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OpenDominion - User contributions [en]
2024-03-29T11:45:47Z
User contributions
MediaWiki 1.35.0
https://wiki.opendominion.net/index.php?title=Population&diff=1869
Population
2023-12-07T02:54:17Z
<p>Jmerc13: /* Bonuses */</p>
<hr />
<div>Population is one of the most important aspects of your [[dominion]]. It is the sum of your [[military]] and your peasants. <br />
<br />
The size of your population is determined by how much [[land]] you have, your [[buildings]], and [[#Bonuses|population bonuses]].<br />
<br />
Increasing population increases your [[platinum]] production and enables you to train more military units.<br />
<br />
==Peasants==<br />
Peasants appear automatically on your land. If you have new land, peasants will populate according to the [[#Growth_Rate|growth rate]] described below.<br />
<br />
===Employment===<br />
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).<br />
<br />
If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job ''underrun''. Due to the large military required by most [[attackers]] and [[converters]], this is a problem more often faced by [[explorers]].<br />
<br />
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 ''overrun'' and is very common for attackers and converters.<br />
<br />
===Growth Rate===<br />
<br />
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. <br />
<br />
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.<br />
<br />
== Military ==<br />
<br />
The other part of your population is made up of your [[military]]. Your military consists of draftees, units in training, and trained units. <br />
<br />
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]]).<br />
<br />
== Bonuses ==<br />
<br />
Population bonus is used to increase the housing capacity of all land and buildings, except for barracks.<br />
<br />
Aside from [[races|racial]] bonuses, population bonus can be increased through [[prestige]] and [[castle|castle improvements]] (Keep).<br />
<br />
== Housing ==<br />
<br />
The table below describes how much of the population can be housed in constructed [[buildings]] and on barren [[land]].<br />
<br />
{| class="wikitable"<br />
! Building Type<br />
! Population Amount<br />
! Comment<br />
|-<br />
| Home<br />
| 30<br />
| <br />
|-<br />
| Barracks<br />
| 36<br />
| Only houses military units, not affected by population bonuses.<br />
|-<br />
| Other buildings<br />
| 15<br />
| <br />
|-<br />
| Buildings in construction<br />
| 15<br />
| <br />
|-<br />
| Barren land<br />
| 5<br />
| Increased by certain racial benefits and techs.<br />
|}<br />
<br />
=== Sample Calculation ===<br />
<br />
* [[Race]]: [[Lizardfolk]] (+5% racial bonus)<br />
* Size: 2,000 acres<br />
* [[Prestige]]: 600 (multiplicative bonus)<br />
* Keep: 15%<br />
* Military: 20,000 troops<br />
* Homes: 400<br />
<br />
Jobs: <code>1,600 * 20 = 32,000</code>.<br />
<br />
Population: <code>(400 * 30 + 1,600 * 15) * (1 + 0.05 + 0.15) * (1 + 600/10,000) = 45,792</code>.<br />
<br />
Peasants: <code>45,792 - 20,000 = 25,792</code>.<br />
<br />
Employed peasants: <code>min(25,792, 32,000) = 25,792</code>. This means that <code>32,000 - 25,792 = 6,208</code> jobs are unfilled (job overrun).<br />
<br />
If this player is casting [[Spells#Self_Spells|Midas Touch]] and has no other platinum production bonus or [[buildings|alchemies]], platinum income will be: <code>25,792 * 2.7 * (1 + 10%) = 76,602 platinum/hour</code>.<br />
<br />
==Homes vs Barracks==<br />
As a general rule, when you reach over 20% total population bonus, homes are better than unmodified barracks. 20% increase on 30 is 36.<br />
<br />
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.<br />
<br />
Player playing races with land dependent units, such as [[Nox]] 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.<br />
<br />
==See Also==<br />
* [[Draft rate]]<br />
* [[Production]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Undead&diff=1849
Undead
2023-10-03T06:26:52Z
<p>Jmerc13: /* Military Units */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Undead<br />
| aliases = UD <br />
| introduced = [[Round 35]]<br />
| round_wins = 0<br />
<br />
| attacker = Intermediate<br />
| converter = Advanced<br />
| explorer = Intermediate<br />
<br />
| alignment = Evil<br />
| land_type = Swamp<br />
<br />
}}<br />
<br />
'''Undead''' 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. <br />
<br />
== Racial Bonuses ==<br />
<br />
* Max Population: +5%<br />
* Food Consumption: -50%<br />
* Mana Production: +20%<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Skeleton<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 275<br />
| spec1_ore = 0<br />
| spec1_special =<br />
<br />
| spec2_name = Ghoul<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 300<br />
| spec2_ore = 0<br />
| spec2_special = 50% fewer casualties<br />
<br />
| elite1_name = Dearth Knight<br />
| elite1_op = 2<br />
| elite1_dp = 5<br />
| elite1_plat = 1100<br />
| elite1_ore = 0<br />
| elite1_special = 50% fewer casualties. On successful attacks, [[conversion|converts]] enemy peasants into Ghouls (up to one for every 10 sent on attack).<br />
<br />
| elite2_name = Necromancer<br />
| elite2_op = 4*<br />
| elite2_dp = 3<br />
| elite2_plat = 1250<br />
| elite2_ore = 0<br />
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Death Knights (up to one for every 15 sent on attack).<br />
<br />
}}<br />
<br />
== General Info ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Cull the Weak''': Sacrifice 1% of your peasants, Necromancers now convert enemy peasants into Death Knights instead of Ghouls<br />
<br />
=== Pros ===<br />
<br />
* Undying OP<br />
* Generates free defensive units on attack<br />
* No ore cost, reduced farms needed - lots of extra room for homes and mods<br />
* Population bonus<br />
* Great turtle<br />
* Bottom feeding is a viable option<br />
<br />
=== Cons ===<br />
<br />
* Very inefficient<br />
* Very expensive<br />
* Very unforgiving of mistakes<br />
* Hard to hit often while keeping enough DP home<br />
* Requires a lot of time for target searching in order to keep hitting<br />
<br />
[[Category:Race]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Undead&diff=1848
Undead
2023-10-03T06:26:14Z
<p>Jmerc13: /* Military Units */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Undead<br />
| aliases = UD <br />
| introduced = [[Round 35]]<br />
| round_wins = 0<br />
<br />
| attacker = Intermediate<br />
| converter = Advanced<br />
| explorer = Intermediate<br />
<br />
| alignment = Evil<br />
| land_type = Swamp<br />
<br />
}}<br />
<br />
'''Undead''' 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. <br />
<br />
== Racial Bonuses ==<br />
<br />
* Max Population: +5%<br />
* Food Consumption: -50%<br />
* Mana Production: +20%<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Skeleton<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 275<br />
| spec1_ore = 0<br />
| spec1_special =<br />
<br />
| spec2_name = Ghoul<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 300<br />
| spec2_ore = 0<br />
| spec2_special = 50% fewer casualties<br />
<br />
| elite1_name = Dearth Knight<br />
| elite1_op = 2<br />
| elite1_dp = 5<br />
| elite1_plat = 1100<br />
| elite1_ore = 0<br />
| elite1_special = 50% fewer casualties. On successful attacks, [[conversion|converts]] enemy peasants into Ghouls (up to one for every 10 sent on attack).<br />
<br />
| elite2_name = Necromancer<br />
| elite2_op = 4*<br />
| elite2_dp = 3<br />
| elite2_plat = 1250<br />
| elite2_ore = 0<br />
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Death Knights (up to one for every 15 sent on attack). Offense increased by 1 against dominions 100% of your size or smaller (while Cull the Weak is active). <br />
<br />
}}<br />
<br />
== General Info ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Cull the Weak''': Sacrifice 1% of your peasants, Necromancers now convert enemy peasants into Death Knights instead of Ghouls<br />
<br />
=== Pros ===<br />
<br />
* Undying OP<br />
* Generates free defensive units on attack<br />
* No ore cost, reduced farms needed - lots of extra room for homes and mods<br />
* Population bonus<br />
* Great turtle<br />
* Bottom feeding is a viable option<br />
<br />
=== Cons ===<br />
<br />
* Very inefficient<br />
* Very expensive<br />
* Very unforgiving of mistakes<br />
* Hard to hit often while keeping enough DP home<br />
* Requires a lot of time for target searching in order to keep hitting<br />
<br />
[[Category:Race]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Undead&diff=1847
Undead
2023-10-03T06:25:51Z
<p>Jmerc13: /* Racial Spell */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Undead<br />
| aliases = UD <br />
| introduced = [[Round 35]]<br />
| round_wins = 0<br />
<br />
| attacker = Intermediate<br />
| converter = Advanced<br />
| explorer = Intermediate<br />
<br />
| alignment = Evil<br />
| land_type = Swamp<br />
<br />
}}<br />
<br />
'''Undead''' 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. <br />
<br />
== Racial Bonuses ==<br />
<br />
* Max Population: +5%<br />
* Food Consumption: -50%<br />
* Mana Production: +20%<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Skeleton<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 275<br />
| spec1_ore = 0<br />
| spec1_special = +10% offensive casualties<br />
<br />
| spec2_name = Ghoul<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 300<br />
| spec2_ore = 0<br />
| spec2_special = 50% fewer casualties<br />
<br />
| elite1_name = Dearth Knight<br />
| elite1_op = 2<br />
| elite1_dp = 5<br />
| elite1_plat = 1100<br />
| elite1_ore = 0<br />
| elite1_special = 50% fewer casualties. On successful attacks, [[conversion|converts]] enemy peasants into Ghouls (up to one for every 10 sent on attack).<br />
<br />
| elite2_name = Necromancer<br />
