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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 26 research points each hour per 1% owned, up to a maximum of 1040 at 40% owned.
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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 20 [[lumber]] per hour
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Increases [[Espionage#Spy_Strength|Spy Strength]] refresh rate by 1% for every 10% owned, up to a refresh bonus 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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Decreases cost of Spies by 4 * (Forest Havens / Total Land)%, to a maximum bonus of 40% at 10% owned.
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Reduces losses from disband spies attempts and on failed spy operations by 2.5 * (Forest Havens / Total Land)% to a maximum bonus of 25% at 10% owned.
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Reduces fireball damage by 10 * (Forest Havens / Total Land) % (based on total population at home), to a maximum bonus of 80% at 8% owned.
 
|-
 
|-
 
| 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 36 trained or training [[military|military units]]. Does not increase capacity as other buildings do for [[population]] bonuses.
 
|-
 
|-
 
| 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
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
 
|-
 
|-
 
| style="vertical-align: top;" | Guard Tower
 
| style="vertical-align: top;" | Guard Tower
 
| style="vertical-align: top;" | Hill
 
| style="vertical-align: top;" | Hill
| style="vertical-align: top;" | Increases [[Defensive Power]] by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.
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| style="vertical-align: top;" | Increases [[Defensive Power]] by 1.6 * (Guard Towers / Total Land)% to a maximum of 32% bonus
 
|-
 
|-
 
| 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
 
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|-
 
| style="vertical-align: top;" | Gryphon Nest
 
| style="vertical-align: top;" | Gryphon Nest
 
| style="vertical-align: top;" | Mountain
 
| style="vertical-align: top;" | Mountain
| style="vertical-align: top;" | Increases [[Offensive Power]] by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.
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| style="vertical-align: top;" | Increases [[Offensive Power]] by 1.6 * (Gryphon Nests / Total Land)% to a maximum of 32% bonus
 
|-
 
|-
 
| style="vertical-align: top;" | Ore Mine
 
| style="vertical-align: top;" | Ore Mine
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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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Reduces Lightning Bolt damage by 0.75 * (Masonries / Total Land)%, maximum 25% reduction
 
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|-
 
| style="vertical-align: top;" | Smithy
 
| style="vertical-align: top;" | Smithy
 
| style="vertical-align: top;" | Plain
 
| style="vertical-align: top;" | Plain
| style="vertical-align: top;" | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.
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| style="vertical-align: top;" | Reduces [[Military]] Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus.
  
 
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.
 
Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.
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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 1.35 * (Temples / Total Land)% to a minimum of 0 defensive bonus (maximum reduction 22.5%)
 
|-
 
|-
 
| 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;" | Increases [[Magic#Wizard_Strength|Wizard Strength]] refresh rate by 1% for every 10% owned, up to a refresh bonus of 2% at 20% 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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Decreases cost of Wizards and ArchMages by 4 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40% 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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Wizard Power increased by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 20% at 10% owned. (Except for Dark Elf)
  
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Decreases cost of [[spells]] and reduces losses on failed black operations by 3 * (Wizard Guilds / Total Land)% to a maximum bonus of 30%
 
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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 and 35 bushels of [[food]] per hour.
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Each dock will protect 2.5 boats you own from being sunk. (Increases by 0.1 for 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 ===
<code>(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres</code>
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<code>850+([Total Built Land]-250)*1.53</code>
  
 
=== Lumber cost ===
 
=== Lumber cost ===
<code>(ExploreAcres-250)*0.285 + 87.5  + ConqueredAcres/4.25</code>
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<code>88+([Total Built Land]-250)*0.35</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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