Editing My First Round
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If you want to play with friends, you can create a pack for 2-5 players (including you). Each player in a pack of 5 must pick a different race. If you choose a two-player pack, you may join with another group of four players (four a total of six players joining a realm as a pack). If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated). If you join as a single ("Random") player, you will likely join a group of experienced players to guide in your realm! | If you want to play with friends, you can create a pack for 2-5 players (including you). Each player in a pack of 5 must pick a different race. If you choose a two-player pack, you may join with another group of four players (four a total of six players joining a realm as a pack). If you want to play as a group of three, simply join as a four-player pack and do not fill the fourth slot (outdated). If you join as a single ("Random") player, you will likely join a group of experienced players to guide in your realm! | ||
− | When you create your Dominion, you will be asked which race to play. If you are a beginner, we highly recommend Human and Merfolk. We will explain why later. For now, all you need to know is that Human and | + | When you create your Dominion, you will be asked which race to play. If you are a beginner, we highly recommend Human and Merfolk. We will explain why later. For now, all you need to know is that Human and Nomad are solid beginner races. |
Joining late is perfectly fine - it's a great way to learn the game! You will receive bonus resources and units to compensate for being behind in production. This bonus will ease your transition into the game, but you are always better off starting earlier in the round! The bonus is calculated as follows: | Joining late is perfectly fine - it's a great way to learn the game! You will receive bonus resources and units to compensate for being behind in production. This bonus will ease your transition into the game, but you are always better off starting earlier in the round! The bonus is calculated as follows: | ||
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== Protection == | == Protection == | ||
− | Once a round has started, every Dominion is under Protection for 72 "ticks" which lasts for up to a week and can be completed at your leisure, and restarted as many times as you need before the round starts. During this time you cannot invade, be invaded, or take any kind of action against other Dominions | + | Once a round has started, every Dominion is under Protection for 72 "ticks" which lasts for up to a week and can be completed at your leisure, and restarted as many times as you need before the round starts. During this time you cannot invade, be invaded, or take any kind of action against other Dominions. Each "tick" represents the production that would normally happen during an hour change. To move forward through production, simply click "Proceed to next hour" in the top of your page. For new players, it is ''highly'' advised to select a "quickstart" strategy by clicking the "Skip Protection" button and selecting a strategy. |
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For hints, tips, and tricks, reach out to more experienced players in the #excel-sim channel on discord. | For hints, tips, and tricks, reach out to more experienced players in the #excel-sim channel on discord. | ||
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=== Gems === | === Gems === | ||
− | Gems are not used for any type of construction. They are used for Castle Improvements | + | Gems are not used for any type of construction of training. They are used for Castle Improvements. |
* Science: increases your platinum production. | * Science: increases your platinum production. | ||
* Keep: increase your Population Bonus. | * Keep: increase your Population Bonus. | ||
− | * Towers: increases your | + | * Towers: increases your wizard power, spell damage resistance and mana production. |
* Forges: increases your offensive power. | * Forges: increases your offensive power. | ||
* Walls: increases your defensive power. | * Walls: increases your defensive power. | ||
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=== Mana === | === Mana === | ||
− | Mana is used to cast spells. It is produced by Towers | + | Mana is used to cast spells. It is produced by Towers. |
As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed. | As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed. | ||
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As an Attacker, you benefit greatly from using spells | As an Attacker, you benefit greatly from using spells | ||
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* An attack on a target 60%-75% of your size generates 375 RP's, and targets 75%+ generates 750 RP's. | * An attack on a target 60%-75% of your size generates 375 RP's, and targets 75%+ generates 750 RP's. | ||
− | * Every 1% of your land that you build as schools generates | + | * Every 1% of your land that you build as schools generates 26 RP's. (This is not correct and will be updated) |
* Each platinum bonus taken yields 750 RP's. | * Each platinum bonus taken yields 750 RP's. | ||
− | + | Each tech costs 10,000 RP's (incorrect, needs updating) and there are 66 available techs. It is not advised to attempt to get all techs - some strategies ignore techs completely, and others target getting up to 20 or 30 techs, depending on your playstyle. In general, a strategy that focuses on techs is slow but comes on strong by the end of the round. | |
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=== Boats === | === Boats === | ||
− | Offensive military units need boats in order to be sent on invasion, unless they are specifically noted as not needing boats (such as [[Spirit]] | + | Offensive military units need boats in order to be sent on invasion, unless they are specifically noted as not needing boats (such as [[Spirit]] spirit warriors or [[Lizardfolk]] units. Each boat can carry 30 units and each dock produces one boat every 20 hours. |
During Protection, it’s wise to build between 10 and 20 Docks early if you plan to attack. After Protection, it is wise to add a few Docks every once in a while. | During Protection, it’s wise to build between 10 and 20 Docks early if you plan to attack. After Protection, it is wise to add a few Docks every once in a while. | ||
Boats are a common target for black ops - they can be sunk, leaving an attacker unable to use their full invasion force! Docks protect boats from being sunk - each dock protects 2.5 boats from being sunk, and this increases by 0.05 each day after Day 25. Normally, only the strongest attackers are targeted by this operation but they can be forced to carry up to 5% docks to protect themselves! | Boats are a common target for black ops - they can be sunk, leaving an attacker unable to use their full invasion force! Docks protect boats from being sunk - each dock protects 2.5 boats from being sunk, and this increases by 0.05 each day after Day 25. Normally, only the strongest attackers are targeted by this operation but they can be forced to carry up to 5% docks to protect themselves! | ||
