lt;br /&gt;
* [[Castle#Castle_Parts|Forges]]: a slower and efficient way to grow your OP with [[castle]] improvements. &lt;br /&gt;
* [[Morale]]: a multiplicative bonus which can lower OP bonuses.&lt;br /&gt;
&lt;br /&gt;
All OP mods, except for morale, are additive (summed up together):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[Racial Bonus] + [Spell Bonus] + [Prestige Bonus] + [Gryphon Nest Bonus] + [Forges] = OP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If morale is less than 100%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( [Racial Bonus] + [Spell Bonus] + [Prestige Bonus] + [Gryphon Nest Bonus] + [Forges] ) * [Morale Penalty] = OP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Buildings|Temples]] are not considered an OP bonus and are not included in any OP calculations. Instead, it is considered a negative DP bonus for the target.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Defensive power]]&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Military&amp;diff=2620</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Military&amp;diff=2620"/>
		<updated>2026-07-01T21:23:05Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update military unit facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[races]] have four military units and three non-military units.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Units are trained from draftees, which are drafted from [[peasants]] at a rate of 1% per hour, until [[#Draft_Rate|draft rate]] has been reached and occurs before population growth each hour. Each draftee gives you 1 [[DP]].&lt;br /&gt;
&lt;br /&gt;
All units have a [[defensive power]] and an [[offensive power]] (OP), although this value can be 0 making such units unusable for defending if 0 DP or [[invading]] if 0 OP.&lt;br /&gt;
&lt;br /&gt;
Many units also have a special ability, which you can find by checking the articles for [[races]].&lt;br /&gt;
&lt;br /&gt;
== Draft Rate ==&lt;br /&gt;
&lt;br /&gt;
You can set your draft rate (from 0% to 90%) from the Military page. Once reached, you will not draft more peasants until you have either increased your [[population]] or [[casualties|lost]] or released units to under your draft rate.&lt;br /&gt;
&lt;br /&gt;
== Specialists ==&lt;br /&gt;
&lt;br /&gt;
The first two units are specialists units (&#039;&#039;specs&#039;&#039; for short). As the name implies, they are specialised in either offense or defense.&lt;br /&gt;
&lt;br /&gt;
Most specs have 3 points of OP or DP.&lt;br /&gt;
&lt;br /&gt;
It takes nine hours to train specs.&lt;br /&gt;
&lt;br /&gt;
== Elites ==&lt;br /&gt;
&lt;br /&gt;
The second two units are elite units. They are typically much stronger than the specialists but cost much more.&lt;br /&gt;
&lt;br /&gt;
It takes 12 hours to train elites.&lt;br /&gt;
&lt;br /&gt;
== Non-Military Units ==&lt;br /&gt;
&lt;br /&gt;
These units cost 500 platinum each except Arch Mages which cost 1000 platinum (1500 platinum with the 500 platinum for the wizard which is trained into an Arch Mage).&lt;br /&gt;
&lt;br /&gt;
* Spies: used for [[espionage]]. &lt;br /&gt;
* Wizards: used for offensive [[spells]].&lt;br /&gt;
* Arch Mages: counts as two wizards each and cannot be assassinated. Trained from Wizards instead of draftees.&lt;br /&gt;
&lt;br /&gt;
Due to their cost, not everyone trains Arch Mages. Many [[attackers]] opt for just enough wizards to get by and instead spend their resources on military units.&lt;br /&gt;
&lt;br /&gt;
Some races ([[Halfling]], [[Sylvan]], [[Dark Elf]], and [[Lizardfolk]]) have elite units which count as partial spies and wizards. These races rarely train spies (for spy races) or wizards (for wizard races), instead relying on their elite unit special ability.&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Most units require boats in order to be sent out to [[invading|invade]]. Exceptions include, but aren&#039;t limited to, [[Lizardfolk]] and [[Merfolk]] units, several [[Spirit]] and [[Vampire]] units, and [[Demon]] Infernal Imps.&lt;br /&gt;
&lt;br /&gt;
Each boat carries 30 units before race and tech bonuses, and boats are produced by [[Buildings|Docks]].&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Defensive_power&amp;diff=2619</id>
		<title>Defensive power</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Defensive_power&amp;diff=2619"/>
		<updated>2026-07-01T21:23:05Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update defensive power examples from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Defensive power&#039;&#039;&#039; (DP) is a measurement of the defensive strength of a unit or [[dominion|dominion&#039;s]] entire army. It may include defensive power from offensive units at home ([[#Turtle|turtle]]).&lt;br /&gt;
&lt;br /&gt;
DP is calculated by adding up the raw DP and then applying DP modifiers (mods).&lt;br /&gt;
&lt;br /&gt;
== Raw DP ==&lt;br /&gt;
&lt;br /&gt;
Raw DP is made up of your [[military|specialist DP units and your elite DP units]]. [[Goblin]] notably does not have an elite DP unit and instead relies on Shaman as its sole dedicated defensive units. [[Troll]] uses the same unit (Smasher) as both elite OP and elite DP unit.&lt;br /&gt;
&lt;br /&gt;
Draftees count as 1 DP each, unless attacked by a [[Spirit]] with the [[magic|spell Unholy Ghost]] cast, in which case draftees do not participate in battle at all.&lt;br /&gt;
&lt;br /&gt;
== Turtle ==&lt;br /&gt;
&lt;br /&gt;
Most races have a small amount of DP on their elite offensive units. For example, [[Human]] Cavalry have 6 OP and 3 DP. The 3 DP is referred to as &#039;&#039;&#039;turtle DP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To turtle&#039;&#039;&#039; means to either [[invade]] but leave a significant amount of turtle DP at home, or to not attack and keep your offensive units at home.&lt;br /&gt;
&lt;br /&gt;
Units without turtle, such as specialist offensive units, pose a risk to attackers, who might gain land and not be able to defend it after entering the [[range]] of a new, stronger attacker.&lt;br /&gt;
&lt;br /&gt;
== DP mods ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic]]: everyone can cast Ares&#039; Call for +10% DP, but some races have even more powerful defensive spells; [[Halfling]], [[Icekin]], and [[Kobold]].&lt;br /&gt;
* [[Buildings|Guard Towers]]: a modifier building often used later in the [[round]], or early in the round to gain speed, especially by races with expensive or inefficient DP units. &lt;br /&gt;
* [[Castle#Castle_Parts|Walls]]: a slower and efficient way to grow your DP with [[castle]] improvements. &lt;br /&gt;
* [[Morale]]: a multiplicative bonus which can lower DP bonuses.&lt;br /&gt;
&lt;br /&gt;
All DP mods, except for morale, are additive (summed up together):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[Spell] + [Guard Towers Bonus] + [Walls] = DP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If morale is less than 100%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( [Spell] + [Guard Towers Bonus] + [Walls] ) * [Morale Penalty] = DP bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are calculating a potential target&#039;s DP mods, make sure to deduct your [[Buildings|Temples]] bonus from the target&#039;s DP bonus (down to a minimum of +0% DP mods).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Offensive power]]&lt;br /&gt;
* [[Invading]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Casualties&amp;diff=2618</id>
		<title>Casualties</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Casualties&amp;diff=2618"/>
		<updated>2026-07-01T21:18:04Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update casualty and immortality facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]]. These lost units are referred to as &#039;&#039;&#039;casualties&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Offensive Casualties ==&lt;br /&gt;
&lt;br /&gt;
When attacking, the invader loses a base rate of 8.5% of the units required to [[break]] the target. &lt;br /&gt;
&lt;br /&gt;
If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units. &lt;br /&gt;
&lt;br /&gt;
You would lose&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5000 * 8.5% = 425 units&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and &#039;&#039;&#039;not&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;6000 * 8.5% = 510 units&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail to break your target, you will suffer 8.5% casualties of the units sent on attack.&lt;br /&gt;
&lt;br /&gt;
Attacking a wonder will always cause 3.5% casualties except for [[Gnome]] Suicide Squads.&lt;br /&gt;
&lt;br /&gt;
== Defensive Casualties ==&lt;br /&gt;
&lt;br /&gt;
Defensive losses start at a base rate given by,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;3.6%*\frac{DefenderAcres}{AttackerAcres}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.&lt;br /&gt;
&lt;br /&gt;
This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;3.6%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.&lt;br /&gt;
&lt;br /&gt;
A [[dominion]] which has been invaded recently also suffers reduced casualties. &lt;br /&gt;
* First invasion: 100% (of the base)&lt;br /&gt;
* Second invasion: 75%&lt;br /&gt;
* Third invasion: 50%&lt;br /&gt;
* Fourth invasion and more: 25%&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This invasion modifier is only applied if it is a greater reduction (and never applied as an additional reduction) than the other reductions already in effect (such as unit-based defensive losses and the land ratio modifier).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A dominion retains its &#039;invaded&#039; status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day.&lt;br /&gt;
&lt;br /&gt;
Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target.&lt;br /&gt;
&lt;br /&gt;
Bounces failing by more than 20% produce zero defensive casualties.&lt;br /&gt;
&lt;br /&gt;
== Casualty Reduction ==&lt;br /&gt;
&lt;br /&gt;
Casualty reduction bonuses are split into two types: unit bonuses and non-unit bonuses.&lt;br /&gt;
&lt;br /&gt;
As the names suggest, the unit bonuses are inherent to the units themselves, e.g. [[Human]] Knights, [[Vampire]] Kindred, or the various Reduced Combat Loss bonuses like [[Dwarf]] Clerics. Non-unit bonuses consist of all other bonuses including techs, racial spells, and buildings. &lt;br /&gt;
&lt;br /&gt;
Bonuses that fall within the same category are additive with each other. A Human with -25% casualties from techs and -25% casualties from Shrines would have only half casualties on Cavalry because both bonuses are non-unit modifiers. However, cross-category bonuses are multiplicative. That same Human&#039;s Knights, if sent on an attack, would have total casualties of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;0.085 * 0.5 * 0.75 = 0.031875 = 3.1875%&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-unit bonuses cap at -80%; having max 16% Shrines (-80% casualties) and -25% casualties in techs means you have 5% Shrines that are above the cap and cannot apply their bonus.&lt;br /&gt;
&lt;br /&gt;
Casualty reductions do not work with Gnome Suicide Squads.&lt;br /&gt;
&lt;br /&gt;
=== List of Casualty Reducing Bonuses ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Unit&lt;br /&gt;
! Non-Unit&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Only&lt;br /&gt;
| [[Firewalker]] Salamander: 50% fewer casualties on offense&lt;br /&gt;
&lt;br /&gt;
[[Halfling]] Staff Master: 40% fewer casualties on offense&lt;br /&gt;
&lt;br /&gt;
[[Spirit]] Ghost: 30% fewer casualties on offense&lt;br /&gt;
&lt;br /&gt;
[[Spirit]] Spectre: 80% fewer casualties on offense in range&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Only&lt;br /&gt;
| [[Lycanthrope]] Werewolf: 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
[[Spirit]] Banshee: 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Goblin]] Shaman: 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
[[Icekin]] Snow Witch: 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
[[Orc]] Voodoo Mage: 50% fewer casualties on defense&lt;br /&gt;
&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Offensive &amp;amp; Defensive&lt;br /&gt;
| [[Dark Elf]] Spellblade: 15% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Human]] Knight: 25% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Nomad]] Blademaster: 25% fewer casualties&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] Centaur: 25% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] Kindred: 50% fewer casualties&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]] Cleric: Reduces combat losses&lt;br /&gt;
&lt;br /&gt;
| Healer [[Heroes|Hero]]: Variable reduction based on Hero level&lt;br /&gt;
&lt;br /&gt;
Battle Tactics [[Teching|tech]]: 5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Survivalist Mentality tech: 5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Battle Commanders tech: 7.5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Field Surgery tech: 7.5% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Ruby Monolith [[Wonder]]: 10% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Regeneration spell (Troll only): 30% fewer casualties&lt;br /&gt;
&lt;br /&gt;
Bloodrage spell (Orc only): 10% &#039;&#039;increased&#039;&#039; offensive casualties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reduced Combat Losses ===&lt;br /&gt;
&lt;br /&gt;
Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit. Your army consists only of trained units in this calculation: draftees do not count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{RCLunit/TotalUnits}{2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a dwarf sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RCLreduction = \frac{10,000/20,000}{2} = 0.25 = 25% reduction&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Immortality (Almost Never Dies) ==&lt;br /&gt;
