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Before picking a race, you must know what style you will be playing. Style is the most fundamental part of a strategy. There are three basic styles of playing:
 
Before picking a race, you must know what style you will be playing. Style is the most fundamental part of a strategy. There are three basic styles of playing:
  
* Exploring  
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1. Exploring  
* Attacking  
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2. Attacking  
* Converting
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3. Converting
 
   
 
   
  
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*    Dominion Name is the name of your dominion and it will be what other players see you as. A-Z, 0-9, !, -, . and : can be used to form a Dominion Name.   
 
*    Dominion Name is the name of your dominion and it will be what other players see you as. A-Z, 0-9, !, -, . and : can be used to form a Dominion Name.   
 
*   
 
*   
*    Ruler's Name is the name of the ruler of your dominion. It is suggested to not use your Username as Ruler's Name, nor is it recommended to use the alias or nick you use otherwise. The latter is to avoid people from finding out who you are. What title(Lord, General, Duchess) you use has no significance at all other than determining gender of your ruler (see [[Valhalla#Titles|titles]]).   
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*    Ruler's Name is the name of the ruler of your dominion. It is suggested to not use your Username as Ruler's Name, nor is it recommended to use the alias or nick you use otherwise. The latter is to avoid people from finding out who you are. What title(Lord, General, Duchess) you use has no significance at all other than determining gender of your ruler (see titles).   
 
*   
 
*   
 
*    Race should be a piece of cake to pick by now.   
 
*    Race should be a piece of cake to pick by now.   
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= The Menu =
 
= The Menu =
So you have now signed up and are looking at something you may not be able to quite understand. This is normal and you will be guided through it. Again: '''Don't panic!'''
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So you have now signed up and are looking at something you may not be able to quite understand. This is normal and you will be guided through it. Again: Don't panic!
  
Let's begin by exploring the menu, and if at any time you get lost or confused about something, check out the in game help files called the [https://www.opendominion.net/scribes Scribes].  
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Let's begin by exploring the menu.
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Almost all menu items contain links called About... and Help for x. Click these to read the game's own description of something, called the Scribes.  
 
== Status ==
 
== Status ==
 
Here is an overview of your dominion. It will say how long is left of protection (more about that later), how much of the different resources you have and how great your army is.  
 
Here is an overview of your dominion. It will say how long is left of protection (more about that later), how much of the different resources you have and how great your army is.  
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Under the various advisors you can see how your dominion is doing and what is going on.
 
Under the various advisors you can see how your dominion is doing and what is going on.
  
* Production Advisor tells you about your dominion's [[production]] and [[Population#Employment|employment]].
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* Military Advisor shows your military in detail. (This is not where you train.)
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* Production Advisor tells you about your dominion's production and employment.
* Land Advisor shows how your land is broken down into different landtypes and it shows any incoming land.
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*     Military Advisor shows your military in detail. (This is not where you train.)
* Construction Advisor shows what buildings you have, what percentage they make up and any incoming buildings. Barren land is land that is not yet built or does not have buildings in progress.
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*     Land Advisor shows how your land is broken down into different landtypes and it shows any incoming land.
* Magic Advisor shows spells currently affecting your dominion.
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*     Construction Advisor shows what buildings you have, what percentage they make up and any incoming buildings. Barren land is land that is not yet built or does not have buildings in progress.
* Rankings Advisor (also linked to on the Status page) shows how you are fairing compared to the rest of the game.
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*     Magic Advisor shows spells currently affecting your dominion.
* Statistics Advisor shows unreliable information about offensive power, defensive power and defense/acre. Wizard and Spy Ratios are interesting numbers. The rest are solely trivia.
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*     Rankings Advisor (also linked to on the Status page) shows how you are fairing compared to the rest of the game.
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*     Statistics Advisor shows unreliable information about offensive power, defensive power and defense/acre. Wizard and Spy Ratios are interesting numbers. The rest are solely trivia.
 +
*
  
 
== Daily Bonuses ==
 
== Daily Bonuses ==
 
Every day, your dominion is given two bonuses.
 