| elite2_op = 4*<br />
| elite2_dp = 3<br />
| elite2_plat = 1250<br />
| elite2_ore = 0<br />
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Death Knights (up to one for every 15 sent on attack). Offense increased by 1 against dominions 100% of your size or smaller (while Cull the Weak is active). <br />
<br />
}}<br />
<br />
== General Info ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Cull the Weak''': Sacrifice 1% of your peasants, Necromancers now convert enemy peasants into Death Knights instead of Ghouls<br />
<br />
=== Pros ===<br />
<br />
* Undying OP<br />
* Generates free defensive units on attack<br />
* No ore cost, reduced farms needed - lots of extra room for homes and mods<br />
* Population bonus<br />
* Great turtle<br />
* Bottom feeding is a viable option<br />
<br />
=== Cons ===<br />
<br />
* Very inefficient<br />
* Very expensive<br />
* Very unforgiving of mistakes<br />
* Hard to hit often while keeping enough DP home<br />
* Requires a lot of time for target searching in order to keep hitting<br />
<br />
[[Category:Race]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Undead&diff=1846
Undead
2023-10-03T06:24:38Z
<p>Jmerc13: /* Racial Bonuses */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Undead<br />
| aliases = UD <br />
| introduced = [[Round 35]]<br />
| round_wins = 0<br />
<br />
| attacker = Intermediate<br />
| converter = Advanced<br />
| explorer = Intermediate<br />
<br />
| alignment = Evil<br />
| land_type = Swamp<br />
<br />
}}<br />
<br />
'''Undead''' 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. <br />
<br />
== Racial Bonuses ==<br />
<br />
* Max Population: +5%<br />
* Food Consumption: -50%<br />
* Mana Production: +20%<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Skeleton<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 275<br />
| spec1_ore = 0<br />
| spec1_special = +10% offensive casualties<br />
<br />
| spec2_name = Ghoul<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 300<br />
| spec2_ore = 0<br />
| spec2_special = 50% fewer casualties<br />
<br />
| elite1_name = Dearth Knight<br />
| elite1_op = 2<br />
| elite1_dp = 5<br />
| elite1_plat = 1100<br />
| elite1_ore = 0<br />
| elite1_special = 50% fewer casualties. On successful attacks, [[conversion|converts]] enemy peasants into Ghouls (up to one for every 10 sent on attack).<br />
<br />
| elite2_name = Necromancer<br />
| elite2_op = 4*<br />
| elite2_dp = 3<br />
| elite2_plat = 1250<br />
| elite2_ore = 0<br />
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Death Knights (up to one for every 15 sent on attack). Offense increased by 1 against dominions 100% of your size or smaller (while Cull the Weak is active). <br />
<br />
}}<br />
<br />
== General Info ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Cull the Weak''': Sacrifice 10% of your peasants to empower your Necromancers (while active, the effects of Harmony and Plague are ignored)<br />
'''Raise the Dead''': Conversions increased by 100% against dominions under 75% of your size<br />
<br />
=== Pros ===<br />
<br />
* Undying OP<br />
* Generates free defensive units on attack<br />
* No ore cost, reduced farms needed - lots of extra room for homes and mods<br />
* Population bonus<br />
* Great turtle<br />
* Bottom feeding is a viable option<br />
<br />
=== Cons ===<br />
<br />
* Very inefficient<br />
* Very expensive<br />
* Very unforgiving of mistakes<br />
* Hard to hit often while keeping enough DP home<br />
* Requires a lot of time for target searching in order to keep hitting<br />
<br />
[[Category:Race]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1138
Magic
2022-01-23T01:47:37Z
<p>Jmerc13: /* Racial Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3.3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || <br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1% barren land (max +10%)||<br />
|-<br />
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Undead]] and [[Spirit (Legacy)]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1137
Magic
2022-01-23T01:47:02Z
<p>Jmerc13: /* Racial Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3.3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || <br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Favorable Terrain || [[Nomad]] || +1% offensive power for every 1% barren land (max +10%)||<br />
|-<br />
| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Undead]] and [[Spirit (Legacy)]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1136
Magic
2022-01-23T01:34:56Z
<p>Jmerc13: /* Racial Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3.3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1135
Magic
2022-01-23T01:26:46Z
<p>Jmerc13: /* Racial Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3.3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Nomad Legacy]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1134
Magic
2022-01-23T01:25:13Z
<p>Jmerc13: /* Offensive Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3.3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Human|Nomad]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Guards&diff=1133
Guards
2022-01-23T01:19:11Z
<p>Jmerc13: </p>
<hr />
<div>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.<br />
<br />
As a member of a Guard, only other dominions within the Guard '''ranges''' (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.<br />
<br />
* No Guard: from 40% to 250%.<br />
* '''Royal Guard''': from 60% to 166%, -2% platinum production.<br />
* '''Elite Guard''': from 75% to 133%, +25% exploration costs and the same platinum penalty as the Royal Guard. (I.e: -2%, no double penalty.)<br />
<br />
Joining a Guard takes 24 hours (48 total for Elite Guard) and can only be done after day 5 of the [[round]]. Once you are in, 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.<br />
<br />
Leaving a Guard is instant.<br />
<br />
[[Attacking|Attackers]] often join Elite Guard.<br />
<br />
Some [[Exploring|Explorers]] join the Royal Guard, but never Elite Guard due to the explore cost penalty.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=1111
Comparison of Races
2022-01-09T03:06:04Z
<p>Jmerc13: /* Table 2 */</p>
<hr />
<div>== Racial Bonuses and Penalties ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +15% value added<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +25%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
| Exploration Platinum Cost:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
| Exploration Platinum Cost:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +2.5%<br />
|-<br />
| Food Consumption:<br />
| -90%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|-<br />
| Rezone cost:<br />
| +10%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem investment in castle:<br />
| +15% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -100p<br />
|-<br />
| Platinum Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nomad<br />
|-<br />
| Population from Barren Land:<br />
| +20<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +15%<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20<br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +2.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| +5%<br />
| +15%<br />
| +10%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -90%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| <br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +25%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
|<br />
|-<br />
|Rezone Cost<br />
|<br />
|<br />
|<br />
| +10%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|Exploration Platinum Cost<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
| +10%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| Gem Investment Value In Castle Improvements<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +15%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Population Bonus From Barren Land<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
! Rezone Cost<br />
! Exploration Platinum Cost<br />
! Gem Investment Bonus<br />
! Ore Investment Bonus<br />
! Immortal Wizards<br />
! Platinum Production<br />
! Research Point Production (Schools and Invasion)<br />
|-<br />
| Human<br />
| <br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|<br />
|<br />
|-<br />
| Dwarf<br />
|<br />
|<br />
|<br />
|<br />
| +5<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
|<br />
| -5%<br />
|<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Halfling<br />
| <br />
| <br />
|<br />
|<br />
|<br />
| +5<br />
|<br />
| +5%<br />
|<br />
| -30%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +25%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
|<br />
| +5<br />
|<br />
| -5%<br />
|<br />
| -20%<br />
|<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| +5%<br />
|<br />
|<br />
| <br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
|<br />
|<br />
|<br />
| <br />
| +10%<br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
|<br />
|<br />
|<br />
| -10%<br />
| +5%<br />
|<br />
|<br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
|<br />
|<br />
|<br />
| <br />
|<br />
|<br />
| +20%<br />
|<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -5%<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
| <br />
|<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +15%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
|<br />
| +10%<br />
|<br />
|<br />
|<br />
|<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
|<br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
|<br />
| <br />
|<br />
| +5%<br />
|<br />
| -15%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Icekin<br />
| <br />
|<br />
| -100 plat<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
|-<br />
| Orc<br />
| <br />
|<br />
|<br />
|<br />
|<br />
|<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
|<br />
|<br />
|<br />