&lt;br /&gt;
Some units have a special ability which renders them immortal. The term &#039;&#039;almost never dies&#039;&#039; is used in [[the Scribes]].&lt;br /&gt;
&lt;br /&gt;
These units suffer no casualties at all except for certain circumstances.&lt;br /&gt;
&lt;br /&gt;
* Immortal units always die at the base rate of 3.5% when attacking [[Wonder|Wonders]].&lt;br /&gt;
* An [[overwhelmed bounce]] is a failed invasion by 20% or more in [[OP]] vs [[DP]].&lt;br /&gt;
* [[Vampire]] Bloodreavers are immortal unless Feast of Blood is active.&lt;br /&gt;
* [[Undead]] Abominations are immortal when paired with at least 1 Necromancer.&lt;br /&gt;
* [[Firewalker]] Phoenix are not immortal, but are reborn 6 hours after death/invasion and show as returning troops.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Invading]]&lt;br /&gt;
* [[Offensive power]]&lt;br /&gt;
* [[Defensive power]]&lt;br /&gt;
* [[Prestige]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Castle&amp;diff=2617</id>
		<title>Castle</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Castle&amp;diff=2617"/>
		<updated>2026-07-01T21:14:56Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update castle improvement facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Castle Improvements&#039;&#039;&#039; are a vital part of any efficient strategy.&lt;br /&gt;
[[File:Castle.png|thumb|A castle with [[Masonries]].]]&lt;br /&gt;
&lt;br /&gt;
They are not as important (if used at all) when playing a speed-dependent strategy. They are used extensively by [[Exploring|explorers]] and [[Converting|converters]], while [[Attacking|attackers]] use them to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
== Investment ==&lt;br /&gt;
You invest resources in your castle. Each resource type is worth a different amount of points:&lt;br /&gt;
* 1 [[Gem]] = 12 points (this is the only usage for gems)&lt;br /&gt;
* 1 [[Lumber]]/[[Ore]] = 2 points&lt;br /&gt;
* 1 [[Platinum]] = 1 point&lt;br /&gt;
&lt;br /&gt;
As per the [[#Formulas|formulas]], it takes exponentially more points to reach a higher bonus. Therefore, it is wise to build as many Diamond Mines as possible early on. Most players stop building Diamond Mines by day 25 of the [[round]]. Depending on your speed, strategy, and [[play style]], players often have between 300 and 800 Diamond Mines.&lt;br /&gt;
&lt;br /&gt;
However, Diamond Mines are not always the best building choice. See [[#Racial Differences|racial differences]].&lt;br /&gt;
&lt;br /&gt;
=== Lightning Bolt Damage ===&lt;br /&gt;
The maximum amount of damage that can be dealt by [[Magic|lightning]] is based on the total amount invested during the round.&lt;br /&gt;
&lt;br /&gt;
== Racial Differences ==&lt;br /&gt;
&lt;br /&gt;
The general approach is that [[races]] without units whose OP or DP is dependent on a certain [[land type]] should use exclusively DMs for investing in castle.&lt;br /&gt;
&lt;br /&gt;
For all races except [[Sylvan]] and [[Icekin]], Diamond Mines are the most efficient way to invest in your castle. &lt;br /&gt;
&lt;br /&gt;
Despite having a unit that depends on a building, [[Dark Elf|Dark Elves]] are often seen with DMs.&lt;br /&gt;
&lt;br /&gt;
[[Sylvan]] players usually use lumber from lumberyards and [[Icekin]] players use ore from ore mines.&lt;br /&gt;
&lt;br /&gt;
[[Goblin|Goblins]] have a +10% bonus to gem investments, meaning every 1 gem&#039;s 12 points count as 13.2 points for Goblins.&lt;br /&gt;
&lt;br /&gt;
There is debate as to whether [[Gnome]] are better off with Diamond Mines or more Ore Mines. Since Rockapults reach maximum DP at only 40% mountains (compared to 60% mountains for Icekin&#039;s FrostMages) and those 40% are easily designated for ore mines and homes, many players find room for DMs.&lt;br /&gt;
&lt;br /&gt;
== Castle Parts ==&lt;br /&gt;
 &lt;br /&gt;
There are six parts of the castle into which the player can invest resources.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Bonus&lt;br /&gt;
! Max&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Science&lt;br /&gt;
| Platinum Production&lt;br /&gt;
| 20%&lt;br /&gt;
| Useful if you have a good [[population]]. Otherwise, resources are better spent on Keep.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| Maximum Population&lt;br /&gt;
| 25%&lt;br /&gt;
| Always invest in Keep. It is the most beneficial improvement in nearly all cases. See [[Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Spires&lt;br /&gt;
| Offensive Wizard Strength&lt;br /&gt;
Mana Production&lt;br /&gt;
Spell Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Makes your [[wizards]] and Arch Mages stronger (offense only) and boosts mana production. Reduces damage taken by [[black-ops]]. Not commonly used other than dominions which specialize in magic and black-ops. Spell protection bonus is equal to 1.5x the base bonus, capped at 50%, and is not modified by masonries.&lt;br /&gt;
|-&lt;br /&gt;
| Forges&lt;br /&gt;
| Offensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Often used, especially by races with inefficient or costly offensive units.&lt;br /&gt;
|-&lt;br /&gt;
| Walls&lt;br /&gt;
| Defensive Power&lt;br /&gt;
| 30%&lt;br /&gt;
| Practically always used, especially by races with inefficient or costly defensive units. &lt;br /&gt;
|-&lt;br /&gt;
| Harbor&lt;br /&gt;
| Food Production&lt;br /&gt;
Boat Production&lt;br /&gt;
Boat Protection&lt;br /&gt;
| 60%&lt;br /&gt;
| Often underrated improvement. By increasing food production, you need fewer [[Farms]] which saves land for other buildings. Boat bonuses are equal to 1.5x the base bonus, capped at 50%, and are not modified by masonries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
 &lt;br /&gt;
The base formula is different for Science and Keep, Forges and Walls, and Spires and Harbor. The result is then multiplied by Masonry efficiency: &amp;lt;code&amp;gt;1 + 2.75 * Masonries / LAND&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* MAX: replaced by the maximum for the improvement (see above).&lt;br /&gt;
* POINTS: the amount of points you have invested in this part of your castle.&lt;br /&gt;
* LAND: your [[land]] size.&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Keep&#039;&#039;&#039; is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(4000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula for &#039;&#039;&#039;Forges&#039;&#039;&#039; and &#039;&#039;&#039;Walls&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(7500*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The formula for &#039;&#039;&#039;Spires&#039;&#039;&#039; and &#039;&#039;&#039;Harbor&#039;&#039;&#039; is:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;MAX*(1-e^(-1*POINTS/(5000*LAND+15000)))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2616</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2616"/>
		<updated>2026-07-01T21:14:56Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update construction formulas from Round 50 source&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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; | Forest Haven&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Forest&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | Produces 25 [[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;
|-&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 1.6 * (Guard Towers / Total Land)% to a maximum of 32% 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 40% per 1% owned, up to a maximum of 200% at 5% owned.&lt;br /&gt;
Increases [[hero]] bonus by 40% per 1% owned, up to a maximum of 200% at 5% 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 1.6 * (Gryphon Nests / Total Land)% to a maximum of 32% 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 2.75 * (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 1.35 * (Temples / Total Land)% to a minimum of 0% defensive bonus (maximum reduction 27% at 20% 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 0.75% each day until a maximum of 65% reduction is reached on Day 45.&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;(ExploredAcres - 250) * 0.285 + 87.5 + ConqueredAcres / 4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Factory reductions and construction-cost modifiers are added before multiplying these cost formulas. Platinum construction cost cannot be reduced below 20% of base cost; lumber construction cost cannot be reduced below 25% of base cost.&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>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Population&amp;diff=2615</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Population&amp;diff=2615"/>
		<updated>2026-07-01T21:13:23Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update land-dependent unit examples from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is one of the most important aspects of your [[dominion]]. It is the sum of your [[military]] and your peasants. &lt;br /&gt;
&lt;br /&gt;
The size of your population is determined by how much [[land]] you have, your [[buildings]], and [[#Bonuses|population bonuses]].&lt;br /&gt;
&lt;br /&gt;
Increasing population increases your [[platinum]] production and enables you to train more military units.&lt;br /&gt;
&lt;br /&gt;
==Peasants==&lt;br /&gt;
Peasants appear automatically on your land. If you have new land, peasants will populate according to the [[#Growth_Rate|growth rate]] described below.&lt;br /&gt;
&lt;br /&gt;
===Employment===&lt;br /&gt;
All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants. Each employed peasant produces 2.7 platinum per hour (multiplied by platinum [[production]] bonus).&lt;br /&gt;
&lt;br /&gt;
If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job &#039;&#039;underrun&#039;&#039;. Due to the large military required by most [[attackers]] and [[converters]], this is a problem more often faced by [[explorers]].&lt;br /&gt;
&lt;br /&gt;
If you have more jobs than peasants, all your peasants will be employed but the unfilled jobs do not generate platinum revenue. This is called having a job &#039;&#039;overrun&#039;&#039; and is very common for attackers and converters.&lt;br /&gt;
&lt;br /&gt;
===Growth Rate===&lt;br /&gt;
&lt;br /&gt;
The standard growth rate is 3% of your current peasant population per hour, minus any draftees drafted that hour, until your max population has been reached. &lt;br /&gt;
&lt;br /&gt;
The growth rate can be increased by casting the [[Spells#Self_Spells|Harmony]] spell or building [[Temples]]. There is no maximum limit to your population growth rate bonus.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
The other part of your population is made up of your [[military]]. Your military consists of draftees, units in training, and trained units. &lt;br /&gt;
&lt;br /&gt;
The potential size of your military is determined by the size of your peasantry, since each hour you can draft a maximum of 1% of your peasants into draftees (depending on your [[Draft rate]]).&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Population bonus is used to increase the housing capacity of all land and buildings, except for barracks.&lt;br /&gt;
&lt;br /&gt;
Aside from [[races|racial]] bonuses, population bonus can be increased through [[prestige]] and [[castle|castle improvements]] (Keep).&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
&lt;br /&gt;
The table below describes how much of the population can be housed in constructed [[buildings]] and on barren [[land]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building Type&lt;br /&gt;
! Population Amount&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Home&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Barracks&lt;br /&gt;
| 36&lt;br /&gt;
| Only houses military units, not affected by population bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| Other buildings&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Buildings in construction&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Barren land&lt;br /&gt;
| 5&lt;br /&gt;
| Increased by certain racial benefits and techs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sample Calculation ===&lt;br /&gt;
&lt;br /&gt;
* [[Race]]: [[Lizardfolk]] (+5% racial bonus)&lt;br /&gt;
* Size: 2,000 acres&lt;br /&gt;
* [[Prestige]]: 600 (multiplicative bonus)&lt;br /&gt;
* Keep: 15%&lt;br /&gt;
* Military: 20,000 troops&lt;br /&gt;
* Homes: 400&lt;br /&gt;
&lt;br /&gt;
Jobs: &amp;lt;code&amp;gt;1,600 * 20 = 32,000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Population: &amp;lt;code&amp;gt;(400 * 30 + 1,600 * 15) * (1 + 0.05 + 0.15) * (1 + 600/10,000) = 45,792&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Peasants: &amp;lt;code&amp;gt;45,792 - 20,000 = 25,792&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Employed peasants: &amp;lt;code&amp;gt;min(25,792, 32,000) = 25,792&amp;lt;/code&amp;gt;. This means that &amp;lt;code&amp;gt;32,000 - 25,792 = 6,208&amp;lt;/code&amp;gt; jobs are unfilled (job overrun).&lt;br /&gt;
&lt;br /&gt;
If this player is casting [[Spells#Self_Spells|Midas Touch]] and has no other platinum production bonus or [[buildings|alchemies]], platinum income will be: &amp;lt;code&amp;gt;25,792 * 2.7 * (1 + 10%) = 76,602 platinum/hour&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Homes vs Barracks==&lt;br /&gt;
As a general rule, when you reach over 20% total population bonus, homes are better than unmodified barracks. 20% increase on 30 is 36.&lt;br /&gt;
&lt;br /&gt;
Barracks are most commonly used by [[attackers]] playing [[races]] with low, no, or negative population bonus such as [[Orc]], [[Dark Elf]], and [[Troll]]. However, many switch to building homes once they have reached 17% population bonus.&lt;br /&gt;