Every day, your dominion is given two bonuses.
  
* Platinum bonus: you gain 4*peasants platinum.
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    * Platinum bonus: you gain 4*peasants platinum.
* Daily bonus: you can 20 acres of your home landtype.
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    *     Daily bonus: you can 20 acres of your home landtype.
  
 
== Explore ==
 
== Explore ==
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Rezoning is mostly something attackers do. They may have conquered landtypes that do not entirely suit their needs and will hence want to rezone. Rezoning comes at a cost depending solely on your landsize and you can rezone any landtype into another landtype.  
 
Rezoning is mostly something attackers do. They may have conquered landtypes that do not entirely suit their needs and will hence want to rezone. Rezoning comes at a cost depending solely on your landsize and you can rezone any landtype into another landtype.  
 
== Improvements ==
 
== Improvements ==
This page serves two purposes. The main one is to manage your [[Castle Improvements]] (see the linked article). If you are [[teching]] (not recommended for newbies though) it will say here if your dominion has enough research points to obtain (take) a new technological advancement. If you click View Your Dominion's Technological Advancements you will see more details about your teching status.  
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This page serves two purposes. The main one is to manage your Castle Improvements (see the linked article). If you are teching (not recommended for newbies though) it will say here if your dominion has enough research points to obtain (take) a new technological advancement. If you click View Your Dominion's Technological Advancements you will see more details about your teching status.  
 
=== Wonders ===
 
=== Wonders ===
Below your castle, there may or may not be a wonder, depending on whether your realm has taken one. See [[wonders]] for more details.
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Below your castle, there may or may not be a wonder, depending on whether your realm has taken one. See wonders for more details.  
 
 
 
== National Bank ==
 
== National Bank ==
 
The national bank is used scarcely and only in emergencies (such as when in dire need of food). Races (aside from Nox) that depend on a certain landtype will be producing a lot of lumber or ore, which they initially will be using for Improvements. But later into the round, it will typically pay off more to exchange the excessive ore and lumber into platinum using the National Bank.  
 
The national bank is used scarcely and only in emergencies (such as when in dire need of food). Races (aside from Nox) that depend on a certain landtype will be producing a lot of lumber or ore, which they initially will be using for Improvements. But later into the round, it will typically pay off more to exchange the excessive ore and lumber into platinum using the National Bank.  
 
== Military ==
 
== Military ==
Here is where you maintain your [[army]]. You will see what percentage of your total population your army is and how many peasants you have. This is also where you set [[draft rate]] (see linked article).
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Here is where you maintain your army. You will see what percentage of your total population your army is and how many peasants you have. This is also where you set draft rate (see linked article).
 
 
All units cost 1 draftee except ArchMages which cost 1 wizard.
 
  
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All units cost 1 draftee except ArchMages which cost 1 wizard.
 
== Invade ==
 
== Invade ==
 
This is where attackers go to have fun. Here is also where you accurately can calculate your own offense and defense (unlike the unreliable numbers found in the Statistics Advisor). To do so, click Calculate your Attack with the Battle Calculator.  
 
This is where attackers go to have fun. Here is also where you accurately can calculate your own offense and defense (unlike the unreliable numbers found in the Statistics Advisor). To do so, click Calculate your Attack with the Battle Calculator.  
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Target Race does not matter for any of the recommended attacking races, nor does Target Land Total. War Status only matters if your realm is at war with another realm.
 
Target Race does not matter for any of the recommended attacking races, nor does Target Land Total. War Status only matters if your realm is at war with another realm.
  
Below, you will see a list of two or three [[units]]. If you see two or three depends on if your elite defender (Human: Knight, Nomad: Blademaster, Lizardfolk: Chameleon, Merfolk: Leviathan) has any offensive power. These units should however extremely rarely be used for offense.
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Below, you will see a list of two or three units. If you see two or three depends on if your elite defender (Human: Knight, Nomad: Blademaster, Lizardfolk: Chameleon, Merfolk: Leviathan) has any offensive power. These units should however extremely rarely be used for offense.
 
