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Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.
 
Buildings are the backbone of your [[dominion]] and provide you with [[production]] and various bonuses.
  
All constructed buildings except for Homes and Barracks provide 20 jobs and which are automatically filled by unemployed peasants. During construction all buildings provide 15 population. All constructed buildings except for Homes and Barracks provide 15 raw population.  See [[population]] for explanation on the difference between raw and modified population.
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All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants.
  
Buildings can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.
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They can only be [[#Construction|constructed]] on acres of [[Land#Barren|barren]] [[Land|land]]. Buildings cost [[Production#Platinum|platinum]] and [[Production#Lumber|lumber]], and require 1 acre of barren land. The [[#Construction|cost]] in platinum and lumber increases depending on your total land size.
  
Each building can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for '''Homes''', which depends on your [[race|race]].
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Each buildings can only be built on a specific [[Land#Types|land type]]. The land type for each building is always the same, except for '''Homes''', which depends on your [[race|race]].
  
 
All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].
 
All buildings take 12 hours to build. You can instantly [[#Destroy_Buildings|destroy buildings]].
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| style="vertical-align: top;" | School
 
| style="vertical-align: top;" | School
 
| style="vertical-align: top;" | Cavern
 
| style="vertical-align: top;" | Cavern
| style="vertical-align: top;" | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.
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| style="vertical-align: top;" | Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5).
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|-
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| style="vertical-align: top;" | Forest Haven
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| style="vertical-align: top;" | Forest
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| style="vertical-align: top;" | Produces 25 lumber per hour.
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[[Espionage#Spy_Strength|Spy Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned.
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Spy power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned.
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Spy training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.
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Disband spies damage and losses on failed spy ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.
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Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.
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|-
 
|-
 
| style="vertical-align: top;" | Lumberyard
 
| style="vertical-align: top;" | Lumberyard
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| style="vertical-align: top;" | Barracks
 
| style="vertical-align: top;" | Barracks
 
| style="vertical-align: top;" | Hill
 
| style="vertical-align: top;" | Hill
| style="vertical-align: top;" | Houses 36 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses. Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]
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| style="vertical-align: top;" | Houses 35 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses (except for prestige, which does affect barracks). Can be increased with the Bunk Beds [[teching|technology]] and School of War [[wonder]]
 
|-
 
|-
 
| style="vertical-align: top;" | Factory
 
| style="vertical-align: top;" | Factory
 
| style="vertical-align: top;" | Hill
 
| style="vertical-align: top;" | Hill
| style="vertical-align: top;" | Reduces building [[construction|construction costs]] and [[rezone|rezoning costs]] by 5% per 1% owned, up to a maximum of 50% bonus at 10% owned.  
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| style="vertical-align: top;" | Reduces building [[construction|construction costs]] by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.
Employs 25 peasants instead of 20.
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Reduces re-zoning costs by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.
 
|-
 
|-
 
| style="vertical-align: top;" | Guard Tower
 
| style="vertical-align: top;" | Guard Tower
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| style="vertical-align: top;" | Shrine
 
| style="vertical-align: top;" | Shrine
 
| style="vertical-align: top;" | Hill
 
| style="vertical-align: top;" | Hill
| style="vertical-align: top;" | Increases [[Hero]] experience gain by 2% per 1% owned, up to a maximum of 20% at 10% owned. Also increases hero bonus by 50% per 1% owned, up to a maximum of 500% at 10% owned.
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| style="vertical-align: top;" | Reduces [[casualties]] on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus at 16% owned.
 
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|-
 
| style="vertical-align: top;" | Gryphon Nest
 
| style="vertical-align: top;" | Gryphon Nest
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| style="vertical-align: top;" | Produces 80 bushels of [[food]] per hour.
 
| style="vertical-align: top;" | Produces 80 bushels of [[food]] per hour.
  
Each peasant, draftee, and military unit eats 0.25 bushels of food every hour.
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Each person eats 0.25 bushels of food every hour.
 
|-
 
|-
 
| style="vertical-align: top;" | Masonry
 
| style="vertical-align: top;" | Masonry
 
| style="vertical-align: top;" | Plain
 
| style="vertical-align: top;" | Plain
| style="vertical-align: top;" | Increases ALL [[Castle|Castle Bonuses]] by 2.6 * (Masonries / Total Land)%, no maximum
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| style="vertical-align: top;" | Increases ALL [[Castle|Castle Bonuses]] by 2.75 * (Masonries / Total Land)%, no maximum
 
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|-
 
| style="vertical-align: top;" | Smithy
 
| style="vertical-align: top;" | Smithy
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| style="vertical-align: top;" | Increases [[population]] growth rate by 6 * (Temples / Total Land)%
 
| style="vertical-align: top;" | Increases [[population]] growth rate by 6 * (Temples / Total Land)%
  
Reduces defensive bonuses of a target dominion during invasion by 1.5 * (Temples / Total Land)% to a minimum of 0% defensive bonus (maximum reduction 25% at 16.67% owned)
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Reduces defensive bonuses of a target dominion during invasion by 1.5 * (Temples / Total Land)% to a minimum of 0 defensive bonus (maximum reduction 25% at 16.67% owned)
 
|-
 
|-
 
| style="vertical-align: top;" | Tower
 
| style="vertical-align: top;" | Tower
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| style="vertical-align: top;" | Produces 25 [[mana]] per hour.
 
| style="vertical-align: top;" | Produces 25 [[mana]] per hour.
 
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|-
| style="vertical-align: top;" | Guild
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| style="vertical-align: top;" | Wizard Guild
 
| style="vertical-align: top;" | Swamp
 
| style="vertical-align: top;" | Swamp
| style="vertical-align: top;" | Spy, Assassin, Wizard, and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.
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| style="vertical-align: top;" | Produces 15 mana per hour.
 
 
[[Espionage#Spy_Strength|Spy Strength]] and [[Magic#Wizard_Strength|Wizard Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 1% at 10% owned.
 
  
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[[Magic#Wizard_Strength|Wizard Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned.
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Wizard power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned.
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Wizard and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.
 
Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.
 
Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.
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Lightning Bolt damage reduced by 6% per 1% owned, up to a maximum of 60% at 10% owned.
  
 
|-
 
|-
 
| style="vertical-align: top;" | Dock
 
| style="vertical-align: top;" | Dock
 
| style="vertical-align: top;" | Water
 
| style="vertical-align: top;" | Water
| style="vertical-align: top;" | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.25 + [0.05 x daysInRound] of your boats from being sunk.
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| style="vertical-align: top;" | Produces 1 boat every 20 hours on average, produces 40 bushels of food per hour and each dock prevents 2.5 of your boats from being sunk (increases by 0.05 each day after Day 25).
 
|}
 
|}
  
 
== Construction ==
 
== Construction ==
  
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below.  
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Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below. Total Built Land caps at 75 % of your total land, so if you are 1000 acres and have only 700 buildings, anything you build will be costed as though you have 750 buildings.
  
Acres gained by [[Invading]] someone 75% or larger will be discounted. The discount starts at 50%. After Day 25, the discount grows by 2% each day until a maximum of 70% reduction is reached on Day 35.
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Acres gained by [[Invading]] someone 75 % or larger will be discounted, costing only half. In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.
In addition, if you are invaded, lost buildings will give you the same discount. As of Round 18, these discounts do not stack.
 
  
 
=== Platinum cost ===
 
=== Platinum cost ===
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=== Lumber cost ===
 
=== Lumber cost ===
 
<code>(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25</code>
 
<code>(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25</code>
 
 
Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.
 
  
 
== Destroy Building ==
 
== Destroy Building ==

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