&lt;br /&gt;
Players playing races with land dependent units, such as [[Demon]] and [[Sylvan]], are almost never seen building barracks because they need the land for their specific land type and because they are often played with strategies that utilize primarily efficient, elite units.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Draft rate]]&lt;br /&gt;
* [[Production]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Population&amp;diff=2614</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Population&amp;diff=2614"/>
		<updated>2026-07-01T21:02:43Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update land-dependent unit examples from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is one of the most important aspects of your [[dominion]]. It is the sum of your [[military]] and your peasants. &lt;br /&gt;
&lt;br /&gt;
The size of your population is determined by how much [[land]] you have, your [[buildings]], and [[#Bonuses|population bonuses]].&lt;br /&gt;
&lt;br /&gt;
Increasing population increases your [[platinum]] production and enables you to train more military units.&lt;br /&gt;
&lt;br /&gt;
==Peasants==&lt;br /&gt;
Peasants appear automatically on your land. If you have new land, peasants will populate according to the [[#Growth_Rate|growth rate]] described below.&lt;br /&gt;
&lt;br /&gt;
===Employment===&lt;br /&gt;
All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants. Each employed peasant produces 2.7 platinum per hour (multiplied by platinum [[production]] bonus).&lt;br /&gt;
&lt;br /&gt;
If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job &#039;&#039;underrun&#039;&#039;. Due to the large military required by most [[attackers]] and [[converters]], this is a problem more often faced by [[explorers]].&lt;br /&gt;
&lt;br /&gt;
If you have more jobs than peasants, all your peasants will be employed but the unfilled jobs do not generate platinum revenue. This is called having a job &#039;&#039;overrun&#039;&#039; and is very common for attackers and converters.&lt;br /&gt;
&lt;br /&gt;
===Growth Rate===&lt;br /&gt;
&lt;br /&gt;
The standard growth rate is 3% of your current peasant population per hour, minus any draftees drafted that hour, until your max population has been reached. &lt;br /&gt;
&lt;br /&gt;
The growth rate can be increased by casting the [[Spells#Self_Spells|Harmony]] spell or building [[Temples]]. There is no maximum limit to your population growth rate bonus.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
The other part of your population is made up of your [[military]]. Your military consists of draftees, units in training, and trained units. &lt;br /&gt;
&lt;br /&gt;
The potential size of your military is determined by the size of your peasantry, since each hour you can draft a maximum of 1% of your peasants into draftees (depending on your [[Draft rate]]).&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Population bonus is used to increase the housing capacity of all land and buildings, except for barracks.&lt;br /&gt;
&lt;br /&gt;
Aside from [[races|racial]] bonuses, population bonus can be increased through [[prestige]] and [[castle|castle improvements]] (Keep).&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
&lt;br /&gt;
The table below describes how much of the population can be housed in constructed [[buildings]] and on barren [[land]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building Type&lt;br /&gt;
! Population Amount&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Home&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Barracks&lt;br /&gt;
| 36&lt;br /&gt;
| Only houses military units, not affected by population bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| Other buildings&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Buildings in construction&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Barren land&lt;br /&gt;
| 5&lt;br /&gt;
| Increased by certain racial benefits and techs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sample Calculation ===&lt;br /&gt;
&lt;br /&gt;
* [[Race]]: [[Lizardfolk]] (+5% racial bonus)&lt;br /&gt;
* Size: 2,000 acres&lt;br /&gt;
* [[Prestige]]: 600 (multiplicative bonus)&lt;br /&gt;
* Keep: 15%&lt;br /&gt;
* Military: 20,000 troops&lt;br /&gt;
* Homes: 400&lt;br /&gt;
&lt;br /&gt;
Jobs: &amp;lt;code&amp;gt;1,600 * 20 = 32,000&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Population: &amp;lt;code&amp;gt;(400 * 30 + 1,600 * 15) * (1 + 0.05 + 0.15) * (1 + 600/10,000) = 45,792&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Peasants: &amp;lt;code&amp;gt;45,792 - 20,000 = 25,792&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Employed peasants: &amp;lt;code&amp;gt;min(25,792, 32,000) = 25,792&amp;lt;/code&amp;gt;. This means that &amp;lt;code&amp;gt;32,000 - 25,792 = 6,208&amp;lt;/code&amp;gt; jobs are unfilled (job overrun).&lt;br /&gt;
&lt;br /&gt;
If this player is casting [[Spells#Self_Spells|Midas Touch]] and has no other platinum production bonus or [[buildings|alchemies]], platinum income will be: &amp;lt;code&amp;gt;25,792 * 2.7 * (1 + 10%) = 76,602 platinum/hour&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Homes vs Barracks==&lt;br /&gt;
As a general rule, when you reach over 20% total population bonus, homes are better than unmodified barracks. 20% increase on 30 is 36.&lt;br /&gt;
&lt;br /&gt;
Barracks are most commonly used by [[attackers]] playing [[races]] with low, no, or negative population bonus such as [[Orc]], [[Dark Elf]], and [[Troll]]. However, many switch to building homes once they have reached 17% population bonus.&lt;br /&gt;
&lt;br /&gt;
Players using races with land-dependent units, such as [[Demon]], [[Gnome]], [[Icekin]], [[Sylvan]], and [[Wood Elf]], may need to consider the opportunity cost of using land for barracks instead of their unit-scaling land type.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Draft rate]]&lt;br /&gt;
* [[Production]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Rezone&amp;diff=2613</id>
		<title>Rezone</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Rezone&amp;diff=2613"/>
		<updated>2026-07-01T21:01:28Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update rezoning reductions from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can convert barren land of one [[land type]] to another by rezoning.&lt;br /&gt;
&lt;br /&gt;
Rezoning is instant.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;250 + 0.6 * (ExploredAcres - 250) + 0.2 * ConqueredAcres&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reduction ==&lt;br /&gt;
&lt;br /&gt;
Rezoning cost can be reduced by building [[Buildings|Factories]], by the Surveyor&#039;s Sense and Surveyor&#039;s Insight technologies, and by the [[Gnome]] Mechanical Genius racial spell.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Production&amp;diff=2612</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Production&amp;diff=2612"/>
		<updated>2026-07-01T21:01:28Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update production facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Production =&lt;br /&gt;
&lt;br /&gt;
To grow and prosper, your dominion must &#039;&#039;&#039;produce&#039;&#039;&#039; certain resources. This is your economy. There are seven different resources to produce, with platinum being the most important as it is used for [[Units|training]], [[Buildings|building]], [[Buildings|rezoning]] and [[exploring]].&lt;br /&gt;
&lt;br /&gt;
== Platinum ==&lt;br /&gt;
 &lt;br /&gt;
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every &#039;&#039;[[Population|employed]]&#039;&#039; peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion&#039;s raw (unmodified) platinum production is hence:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;[(Employed peasants) * 2.7] + (Alchemies * 45) &amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Possible bonuses to platinum production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All players may cast Midas&#039; Touch which increases platinum production by 10%.&lt;br /&gt;
** [[Firewalker]] has a spell which increases alchemy production by 12, increasing their &#039;&#039;raw&#039;&#039; production to 57 platinum per hour per alchemy, and adds 25 Forges points per Alchemy each hour.&lt;br /&gt;
* [[Castle Improvements|Science]]&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses - except for Firewalker Alchemist Flame - are put together and then applied to the raw production. For example, a dominion with 50,000 employed peasants, 500 alchemies, 14.21% Science and Midas Touch on would have the following platinum production:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Building alchemies is a quick solution but is only recommended during [[protection]] or while exploring if jobs are needed and Guard Towers or Diamond Mines not a part of one&#039;s strategy. Most often, one&#039;s platinum production is low due to not having enough peasants to fill all jobs, which is remedied by building [[Population|homes or barracks]]. The purpose of the barracks is to move military units out of the homes and make room for more peasants and hence more jobs filled.&lt;br /&gt;
 &lt;br /&gt;
=== Royal and Elite Guard ===&lt;br /&gt;
 &lt;br /&gt;
It costs 2% of your platinum production to be a member of the [[Guards|guard]]. This penalty is applied by subtracting 2 from the bonus. The platinum production of the dominion in the above example would, if the dominion is in Royal or Elite Guard, be:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(500*45+50000*2.7) * (1+(14.21+10&#039;&#039;&#039;-2&#039;&#039;&#039;)/100) = 192481&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
 &lt;br /&gt;
Food is produced primarily by [[Buildings|farms]] but also by [[Buildings|docks]]. How much food farms produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) food production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Farms * 80) + (Docks * 40)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Food decays by 1% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to food production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All races may cast Gaia&#039;s Watch which increases food production by 10%.&lt;br /&gt;
** Current [[Wood Elf]] racial spells do not increase food production.&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Castle Improvements|Harbor]]&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Hanging Gardens&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[Rulesets|ruleset]].&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia&#039;s Watch active and 800 prestige would have the following hourly production of food:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(250*80+20*35) * (1+(8+15+10+(1+(800/100))/100) = 29187&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Most easily and commonly, build more farms and cast Gaia&#039;s Watch. Increasing bonuses is a long-term solution. Docks are not intended as a sole source of food, but is more of a bonus and designed to help [[Attacking|attackers]] that need [[boats]].&lt;br /&gt;
&lt;br /&gt;
A dominion can be subjected to [[starvation]] if it runs out of food.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
 &lt;br /&gt;
Lumber is produced solely from lumberyards (&#039;&#039;LYs&#039;&#039;). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Lumberyards)*50&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Lumber rots by 1% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to lumber production are:&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** Current [[Wood Elf]] racial spells do not increase lumber production.&lt;br /&gt;
** No other race has a lumber production spell.&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[Rulesets|ruleset]]&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia&#039;s Blessing on would produce:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;3000*50*(1+(10+10)/100) = 180000&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more LYs. If Wood Elf, cast Gaia&#039;s Blessing.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
&lt;br /&gt;
Ore is produced solely from ore mines (&#039;&#039;OMs&#039;&#039;). Each OM produces 60 ore, making raw (unmodified) ore production:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;(Ore Mines)*60&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Ore does not rot or decay.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to ore production are:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*  [[Spells]]&lt;br /&gt;
** All races may cast Mining Strength which increases ore production by 10%.&lt;br /&gt;
** [[Dwarf]] and [[Gnome]] have a spell which increases ore production by 20% (not cumulative with Mining Strength).&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Gnomish Mining Machine&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonder|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000*60*(1+(30+20)/100)) = 90000&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner&#039;s Sight.&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
 &lt;br /&gt;
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Diamond Mines)*15&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Possible bonuses to gem production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Firewalker]] has +15% gem production&lt;br /&gt;
*  [[Dark Elf]] has +5% gem production&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
** [[Teching|Technological Advancement]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. A [[Firewalker]] with 300 DMs would produce the following amount of gems per hour:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;300 * 15 * (1 + 15 / 100) = 5175&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more DMs.&lt;br /&gt;
Unlock Techs&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