 
To calculate your [[offensive power]] (shortened OP) and at the same time [[defensive power]] (shortened DP), specify how many offensive units you want to send and click Calculate. You will see a table with two columns; one showing OP and one showing DP and all bonuses applying to them.
 
  
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To calculate your offensive power (shortened OP) and at the same time defensive power (shortened DP), specify how many offensive units you want to send and click Calculate. You will see a table with two columns; one showing OP and one showing DP and all bonuses applying to them.
 
=== Defense Calculator ===
 
=== Defense Calculator ===
There is also a Defense Calculator.
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There is also a Defense Calculator which is only available to players with premium account. It is however rarely used.  
 
 
 
== Magic ==
 
== Magic ==
Here is where you cast [[spells]].
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Here is where you cast spells.  
 
 
 
== Espionage ==
 
== Espionage ==
Here is where you perform [[espionage]].
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Here is where you perform espionage.  
 
 
 
== Messages ==
 
== Messages ==
 
On this page you can read messages you have received as well as send messages to other dominions. Messages are deleted after 7 days if not deleted manually.  
 
On this page you can read messages you have received as well as send messages to other dominions. Messages are deleted after 7 days if not deleted manually.  
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A mini-messageboard for your realm only.  
 
A mini-messageboard for your realm only.  
 
== Op Center ==
 
== Op Center ==
Informative operations (spells and espionage) are stored here. See [[Op Center]].
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Informative operations (spells and espionage) are stored here. See Op Center.  
 
 
 
== Government ==
 
== Government ==
Here you vote for the [[monarch]] of the realm, usually agreed upon in the council. This is also the place where you can apply for or leave the [[Royal Guard]] / [[Elite Guard]]
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Here you vote for the monarch of the realm, usually agreed upon in the council. This is also the place where you can apply for or leave the Royal Guard / Elite Guard
 
 
 
== Diplomacy ==
 
== Diplomacy ==
[[Monarch]]s can declare war or peace here. Other dominions can see current relations with other realms. See [[Diplomacy]].
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Monarchs can declare war or peace here. Other dominions can see current relations with other realms. See Diplomacy.  
 
 
 
== The Realm ==
 
== The Realm ==
 
This page is sometimes referred to realm view or realm browser. Clicking the menu item will bring up an overview of your realm and all dominions in it. You can either click Previous or Next to see an overview of other realms, or specify a certain realm's number to see it.  
 
This page is sometimes referred to realm view or realm browser. Clicking the menu item will bring up an overview of your realm and all dominions in it. You can either click Previous or Next to see an overview of other realms, or specify a certain realm's number to see it.  
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A page containing all current rankings of the game.  
 
A page containing all current rankings of the game.  
 
== Town Crier ==
 
== Town Crier ==
The town crier (usually called TC) shows you what is happening in your realm. If someone in your realm attacks or is attacked, this will show up in the Town Crier. When new [[wonders]] are discovered or when a wonder is taken by a realm, this will be shown in the Town Crier.
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The town crier (usually called TC) shows you what is happening in your realm. If someone in your realm attacks or is attacked, this will show up in the Town Crier. When new wonders are discovered or when a wonder is taken by a realm, this will be shown in the Town Crier.  
 
 
 
== Logout ==
 
== Logout ==
 
Pathway to RL.
 
Pathway to RL.
  
However, see [[Activity]].
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However, see Activity.
  
 
= Protection =
 
= Protection =
Note: In this guide it is assumed that you started when [[registration]] was opened. If you started in the middle of the round, read this and then the appendix to this chapter.
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Note: In this guide it is assumed that you started when registration was opened. If you started in the middle of the round, read this and then the appendix to this chapter.
  