|<br />
|<br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
|-<br />
| Spirit<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +2.5%<br />
|<br />
| -90%<br />
|<br />
|<br />
|<br />
| +15%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| Yes<br />
|<br />
|<br />
|-<br />
| Nomad<br />
|<br />
|<br />
|<br />
|<br />
| +20<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=1110
Comparison of Races
2022-01-08T23:50:52Z
<p>Jmerc13: /* Table 1 */</p>
<hr />
<div>== Racial Bonuses and Penalties ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +15% value added<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +25%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
| Exploration Platinum Cost:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
| Exploration Platinum Cost:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +2.5%<br />
|-<br />
| Food Consumption:<br />
| -90%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|-<br />
| Rezone cost:<br />
| +10%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem investment in castle:<br />
| +15% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -100p<br />
|-<br />
| Platinum Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nomad<br />
|-<br />
| Population from Barren Land:<br />
| +20<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +15%<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20<br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +2.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| +5%<br />
| +15%<br />
| +10%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -90%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| <br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +25%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
|<br />
|-<br />
|Rezone Cost<br />
|<br />
|<br />
|<br />
| +10%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|Exploration Platinum Cost<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
| +10%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| Gem Investment Value In Castle Improvements<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +15%<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=1095
Magic
2021-12-17T03:10:16Z
<p>Jmerc13: /* Self Spells */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || As of Round 27, Clear Sight will display an [[Icekin|Icekin's]] wizards per acre.<br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3x || Damages Wonders || Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation)<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Human|Nomad]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Magic&diff=732
Magic
2021-01-03T06:15:04Z
<p>Jmerc13: /* WPA */</p>
<hr />
<div>'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.<br />
<br />
All spells cost [[mana]], which is produced by [[Buildings|towers]]. The cost of each spell is based on a multiplier of your [[land size]].<br />
== Self Spells ==<br />
<br />
Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Ares' Call || 2.5x || +10% defensive power || <br />
|-<br />
| Gaia's Watch || 2x|| +10% food production || <br />
|-<br />
| Harmony || 2.5x || +50% [[Population#Growth_Rate|population growth rate]] || Vital during [[Protection|protection]]<br />
|-<br />
| Midas Touch || 2.5x || +10% platinum production || Should be always active<br />
|-<br />
| Mining Strength || 2x || +10% ore production ||<br />
|-<br />
| Fools Gold || 5x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||<br />
|-<br />
| Surreal Perception || 3x || Reveals the name of dominions performing any ops on you. ||<br />
|-<br />
| Energy Mirror || 4.5x || All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster. ||<br />
|}<br />
<br />
== Offensive Spells ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Cost Multiplier !! Effect !! Notes<br />
|-<br />
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. || <br />
|-<br />
| Revelation || 1x || Shows spells currently affecting the target dominion. || <br />
|-<br />
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier. || Currently not enabled due to [[Global town crier|Town Crier]].<br />
|-<br />
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||<br />
|-<br />
| Plague || 3x || Slows population growth rate by 50% (inverse of Harmony). || This is a non-war black op.<br />
|-<br />
| Insect Swarm || 3x || Slows food production by 15%. || This is a non-war black op.<br />
|-<br />
| Great Flood || 3x || Slows boat production by 25%. || This is a non-war black op.<br />
|-<br />
| Earthquake || 3x || Slows ore and gem production by 5%. || This is a non-war black op.<br />
|-<br />
| Fireball || 3x || Kills 2.65% of peasants and destroys food. || This is a war-only black op.<br />
|-<br />
| Lightning Bolt || 3.5x || Damages [[castle]] by destroying 0.40% of resources invested in keep, forges, and walls. || This is a war-only black op.<br />
|-<br />
| Disband Spies || 4.3x || Turns 1.5% of the target's spies into draftees. || This is a war-only black op.<br />
|-<br />
| Cyclone || 3.5x || Damages Wonders || Damage formula (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP<br />
|}<br />
<br />
== Racial Spells ==<br />
<br />
Each race has access to one racial spell. All spells have a 5x cost multiplier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Spell !! Race !! Effect !! Notes<br />
|-<br />
| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum ||<br />
|-<br />
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||<br />
|-<br />
| Crusade || [[Human]] and [[Human|Nomad]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||<br />
|-<br />
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call <br />
|-<br />
| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water ||<br />
|-<br />
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch <br />
|-<br />
| Howling || [[Kobold]] || +10 % offensive power and +10 % defensive power || Not cumulative with Ares' Call<br />
|-<br />
| Killing Rage || [[Goblin]] || +10% offensive power ||<br />
|-<br />
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength<br />
|-<br />
| Nightfall || [[Nox]] || +5 % offensive power ||<br />
|-<br />
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||<br />
|-<br />
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||<br />
|-<br />
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||<br />
|-<br />
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||<br />
|}<br />
<br />
== WPA ==<br />
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.<br />
<br />
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code><br />
<br />
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.<br />
<br />
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.<br />
<br />
For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.<br />
<br />
== Wizard Strength ==<br />
<br />
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%.<br />
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of three formulas. See [[Ops#Formula|Formula]] page for details.<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Espionage]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Espionage&diff=704
Espionage
2020-12-06T01:42:17Z
<p>Jmerc13: /* Resource Theft */</p>
<hr />
<div>'''Espionage''' is when you send your [[military|spies]] to take actions against a target in so-called spy-ops.<br />
<br />
== Info-Ops ==<br />
<br />
Spy-ops to obtain information about other dominions. Each info-op takes 2% spy strength.<br />
<br />
{| style="vertical-align: top;" | class="wikitable"<br />
|-<br />
! Op !! Effect !! Notes<br />
|-<br />
| style="vertical-align: top;" | '''Barracks Spy''' (BS)<br />
| style="vertical-align: top;" | Gives an overview of the target's army and see units home defending ([[turtle|turtling]]), units out on attack and units in training.<br />
| style="vertical-align: top;" | Barracks Spies are important to attacking. They can also be used in place of [[Clear Sight]] if the target has impenetrable wizards.<br />
<br />
It is important to know that all numbers except units in training are only 85% accurate (15% inaccurate) and that subsequent BS, even during the same hour, will return different numbers.<br />
<br />
* Units at home must be divided by 0.85 to get the highest possible value from the lowest known value.<br />
** Example: After several Barrack Spies, the lowest amount of units acquired is 423. The highest possible value is <code>423/0.85=498</code> (round up). <br />
* Units returning from battle are to be multiplied by 0.85 to get the lowest possible value from the highest known value.<br />
** Example: After several Barrack Spies, the highest amount of units returning home is 3313. The lowest possible value is <code>3313*0.85=2815</code> (round down). <br />
|-<br />
| style="vertical-align: top;" | '''Castle Spy''' (Ca, [[CS]])<br />
| style="vertical-align: top;" | Reveals the target's [[castle]].<br />
| style="vertical-align: top;" | Bonus from [[Masonries]] is included and does not need to be calculated manually.<br />
|-<br />
| style="vertical-align: top;" | '''Survey Dominion''' (SD)<br />
| style="vertical-align: top;" | Reveals the target's [[buildings]].<br />
| style="vertical-align: top;" | Surveys also reveal incoming buildings and barren land. Surveys do not show of what [[land|land types]] the barren land consists. <br />
|-<br />
| style="vertical-align: top;" | '''Land Spy''' (LS)<br />
| style="vertical-align: top;" | Reveals the target's [[land|land types]].<br />
| style="vertical-align: top;" | Only useful when calculating [[DP]] of [[Gnome]], [[Sylvan]], and [[Icekin]] when an SD shows barren land, so that you can assess how much of that barren land is the land type the race's units rely on for DP. Also shows incoming land.<br />
|}<br />
<br />
== Resource Theft ==<br />