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== Spies and Wizards == | == Spies and Wizards == | ||
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* '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military. | * '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military. | ||
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* '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running! | * '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running! | ||
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* '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat. | * '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat. | ||
* '''Castle Spy''': reveals the target’s Castle and improvements. | * '''Castle Spy''': reveals the target’s Castle and improvements. | ||
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All races have four units, which are divided into two categories: specialists (“specs”) and elite units. | All races have four units, which are divided into two categories: specialists (“specs”) and elite units. | ||
− | Specialists are the two cheaper unit types. For Humans, it’s | + | Specialists are the two cheaper unit types. For Humans, it’s Spearmen and Archer. For Nomad, it’s Fighter and Crossbowman. |
− | Elite units are better in that they give you more military power for each peasant you lose. For a Human, you get the same power from one elite unit as you would from two of the corresponding specialist unit. | + | Elite units are better in that they give you more military power for each peasant you lose. For a Human or Nomad, you get the same power from one elite unit as you would from two of the corresponding specialist unit. |
− | However, elite units can be quite a bit more expensive! Some specialists are usually trained at the start of the round and may be necessary in an emergency/quick-fix situation as they are cheaper and therefore can be trained faster. Some strategies rely on specialists as a primary unit as well - for example [[ | + | However, elite units can be quite a bit more expensive! Some specialists are usually trained at the start of the round and may be necessary in an emergency/quick-fix situation as they are cheaper and therefore can be trained faster. Some strategies rely on specialists as a primary unit as well - for example [[goblin]] does not have a more efficient defender than the shaman. |
== Defense and Invasions == | == Defense and Invasions == | ||
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Remember you only need to defend against dominions in your range! A dominion twice your size will need more defense than you - normally not quite twice your defense, but that is a good place to start (constant DPA). | Remember you only need to defend against dominions in your range! A dominion twice your size will need more defense than you - normally not quite twice your defense, but that is a good place to start (constant DPA). | ||
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=== Invading === | === Invading === | ||
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* Guard Towers: multiply the percentage of Guard Towers by 1.75, up to a maximum of 35% bonus. | * Guard Towers: multiply the percentage of Guard Towers by 1.75, up to a maximum of 35% bonus. | ||
− | Note that some races also gain bonuses from certain | + | Note that some races also gain bonuses from certain buildings such as Dark Elf Adepts who gain increased raw defense from Wizard Guilds. Lycanthrope are the only race with a racial defensive bonus of 5%. Make sure to factor this into your calculations: |
<code> Modified Defensive Power = (Raw Defense) * (1 + Total Defensive Bonus - Temple Reduction) </code> | <code> Modified Defensive Power = (Raw Defense) * (1 + Total Defensive Bonus - Temple Reduction) </code> | ||
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== Buildings == | == Buildings == | ||
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Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units. | Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units. | ||
− | Because it needs so many units, | + | Because it needs so many units, Goblin have a large Population Bonus of 20%. |
− | Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. | + | Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. It can be a significant reward if you are lucky and find a target with big stockpiles. |
Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker. | Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker. | ||
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The Dwarven specialist defender produces 0.50 Ore per hour each. While this is little compared to 60 Ore per hour per Ore Mine, it can act as a nice supplemental income. | The Dwarven specialist defender produces 0.50 Ore per hour each. While this is little compared to 60 Ore per hour per Ore Mine, it can act as a nice supplemental income. | ||
− | + | Much like Lizardfolk, the elite defender (Cleric) has equival offensive and defensive strength. They also have a special ability which makes them reduce losses in battle. However, this is a very small bonus and doesn’t have a significant impact overall. They also have the ability to kill Undead and Spirit units on both offense and defense. | |
Dwarves can be difficult to play. The elite offensive unit, Warrior, has 7 offensive points and only 2 defensive points. The big gap makes Dwarves vulnerable to growing quickly and being invaded even with Warriors at home. Experienced players will balance this by also using Clerics. | Dwarves can be difficult to play. The elite offensive unit, Warrior, has 7 offensive points and only 2 defensive points. The big gap makes Dwarves vulnerable to growing quickly and being invaded even with Warriors at home. Experienced players will balance this by also using Clerics. | ||
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As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population. | As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population. | ||
− | Firewalker’s elite defender does not have any offensive power, | + | Firewalker’s elite defender does not have any offensive power, but it can only be killed by Icekin. However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient. |
− | The elite attacker has a | + | The elite attacker has a 50% reduction in casualties. If you would normally have lost 1,000 units during an attack, only 500 of this unit will die. They also have a small gap between offensive and defensive power, which means high defense when they are at home. But just like the elite defender, they are expensive and inefficient. |
=== Other === | === Other === | ||
There are several more [[races]] available. | There are several more [[races]] available. |