Difference between revisions of "Buildings"

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| 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% at 20% owned.
 
  
 +
[[Espionage#Spy_Strength|Spy Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned.
 
Spy power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned.
 
Spy power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned.
 +
Spy training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned.
 +
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.
 +
Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% owned.
  
Decreases cost of Spies by 4 * (Forest Havens / Total Land)%, to a maximum bonus of 40% at 10% owned.
 
 
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.
 
 
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;" | Wizard Guild
 
| style="vertical-align: top;" | Wizard 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% at 20% owned.
+
| style="vertical-align: top;" | Produces 15 mana per hour.
  
Decreases cost of Wizards and ArchMages by 4 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40% at 10% owned.
+
[[Magic#Wizard_Strength|Wizard Strength]] refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned.
 +
Wizard power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned.
 +
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.
  
Wizard Power increased by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 20% at 10% owned. (Except for Dark Elf)
 
 
Decreases cost of [[spells]] and reduces losses on failed black operations by 2.5 * (Wizard Guilds / Total Land)% to a maximum bonus of 25%
 
 
|-
 
|-
 
| 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. (Increases by 0.1 for each day after day 25)
 
 
|}
 
|}
  

Revision as of 01:06, 15 October 2021

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 which are automatically filled by unemployed peasants.

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 25 research points each hour per 1% owned, up to a maximum of 750 at 30% owned.

Generates an additional 130 research points per 1% owned when invading targets at least 75% of your size, up to a maximum of 2600 at 20% owned.

Forest Haven Forest Produces 25 lumber per hour.

Spy Strength refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned. Spy power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned. Spy training costs reduced by 3.5% per 1% owned, up to a maximum of 35% at 10% owned. 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. Fireball damage reduced by 10% per 1% owned, up to a maximum of 80% at 8% 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

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

Guard Tower Hill Increases Defensive Power by 1.6 * (Guard Towers / Total Land)% to a maximum of 32% bonus
Shrine Hill Reduces casualties on offense by 5 * (Shrines / Total Land)% to a maximum of 80% bonus
Gryphon Nest Mountain Increases Offensive Power by 1.6 * (Gryphon Nests / Total Land)% to a maximum of 32% bonus
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

Reduces Lightning Bolt damage by 0.75 * (Masonries / Total Land)%, maximum 25% reduction

Smithy Plain 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.

Temple Swamp Increases population growth rate by 6 * (Temples / Total Land)%

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%)

Tower Swamp Produces 25 mana per hour.
Wizard Guild Swamp Produces 15 mana per hour.

Wizard Strength refresh rate increased by 0.1% per 1% owned, up to a maximum of 2% at 20% owned. Wizard power increased by 2% per 1% owned, up to a maximum of 20% at 10% owned. 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.

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. 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, 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.

Platinum cost

(ExploredAcres - 250)*1.25 + 850 + ConqueredAcres

Lumber cost

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

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