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=== Mana ===
 
=== Mana ===
Mana is used to cast spells. It is produced by Towers. It is also used to train some military units as [[Nox]] and all [[Spirit]] units.
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Mana is used to cast spells. It is produced by Towers.
  
 
As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed.
 
As an Explorer, you can get by with 1-2% Towers unless you wish to have a Mana surplus to cast spells on other Dominions in which case 2-4% (or more) will be needed.
 
Nox and Spirit players need considerably more, up to 10% to cover spells and training costs.
 
  
 
As an Attacker, you benefit greatly from using spells  
 
As an Attacker, you benefit greatly from using spells  
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* An attack on a target 60%-75% of your size generates 375 RP's, and targets 75%+ generates 750 RP's.  
 
* An attack on a target 60%-75% of your size generates 375 RP's, and targets 75%+ generates 750 RP's.  
* Every 1% of your land that you build as schools generates <code>(1-(schools/LAND))</code> with a minimum of 0.5 RP per hour. Schools above 50% of your size will not increase your RP generation.
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* Every 1% of your land that you build as schools generates 26 RP's. (This is not correct and will be updated)
 
* Each platinum bonus taken yields 750 RP's.
 
* Each platinum bonus taken yields 750 RP's.
  
Your first tech costs a minimum of 3750 RP and then the following formula applies:
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Each tech costs 10,000 RP's (incorrect, needs updating) and there are 66 available techs. It is not advised to attempt to get all techs - some strategies ignore techs completely, and others target getting up to 20 or 30 techs, depending on your playstyle. In general, a strategy that focuses on techs is slow but comes on strong by the end of the round.
 
 
<code>2.5x[LAND] + 100x[TECHS]</code>
 
 
 
Where LAND means your highest achieved acres (if you are invaded for example, your techs will not suddenly become cheaper) and TECHS is the number of techs your Dominion has already unlocked. Thus, each tech you unlock and each acre you gain will increase the cost of your next tech.
 
 
 
There are 66 available techs. It is not advised to attempt to get all techs - some strategies ignore techs completely, and others target getting up to 20 or 30 techs, depending on your playstyle. In general, a strategy that focuses on techs is slow but comes on strong by the end of the round.
 
  
 
=== Boats ===
 
=== Boats ===
Offensive military units need boats in order to be sent on invasion, unless they are specifically noted as not needing boats (such as [[Spirit]], [[Undead]], or [[Lizardfolk]] units. Each boat can carry 30 units and each dock produces one boat every 20 hours.
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Offensive military units need boats in order to be sent on invasion, unless they are specifically noted as not needing boats (such as [[Spirit]] spirit warriors or [[Lizardfolk]] units. Each boat can carry 30 units and each dock produces one boat every 20 hours.
  
 
During Protection, it’s wise to build between 10 and 20 Docks early if you plan to attack. After Protection, it is wise to add a few Docks every once in a while.
 
During Protection, it’s wise to build between 10 and 20 Docks early if you plan to attack. After Protection, it is wise to add a few Docks every once in a while.
  
 
Boats are a common target for black ops - they can be sunk, leaving an attacker unable to use their full invasion force! Docks protect boats from being sunk - each dock protects 2.5 boats from being sunk, and this increases by 0.05 each day after Day 25. Normally, only the strongest attackers are targeted by this operation but they can be forced to carry up to 5% docks to protect themselves!
 
Boats are a common target for black ops - they can be sunk, leaving an attacker unable to use their full invasion force! Docks protect boats from being sunk - each dock protects 2.5 boats from being sunk, and this increases by 0.05 each day after Day 25. Normally, only the strongest attackers are targeted by this operation but they can be forced to carry up to 5% docks to protect themselves!
 
The Imperial Armada [[Wonders|Wonder]] prevents any boats from being sunk for the realm that holds it.
 
  
 
== Spies and Wizards ==
 
== Spies and Wizards ==
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* '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military.
 