 &lt;br /&gt;
Mana is produced by [[Towers]] and [[Wizard Guild|Wizard Guilds]]. Each Tower produces 25 mana per hour and each Wizard Guild produces 5 mana per hour. Production formula is hence:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Towers * 25) + (WizardGuilds * 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Mana is drained by 2% of the previous hour&#039;s stockpile every hour.&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to mana production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Races|Racial bonus]]&lt;br /&gt;
** Varies depending on [[ruleset]].&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Horn of Plenty&lt;br /&gt;
* [[Teching|Technological advancements]]&lt;br /&gt;
 &lt;br /&gt;
All bonuses are added up and added to the raw production. Under the current ruleset, an [[Undead]] with 500 Towers would have the following hourly production of mana:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;500 * 25 * (1 + 20 / 100) = 15000&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Build more Towers.&lt;br /&gt;
&lt;br /&gt;
== Research Points ==&lt;br /&gt;
Research points (&#039;&#039;RPs&#039;&#039;) are used for [[teching]] and they are produced or obtain through two ways: by building [[Buildings|Schools]] or [[attacking]] (see also [[atteching]]). For every conquered acre of land, one gains RPs according to this formula:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt; Land Gained * 2.5  &amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The (basic) formula for schools is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; (1 - (Schools / Total Land)) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With two constraints, Research Points produced per School cannot be less than 0.5 and gain on Schools is capped at 50% of Schools for Total Land owned.&lt;br /&gt;
&lt;br /&gt;
A more Comprehensive (plug-in) Formula would be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; min(Schools, Total Land / 2) * (1 - min(0.5, Schools / Total Land)) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that final production (after bonuses multiplied) is rounded down, AKA &#039;&#039;&#039;floor()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible bonuses to Research Point Production are:&lt;br /&gt;
&lt;br /&gt;
*  [[Gnome]] has +10% RP production from Schools.&lt;br /&gt;
*  [[Nomad]] has +100% RPs from invasion.&lt;br /&gt;
*  [[Wonder]]&lt;br /&gt;
** Halls of Knowledge&lt;br /&gt;
 &lt;br /&gt;
=== How to increase ===&lt;br /&gt;
 &lt;br /&gt;
Attack more or build more schools, but mind the formula. It is not wise to have more than 40% schools because after this point, the RPs undergo diminishing returns. Additionally, you will lack space for other crucial buildings. Daily platinum bonus also awards 350 RP to help offset the increased cost as land size increases.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Land&amp;diff=2611</id>
		<title>Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Land&amp;diff=2611"/>
		<updated>2026-07-01T21:01:27Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update land-type race homes from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Land is the ultimate measurement of your [[Dominion]]&#039;s success. It is measured in acres. On each acre of land, you can build one [[building]]. Avoid having barren land (unbuilt acres).&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
Land can be obtained in three ways:&lt;br /&gt;
* [[Exploring]]&lt;br /&gt;
* [[Invading]]: conquered land plus generated land. (50% of land gained is taken from the target and 50% is generated or &amp;quot;discovered&amp;quot;)&lt;br /&gt;
* [[Daily bonus]]: 20 acres per day.&lt;br /&gt;
&lt;br /&gt;
You can only lose land by being [[invading|invaded]].&lt;br /&gt;
&lt;br /&gt;
== Land Types==&lt;br /&gt;
&lt;br /&gt;
Every acre of land is of a specific land type.&lt;br /&gt;
&lt;br /&gt;
Acres can be [[rezone|rezoned]] from one land type to another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Land Type !! Buildings !! Race Home&lt;br /&gt;
|-&lt;br /&gt;
| Plains || Alchemy&amp;lt;br&amp;gt;Farm&amp;lt;br&amp;gt;Masonry&amp;lt;br&amp;gt;Smithy || [[Human]]&amp;lt;br&amp;gt;[[Nomad]]&amp;lt;br&amp;gt;[[Troll]]&lt;br /&gt;
|-&lt;br /&gt;
| Mountains || Gryphon Nest&amp;lt;br&amp;gt;Ore Mine || [[Dwarf]]&amp;lt;br&amp;gt;[[Gnome]]&amp;lt;br&amp;gt;[[Icekin]]&lt;br /&gt;
|-&lt;br /&gt;
| Swamps || Temple&amp;lt;br&amp;gt;Tower&amp;lt;br&amp;gt;Wizard Guild || [[Undead]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| Caverns || Diamond Mine&amp;lt;br&amp;gt;School || [[Dark Elf]]&amp;lt;br&amp;gt;[[Demon]]&amp;lt;br&amp;gt;[[Firewalker]]&amp;lt;br&amp;gt;[[Lycanthrope]]&lt;br /&gt;
|-&lt;br /&gt;
| Forests || Forest Haven&amp;lt;br&amp;gt;Lumberyard || [[Orc]]&amp;lt;br&amp;gt;[[Sylvan]]&amp;lt;br&amp;gt;[[Wood Elf]]&lt;br /&gt;
|-&lt;br /&gt;
| Hills || Barracks&amp;lt;br&amp;gt;Factory&amp;lt;br&amp;gt;Guard Tower&amp;lt;br&amp;gt;Shrine || [[Goblin]]&amp;lt;br&amp;gt;[[Halfling]]&amp;lt;br&amp;gt;[[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| Water || Dock || [[Lizardfolk]]&amp;lt;br&amp;gt;[[Merfolk]]&amp;lt;br&amp;gt;[[Spirit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Land gains]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2610</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Buildings&amp;diff=2610"/>
		<updated>2026-07-01T21:01:27Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update construction formulas from Round 50 source&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
|-&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 1.6 * (Guard Towers / Total Land)% to a maximum of 32% 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 40% per 1% owned, up to a maximum of 200% at 5% owned.&lt;br /&gt;
Increases [[hero]] bonus by 40% per 1% owned, up to a maximum of 200% at 5% 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 1.6 * (Gryphon Nests / Total Land)% to a maximum of 32% 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 1.35 * (Temples / Total Land)% to a minimum of 0% defensive bonus (maximum reduction 27% at 20% 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 0.75% each day until a maximum of 65% reduction is reached on Day 45.&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;(ExploredAcres - 250) * 0.285 + 87.5 + ConqueredAcres / 4.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Factory reductions and construction-cost modifiers are added before multiplying these cost formulas. Platinum construction cost cannot be reduced below 20% of base cost; lumber construction cost cannot be reduced below 25% of base cost.&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>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Teching&amp;diff=2609</id>
		<title>Teching</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Teching&amp;diff=2609"/>
		<updated>2026-07-01T20:57:47Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Regenerate tech table from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Teching&#039;&#039;&#039; is the term used for researching Technological Advancements in order to gain any number of bonuses that affect your Dominion. Teching is often used for [[Converting]] strategies although can it also be utilized well by [[Explorers]], and occasionally by [[Attackers]]. By building [[Schools]], your Dominion will produce [[Production#Research Points|Research Points]] which can be traded in for a new tech once you have enough points. Teching is a slow strategy that enables your Dominion to have increased efficiency later in the round. It is very difficult to keep up with the top players if you decide to tech but by the end of the round, you should be able to grow more effectively than other Dominions around you that have not teched. &lt;br /&gt;
&lt;br /&gt;
Each day&#039;s [[Daily bonus|Daily Bonus]] provides 350 research points.&lt;br /&gt;
&lt;br /&gt;
A Dominion&#039;s accumulated Techs can be viewed by casting [[Magic#Offensive Spells|Vision]] on someone.&lt;br /&gt;
&lt;br /&gt;
== Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Any race can be used to Tech although it is generally more efficient Races that will benefit most from Teching. Some recommended races are:&lt;br /&gt;
&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Troll]]&lt;br /&gt;
* [[Icekin]] - highly recommended to Tech&lt;br /&gt;
&lt;br /&gt;
== Building Selection ==&lt;br /&gt;
&lt;br /&gt;
Teching requires the construction of [[Schools]]. Schools produce research points based on their total percentage of land:&lt;br /&gt;
&lt;br /&gt;
 Schools produce (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).&lt;br /&gt;
&lt;br /&gt;
== The Techs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Advancement !! Bonus !! Prerequisites (only 1 required)&lt;br /&gt;
|-&lt;br /&gt;
| Granaries || +2.5% food production || &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Planar Emissaries || +5% mana production || Granaries&amp;lt;br&amp;gt;Green Thumb&amp;lt;br&amp;gt;Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| Green Thumb || +5% lumber production || Planar Emissaries&amp;lt;br&amp;gt;Aquaponics&lt;br /&gt;
|-&lt;br /&gt;
| Aquaponics || +7.5% food production&amp;lt;br&amp;gt;-4 hours enemy Burning duration || Green Thumb&amp;lt;br&amp;gt;Midas&#039;s Bargain&amp;lt;br&amp;gt;Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| Midas&#039;s Bargain || +2% platinum production || Aquaponics&amp;lt;br&amp;gt;Industrial Machinery&amp;lt;br&amp;gt;Sleeper Agents&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Machinery || +5% lumber production&amp;lt;br&amp;gt;+5% ore production || Midas&#039;s Bargain&amp;lt;br&amp;gt;Siege Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| Siege Weaponry || +20% wonder damage&amp;lt;br&amp;gt;+50% Raid attack damage || Industrial Machinery&amp;lt;br&amp;gt;Sneaky Spies&amp;lt;br&amp;gt;Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| Sneaky Spies || +10% resources gained from theft&amp;lt;br&amp;gt;-15% spy losses on failed operations || Siege Weaponry&amp;lt;br&amp;gt;Arcane Bloodlines&amp;lt;br&amp;gt;Wizard Nexus&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Bloodlines || -20% wizard cost || Sneaky Spies&amp;lt;br&amp;gt;Frugal Foragers&lt;br /&gt;
|-&lt;br /&gt;
| Frugal Foragers || -2.5% food consumption || Arcane Bloodlines&amp;lt;br&amp;gt;Reforestation&amp;lt;br&amp;gt;Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| Reforestation || -10% construction lumber cost || &#039;&#039;none&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Surplus Management || -10% food decay&amp;lt;br&amp;gt;-10% lumber rot&amp;lt;br&amp;gt;-10% mana drain || Granaries&amp;lt;br&amp;gt;Miner&#039;s Spirit&amp;lt;br&amp;gt;Banker&#039;s Friend&lt;br /&gt;
|-&lt;br /&gt;
| Banker&#039;s Friend || +15% exchange rates || Planar Emissaries&amp;lt;br&amp;gt;Surplus Management&amp;lt;br&amp;gt;Ancient Mines&amp;lt;br&amp;gt;Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| Prefabrication || -10% construction platinum cost || Banker&#039;s Friend&amp;lt;br&amp;gt;Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| Miser&#039;s Grasp || +10% defensive spy power&amp;lt;br&amp;gt;-25% resources lost to theft || Aquaponics&amp;lt;br&amp;gt;Prefabrication&lt;br /&gt;
|-&lt;br /&gt;
| Sleeper Agents || +1% maximum population&amp;lt;br&amp;gt;-7.5% spy losses on failed operations || Midas&#039;s Bargain&amp;lt;br&amp;gt;Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Instinct || -5% construction platinum cost&amp;lt;br&amp;gt;-2.5% exploring platinum cost || Siege Weaponry&amp;lt;br&amp;gt;Master of Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| Wizard Nexus || +1 wizard strength recovery per hour || Sneaky Spies&amp;lt;br&amp;gt;Preservationist&amp;lt;br&amp;gt;Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| Preservationist || -15% food decay&amp;lt;br&amp;gt;-15% lumber rot&amp;lt;br&amp;gt;-15% mana drain || Wizard Nexus&amp;lt;br&amp;gt;Explorer&#039;s Intuition&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Intuition || -2.5% exploring platinum cost&amp;lt;br&amp;gt;-1 draftee per acre explore cost || Frugal Foragers&amp;lt;br&amp;gt;Preservationist&amp;lt;br&amp;gt;Architect&#039;s Touch&amp;lt;br&amp;gt;Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
| Architect&#039;s Touch || -2.5% construction platinum cost || Reforestation&amp;lt;br&amp;gt;Explorer&#039;s Intuition&amp;lt;br&amp;gt;Mana Pools&lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Spirit || +5% ore production || Surplus Management&amp;lt;br&amp;gt;Shipwright&#039;s Ingenuity&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Mines || +2.5% gem production || Banker&#039;s Friend&amp;lt;br&amp;gt;Trick of the Light&lt;br /&gt;
|-&lt;br /&gt;
| Urg Smash Technique || +100% refund when destroying buildings&amp;lt;br&amp;gt;+7.5% lumber production || Dark Pact&lt;br /&gt;
|-&lt;br /&gt;
| Dark Pact || +10% mana production&amp;lt;br&amp;gt;+5% wizard power || Urg Smash Technique&amp;lt;br&amp;gt;Miser&#039;s Grasp&lt;br /&gt;
|-&lt;br /&gt;
| Master of Efficiency || -1.75% military training cost || Sleeper Agents&amp;lt;br&amp;gt;Explorer&#039;s Instinct&lt;br /&gt;
|-&lt;br /&gt;
| Pastoral Planner || +1.5% maximum population || Wizard Nexus&amp;lt;br&amp;gt;Menace&lt;br /&gt;
|-&lt;br /&gt;
| Explorer&#039;s Guile || -7.5% exploring platinum cost&amp;lt;br&amp;gt;-2 draftees per acre explore cost || Architect&#039;s Flourish&lt;br /&gt;
|-&lt;br /&gt;
