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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 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 [[population]].
  
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;" | 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.
 
| 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;" | 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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Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.
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Disband Spies and Assassinate Wizards damage reduced by 10% per 1% owned, up to a maximum of 50% at 5% 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]]
 
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| 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.
 
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| 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.
 
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| 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)
 
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| style="vertical-align: top;" | Tower
 
| style="vertical-align: top;" | Tower
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| style="vertical-align: top;" | Guild
 
| style="vertical-align: top;" | 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;" | Spy, Wizard, and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.
  
 
[[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.
 
[[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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| 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).
 
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