Spy-ops to steal resources from other dominions. You can only steal from dominions which are the same size as you or larger. It costs 5% spy strength per resource theft op. Theft is enabled at the start of day 8.<br />
<br />
{| style="vertical-align: top;" | class="wikitable"<br />
|-<br />
! Op<br />
! Effect<br />
! Notes<br />
|-<br />
| style="vertical-align: top;" | Steal Platinum<br />
| style="vertical-align: top;" | Steals [[platinum]] from the target.<br />
| style="vertical-align: top;" | Platinum theft is limited to 2% of the target's platinum per op.<br />
<br />
Platinum theft is also limited to 75% of your own raw platinum production.<br />
<br />
Each spy can at most carry 45 platinum.<br />
<br />
In order to count towards Spy Success and the Platinum Thievery [[rankings]], 5000 platinum per op is required.<br />
<br />
Note that [[Forest Havens]] may reduce the amount of stealable platinum. <br />
|-<br />
| style="vertical-align: top;" | Steal Lumber<br />
| style="vertical-align: top;" | Steals [[lumber]] from the target.<br />
| style="vertical-align: top;" | Lumber theft is limited to 5% of the target's lumber per op.<br />
<br />
Lumber theft is also limited to 75% of your own lumber production.<br />
<br />
Each spy can at most carry 50 lumber.<br />
<br />
In order to count towards Spy Success and the Lumber Thievery rankings, 2000 lumber per grab is required. <br />
|-<br />
| style="vertical-align: top;" | Steal Mana<br />
| style="vertical-align: top;" | Steals [[mana]] from the target.<br />
| style="vertical-align: top;" | Mana theft is limited to 3% of the target's mana per op.<br />
<br />
Mana theft is also limited to 56% of your own mana production.<br />
<br />
Each spy can at most carry 50 mana.<br />
<br />
In order to count towards Spy Success and the Mana Thievery rankings, 1000 mana per op is required. <br />
|-<br />
| style="vertical-align: top;" | Steal Food<br />
| style="vertical-align: top;" | Steals [[food]] from the target.<br />
| style="vertical-align: top;" | Food theft is limited to 2% of the target's food per op.<br />
<br />
Food theft is also limited to 100% of your own food production.<br />
<br />
Each spy can at most carry 50 food.<br />
<br />
In order to count towards Spy Success and the Food Thievery rankings, 2000 food per op is required.<br />
|-<br />
| style="vertical-align: top;" | Steal Ore<br />
| style="vertical-align: top;" | Steals [[ore]] from the target.<br />
| style="vertical-align: top;" | Ore theft is limited to 5% of the target's ore per op.<br />
<br />
Ore theft is also limited to 68% of your own ore production.<br />
<br />
Each spy can at most carry 50 ore.<br />
<br />
In order to count towards Spy Success and the Ore Thievery rankings, 2000 ore per op is required. <br />
|-<br />
| style="vertical-align: top;" | Steal Gems<br />
| style="vertical-align: top;" | Steals [[gems]] from the target.<br />
| style="vertical-align: top;" | Gem theft is limited to 2% of the target's gems per op.<br />
Gem theft is also limited to 100% of your own production.<br />
<br />
Each spy can at most carry 50 gems.<br />
<br />
In order to count towards Spy Success and the Gem Thievery rankings, 500 gems per op is required.<br />
|}<br />
<br />
== Black-Ops ==<br />
Offensive spy-ops to cause damage to other dominions. They cost 5% spy strength per op.<br />
<br />
{| style="vertical-align: top;" | class="wikitable"<br />
|-<br />
! Op<br />
! Effect<br />
! Notes<br />
|-<br />
| style="vertical-align: top;" | Assassinate Draftees<br />
| style="vertical-align: top;" | Kills some of the target's [[draftees]].<br />
| style="vertical-align: top;" | A successful operation will result in the death of 3.5% of the target's draftees.<br />
<br />
In order to count towards Spy Success and the Military Assassin [[rankings]], 50 draftees per operation must be killed.<br />
<br />
In case of mutual war, 50 draftees must be killed in order to gain [[prestige]]. <br />
|-<br />
| style="vertical-align: top;" | Assassinate Wizards<br />
| style="vertical-align: top;" | Kills some of the target's [[wizards]].<br />
| style="vertical-align: top;" | This operation kills wizards but not ArchMages, Dark Elf Adepts or Sylvan Dryads. A successful operation will result in the death of 2% of the target's wizards. ''Only available during [[war]].''<br />
|-<br />
| style="vertical-align: top;" | Magic Snare<br />
| style="vertical-align: top;" | Reduces the Wizard Strength of the target.<br />
| style="vertical-align: top;" | This op can be devastating if highly concentrated, preventing the target from casting [[spells]]. A successful operation will result in a loss of 3% wizard strength for the target. ''Only available during [[war]].''<br />
|-<br />
| style="vertical-align: top;" | Sabotage Boats<br />
| style="vertical-align: top;" | Sinks some of the target's [[boats]].<br />
| style="vertical-align: top;" | A successful operation will result in the sinking of 2% of the target's ''unprotected'' boats. It is uncommon for one dominion to be able to sink another dominion to a point where the target cannot send out his forces anymore. It is common practice to cast [[Great Flood]] on targeted dominions to slow their boat regrowth. ''Only available during [[war]].''<br />
|}<br />
<br />
== SPA ==<br />
<br />
The spy ratio or Spies Per Acre (SPA) is a significant factor in the success of spy-ops. If your SPA is higher than that of your target, you are more likely to succeed with spy-ops against them.<br />
<br />
Spy [[races]] ([[Halfling]] and [[Lizardfolk]]) have very high SPAs because their elite units count as spies.<br />
<br />
For other races, an SPA of 0.4 to 0.8 is usually sufficient to be consistently overall successful with info-ops.<br />
<br />
== Spy Strength ==<br />
<br />
Spy strength is another contributing factor in spy-ops success. It starts out at 100% and decreases with every op performed. Information ops such as Castle Spy and Survey Dominion cost 2% spy strength while Black Ops cost 5% each.<br />
<br />
Spy strength refreshes by 4% per hour but can be increased with Techs.<br />
<br />
== Formula ==<br />
<br />
The chance of success is determined through one of two formula. See [[Ops#Formula|Ops Formula]].<br />
<br />
== See Also ==<br />
* [[Ops#Formula|Ops Formula]]<br />
* [[Magic]]<br />
* [[Op Center]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=703
Production
2020-12-06T01:16:18Z
<p>Jmerc13: /* Ore */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code> '''max(1000, days/0.03)''' </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min(26 * (school/total land),1040)''' </code><br />
<br />
The '''max()''' means that you will always get at most 1000 RPs per attack. Also the ''min()'' means you will get at most 1040 RPs per hour, which puts a cap at 40% schools.<br />
<br />
Possible bonuses to Research Point Production are:<br />
<br />
* [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
* [[Wonder]]<br />
** Halls of Knowledge<br />
<br />
=== How to increase ===<br />
<br />
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 750 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=702
Production
2020-12-06T01:09:15Z
<p>Jmerc13: /* Research Points */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code> '''max(1000, days/0.03)''' </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min(26 * (school/total land),1040)''' </code><br />
<br />
The '''max()''' means that you will always get at most 1000 RPs per attack. Also the ''min()'' means you will get at most 1040 RPs per hour, which puts a cap at 40% schools.<br />
<br />
Possible bonuses to Research Point Production are:<br />
<br />
* [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
* [[Wonder]]<br />
** Halls of Knowledge<br />
<br />
=== How to increase ===<br />
<br />
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 750 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=701
Production
2020-12-06T01:04:21Z
<p>Jmerc13: /* Research Points */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code> '''max(1000, days/0.03)''' </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''max(26 * (school/total land),1040)''' </code><br />
<br />
The '''max()''' means that you will always get at most 1040 RPs per hour. Which puts a cap at 40% schools.<br />
<br />
Possible bonuses to Research Point Production are:<br />
<br />
* [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
* [[Wonder]]<br />
** Halls of Knowledge<br />
<br />
=== How to increase ===<br />
<br />
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 750 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=700
Production
2020-12-06T00:51:15Z
<p>Jmerc13: /* Research Points */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
Possible bonuses to Research Point Production are:<br />
<br />
<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=699
Production
2020-12-06T00:50:49Z
<p>Jmerc13: /* Research Points */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
Possible bonuses to Research Point Production<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=698
Production
2020-12-06T00:49:20Z
<p>Jmerc13: /* Mana */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=697
Production
2020-12-06T00:48:41Z
<p>Jmerc13: /* Gems */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=696
Production
2020-12-06T00:47:38Z
<p>Jmerc13: /* Ore */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=695
Production
2020-12-06T00:47:16Z
<p>Jmerc13: /* Lumber */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=694
Production
2020-12-06T00:45:18Z
<p>Jmerc13: /* Food */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=693
Production
2020-12-06T00:40:54Z
<p>Jmerc13: /* Platinum */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** Horn of Plenty<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Lair of the Dragon (negative bonus)<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=692
Production
2020-12-06T00:39:04Z