| Deep Pockets || +15% resources gained from theft || Explorer&#039;s Intuition&amp;lt;br&amp;gt;Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| Mana Pools || -10% spell cost || Architect&#039;s Touch&amp;lt;br&amp;gt;Shadow Academy&lt;br /&gt;
|-&lt;br /&gt;
| Shipwright&#039;s Ingenuity || +12.5% Boat production || Miner&#039;s Spirit&amp;lt;br&amp;gt;Trick of the Light&amp;lt;br&amp;gt;Weather Manipulation&lt;br /&gt;
|-&lt;br /&gt;
| Trick of the Light || Fool&#039;s Gold protects ore, lumber, and mana || Ancient Mines&amp;lt;br&amp;gt;Shipwright&#039;s Ingenuity&amp;lt;br&amp;gt;Opulence&lt;br /&gt;
|-&lt;br /&gt;
| Opulence || +2.5% gem production&amp;lt;br&amp;gt;+7.5% ore production || Trick of the Light&amp;lt;br&amp;gt;Midas&#039;s Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Midas&#039;s Fountain || +4% platinum production || Opulence&lt;br /&gt;
|-&lt;br /&gt;
| Menace || +2 mana production per Tower&amp;lt;br&amp;gt;+1.5 mana production per Tower per war relation || Pastoral Planner&lt;br /&gt;
|-&lt;br /&gt;
| Architect&#039;s Flourish || -10% construction platinum cost || Explorer&#039;s Guile&amp;lt;br&amp;gt;Night Watch&lt;br /&gt;
|-&lt;br /&gt;
| Night Watch || -25% enemy Assassinate Draftees damage&amp;lt;br&amp;gt;-25% enemy Assassinate Wizards damage&amp;lt;br&amp;gt;-25% enemy Disband Spies damage || Deep Pockets&amp;lt;br&amp;gt;Shadow Academy&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Academy || -20% Archmage cost&amp;lt;br&amp;gt;-20% Assassin cost || Mana Pools&amp;lt;br&amp;gt;Night Watch&amp;lt;br&amp;gt;Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| Weather Manipulation || -12.5% enemy Lightning Bolt damage&amp;lt;br&amp;gt;+2.5% food production || Shipwright&#039;s Ingenuity&amp;lt;br&amp;gt;Lumberjack&#039;s Devotion&amp;lt;br&amp;gt;Urban Planner&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjack&#039;s Devotion || -20% construction lumber cost&amp;lt;br&amp;gt;-20% lumber rot || Weather Manipulation&amp;lt;br&amp;gt;Master of Resources&lt;br /&gt;
|-&lt;br /&gt;
| Master of Resources || -1.75% military training cost || Lumberjack&#039;s Devotion&amp;lt;br&amp;gt;Jeweller&#039;s Delight&lt;br /&gt;
|-&lt;br /&gt;
| Avatar of Ares || +2.5% offensive power&amp;lt;br&amp;gt;+7.5% wizard power || Surveyor&#039;s Sense&lt;br /&gt;
|-&lt;br /&gt;
| Master of Discipline || -1.75% military training cost || Dark Artistry&amp;lt;br&amp;gt;Visionary Expansionist&lt;br /&gt;
|-&lt;br /&gt;
| Dark Artistry || +1 spy strength recovery per hour&amp;lt;br&amp;gt;+1 wizard strength recovery per hour || Master of Discipline&amp;lt;br&amp;gt;Ross&#039; Benevolence&lt;br /&gt;
|-&lt;br /&gt;
| Ross&#039; Benevolence || -1% Royal Guard platinum tax || Shadow Academy&amp;lt;br&amp;gt;Dark Artistry&amp;lt;br&amp;gt;Survivalist Mentality&lt;br /&gt;
|-&lt;br /&gt;
| Urban Planner || +1.5% maximum population || Weather Manipulation&amp;lt;br&amp;gt;Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| Jeweller&#039;s Delight || +2.5% gem production&amp;lt;br&amp;gt;-5% self spell cost || Master of Resources&amp;lt;br&amp;gt;Reinforced Bulwarks&lt;br /&gt;
|-&lt;br /&gt;
| WaveHack&#039;s Expertise || +3 Boat capacity&amp;lt;br&amp;gt;-5% construction platinum cost&amp;lt;br&amp;gt;-10% construction lumber cost || Spy Network&amp;lt;br&amp;gt;Field Surgery&lt;br /&gt;
|-&lt;br /&gt;
| Surveyor&#039;s Sense || -12.5% rezoning platinum cost || Avatar of Ares&amp;lt;br&amp;gt;Ares&#039; Favor&lt;br /&gt;
|-&lt;br /&gt;
| Visionary Expansionist || +1% maximum population&amp;lt;br&amp;gt;+15% population growth || Master of Discipline&amp;lt;br&amp;gt;Rations&lt;br /&gt;
|-&lt;br /&gt;
| Survivalist Mentality || -5% casualties&amp;lt;br&amp;gt;+7.5% prestige gains || Ross&#039; Benevolence&amp;lt;br&amp;gt;Rations&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Bulwarks || +30% Harbor investment bonus&amp;lt;br&amp;gt;+30% Spires investment bonus || Urban Planner&amp;lt;br&amp;gt;Jeweller&#039;s Delight&amp;lt;br&amp;gt;Tributary System&lt;br /&gt;
|-&lt;br /&gt;
| Spy Network || +1 spy strength recovery per hour || WaveHack&#039;s Expertise&amp;lt;br&amp;gt;Tributary System&amp;lt;br&amp;gt;Battle Commanders&lt;br /&gt;
|-&lt;br /&gt;
| Field Surgery || -7.5% casualties&amp;lt;br&amp;gt;+0.75% maximum population || WaveHack&#039;s Expertise&lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Favor || +2.5% offensive power || Surveyor&#039;s Sense&amp;lt;br&amp;gt;Bunk Beds&amp;lt;br&amp;gt;Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| Rations || +2 population from barren land&amp;lt;br&amp;gt;-2.5% food consumption || Visionary Expansionist&amp;lt;br&amp;gt;Survivalist Mentality&amp;lt;br&amp;gt;Public Baths&lt;br /&gt;
|-&lt;br /&gt;
| Tributary System || +60% food production from prestige || Reinforced Bulwarks&amp;lt;br&amp;gt;Spy Network&amp;lt;br&amp;gt;Centralized Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| Battle Commanders || -7.5% casualties || Spy Network&amp;lt;br&amp;gt;Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| Bunk Beds || +2 Barracks housing || Ares&#039; Favor&amp;lt;br&amp;gt;Carpenter&#039;s Knowhow&lt;br /&gt;
|-&lt;br /&gt;
| Public Baths || +30% population growth || Ares&#039; Favor&amp;lt;br&amp;gt;Rations&amp;lt;br&amp;gt;Ancestral Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| Centralized Intelligence || -20% spy cost || Tributary System&amp;lt;br&amp;gt;Military Culture&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&#039;s Knowhow || -5% construction platinum cost || Battle Commanders&amp;lt;br&amp;gt;Bunk Beds&amp;lt;br&amp;gt;Military Culture&amp;lt;br&amp;gt;Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| Ancestral Knowledge || -25% racial spell cost || Public Baths&amp;lt;br&amp;gt;Surveyor&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| Military Culture || +7.5% prestige gains || Centralized Intelligence&amp;lt;br&amp;gt;Carpenter&#039;s Knowhow&amp;lt;br&amp;gt;Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| Surveyor&#039;s Insight || -7.5% rezoning platinum cost || Carpenter&#039;s Knowhow&amp;lt;br&amp;gt;Ancestral Knowledge&amp;lt;br&amp;gt;Battle Tactics&lt;br /&gt;
|-&lt;br /&gt;
| Battle Tactics || -5% casualties || &#039;&#039;none&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The full tech tree looks like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Tech_Tree_Visualised.gif]]&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Teching is a slow strategy, aimed to generate benefit later compared to equivalent non-teching strategies. A common use is to aim for a lot of mid to late-game efficiency when percentage-based bonuses have their greatest effects, e.g. +5 % platinum produced often peaks around conversion for a Converter, while -7.5 % platinum exploration cost amounts to a significant amount of extra platinum late in the round for explorers. For this reason, teching can be very useful for players who do not have much time to invest into the game early in the round, but wish to compete later on. New or inexperienced players may also benefit from teching. Also note that for multiple techs with the same bonus it is additive when it stacks i.e.: picking the tech Midas&#039;s Bargain gives you a +2.5% platinum production, whereas Midas&#039;s Fountain gives a bonus of +5% platinum production. Therefore when you unlock both of these then your total bonus is 2.5% + 5% = 7.5%.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Great efficiency can be enjoyed late round&lt;br /&gt;
* Allows less experienced players to compete effectively late round &lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Slow; Techers make very little impact throughout the round, often coming up from below for Attacking or Converting strategies.&lt;br /&gt;
* Planning required; having a broad idea of how many / which techs you desire and when to stop building schools or destroy them is very helpful.&lt;br /&gt;
&lt;br /&gt;
=== Recommendations ===&lt;br /&gt;
* Great for Converters and slower styles.&lt;br /&gt;
* Inexperienced players&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
=== Tech Cost ===&lt;br /&gt;
&lt;br /&gt;
In order to unlock a tech other than one of the three entry points, at least one of its connecting techs in the tree must already be acquired.  &lt;br /&gt;
&lt;br /&gt;
The base cost of each advancement is 2.5x highest land achieved and increases by 50 after each unlock (min 3750).&lt;br /&gt;
&lt;br /&gt;
=== Invasion RPs ===&lt;br /&gt;
&lt;br /&gt;
The number of research points (RP) gained during a successful invasion is based on the relative size of the target and any wonder or racial bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Research Points Gained&lt;br /&gt;
|-&lt;br /&gt;
! Target Range !! RP&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;lt; 60% || 0&lt;br /&gt;
|-&lt;br /&gt;
| 60% &amp;lt;= range &amp;lt; 75% || 375 OR 2.5x Land Conquered (whichever is higher)&lt;br /&gt;
|-&lt;br /&gt;
| range &amp;gt;= 75% || 750 OR 5x Land Conquered (whichever is higher)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wonder and racial bonuses will be added together before multiplying the research points gained to obtain the final value.&lt;br /&gt;
&lt;br /&gt;
Research points will arrive when the slowest unit sent on the invasion returns.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Exploration&amp;diff=2608</id>
		<title>Exploration</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Exploration&amp;diff=2608"/>
		<updated>2026-07-01T20:57:47Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update exploration platinum formula from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is what the original guide says about Exploration&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exploring is the act of growing by simply exploring for land. To play as explorer means that you will not train any offensive army and solely train enough military to defend your land.&lt;br /&gt;
&lt;br /&gt;
This is a very easy and simple way to get to know the game but you will not get the thrills of attacking. It is also good if you will not be able to be very active in your playing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Terrain is a resource that must be created by Exploration, at the cost of platimum and draftees. The game provides some terrain, platinum and draftees at startup so the player is able to both Construct on the Terrain and Explore for more Terrain right away.&lt;br /&gt;
&lt;br /&gt;
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 &amp;quot;acre of barren land&amp;quot;, and it takes 12 hours of game time to explore. There is no limit on how many acres you may explore at the same time. Once the 12 hours passed and the acre or acres arrived, the explored acres are going to increase the cost per unit of the next Exploration.&lt;br /&gt;
&lt;br /&gt;
To illustrate, lets assume the initial cost for exploring 1 acre is 100 platinum and 40 draftee, and at the start the game gave you 1000 platinum and 400 draftees. Your existing infrastructure is creating 100 platinum and 40 draftees every hour, so you can keep adding new Exploration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In the very first our your graph would look like this:&lt;br /&gt;
1__2__3__4__5__6__7__8__9_10_11_12&lt;br /&gt;
.  .  .  .  .  .  .  .  .  .  . 10&lt;br /&gt;
&lt;br /&gt;
Then one hour later it would look like this:&lt;br /&gt;
1__2__3__4__5__6__7__8__9_10_11_12&lt;br /&gt;
.  .  .  .  .  .  .  .  .  . 10  1&lt;br /&gt;
&lt;br /&gt;
Then, in 10 hours it would look like this:&lt;br /&gt;
1__2__3__4__5__6__7__8__9_10_11_12&lt;br /&gt;
. 10  1  1  1  1  1  1  1  1  1  1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the 10 acres arrive your exploration cost increase to 110 platinum and 50 draftees - and one hour later, when the first 1-acre arrives the next Exploration increases to 111 platinum and 51 per acre.&lt;br /&gt;
&lt;br /&gt;
== Draftee cost ==&lt;br /&gt;
&lt;br /&gt;
Formula: &amp;lt;code&amp;gt;LAND/150 + 3&amp;lt;/code&amp;gt;&lt;br /&gt;
Here&#039;s a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Land&lt;br /&gt;
!Draftees&lt;br /&gt;
|-&lt;br /&gt;
|300&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|450&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|750&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|900&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|1050&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|1200&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|1350&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|1500&lt;br /&gt;
|13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plat Cost Formula ==&lt;br /&gt;
The platinum cost per acre is determined by total land when exploration begins:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.6 * LAND^1.299 + LOW_LAND_ADJUSTMENT&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For LAND below 1520, &amp;lt;code&amp;gt;LOW_LAND_ADJUSTMENT = -0.001 * LAND^2 + 1.91 * LAND - 593&amp;lt;/code&amp;gt;. At 1520 land and above, the adjustment is 0.&lt;br /&gt;
&lt;br /&gt;
The final per-acre cost is rounded after exploration-cost modifiers from race, tech, wonders, and similar effects are applied.&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Races&amp;diff=2607</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Races&amp;diff=2607"/>
		<updated>2026-07-01T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update live race roster from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players must choose a race for their dominion. Each race has unique bonuses, [[military]] units, and [[spells]].&lt;br /&gt;
&lt;br /&gt;
For an overview, see [[Comparison of Races]].&lt;br /&gt;
&lt;br /&gt;
== Good races ==&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Halfling]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Kobold]]&lt;br /&gt;