* '''Clear Sight''': reveals an accurate view of the target’s current resources and trained military.
* '''Vision''': reveals the target dominion's unlocked techs
 
 
* '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running!
 
* '''Revelation''': shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running!
* '''Disclosure''': reveals information about the target's Hero
 
 
* '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat.
 
* '''Barracks Spy''': gives you an accurate view of the target’s units in training. It also gives an estimate with 85% accuracy of how many units are at home or returning from combat.
 
* '''Castle Spy''': reveals the target’s Castle and improvements.  
 
* '''Castle Spy''': reveals the target’s Castle and improvements.  
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All races have four units, which are divided into two categories: specialists (“specs”) and elite units.
 
All races have four units, which are divided into two categories: specialists (“specs”) and elite units.
  
Specialists are the two cheaper unit types. For Humans, it’s Spearman and Archer.
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Specialists are the two cheaper unit types. For Humans, it’s Spearmen and Archer. For Nomad, it’s Fighter and Crossbowman.  
  
Elite units are better in that they give you more military power for each peasant you lose. For a Human, you get the same power from one elite unit as you would from two of the corresponding specialist unit.
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Elite units are better in that they give you more military power for each peasant you lose. For a Human or Nomad, you get the same power from one elite unit as you would from two of the corresponding specialist unit.
  
However, elite units can be quite a bit more expensive! Some specialists are usually trained at the start of the round and may be necessary in an emergency/quick-fix situation as they are cheaper and therefore can be trained faster. Some strategies rely on specialists as a primary unit as well - for example [[Goblin]] does not have a more efficient defender than the Shaman specialist.
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However, elite units can be quite a bit more expensive! Some specialists are usually trained at the start of the round and may be necessary in an emergency/quick-fix situation as they are cheaper and therefore can be trained faster. Some strategies rely on specialists as a primary unit as well - for example [[goblin]] does not have a more efficient defender than the shaman.
  
 
== Defense and Invasions ==
 
== Defense and Invasions ==
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Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units.
 
Goblin is unique in that it does not have an elite defensive unit. Instead, it relies on its specialist defender for defense and has two elite offensive units.
  
Because it needs so many units, Goblins have a large Population Bonus of 20%.
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Because it needs so many units, Goblin have a large Population Bonus of 20%.
  
Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. This is based on the target's production and is no longer based on the target's stocked resources which makes larger explorers a lucrative target when invading with Hobgoblins.
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Hobgoblin (5 offensive points and 3 defensive points) has the unique ability to plunder resources. If you send Hobgoblins on a successful invasion, they will steal some resources from your targets. It can be a significant reward if you are lucky and find a target with big stockpiles.
  
 
Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker.
 
Many players will argue that the Wolf Rider is better, not only because it’s a stronger unit (6 offensive points, but only 2 defensive points) but because it returns from invasions in 9 hours instead of the normal 12 hours. This has two benefits: it can allow you to attack twice from the same land size (hit once and hit again before 12 hours) and it can allow you to defend your land quicker.
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As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population.
 
As an Explorer, this can make Firewalkers very attractive. It doesn’t benefit Attackers as much, since even they typically benefit more from other buildings such as Homes to increase population.
  
Firewalker’s elite defender does not have any offensive power, and when killed in an invasion they will re-enter the training queue (as if 'reborn'). However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient.
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Firewalker’s elite defender does not have any offensive power, but it can only be killed by Icekin. However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient.
  
The elite attacker has a 45% reduction in casualties. If you would normally have lost 1,000 units during an attack, only 550 of this unit will die. They also have a small gap between offensive and defensive power, which means high defense when they are at home. But just like the elite defender, they are expensive and somewhat inefficient.
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The elite attacker has a 50% reduction in casualties. If you would normally have lost 1,000 units during an attack, only 500 of this unit will die. They also have a small gap between offensive and defensive power, which means high defense when they are at home. But just like the elite defender, they are expensive and inefficient.
  
 
=== Other ===
 
=== Other ===
  
 
There are several more [[races]] available.
 
There are several more [[races]] available.

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