<p>Jmerc13: /* Mana */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** City of Gold<br />
** Great Market<br />
** Tomb of Kings<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Lair of the Dragon (negative bonus)<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonder]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=691
Production
2020-12-06T00:38:55Z
<p>Jmerc13: /* Ore */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** City of Gold<br />
** Great Market<br />
** Tomb of Kings<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Lair of the Dragon (negative bonus)<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonder]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonders]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=690
Production
2020-12-06T00:38:41Z
<p>Jmerc13: /* Food */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** City of Gold<br />
** Great Market<br />
** Tomb of Kings<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonder]]<br />
** Hanging Gardens<br />
** Lair of the Dragon (negative bonus)<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonders]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonders]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Production&diff=689
Production
2020-12-06T00:38:26Z
<p>Jmerc13: /* Platinum */</p>
<hr />
<div><br />
= Production =<br />
<br />
To grow and prosper, your dominion must '''produce''' 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]].<br />
<br />
== Platinum ==<br />
<br />
Platinum is produced by two factors: [[Population|peasants]] and [[Buildings|Alchemies]]. Every ''[[Population|employed]]'' peasant produces 2.7 platinum per hour and every Alchemy produces 45 platinum per hour. A dominion's raw (unmodified) platinum production is hence:<br />
<br />
<code>[(Employed peasants) * 2.7] + (Alchemies * 45) </code><br />
<br />
Possible bonuses to platinum production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Midas' Touch which increases platinum production by 10%.<br />
** [[Firewalker]] has a spell which increases alchemy production by 15, increasing their ''raw'' production to 60 platinum per hour per alchemy.<br />
* [[Castle Improvements|Science]]<br />
* [[Wonder]]<br />
** City of Gold<br />
** Great Market<br />
** Tomb of Kings<br />
* [[Races|Racial bonus]]<br />
* [[Teching|Technological advancements]]<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10)/100) = 195631</code><br />
<br />
=== How to increase ===<br />
<br />
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's strategy. Most often, one'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.<br />
<br />
=== Royal and Elite Guard ===<br />
<br />
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:<br />
<br />
<code>(500*45+50000*2.7) * (1+(14.21+10'''-2''')/100) = 192481</code><br />
<br />
== Food ==<br />
<br />
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:<br />
<br />
<code>(Farms*80)+(Docks*35)</code><br />
<br />
Food decays by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to food production are:<br />
<br />
* [[Spells]]<br />
** All races may cast Gaia's Watch which increases food production by 10%.<br />
** [[Wood Elf]] has a spell which increases food production by 20% (not cumulative with Gaia's Watch).<br />
* [[Prestige]]<br />
* [[Castle Improvements|Irrigation]]<br />
* [[Wonders]] ''not yet implemented''<br />
** Hanging Gardens<br />
** Lair of the Dragon (negative bonus)<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses, except prestige, are added up and added to the raw production. Prestige is then multiplied unto the modified production. As such, a dominion with 250 farms, 20 docks, 8% Irrigation, +15% racial bonus, Gaia's Watch on and 800 prestige would have the following hourly production of food:<br />
<br />
<code>(250*80+20*35) * (1+(8+15+10)/100) * (1+(800/250*1.02)/100) = 28429</code><br />
<br />
=== How to increase ===<br />
<br />
Most easily and commonly, build more farms and cast Gaia'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]].<br />
<br />
A dominion can be subjected to [[starvation]] if it runs out of food.<br />
<br />
== Lumber ==<br />
<br />
Lumber is produced solely from lumberyards (''LYs''). The amount of lumber LYs produce varies between [[rulesets]]. Assuming Base Ruleset, raw (unmodified) lumber production is:<br />
<br />
<code>(Lumberyards)*50</code><br />
<br />
Lumber rots by 1% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to lumber production are:<br />
<br />
* [[Spells]]<br />
** [[Wood Elf]] has a spell which increases lumber production by 10%.<br />
** No other race has a lumber production spell.<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[Rulesets|ruleset]]<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Hence, under the Base Ruleset, a [[Wood Elf]] with 3000 LYs and Gaia's Blessing on would produce:<br />
<br />
<code>3000*50*(1+(10+10)/100) = 180000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more LYs. If Wood Elf, cast Gaia's Blessing.<br />
<br />
== Ore ==<br />
<br />
Ore is produced solely from ore mines (''OMs''). Each OM produces 60 ore, making raw (unmodified) ore production:<br />
<br />
<code>(Ore Mines)*60</code><br />
<br />
Ore does not rot or decay.<br />
<br />
Possible bonuses to ore production are:<br />
<br />
<br />
* [[Spells]]<br />
** All races may cast Mining Strength which increases ore production by 10%.<br />
** [[Dwarf]] has a spell which increases ore production by 20% (not cumulative with Mining Strength).<br />
* [[Wonders]]<br />
** Gnomish Mining Machine<br />
* [[Races|Racial bonus]]<br />
** [[Dwarf]] only; varies depending on [[Rulesets|ruleset]].<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. A dominion with 1000 OMs, [[Wonders|Gnomish Mining Machine]] and [[Teching|Fruits of Labor]] would have the following ore production:<br />
<br />
<code>1000*60*(1+(30+20)/100)) = 90000</code><br />
<br />
=== How to increase ===<br />
<br />
Build more OMs or take Gnomish Mining Machine. If [[Dwarf]], cast Miner's Sight.<br />
<br />
== Gems ==<br />
<br />
Gems are produced by diamond mines (DMs) and their purpose is to be [[Castle|invested into the castle]]. Raw (unmodified) gem production is:<br />
<br />
<code>(Diamond Mines)*15</code><br />
<br />
Possible bonuses to gem production are:<br />
<br />
* [[Gnome]] has +5% gem production<br />
* [[Firewalker]] has +15% gem production<br />
* [[Goblin]] has +10% gem production<br />
<br />
All bonuses are added up and added to the raw production. A [[Gnome]] with 300 DMs would produce the following amount of gems per hour:<br />
<br />
<code>300*15*(1+5/100) = 4725</code><br />
<br />
=== How to increase ===<br />
<br />
Build more DMs.<br />
<br />
== Mana ==<br />
<br />
Mana is produced by [[Towers]] and each Tower produces 25 mana per hour. Production formula is hence:<br />
<br />
<code>(Towers)*25</code><br />
<br />
Mana is drained by 2% of the previous hour's stockpile every hour.<br />
<br />
Possible bonuses to mana production are:<br />
<br />
* [[Races|Racial bonus]]<br />
** Varies depending on [[ruleset]].<br />
* [[Wonders]]<br />
** Great Oracle<br />
* [[Teching|Technological advancements]]<br />
<br />
All bonuses are added up and added to the raw production. Under Base Ruleset, a [[Dark Elf]] with 500 Towers would have the following hourly production of mana:<br />
<br />
<code>500*25*(1+5/100) = 13125</code><br />
<br />
=== How to increase ===<br />
<br />
Build more Towers.<br />
<br />
== Research Points ==<br />
Research points (''RPs'') 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:<br />
<br />
<code>(Conquered acres) * 17 </code><br />
<br />
The formula for schools is as follows:<br />
<br />
<code> '''min('''(1 - (Schools / Total Land)), 0.5''')''' </code><br />
<br />
The '''min()''' means that you will always get at least 0.5 RP per school, though this is only reached once you have over 50 % of your land dedicated to schools. <br />
<br />
The only possible bonus to research point production is the [[Nox]] +10% RP racial bonus. This bonus applies to both RPs gained from invasion and RPs produced by schools.<br />
<br />
=== How to increase ===<br />
<br />
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 land bonus also awards 128 RP to help offset the increased cost as land size increases.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=688
Comparison of Races
2020-12-05T21:01:47Z
<p>Jmerc13: /* Evil */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +15% value added<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -100p<br />
|-<br />
| Platinum Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nomad<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=687
Comparison of Races
2020-12-05T20:55:53Z
<p>Jmerc13: /* Good These arent updated but table 1 is */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +15% value added<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
| Population from Barren Land:<br />
| +5<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=686
Comparison of Races
2020-12-05T03:15:35Z
<p>Jmerc13: /* Good */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good These arent updated but table 1 is ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=685
Comparison of Races
2020-12-05T02:55:06Z
<p>Jmerc13: /* Table 1 */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=684
Comparison of Races
2020-12-05T02:54:34Z
<p>Jmerc13: /* Comparison Tables */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| +5<br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Platinum Production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +5%<br />
|<br />
|<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| Research point production<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| +10%<br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=683
Comparison of Races
2020-12-05T02:29:49Z