* [[Merfolk]]&lt;br /&gt;
* [[Spirit]]&lt;br /&gt;
* [[Sylvan]]&lt;br /&gt;
* [[Wood Elf]]&lt;br /&gt;
&lt;br /&gt;
== Evil races ==&lt;br /&gt;
&lt;br /&gt;
* [[Dark Elf]]&lt;br /&gt;
* [[Demon]]&lt;br /&gt;
* [[Goblin]]&lt;br /&gt;
* [[Icekin]]&lt;br /&gt;
* [[Lizardfolk]]&lt;br /&gt;
* [[Lycanthrope]]&lt;br /&gt;
* [[Nomad]]&lt;br /&gt;
* [[Orc]]&lt;br /&gt;
* [[Troll]]&lt;br /&gt;
* [[Undead]]&lt;br /&gt;
* [[Vampire]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Comparison of Races]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Dwarf&amp;diff=2606</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Dwarf&amp;diff=2606"/>
		<updated>2026-07-01T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Dwarf factual race data from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Dwarf&lt;br /&gt;
| aliases = Dorf&lt;br /&gt;
| introduced = [[Round 8]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Mountains&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarf&#039;&#039;&#039; is one of the [[Fast Attacking|fast attacking]] races for Good. It is also one of the few races that have a special ability with their defensive specialist, the Miner. Every miner produces 1 ore and with just a couple thousand Miners, a player should be producing enough ore to cover all of their training needs if attacking.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to possess some immunity against evil bonuses but has been removed since the mixed alignment changes. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
* Max Population: +7.5%&lt;br /&gt;
* Ore Production: +10%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
 &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Soldier&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 315&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Miner&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 335&lt;br /&gt;
| spec2_ore = 20&lt;br /&gt;
| spec2_special = Produces 0.5 ore.&lt;br /&gt;
&lt;br /&gt;
| elite1_name = Cleric&lt;br /&gt;
| elite1_op = 4&lt;br /&gt;
| elite1_dp = 4.5&lt;br /&gt;
| elite1_plat = 900&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = Reduces combat losses.&lt;br /&gt;
&lt;br /&gt;
Reduces combat losses.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Warrior&lt;br /&gt;
| elite2_op = 7&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 1215&lt;br /&gt;
| elite2_ore = 85&lt;br /&gt;
| elite2_special = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Casualty Reduction ===&lt;br /&gt;
&lt;br /&gt;
Clerics reduce casualties depending on what percentage of units at home they are. If 20,000 Clerics are at home with 6,000 other [[units]], they will reduce casualties by: &lt;br /&gt;
&lt;br /&gt;
 (20000/(20000+6000)) / 2 = 0.384615&lt;br /&gt;
 &#039;&#039;&#039;38.46% less casualties&#039;&#039;&#039;&lt;br /&gt;
 100 - 38.46 = &#039;&#039;&#039;61.54% casualties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miner&#039;s Sight&#039;&#039;&#039;: Stronger version of Mining Strength (not cumulative) giving +20% ore production, Ore production immune to Earthquake.&lt;br /&gt;
&lt;br /&gt;
For pure investment purposes, Gems beat out Ore in all scenarios. Heavy Miners or an impending shortage might tempt the player into casting Miner&#039;s Sight, though.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
 &lt;br /&gt;
* Efficient OP elite.&lt;br /&gt;
* Defensive specs produce ore.&lt;br /&gt;
* Solid attackers.&lt;br /&gt;
* Good [[population]] bonus. &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient DP.&lt;br /&gt;
* Inefficient explorers.&lt;br /&gt;
* Poor converters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2605</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Magic&amp;diff=2605"/>
		<updated>2026-07-01T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update spell tables from Round 50 source&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]] and [[Buildings|Wizard Guilds]]. 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 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 !! Duration !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Watch || 2x || 12 hours || +10% food production. || &lt;br /&gt;
|-&lt;br /&gt;
| Ares&#039; Call || 2.5x || 12 hours || +10% defensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Midas Touch || 2.5x || 12 hours || +10% platinum production. || Cancels Cull the Weak&lt;br /&gt;
|-&lt;br /&gt;
| Mining Strength || 2x || 12 hours || +10% ore production. || &lt;br /&gt;
|-&lt;br /&gt;
| Harmony || 2.5x || 12 hours || +50% population growth. || &lt;br /&gt;
|-&lt;br /&gt;
| Fool&#039;s Gold || 1x || 10 hours || Prevents platinum theft. || 20 hour cooldown; Cannot be cast during protection&lt;br /&gt;
|-&lt;br /&gt;
| Surreal Perception || 3x || 12 hours || Reveals the name of dominions performing ops on you. || &lt;br /&gt;
|-&lt;br /&gt;
| Energy Mirror || 4x || 12 hours || Reduces enemy spell damage by 15% and enemy spell duration by 1 hour. || &lt;br /&gt;
|-&lt;br /&gt;
| Amplify Magic || 0.5x || 6 hours || Your next non-cooldown self spell costs +100% mana and lasts +50% longer. || Cannot be cast during protection; Removed when a qualifying spell is cast&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 !! Duration !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spell Reflect || 2x || 3 hours || Reflects the next war or black-op spell. || 3 hour cooldown; Target will know who tried to cast the reflected spell&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Ward || 1.5x || 6 hours || +5% chance for hostile spells against the target to fail. || 3 hour cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Illumination || 1.5x || 6 hours || +5% chance for hostile spy operations against the target to fail. || 3 hour cooldown&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 || Shows the target dominion&#039;s status/advisor screen. || &lt;br /&gt;
|-&lt;br /&gt;
| Vision || 0.5x || Shows the target dominion&#039;s researched techs. || &lt;br /&gt;
|-&lt;br /&gt;
| Revelation || 1x || Shows spells currently affecting the target dominion. || &lt;br /&gt;
|-&lt;br /&gt;
| Disclosure || 0.5x || Shows the target dominion&#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;
! Spell !! Cost Multiplier !! Duration !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plague || 3x || 8 hours || -50% population growth. || Non-war black op; war can extend duration&lt;br /&gt;
|-&lt;br /&gt;
| Insect Swarm || 3x || 8 hours || -15% food production. || Non-war black op; war can extend duration&lt;br /&gt;
|-&lt;br /&gt;
| Great Flood || 3x || 8 hours || -25% boat production. || Non-war black op; war can extend duration&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || 3x || 8 hours || -5% gem production and -5% ore production. || Non-war black op; war can extend duration&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;
! Spell !! Cost Multiplier !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Disband Spies || 3.5x || Turns 2% of the target&#039;s spies into draftees. || War-only black op&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 3x || Kills 5% of unprotected peasants, destroys food, and contributes to Burning. || War-only black op&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Bolt || 3.25x || Damages Science, Keep, Forges, and Walls by 0.2% each and contributes to Lightning Storm. || War-only black op&lt;br /&gt;
|-&lt;br /&gt;
| Cyclone || 2x || Deals wonder damage. || Wonder spell&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 Storm: 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;
Some races have access to one or more racial self-spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Race !! Cost Multiplier !! Duration !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Crusade || [[Human]] || 5x || 12 hours || +10% offensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Favorable Terrain || [[Nomad]] || 5x || 12 hours || +1% offensive power for every 1% barren land, maximum +10%. || &lt;br /&gt;
|-&lt;br /&gt;
| Miner&#039;s Sight || [[Dwarf]], [[Gnome]] || 5x || 12 hours || +20% ore production and prevents ore-production damage. || &lt;br /&gt;
|-&lt;br /&gt;
| Killing Rage || [[Goblin]] || 5x || 12 hours || +10% offensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Alchemist Flame || [[Firewalker]] || 5x || 12 hours || +12 platinum production per Alchemy and +25 Forges points per Alchemy each hour. || &lt;br /&gt;
|-&lt;br /&gt;
| Erosion || [[Lizardfolk]], [[Merfolk]] || 2.5x || 12 hours || 25% of captured land is automatically rezoned into water. || &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard || [[Icekin]] || 5x || 12 hours || +15% defensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Alchemist Frost || [[Icekin]] || 5x || 12 hours || +15% platinum production. || &lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Genius || [[Gnome]] || 5x || 12 hours || -30% rezoning cost. || &lt;br /&gt;
|-&lt;br /&gt;
| Bloodrage || [[Orc]] || 5x || 12 hours || +10% offensive power and +10% offensive casualties. || &lt;br /&gt;
|-&lt;br /&gt;
| Unholy Ghost || [[Spirit]] || 5x || 12 hours || Enemy draftees do not participate in battle. || &lt;br /&gt;
|-&lt;br /&gt;
| Defensive Frenzy || [[Halfling]] || 5x || 12 hours || +20% defensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Frenzy || [[Halfling]] || 2.5x || 12 hours || +20% spy power and -10% spy losses on failed operations. || &lt;br /&gt;
|-&lt;br /&gt;
| Finders Keepers || [[Halfling]] || 2.5x || 12 hours || +10% theft gains, +10% theft chance, and theft costs 1% less strength. || &lt;br /&gt;
|-&lt;br /&gt;
| Howling || [[Kobold]] || 5x || 12 hours || +10% offensive power and +10% defensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Verdant Bloom || [[Sylvan]] || 5x || 12 hours || 35% of captured land is automatically rezoned into forest. || &lt;br /&gt;
|-&lt;br /&gt;
| Warsong || [[Sylvan]] || 5x || 12 hours || +10% offensive power. || &lt;br /&gt;
|-&lt;br /&gt;
| Regeneration || [[Troll]] || 5x || 12 hours || -30% combat casualties. || &lt;br /&gt;
|-&lt;br /&gt;
| Feral Hunger || [[Lycanthrope]] || 5x || 12 hours || Werewolves convert enemy peasants into Werewolves, up to 1 per 16 sent. || &lt;br /&gt;
|-&lt;br /&gt;
| Ascendance || [[Dark Elf]] || 5x || 12 hours || Surviving Swordsmen can upgrade into Spellblades at 8%. || &lt;br /&gt;
|-&lt;br /&gt;
| Spellwright&#039;s Calling || [[Dark Elf]] || 5x || 12 hours || Wizard Guilds produce Spellblades and +5 raw mana per hour. || Cannot be cast during protection&lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Light || [[Wood Elf]] || 2.5x || 12 hours || +30% wizard power and -10% spy power; cancels Gaia&#039;s Shadow. || &lt;br /&gt;
|-&lt;br /&gt;
| Gaia&#039;s Shadow || [[Wood Elf]] || 2.5x || 12 hours || +30% spy power and -10% wizard power; cancels Gaia&#039;s Light. || &lt;br /&gt;
|-&lt;br /&gt;
| Death and Decay || [[Undead]] || 5x || 6 hours || Doubles food and lumber decay and converts 0.5% peasants into Skeletons each hour. || 24 hour cooldown; Cannot be cast during protection&lt;br /&gt;
|-&lt;br /&gt;
| Feast of Blood || [[Vampire]] || 5x || 12 hours || Cancels Vampire immortality and lets Vampires convert enemy peasants, up to 1 per 10 sent. || &lt;br /&gt;
|-&lt;br /&gt;
| Infernal Command || [[Demon]] || 5x || 12 hours || Infernal Imps gain +0.5 offense, Archdemons need no boats, and invasions apply Corruption. || &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>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Protection&amp;diff=2604</id>
		<title>Protection</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Protection&amp;diff=2604"/>
		<updated>2026-07-01T20:57:45Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update protection facts from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After you have registered for the round and realm placement has been completed, but before the [[round]] has started, you are under &#039;&#039;&#039;protection&#039;&#039;&#039; during which time you cannot [[invade]] or be invaded, or take any kind of [[magic]] or [[espionage]] against others or they against you. You can however access the Council for your [[Realm]].&lt;br /&gt;
&lt;br /&gt;
For players who join when the round starts, protection lasts for the first two days of the round.&lt;br /&gt;
 &lt;br /&gt;
== Simulating ==&lt;br /&gt;
&lt;br /&gt;
Because of the safety of being in protection, most players make sure to plan it as best as possible to ensure they reach the desired combination of land, building composition, [[OP]], and [[DP]] for their strategy.&lt;br /&gt;
&lt;br /&gt;
To do this, players create simulations (&amp;quot;sims&amp;quot;) of protection using the [https://github.com/Yami-10/OD-Simulator OpenDominion Simulator] originally created and maintained by Blackreign and now maintained and updated by Yami.&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
To prevent/hinder cheating attempts the game will no longer allow Dominions to leave protection without a minimum amount of defense. There are two calculations for this:&lt;br /&gt;
&lt;br /&gt;
* The first applies before OOP and is the same calculation that can be found on the invade screen: &amp;lt;code&amp;gt;max(750, 10 x land - 3250)&amp;lt;/code&amp;gt; (whichever is greater)&lt;br /&gt;
&lt;br /&gt;
* The second applies after the round has already started, but you have yet to leave protection. When you try to advance your final tick you will receive an error message stating the minimum defense you will need for that size, which will change for each day in the round and as per the [[NPDs|NPD]] defense chart.&lt;br /&gt;
&lt;br /&gt;
