Difference between revisions of "Buildings"

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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 [[population]].
  
 
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.
 
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.
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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).  
+
| 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;" | Forest Haven
 
| style="vertical-align: top;" | Forest Haven
 
| style="vertical-align: top;" | Forest
 
| style="vertical-align: top;" | Forest
| style="vertical-align: top;" | Produces 20 lumber per hour
+
| style="vertical-align: top;" | Produces 25 lumber per hour.
 
 
Increases [[Espionage#Spy_Strength|Spy Strength]] refresh rate by 1% for every 10% owned, up to a refresh bonus of 2%
 
 
 
Decreases cost of Spies by 2 * (Forest Havens / Total Land)%, to a maximum bonus of 40%
 
  
Reduces losses on failed spy operations by 3 * (Forest Havens / Total Land)% to a maximum bonus of 30%
+
Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.
  
Reduces fireball damage by 10 * (Forest Havens / Total Land) % (based on total population at home), to a maximum bonus of 80%
+
Disband Spies and Assassinate Wizards damage reduced by 10% per 1% owned, up to a maximum of 50% at 5% 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.
+
| 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]]
 
|-
 
|-
 
| 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]] by 4 * (Factories / Total Land)% to a maximum of 75% bonus
+
| style="vertical-align: top;" | Reduces building [[construction|construction costs]] by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.
  
Reduces re-zoning costs by 3 * (Factories / Total Land)% to a maximum of 75% bonus
+
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
 
| 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
+
| style="vertical-align: top;" | Increases [[Defensive Power]] by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.
 
|-
 
|-
 
| style="vertical-align: top;" | Shrine
 
| style="vertical-align: top;" | Shrine
 
| style="vertical-align: top;" | Hill
 
| style="vertical-align: top;" | Hill
| style="vertical-align: top;" | Reduces [[casualties]] on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus
+
| style="vertical-align: top;" | Reduces [[casualties]] on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus at 16% owned.
 
|-
 
|-
 
| 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
+
| style="vertical-align: top;" | Increases [[Offensive Power]] by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.
 
|-
 
|-
 
| style="vertical-align: top;" | Ore Mine
 
| style="vertical-align: top;" | Ore Mine
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| style="vertical-align: top;" | Produces 45 [[platinum]] per hour.
 
| style="vertical-align: top;" | Produces 45 [[platinum]] per hour.
 
|-
 
|-
| style="vertical-align: top;" | Farm
+
| style="vertical-align: top;" | Farms
 
| style="vertical-align: top;" | Plain
 
| style="vertical-align: top;" | Plain
 
| style="vertical-align: top;" | Produces 80 bushels of [[food]] per hour.
 
| style="vertical-align: top;" | Produces 80 bushels of [[food]] per hour.
 +
 +
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 2.75 * (Masonries / Total Land)%, no maximum
 
| style="vertical-align: top;" | Increases ALL [[Castle|Castle Bonuses]] by 2.75 * (Masonries / Total Land)%, no maximum
 
Reduces Lightning Bolt damage by 0.75 * (Masonries / Total Land)%, maximum 25% reduction
 
 
|-
 
|-
 
| 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.
+
| 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.
  
 
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%)
+
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.
 
|-
 
|-
| style="vertical-align: top;" | Wizard Guild
+
| style="vertical-align: top;" | Guild
 
| style="vertical-align: top;" | Swamp
 
| style="vertical-align: top;" | Swamp
| 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%
+
| 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.
  
Decreases cost of Wizards and ArchMages by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
+
[[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.
  
Decreases cost of [[spells]] by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
+
Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.
  
Reduces losses on failed black operations by 3 * (Wizard Guilds / Total Land)% to a maximum bonus of 30%
 
 
|-
 
|-
 
| 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 and 35 bushels of [[food]] per hour.
+
| 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).
 
 
Each dock will protect 2.5 boats you own from being sunk.
 
 
|}
 
|}
  
 
== Construction ==
 
== Construction ==
  
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.
+
Constructing buildings costs [[platinum]] and [[lumber]]. The formulas are below.  
  
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.
+
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.
 +
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>850+([Total Built Land]-250)*1.53</code>
+
<code>(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres</code>
  
 
=== Lumber cost ===
 
=== Lumber cost ===
<code>88+([Total Built Land]-250)*0.35</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 ==

Revision as of 02:17, 14 November 2022

Information

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 population.

They can only be constructed on acres of barren land. Buildings cost platinum and lumber, and require 1 acre of barren land. The cost in platinum and lumber increases depending on your total land size.

Each buildings can only be built on a specific land type. The land type for each building is always the same, except for Homes, which depends on your race.

All buildings take 12 hours to build. You can instantly destroy buildings.

Buildings

Building Land Type Description
Home Race Specific Houses 30 people.
Diamond Mine Cavern Produces 15 gems per hour.
School Cavern Produces (1 - (Schools / Total Land)) research points per hour (minimum of 0.5). Production is capped if Schools exceed 50% of Total Land.
Forest Haven Forest Produces 25 lumber per hour.

Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.

Disband Spies and Assassinate Wizards damage reduced by 10% per 1% owned, up to a maximum of 50% at 5% owned.

Lumberyard Forest Produces 50 lumber per hour.
Barracks Hill Houses 36 trained or training military units. Does not increase capacity as other buildings do for population bonuses. Can be increased with the Bunk Beds technology and School of War wonder
Factory Hill Reduces building construction costs by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.

Reduces re-zoning costs by 4 * (Factories / Total Land)% to a maximum of 60% bonus at 15% owned.

Guard Tower Hill Increases Defensive Power by 1.75 * (Guard Towers / Total Land)% to a maximum of 35% bonus at 20% owned.
Shrine Hill Reduces casualties on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus at 16% owned.
Gryphon Nest Mountain Increases Offensive Power by 1.75 * (Gryphon Nests / Total Land)% to a maximum of 35% bonus at 20% owned.
Ore Mine Mountain Produces 60 ore per hour.
Alchemy Plain Produces 45 platinum per hour.
Farms Plain Produces 80 bushels of food per hour.

Each person eats 0.25 bushels of food every hour.

Masonry Plain Increases ALL Castle Bonuses by 2.75 * (Masonries / Total Land)%, no maximum
Smithy Plain Reduces Military Unit costs (except Wizards, ArchMages, and Spies) by 2 * (Smithies / Total Land)% to a maximum of 36% bonus at 18% owned.

Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races.

Temple Swamp 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)

Tower Swamp Produces 25 mana per hour.
Guild Swamp Spy, Wizard, and Archmage training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.

Spy Strength and Wizard Strength refresh rate increased by 0.1% per 1% owned, up to a maximum of 1% at 10% owned.

Losses on failed black ops reduced by 2.5% per 1% owned, up to a maximum of 25% at 10% owned.

Dock Water 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

Constructing buildings costs platinum and lumber. The formulas are below.

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. 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

(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres

Lumber cost

(ExploreAcres-250)*0.285 + 87.5 + ConqueredAcres/4.25


Bonuses from factories, techs, wonders, etc, are added together, to a maximum of -75%, before multiplying these cost formulas.

Destroy Building

You can destroy buildings by going to the Destroy Buildings page.

Destroying a building is immediate and frees up one acre of the corresponding land type.

See Also