<p>Jmerc13: /* Table 1 */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Population from Barren Land<br />
| <br />
| <br />
| +5<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Platinum Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
| +12.5%<br />
| +7.5%<br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +10%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Food Consumption<br />
| <br />
| -80%<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Immortal Wizards<br />
| <br />
| Yes<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=682
Comparison of Races
2020-12-05T02:18:19Z
<p>Jmerc13: /* Table 1 */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Castle Improvements<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
|<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Construction Platinum Cost<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Max Population<br />
| <br />
|<br />
| <br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +10%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Population Growth Rate<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Food Consumption<br />
| <br />
|<br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|<br />
|-<br />
| Food Production<br />
| +5%<br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Gem Production<br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
|-<br />
| Lumber Production<br />
| <br />
|<br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Ore Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Comparison_of_Races&diff=681
Comparison of Races
2020-12-05T02:14:53Z
<p>Jmerc13: /* Table 1 */</p>
<hr />
<div>== Racial Special Abilities ==<br />
<br />
=== Good ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dwarf<br />
|-<br />
| Ore Production:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| +7.5%<br />
|-<br />
| Ore investment in Castle:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Halfling<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| +30%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Kobold<br />
|-<br />
| Max Population:<br />
| +40%<br />
|-<br />
| Population Growth Rate:<br />
| +20%<br />
|-<br />
| Food Consumption:<br />
| -30%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Wizard Strength:<br />
| -10%<br />
|-<br />
| Boat capacity:<br />
| +10<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Human<br />
|-<br />
| Food Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Firewalker<br />
|-<br />
| Maximum Population:<br />
| +5%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Gem Production:<br />
| +15%<br />
|-<br />
| Construction Platinum Cost:<br />
| -10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Gnome<br />
|-<br />
| Attack Strength:<br />
| +7.5%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Merfolk<br />
|-<br />
| Lumber Production:<br />
| -15%<br />
|-<br />
| Food Production:<br />
| +15%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Sylvan<br />
|-<br />
| Lumber Production:<br />
| +20%<br />
|-<br />
| Food Production:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Spirit<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Food Consumption:<br />
| -80%<br />
|-<br />
| Immortal Wizards<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Wood Elf<br />
|-<br />
| Wizard Strength:<br />
| +10%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Lumber Production:<br />
| +10%<br />
|-<br />
| Attack Power:<br />
| +5%<br />
|}<br />
<br />
=== Evil ===<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Dark Elf<br />
|-<br />
| Mana Production:<br />
| +5%<br />
|-<br />
| Gem Production:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Goblin<br />
|-<br />
| Max Population:<br />
| +20%<br />
|-<br />
| Gem Production:<br />
| +10%<br />
|-<br />
| Castle Improvements:<br />
| +10% value added<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Icekin<br />
|-<br />
| Food Consumption:<br />
| -50%<br />
|-<br />
| Lumber Production:<br />
| -10%<br />
|-<br />
| Archmage Cost:<br />
| -175p<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lizardfolk<br />
|-<br />
| Max Population:<br />
| +5%<br />
|-<br />
| Spy Strength:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -15%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Lycanthrope<br />
|-<br />
| Max Population:<br />
| +10%<br />
|-<br />
| Defensive Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Nox<br />
|-<br />
| Mana Production:<br />
| +10%<br />
|-<br />
| Food Consumption:<br />
| -20%<br />
|-<br />
| Research Points from Schools and invasion:<br />
| +10%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Orc<br />
|-<br />
| Food Consumption:<br />
| +20%<br />
|-<br />
| Lumber production:<br />
| +50%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Troll<br />
|-<br />
| Max Population:<br />
| -5%<br />
|-<br />
| Spy Strength:<br />
| -10%<br />
|-<br />
| Food Consumption:<br />
| +5%<br />
|-<br />
| Attack Strength:<br />
| +5%<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan="2" | Undead<br />
|-<br />
| Max Population:<br />
| +12.5%<br />
|-<br />
| Mana Production:<br />
| +15%<br />
|-<br />
| Food Consumption:<br />
| -75%<br />
|-<br />
| Wizards:<br />
| Immortal<br />
|}<br />
<br />
=== Comparison Tables ===<br />
<br />
==== Table 1 ====<br />
<br />
{| class="wikitable sortable"<br />
! Bonus<br />
! Human<br />
! Spirit<br />
! Dwarf<br />
! Wood Elf<br />
! Halfling<br />
! Gnome<br />
! Merfolk<br />
! Sylvan<br />
! Firewalker<br />
! Goblin<br />
! Troll<br />
! Dark Elf<br />
! Undead<br />
! Lycanthrope<br />
! Kobold<br />
! Lizardfolk<br />
! Icekin<br />
! Orc<br />
! Nox<br />
! Nomad<br />
|-<br />
| Attack Power<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Defensive Strength<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Archmage Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -100p<br />
| <br />
| <br />
| <br />
|-<br />
| Boat capacity<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Castle Improvements<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Ore Investment bonus<br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Construction Platinum Cost<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Max Population<br />
| <br />
| <br />
| -5%<br />
| +5%<br />
| -5%<br />
| <br />
| <br />
| +5%<br />
| +20%<br />
| -5%<br />
| <br />
| +12.5%<br />
| +10%<br />
| +40%<br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Population Growth Rate<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Food Consumption<br />
| <br />
| <br />
| <br />
| -30%<br />
| -20%<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -75%<br />
| <br />
| -30%<br />
| -15%<br />
| -50%<br />
| +20%<br />
| -20%<br />
|-<br />
| Food Production<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Gem Production<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| +15%<br />
| +10%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Lumber Production<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| -15%<br />
| +20%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| +50%<br />
| <br />
|-<br />
| Mana Production<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| +15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
|-<br />
| Ore Production<br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Spy Strength<br />
| <br />
| <br />
| +10%<br />
| +30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| -10%<br />
| +10%<br />
| <br />
| <br />
| <br />
|-<br />
| Wizard Strength<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|}<br />
<br />
==== Table 2 ====<br />
{| class="wikitable sortable"<br />
! Race<br />
! Attack Power<br />
! Defensive Strength<br />
! Archmage Cost<br />
! Boat capacity<br />
! Castle Improvements<br />
! Ore Investment Bonus<br />
! Construction Platinum Cost<br />
! Max Population<br />
! Population Growth Rate<br />
! Food Consumption<br />
! Food Production<br />
! Gem Production<br />
! Lumber Production<br />
! Mana Production<br />
! Ore Production<br />
! Spy Strength<br />
! Wizard Strength<br />
|-<br />
| Human<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Dwarf<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +7.5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| +10%<br />
| <br />
| <br />
|-<br />
| Wood Elf<br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| -5%<br />
| <br />
|<br />
|<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| +10%<br />
| +10%<br />
|-<br />
| Halfling<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +30%<br />
| <br />
|-<br />
| Gnome<br />
| +7.5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| -20%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Merfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Sylvan<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| +20%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Firewalker<br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| -10%<br />
| +5%<br />
| <br />
| <br />
| <br />
| +15%<br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Goblin<br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|<br />
| +20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Troll<br />
| +5%<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| <br />
|-<br />
| Dark Elf<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| +5%<br />
| <br />
| <br />
| <br />
|-<br />
| Undead<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +12.5%<br />
| <br />
| -75%<br />
| <br />
| <br />
| <br />
| +15%<br />
| <br />
| <br />
| <br />
|-<br />
| Lycanthrope<br />
| <br />
| +5%<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Kobold<br />
| <br />
| <br />
| <br />
| +10<br />
|<br />
| <br />
| <br />
| +40%<br />
| +20%<br />
| -30%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -10%<br />
| -10%<br />
|-<br />
| Lizardfolk<br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| +5%<br />