These conditions can be bypassed by selecting a QuickStart build which will also enable you to leave protection immediately, rather than the standard 24h wait period.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Yami-10/OD-Simulator OpenDominion Simulator]&lt;br /&gt;
* [[My First Protection Guide]]&lt;br /&gt;
* [[My First Round]]&lt;br /&gt;
&lt;br /&gt;
==Player Made Public Sims==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All the stats are describing a .xlsx file for a fully finished 72 hour OOP sim.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more advanced sims go here [https://www.youtube.com/watch?v=MuAXKWA1igc] to learn the basics (then you could add other buildings or try a different land strategy).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sim Log !! Round !! Land Size !! Race !! Strategy !! Specialty&lt;br /&gt;
|-&lt;br /&gt;
| [[PMPS1|Sim Log]] || 40 || 750a || Nox || Exploring || 50 Schools&lt;br /&gt;
|-&lt;br /&gt;
| Blank || Blank || Blank || Blank || Blank || Blank&lt;br /&gt;
|-&lt;br /&gt;
| Blank || Blank || Blank || Blank || Blank || Blank&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Comparison_of_Races&amp;diff=2603</id>
		<title>Comparison of Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Comparison_of_Races&amp;diff=2603"/>
		<updated>2026-07-01T20:46:49Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Regenerate race comparison tables from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Racial Bonuses and Penalties ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is maintained from Round 50 source data by [[User:ODWikiBot|ODWikiBot]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| Ore Production:&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Firewalker]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Gem Production:&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
| Construction Cost:&lt;br /&gt;
| -10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Gnome]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| -5%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -20%&lt;br /&gt;
|-&lt;br /&gt;
| Research Point Production:&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Power:&lt;br /&gt;
| +7.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Halfling]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -30%&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Power:&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Spy Power:&lt;br /&gt;
| +35%&lt;br /&gt;
|-&lt;br /&gt;
| Boat Capacity:&lt;br /&gt;
| +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Production:&lt;br /&gt;
| +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +30%&lt;br /&gt;
|-&lt;br /&gt;
| Population Growth Rate:&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -25%&lt;br /&gt;
|-&lt;br /&gt;
| Spy Strength Recovery:&lt;br /&gt;
| +1%&lt;br /&gt;
|-&lt;br /&gt;
| Boat Capacity:&lt;br /&gt;
| +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Merfolk]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Production:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Lumber Production:&lt;br /&gt;
| -15%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Power:&lt;br /&gt;
| +7.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -90%&lt;br /&gt;
|-&lt;br /&gt;
| Immortal Wizards:&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Production:&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
| Lumber Production:&lt;br /&gt;
| +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Wood Elf]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| -5%&lt;br /&gt;
|-&lt;br /&gt;
| Assassin Cost:&lt;br /&gt;
| -100p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Evil ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Dark Elf]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| -5%&lt;br /&gt;
|-&lt;br /&gt;
| Gem Production:&lt;br /&gt;
| +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Demon]]&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Power:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard Strength Recovery:&lt;br /&gt;
| +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Goblin]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Gem Castle Investment Bonus:&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Icekin]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
| Lumber Production:&lt;br /&gt;
| -10%&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Power:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Archmage Cost:&lt;br /&gt;
| -150p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Lizardfolk]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Spy Power:&lt;br /&gt;
| +35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Lycanthrope]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Power:&lt;br /&gt;
| +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Nomad]]&lt;br /&gt;
|-&lt;br /&gt;
| Research Points from Invasion:&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Construction Cost:&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
| Population from Barren Land:&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Orc]]&lt;br /&gt;
|-&lt;br /&gt;
| Lumber Production:&lt;br /&gt;
| +50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Troll]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| -5%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Power:&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
| Spy Power:&lt;br /&gt;
| -10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Undead]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
| Mana Production:&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Boat Capacity:&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| Max Population:&lt;br /&gt;
| +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| Food Consumption:&lt;br /&gt;
| -75%&lt;br /&gt;
|-&lt;br /&gt;
| Immortal Wizards:&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Race&lt;br /&gt;
! Alignment&lt;br /&gt;
! Home land&lt;br /&gt;
! Max Population&lt;br /&gt;
! Population Growth Rate&lt;br /&gt;
! Food Consumption&lt;br /&gt;
! Food Production&lt;br /&gt;
! Lumber Production&lt;br /&gt;
! Gem Production&lt;br /&gt;
! Ore Production&lt;br /&gt;
! Mana Production&lt;br /&gt;
! Research Point Production&lt;br /&gt;
! Research Points from Invasion&lt;br /&gt;
! Construction Cost&lt;br /&gt;
! Offensive Power&lt;br /&gt;
! Defensive Power&lt;br /&gt;
! Spy Power&lt;br /&gt;
! Offensive Spy Power&lt;br /&gt;
! Defensive Spy Power&lt;br /&gt;
! Spy Strength Recovery&lt;br /&gt;
! Wizard Strength Recovery&lt;br /&gt;
! Boat Capacity&lt;br /&gt;
! Archmage Cost&lt;br /&gt;
! Assassin Cost&lt;br /&gt;
! Population from Barren Land&lt;br /&gt;
! Gem Castle Investment Bonus&lt;br /&gt;
! Immortal Wizards&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]]&lt;br /&gt;
| Good&lt;br /&gt;
| Mountains&lt;br /&gt;
| +7.5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Firewalker]]&lt;br /&gt;
| Good&lt;br /&gt;
| Caverns&lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +15%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]]&lt;br /&gt;
| Good&lt;br /&gt;
| Mountains&lt;br /&gt;
| -5%&lt;br /&gt;
| &lt;br /&gt;
| -20%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +7.5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling]]&lt;br /&gt;
| Good&lt;br /&gt;
| Hills&lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| -30%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +35%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| Good&lt;br /&gt;
| Plains&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]]&lt;br /&gt;
| Good&lt;br /&gt;
| Hills&lt;br /&gt;
| +30%&lt;br /&gt;
| +15%&lt;br /&gt;
| -25%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +1%&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| Good&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| -15%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +7.5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| Good&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -90%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan]]&lt;br /&gt;
| Good&lt;br /&gt;
| Forests&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Wood Elf]]&lt;br /&gt;
| Good&lt;br /&gt;
| Forests&lt;br /&gt;
| -5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -100p&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Elf]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Caverns&lt;br /&gt;
| -5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Caverns&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +1%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Hills&lt;br /&gt;
| +20%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Icekin]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Mountains&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -50%&lt;br /&gt;
| &lt;br /&gt;
| -10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -150p&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Lizardfolk]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Water&lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +35%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Lycanthrope]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Caverns&lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nomad]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Plains&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +100%&lt;br /&gt;
| +10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Forests&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +50%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Plains&lt;br /&gt;
| -5%&lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +5%&lt;br /&gt;
| &lt;br /&gt;
| -10%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Undead]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Swamps&lt;br /&gt;
| +2.5%&lt;br /&gt;
| &lt;br /&gt;
| -50%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +20%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| Evil&lt;br /&gt;
| Swamps&lt;br /&gt;
| +7.5%&lt;br /&gt;
| &lt;br /&gt;
| -75%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Wood_Elf&amp;diff=2602</id>
		<title>Wood Elf</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Wood_Elf&amp;diff=2602"/>
		<updated>2026-07-01T20:42:50Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Wood Elf factual race data from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Wood Elf&lt;br /&gt;
| race_id = wood-elf&lt;br /&gt;
| aliases = WE, Woodie, Welf&lt;br /&gt;
| introduced = [[Round 14]]&lt;br /&gt;
| round_wins = 1&lt;br /&gt;
&lt;br /&gt;
| attacker = Advanced&lt;br /&gt;
| converter = Beginner&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| land_type = Forest&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As of [[Round 43]], Wood Elf is &#039;&#039;&#039;disabled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Elf&#039;&#039;&#039; is arguably the most efficient race that exists in Dominion. This is due to their unit powers increasing based on how much forest your dominion has. While this in itself is not anything special, WE units have no power cap, unlike other land-based races; in other words, the only maximum cap is 100% forest. Their variable units also have rather high starting powers compared to other land-based races, which makes them the cream of the crop. Unfortunately, depending on these extremely high land percentages to make their units worthwhile severely limits the variety of strategies that can be employed by this race, as well as making full round attacking extremely difficult. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Max Population: -5%&lt;br /&gt;
* Assassin Cost: -100p&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
 &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Ranger&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 300&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Wisp&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 275&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = Produces +1 lumber for every 20% Forests.&lt;br /&gt;
&lt;br /&gt;
| elite1_name = Mystic&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 5*&lt;br /&gt;
| elite1_plat = 1275&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special =  Increases defense by 1 for every 20% Forests, maximum +2.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Druid&lt;br /&gt;
| elite2_op = 4*&lt;br /&gt;
| elite2_dp = 2*&lt;br /&gt;
| elite2_plat = 1050&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special =  Increases offense by 1 for every 20% Forests, maximum +2. Increases defense by 1 for every 20% Forests, maximum +2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaia&#039;s Blessing&#039;&#039;&#039;: Stronger version of Gaia&#039;s Watch (not cumulative) giving +20% food production, +10% lumber production&lt;br /&gt;
 &lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Units are very cheap if you have high forest&lt;br /&gt;
* Able to run very high homes for population and LYs for improvements&lt;br /&gt;
* Very efficient&lt;br /&gt;
* Very good explorer and converter&lt;br /&gt;
* 4 DP Longbowman is very nice for defense early in the round&lt;br /&gt;
* Enormous offensive threat late-round with rezones.&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Very hard to attack with&lt;br /&gt;
* Very little strategy variation due to forest requirements&lt;br /&gt;
* Cannot run high mods due to forest (hard to use smithies as well)&lt;br /&gt;
* Very high population penalty &lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Vampire&amp;diff=2601</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Vampire&amp;diff=2601"/>
		<updated>2026-07-01T20:42:50Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Vampire factual race data from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Vampire&lt;br /&gt;