| <br />
| -15%<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
|-<br />
| Icekin<br />
| <br />
| <br />
| -175p<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| -50%<br />
| <br />
| <br />
| -10%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Orc<br />
| <br />
| <br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| +20%<br />
| <br />
| <br />
| +50%<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| Nox<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| -20%<br />
| <br />
| <br />
| <br />
| +10%<br />
| <br />
| <br />
| <br />
|}</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Exploration&diff=680
Exploration
2020-11-30T01:47:55Z
<p>Jmerc13: /* Draftee cost */</p>
<hr />
<div>This is what the original guide says about Exploration<br />
<br />
<pre><br />
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.<br />
<br />
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.<br />
</pre><br />
<br />
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.<br />
<br />
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 "acre of barren land", 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.<br />
<br />
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.<br />
<br />
<pre><br />
In the very first our your graph would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . . 10<br />
<br />
Then one hour later it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . 10 1<br />
<br />
Then, in 10 hours it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. 10 1 1 1 1 1 1 1 1 1 1<br />
</pre><br />
<br />
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.<br />
<br />
== Draftee cost ==<br />
<br />
Here's a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Land<br />
!Draftees<br />
|-<br />
|299<br />
|4<br />
|-<br />
|419<br />
|5<br />
|-<br />
|632<br />
|6<br />
|-<br />
|836<br />
|7<br />
|-<br />
|1035<br />
|8<br />
|-<br />
|1229<br />
|9<br />
|-<br />
|1421<br />
|10<br />
|-<br />
|1610<br />
|11<br />
|-<br />
|1798<br />
|12<br />
|-<br />
|1984<br />
|13<br />
|-<br />
|2168<br />
|14<br />
|-<br />
|2352<br />
|15<br />
|-<br />
|2534<br />
|16<br />
|-<br />
|2715<br />
|17<br />
|-<br />
|2895<br />
|18<br />
|}<br />
<br />
== Plat Cost Formula ==<br />
<br />
This is the formula used to determine the platinum cost per acre for exploring<br />
<br />
(1000+3*((LAND-300)^(MAX(MIN(LAND^0.0185/1.05,1.121),1.09))))<br />
<br />
In this formula the LAND sections are where you would plug in the land size that you want to know the cost of exploration for.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Exploration&diff=679
Exploration
2020-11-30T01:44:27Z
<p>Jmerc13: /* Plat Cost Formula */</p>
<hr />
<div>This is what the original guide says about Exploration<br />
<br />
<pre><br />
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.<br />
<br />
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.<br />
</pre><br />
<br />
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.<br />
<br />
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 "acre of barren land", 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.<br />
<br />
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.<br />
<br />
<pre><br />
In the very first our your graph would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . . 10<br />
<br />
Then one hour later it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . 10 1<br />
<br />
Then, in 10 hours it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. 10 1 1 1 1 1 1 1 1 1 1<br />
</pre><br />
<br />
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.<br />
<br />
== Draftee cost ==<br />
<br />
Here's a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Land<br />
!Draftees<br />
|-<br />
|299<br />
|4<br />
|-<br />
|419<br />
|5<br />
|-<br />
|632<br />
|6<br />
|-<br />
|836<br />
|7<br />
|-<br />
|1035<br />
|8<br />
|-<br />
|1229<br />
|9<br />
|-<br />
|1421<br />
|10<br />
|}<br />
<br />
== Plat Cost Formula ==<br />
<br />
This is the formula used to determine the platinum cost per acre for exploring<br />
<br />
(1000+3*((LAND-300)^(MAX(MIN(LAND^0.0185/1.05,1.121),1.09))))<br />
<br />
In this formula the LAND sections are where you would plug in the land size that you want to know the cost of exploration for.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Exploration&diff=678
Exploration
2020-11-30T01:43:07Z
<p>Jmerc13: /* Plat Cost Formula */</p>
<hr />
<div>This is what the original guide says about Exploration<br />
<br />
<pre><br />
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.<br />
<br />
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.<br />
</pre><br />
<br />
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.<br />
<br />
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 "acre of barren land", 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.<br />
<br />
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.<br />
<br />
<pre><br />
In the very first our your graph would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . . 10<br />
<br />
Then one hour later it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . 10 1<br />
<br />
Then, in 10 hours it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. 10 1 1 1 1 1 1 1 1 1 1<br />
</pre><br />
<br />
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.<br />
<br />
== Draftee cost ==<br />
<br />
Here's a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Land<br />
!Draftees<br />
|-<br />
|299<br />
|4<br />
|-<br />
|419<br />
|5<br />
|-<br />
|632<br />
|6<br />
|-<br />
|836<br />
|7<br />
|-<br />
|1035<br />
|8<br />
|-<br />
|1229<br />
|9<br />
|-<br />
|1421<br />
|10<br />
|}<br />
<br />
== Plat Cost Formula ==<br />
<br />
This is the formula used to determine the platinum cost per acre for exploring<br />
<br />
(1000+3*((LAND-300)^(MAX(MIN(LAND^0.0185/1.05,1.121),1.09))))<br />
<br />
In this formula the LAND sections are where you would plug in the land size that you want to know the cost of.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Exploration&diff=677
Exploration
2020-11-30T01:41:19Z
<p>Jmerc13: /* Plat Cost Formula */</p>
<hr />
<div>This is what the original guide says about Exploration<br />
<br />
<pre><br />
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.<br />
<br />
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.<br />
</pre><br />
<br />
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.<br />
<br />
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 "acre of barren land", 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.<br />
<br />
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.<br />
<br />
<pre><br />
In the very first our your graph would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . . 10<br />
<br />
Then one hour later it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . 10 1<br />
<br />
Then, in 10 hours it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. 10 1 1 1 1 1 1 1 1 1 1<br />
</pre><br />
<br />
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.<br />
<br />
== Draftee cost ==<br />
<br />
Here's a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Land<br />
!Draftees<br />
|-<br />
|299<br />
|4<br />
|-<br />
|419<br />
|5<br />
|-<br />
|632<br />
|6<br />
|-<br />
|836<br />
|7<br />
|-<br />
|1035<br />
|8<br />
|-<br />
|1229<br />
|9<br />
|-<br />
|1421<br />
|10<br />
|}<br />
<br />
== Plat Cost Formula ==<br />
<br />
This is the formula used to determine the platinum cost per acre for exploring<br />
<br />
(1000+3*((LAND-300)^(MAX(MIN(LAND^0.0185/1.05,1.121),1.09))))</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Exploration&diff=676
Exploration
2020-11-30T01:40:46Z
<p>Jmerc13: </p>
<hr />
<div>This is what the original guide says about Exploration<br />
<br />
<pre><br />
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.<br />
<br />
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.<br />
</pre><br />
<br />
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.<br />
<br />
The Terrain does not have a size, it has a unit count. The unit of Terrain is 1 "acre of barren land", 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.<br />
<br />
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.<br />
<br />
<pre><br />
In the very first our your graph would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . . 10<br />
<br />
Then one hour later it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. . . . . . . . . . 10 1<br />
<br />
Then, in 10 hours it would look like this:<br />
1__2__3__4__5__6__7__8__9_10_11_12<br />
. 10 1 1 1 1 1 1 1 1 1 1<br />
</pre><br />
<br />
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.<br />
<br />
== Draftee cost ==<br />
<br />
Here's a table showing the current draftee cost thresholds. Explore one acre too much and the cost goes up to the next row.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Land<br />
!Draftees<br />
|-<br />
|299<br />
|4<br />
|-<br />
|419<br />
|5<br />
|-<br />
|632<br />
|6<br />
|-<br />
|836<br />
|7<br />
|-<br />
|1035<br />
|8<br />
|-<br />
|1229<br />
|9<br />
|-<br />
|1421<br />
|10<br />
|}<br />
<br />
== Plat Cost Formula ==<br />
<br />
(1000+3*((LAND-300)^(MAX(MIN(LAND^0.0185/1.05,1.121),1.09))))</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Diplomacy&diff=675
Diplomacy
2020-11-30T00:24:31Z
<p>Jmerc13: /* War */</p>
<hr />
<div>Through diplomacy, realms can declare war on each other.<br />
<br />
== War ==<br />
<br />
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 72 ticks, and once cancelled, realms cannot redeclare on their previous target for 24 ticks.<br />
<br />
War can be declared starting on day 6 of the round.<br />
<br />
=== Invasion ===<br />
<br />
In a unilateral war, both realms get +5% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.<br />
<br />
In a mutual war, the bonuses are +10% OP and +20% land gains and prestige and these bonuses become active a further 24 ticks after mutual war is declared.<br />
<br />
=== Black-Ops ===<br />
By declaring war, dominions in both realms can perform the 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.<br />
<br />
In a one way war, successful war-only black ops have a 25% chance to award +1 [[prestige]].<br />
<br />
In a mutual war, successful war-only black ops have a 25% chance to give +2 prestige gain, and a 25% chance to give -1 prestige for failed ops.<br />
<br />
All black ops are available to be used starting on day 8 of the round.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Diplomacy&diff=674
Diplomacy
2020-11-30T00:22:48Z
<p>Jmerc13: /* Black-Ops */</p>
<hr />
<div>Through diplomacy, realms can declare war on each other.<br />
<br />
== War ==<br />
<br />
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 72 ticks, and once cancelled, realms cannot redeclare on their previous target for 24 ticks.<br />
<br />
War can be declared starting on day 5 of the round.<br />
<br />
=== Invasion ===<br />
<br />
In a unilateral war, both realms get +5% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.<br />
<br />
In a mutual war, the bonuses are +10% OP and +20% land gains and prestige and these bonuses become active a further 24 ticks after mutual war is declared.<br />
<br />
=== Black-Ops ===<br />
By declaring war, dominions in both realms can perform the 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.<br />
<br />
In a one way war, successful war-only black ops have a 25% chance to award +1 [[prestige]].<br />
<br />
In a mutual war, successful war-only black ops have a 25% chance to give +2 prestige gain, and a 25% chance to give -1 prestige for failed ops.<br />
<br />
All black ops are available to be used starting on day 8 of the round.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Diplomacy&diff=673
Diplomacy
2020-11-30T00:22:28Z
<p>Jmerc13: /* Invasion */</p>
<hr />
<div>Through diplomacy, realms can declare war on each other.<br />
<br />
== War ==<br />
<br />
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 72 ticks, and once cancelled, realms cannot redeclare on their previous target for 24 ticks.<br />
<br />
War can be declared starting on day 5 of the round.<br />
<br />
=== Invasion ===<br />
<br />
In a unilateral war, both realms get +5% [[OP]] and +15% [[land gain]] and [[prestige]] bonus against each other 24 ticks after the initial declaration of war.<br />
<br />
In a mutual war, the bonuses are +10% OP and +20% land gains and prestige and these bonuses become active a further 24 ticks after mutual war is declared.<br />
<br />
=== Black-Ops ===<br />
By declaring war, dominions in both realms can perform the 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.<br />
<br />
In a one way war, successful war-only black ops have a 25% chance to award +1 [[prestige]].<br />
<br />
In a mutual war, successful war-only black ops have a 25% chance to give +2 [[prestige]] gain, and a 25% chance to give -1 [[prestige]] for failed ops.<br />
<br />
All black ops are available to be used starting on day 8 of the round.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Diplomacy&diff=672
Diplomacy
2020-11-30T00:21:32Z
<p>Jmerc13: /* Black-Ops */</p>
<hr />
<div>Through diplomacy, realms can declare war on each other.<br />
<br />
== War ==<br />
<br />
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 72 ticks, and once cancelled, realms cannot redeclare on their previous target for 24 ticks.<br />
<br />
War can be declared starting on day 5 of the round.<br />
<br />
=== Invasion ===<br />
<br />
In a unilateral war, both realms get +5% [[OP]] and +15% [[land gain]] bonus against each other 24 ticks after the initial declaration of war.<br />
<br />
In a mutual war, the bonuses are +10% OP and +20% land gains and these bonuses become active a further 24 ticks after mutual war is declared.<br />
<br />
=== Black-Ops ===<br />
By declaring war, dominions in both realms can perform the 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.<br />
<br />
In a one way war, successful war-only black ops have a 25% chance to award +1 [[prestige]].<br />
<br />
In a mutual war, successful war-only black ops have a 25% chance to give +2 [[prestige]] gain, and a 25% chance to give -1 [[prestige]] for failed ops.<br />
<br />
All black ops are available to be used starting on day 8 of the round.</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Nox&diff=671
Nox
2020-11-29T23:26:24Z
<p>Jmerc13: /* Military Units */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Nox<br />
| aliases = Noxie, The Nox<br />
| introduced = [[Round 14]]<br />
| round_wins = 0<br />
<br />
| attacker = Intermediate<br />
| converter = Intermediate<br />
| explorer = Beginner<br />
<br />
| alignment = Evil<br />
| land_type = Swamp<br />
<br />
}}<br />
<br />
'''Nox''' is the newest race in the game. There are many strategies for them as they are basically good at everything.<br />
<br />
If running full swamps they have the cheapest and one of the most efficient defense troops in the game. They also have an OP spell that supports your troops with 5% extra OP. They are land dependent, which might be tricky at first sight. But if you assume 30% homes and 5% towers, which is almost standard for every race, an extra 5% of swamps is not hard to reach.<br />
<br />
As OOP attackers they typically run a high amount of temples from the start, just to get their swamps up. Late-round high temples are a nice building to have anyway, especially if it boosts your DP. Their OP is rather expensive but their DP is so cheap and efficient that the expensive OP doesn't hurt in the long run.<br />
<br />
== Racial Bonuses ==<br />
<br />
* Mana Production: +10%<br />
* Food Consumption: -20%<br />
* Research Point Production: +10%<br />
<br />
Note: the Research Point bonus works for both [[Buildings#Building|School]] production and [[Invading|Invasion]] gains, but not for the small bonus you get when taking your [[Daily_bonus|Daily Land bonus]].<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Imp<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 300<br />
| spec1_ore = 0<br />
| spec1_special = <br />
<br />
| spec2_name = Fiend<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 325<br />
| spec2_ore = 25<br />
| spec2_special = <br />
<br />
| elite1_name = Nightshade<br />
| elite1_op = 0<br />
| elite1_dp = 3*<br />
| elite1_plat = 975<br />
| elite1_ore = 60<br />
| elite1_special = Increases by 1 for every 12% swamp, maximum +3.<br />
<br />
| elite2_name = Lich<br />
| elite2_op = 5<br />
| elite2_dp = 2<br />
| elite2_plat = 950<br />
| elite2_ore = 0<br />
| elite2_special = 50% fewer casualties <br />
<br />
}}<br />
<br />
== General information ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Nightfall''': Gives a 5% attack strength bonus<br />
<br />
=== Pros ===<br />
<br />
* Efficient DP<br />
* Cheap DP<br />
* Racial spell<br />
* Elite OP has 50% fewer casualties both on offense and defense<br />
<br />
=== Cons ===<br />
<br />
* High demand for swamps<br />
* Inefficient OP<br />
* Expensive OP<br />
* Rather slow <br />
<br />
[[Category:Race]]</div>
Jmerc13
https://wiki.opendominion.net/index.php?title=Nomad&diff=670
Nomad
2020-11-29T23:25:19Z
<p>Jmerc13: /* Military Units */</p>
<hr />
<div>{{Race_info<br />
<br />
| race = Nomad<br />
| aliases = <br />
| introduced = [[Round 1]]<br />
| round_wins = 0<br />
<br />
| attacker = Beginner<br />
| converter = Beginner<br />
| explorer = Beginner<br />
<br />
| alignment = Evil<br />
| land_type = Plains<br />
<br />
}}<br />
<br />
'''Human/Nomad''' are two races of Dominion. They are the same race and often considered the standard race in the game. The main difference is that Humans are [[Alignment|good]] and Nomads are [[Alignment|evil]]. They are suited for all types of players since their efficiency allows you to make quite a few mistakes and still manage a decent finish with them. They can be played as a [[Fast Attacking|fast attacker]] (with mod-[[buildings]]), as a slow attacker (with high [[Buildings|DMs]]), as a converter or an explorer. It is a good race to learn to understand the basics of the game as it allows you to run many different strategies and buildings.<br />
<br />
== Racial Bonuses ==<br />
<br />
* Mana Production: +10%<br />
<br />
== Military Units ==<br />
<br />
{{Race_units<br />
<br />
| spec1_name = Fighter<br />
| spec1_op = 3<br />
| spec1_dp = 0<br />
| spec1_plat = 275<br />
| spec1_ore = 25<br />
| spec1_special = <br />
<br />
| spec2_name = Crossbowman<br />
| spec2_op = 0<br />
| spec2_dp = 3<br />
| spec2_plat = 275<br />
| spec2_ore = 15<br />
| spec2_special = <br />
<br />
| elite1_name = Blademaster<br />
| elite1_op = 2<br />
| elite1_dp = 6<br />
| elite1_plat = 1050<br />
| elite1_ore = 75<br />
| elite1_special = -25% casualties<br />
<br />
| elite2_name = Valkyrie<br />
| elite2_op = 6<br />
| elite2_dp = 3<br />
| elite2_plat = 1250<br />
| elite2_ore = 100<br />
| elite2_special = Returns 3 hours faster from battle<br />
<br />
}}<br />
<br />
== General Info ==<br />
<br />
=== Racial Spell ===<br />
<br />
'''Crusade''': Gives 5% attack strength bonus, and allows you to kill [[Spirit]] & [[Undead]].<br />
<br />
Compared to for example [[Goblin]] which get +10% attack strength, Crusade is an expensive spell due to only giving +5%. However, every bit counts and you should be casting it if you are attacking.<br />
<br />
=== Pros ===<br />
<br />
* Efficient OP and DP<br />
* 9hr return Elite OP<br />
* Diverse strategies<br />
* Quite forgiving when making mistakes<br />
* OP spell<br />
<br />
=== Cons ===<br />
<br />
* Expensive OP makes it hard to attack every 9 hours<br />
<br />
== See also ==<br />
* [[Human]]: Nomad's good-aligned counterpart.<br />
<br />
[[Category:Race]]</div>
Jmerc13