| aliases = Vamp &lt;br /&gt;
| introduced = [[Round 38]] &lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Intermediate&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampires&#039;&#039;&#039; are a medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic and most effective idea of attacking with Vampires is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a medium speed race, it is recommended to have started building Guard Towers by early to mid-round. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Max Population: +7.5%&lt;br /&gt;
* Food Consumption: -75%&lt;br /&gt;
* Immortal Wizards&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_Units(Mana)&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Dire Bat&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 315&lt;br /&gt;
| spec1_mana = 15&lt;br /&gt;
| spec1_special = No boats needed.&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Ghoul&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 275&lt;br /&gt;
| spec2_mana = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Kindred&lt;br /&gt;
| elite1_op = 2&lt;br /&gt;
| elite1_dp = 5&lt;br /&gt;
| elite1_plat = 1000&lt;br /&gt;
| elite1_mana = 0&lt;br /&gt;
| elite1_special = No boats needed. 50% fewer casualties in combat.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Bloodreaver&lt;br /&gt;
| elite2_op = 4&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 1000&lt;br /&gt;
| elite2_mana = 0&lt;br /&gt;
| elite2_special = No boats needed. Immortal. Converts enemy peasants into Kindred on successful attacks, up to 1 per 28 sent.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feast of Blood&#039;&#039;&#039;:  Military units lose all casualty reductions (including immortality), Bloodreavers convert additional Kindred equal to 10% of units sent.&lt;br /&gt;
&lt;br /&gt;
This is a net bonus in terms of total stats: you lose 8.5 % of your sent Bloodreavers, but gain 10 % of them in Kindred. Very barebones calculation: if you send 10000 Bloodreavers, you lose 850 (=3400 OP), but gain 1000 Kindred (=5000 DP), on top of regular converts. However, at 1000 platinum, Bloodreavers are incredibly expensive for just 4 OP, meaning you will not be hitting in the near future. Additionally, if you get hit while out, it will hurt even more because you also lose full from invasion. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
* Undying OP&lt;br /&gt;
* Generates free defensive units on attack&lt;br /&gt;
* No ore cost, reduced farms needed - lots of extra room for homes and mods&lt;br /&gt;
* Population bonus&lt;br /&gt;
* Great turtle&lt;br /&gt;
* Bottom feeding is a viable option&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Inefficient&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Hard to hit often while keeping enough DP home&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Undead&amp;diff=2600</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Undead&amp;diff=2600"/>
		<updated>2026-07-01T20:42:49Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Undead factual race data from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Undead&lt;br /&gt;
| aliases = UD &lt;br /&gt;
| introduced = [[Round 35]] (Current)&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Intermediate&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Swamp&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead&#039;&#039;&#039; are a medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and incredibly reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic and most effective idea of attacking with Undead is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a medium speed race, it is recommended to have started building Guard Towers by early to mid-round. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
     &lt;br /&gt;
* Max Population: +2.5%&lt;br /&gt;
* Food Consumption: -50%&lt;br /&gt;
* Mana Production: +20%&lt;br /&gt;
* Boat Capacity: +20&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
&lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Zombie&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 215&lt;br /&gt;
| spec1_ore = 0&lt;br /&gt;
| spec1_special = 20% higher casualties in combat.&lt;br /&gt;
&lt;br /&gt;
| spec2_name = Necromancer&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 4&lt;br /&gt;
| spec2_plat = 750&lt;br /&gt;
| spec2_ore = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Crypt Lord&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 6&lt;br /&gt;
| elite1_plat = 1150&lt;br /&gt;
| elite1_ore = 0&lt;br /&gt;
| elite1_special = &lt;br /&gt;
&lt;br /&gt;
| elite2_name = Abomination&lt;br /&gt;
| elite2_op = 4&lt;br /&gt;
| elite2_dp = 3&lt;br /&gt;
| elite2_plat = 700&lt;br /&gt;
| elite2_ore = 0&lt;br /&gt;
| elite2_special = Immortal when paired with 1 Necromancer.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cull the Weak&#039;&#039;&#039;:  Sacrifice Skeletons and Ghouls to summon Death Knights and Necromancers (2 plus 1 per 750 acres, hourly), cancels and cancelled by Midas Touch. Only works on troops that are at home.&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
&lt;br /&gt;
* Undying OP&lt;br /&gt;
* Generates free defensive units on attack&lt;br /&gt;
* No ore cost, reduced farms needed - lots of extra room for homes and mods&lt;br /&gt;
* Population bonus&lt;br /&gt;
* Great turtle&lt;br /&gt;
* Bottom feeding is a viable option&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
* Very inefficient&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Very unforgiving of mistakes&lt;br /&gt;
* Hard to hit often while keeping enough DP home&lt;br /&gt;
* Requires a lot of time for target searching in order to keep hitting&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Troll&amp;diff=2599</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Troll&amp;diff=2599"/>
		<updated>2026-07-01T20:42:49Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Troll factual race data from Round 50 source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race_info&lt;br /&gt;
&lt;br /&gt;
| race = Troll&lt;br /&gt;
| aliases = Trool&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 0&lt;br /&gt;
&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Advanced&lt;br /&gt;
&lt;br /&gt;
| alignment = Evil&lt;br /&gt;
| land_type = Plain&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troll&#039;&#039;&#039; is one of the most versatile and efficient races in the game. With the powerful Smasher elite unit and strong Brute specialist attack unit, Trolls can be unstoppable steamrollers. They are slow, oh so slow, while however being extremely powerful late-round. They can be used for both attacking and converting. Exploring is also a possibility, but solely using the Smashers for defense is typically regarded as being too expensive to explore an entire round with.&lt;br /&gt;
&lt;br /&gt;
For a Troll attacker in the beginning, players typically use almost exclusively Brutes for OP and a mix of Ogres (no more than 2000 or so) and Smashers for DP. They then slowly phase the training into more and more Smashers to finally either stop training Brutes or releasing them all. It is often more beneficial to release them than to keep them. From early mid-round until late-round, Smashers are the only units trained. By the end of the round, Brutes are added again. Converters use the same strategy as full round attackers except that they attack less. &lt;br /&gt;
&lt;br /&gt;
== Racial Bonuses ==&lt;br /&gt;
&lt;br /&gt;
* Max Population: -5%&lt;br /&gt;
* Spy Power: -10%&lt;br /&gt;
* Food Consumption: +5%&lt;br /&gt;
* Offensive Power: +5%&lt;br /&gt;
&lt;br /&gt;
== Military Units ==&lt;br /&gt;
      &lt;br /&gt;
{{Race_units&lt;br /&gt;
&lt;br /&gt;
| spec1_name = Brute&lt;br /&gt;
| spec1_op = 4&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 360&lt;br /&gt;
| spec1_ore = 25&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Ogre&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_ore = 25&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Basher&lt;br /&gt;
| elite1_op = 7&lt;br /&gt;
| elite1_dp = 7&lt;br /&gt;
| elite1_plat = 1400&lt;br /&gt;
| elite1_ore = 150&lt;br /&gt;
| elite1_special = Salvages lumber from combat. BASH!&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Smasher&lt;br /&gt;
| elite2_op = 7&lt;br /&gt;
| elite2_dp = 7&lt;br /&gt;
| elite2_plat = 1400&lt;br /&gt;
| elite2_ore = 150&lt;br /&gt;
| elite2_special = Salvages ore from combat. SMASH!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
=== Racial Spell ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Reduces combat losses by 25%&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Possibly the best and most efficient units in the game&lt;br /&gt;
* Excellent spell (although not very useful early on)&lt;br /&gt;
* Very strong late-round &lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Aside from the attack bonus, bad racial bonuses.&lt;br /&gt;
* Basher is an essentially pointless unit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Sylvan&amp;diff=2598</id>
		<title>Sylvan</title>
		<link rel="alternate" type="text/html" href="https://wiki.opendominion.net/index.php?title=Sylvan&amp;diff=2598"/>
		<updated>2026-07-01T20:42:49Z</updated>

		<summary type="html">&lt;p&gt;ODWikiBot: Update Sylvan factual race data from Round 50 source&lt;/p&gt;
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&lt;div&gt;{{Race_info&lt;br /&gt;
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| race = Sylvan&lt;br /&gt;
| aliases = Sylv&lt;br /&gt;
| introduced = [[Round 13]]&lt;br /&gt;
| round_wins = 1&lt;br /&gt;
| attacker = Beginner&lt;br /&gt;
| converter = Advanced&lt;br /&gt;
| explorer = Beginner&lt;br /&gt;
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| alignment = Good&lt;br /&gt;
| land_type = Forest&lt;br /&gt;
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}}&lt;br /&gt;
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&#039;&#039;&#039;Sylvan&#039;&#039;&#039; belongs to the &amp;quot;good&amp;quot; races in Dominion. It is also one of the wizard races since their DP elite counts as one third of a wizard on defense and 1/5 wizard on offense. This makes them appealing to those players who enjoy blackopping others. When running high forests, their DP is very efficient and rather cheap. This combination makes them good explorers. The downside of this is that you are forced to run high Lumberyards for employment (and imps), since homes alone will not get you a sufficient forest percentage to make the DP worth it. The ideal amount for forest is said to be between 60-70%, depending on your playing style. Their main struggle, apart from getting the forest percentage up quickly while maintaining a good speed, is the fact that since they are landbased, they usually cannot afford to use high mods late-round. While most other races have the ability to increase their raw OP and DP late round by using GN/GT or temples, Sylvans have to keep around 60% of their land as forest at all times. Considering the need for other buildings such as Smithies, Towers, Ore Mines, Docks and usually some leftover Alchemies, the space for mod-buildings is limited.&lt;br /&gt;
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== Racial Bonuses ==&lt;br /&gt;
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* Lumber Production: +20%&lt;br /&gt;
* Food Production: +10%&lt;br /&gt;
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== Military Units ==&lt;br /&gt;
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{{Race_Units(Lumber)&lt;br /&gt;
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| spec1_name = Satyr&lt;br /&gt;
| spec1_op = 3&lt;br /&gt;
| spec1_dp = 0&lt;br /&gt;
| spec1_plat = 315&lt;br /&gt;
| spec1_lumber = 0&lt;br /&gt;
| spec1_special = &lt;br /&gt;
&lt;br /&gt;
| spec2_name = Sprite&lt;br /&gt;
| spec2_op = 0&lt;br /&gt;
| spec2_dp = 3&lt;br /&gt;
| spec2_plat = 300&lt;br /&gt;
| spec2_lumber = 0&lt;br /&gt;
| spec2_special = &lt;br /&gt;
&lt;br /&gt;
| elite1_name = Dryad&lt;br /&gt;
| elite1_op = 0&lt;br /&gt;
| elite1_dp = 3*&lt;br /&gt;
| elite1_plat = 1070&lt;br /&gt;
| elite1_lumber = 0&lt;br /&gt;
| elite1_special = Counts as 0.18 wizards. Increases defense by 1 for every 20% Forests, maximum +4.&lt;br /&gt;
&lt;br /&gt;
| elite2_name = Centaur&lt;br /&gt;
| elite2_op = 5.5&lt;br /&gt;
| elite2_dp = 2&lt;br /&gt;
| elite2_plat = 970&lt;br /&gt;
| elite2_lumber = 20&lt;br /&gt;
| elite2_special = 25% fewer casualties in combat. Returns 3 hours faster from battle.&lt;br /&gt;
}}&lt;br /&gt;
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== General information ==&lt;br /&gt;
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=== Racial Spell ===&lt;br /&gt;
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&#039;&#039;&#039;Verdant Bloom&#039;&#039;&#039;: Rezones 35 % of captured acres to Forest.&lt;br /&gt;
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Useful attacking spell that alleviates dropped DP when land comes in on a 9hr attack.&lt;br /&gt;
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=== Pros ===&lt;br /&gt;
* Efficient DP if running high forest&lt;br /&gt;
* Cheap DP&lt;br /&gt;
* 9hr return&lt;br /&gt;
* Rezone spell&lt;br /&gt;
* Wizard race&lt;br /&gt;
* Can be pretty quick&lt;br /&gt;
 &lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Need for high forest percentage&lt;br /&gt;
* No space for mods late round&lt;br /&gt;
* Rather inefficient OP unless on top&lt;br /&gt;
* Bad converter&lt;br /&gt;
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[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>ODWikiBot</name></author>
	</entry>
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