The first 72 hours of the round (or the first 72 hours since you registered) are called [[protection]]. Read the entire linked article. Where the examples say hour x the game in fact displays You are under a magical state of protection for z hours. The value of z is defined according to the following equation:
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The first 72 hours of the round (or the first 72 hours since you registered) are called protection. Read the entire linked article. Where the examples say hour x the game in fact displays You are under a magical state of protection for z hours. The value of z is defined according to the following equation:
  
<blockquote> z = 72 - x - 1 </blockquote>
+
z = 72 - x - 1
  
So hour 60 (when units must be trained) is when the game says there are 11.?? hours left of protection. This is because [[Military#Elites | elite units]] take 12 hours to train so if you train them with 11.?? hours left of protection, they will arrive the very hour you go OOP (which you should know what it means had you read [[My_First_Protection_Guide | this article]]). Specialist units (specs) take 9 hours to train and should hence be trained with 8.?? hours left of protection.
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So hour 60 (when units must be trained) is when the game says there are 11.?? hours left of protection. This is because elite units take 12 hours to train so if you train them with 11.?? hours left of protection, they will arrive the very hour you go OOP (which you should know what it means had you read this article). Specialist units (specs) take 9 hours to train and should hence be trained with 8.?? hours left of protection.
  
 
Hour 0 is the time before protection even started.
 
Hour 0 is the time before protection even started.
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As an explorer you will spend the rest of the round exploring for more land while building enough defensive power (DP) to be defend your current and incoming land.
 
As an explorer you will spend the rest of the round exploring for more land while building enough defensive power (DP) to be defend your current and incoming land.
  
See [[exploring]].  
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See exploring.  
  
 
== What To Build ==
 
== What To Build ==
  
Let's begin with what to not [[buildings | build]]. Do not build Guard Towers. Any seasoned player has seen a lot of tiny explorers go for Guard Towers early on while this in fact does nothing but damage the dominion. These explorers tend to finish very small which is something that this guide is intended to prevent. Never build Forest Havens (not even as Wood Elf or Sylvan). They are the worst building in the game and it is unclear why they have not been removed entirely. While they give you a short-term tiny addition to your defense, it is better to build something else.
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Let's begin with what to not build. Do not build Guard Towers. Any seasoned player has seen a lot of tiny explorers go for Guard Towers early on while this in fact does nothing but damage the dominion. These explorers tend to finish very small which is something that this guide is intended to prevent. Never build Forest Havens (not even as Wood Elf or Sylvan). They are the worst building in the game and it is unclear why they have not been removed entirely. While they give you a short-term tiny addition to your defense, it is better to build something else.
  
Many explorers focus heavily on [[castle | castle improvements]]. Humans/Nomads and Merfolks do this by building Diamond Mines (DMs). Icekins do it by building Ore Mines (OMs). Wood Elves and Sylvan do it by building Lumberyards (LYs). While Humans/Nomads need ore, they should never build more OMs than necessary to train units and excess ore is saved for future training. All races need LYs but only Sylvans and Wood Elves should build more than a minimum.
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Many explorers focus heavily on castle improvements. Humans/Nomads and Merfolks do this by building Diamond Mines (DMs). Icekins do it by building Ore Mines (OMs). Wood Elves and Sylvan do it by building Lumberyards (LYs). While Humans/Nomads need ore, they should never build more OMs than necessary to train units and excess ore is saved for future training. All races need LYs but only Sylvans and Wood Elves should build more than a minimum.
  
Smithies are a building used heavily by attackers (they always have maximum smithies) but they are not as important for explorers. It is common practice to have full smithies for OOP but what an explorer does then varies. Most let them fade (they do not build more) or destroy them and use the land to build something else ([[R/R]]). Some few maintain them at maximum or near-maximum. Races that have landtype dependent units are rarely seen building smithies after protection is over and they often destroy smithies to build farms instead of exploring for plains.
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Smithies are a building used heavily by attackers (they always have maximum smithies) but they are not as important for explorers. It is common practice to have full smithies for OOP but what an explorer does then varies. Most let them fade (they do not build more) or destroy them and use the land to build something else (R/R). Some few maintain them at maximum or near-maximum. Races that have landtype dependent units are rarely seen building smithies after protection is over and they often destroy smithies to build farms instead of exploring for plains.
  
Alchemies are used by most races for protection but they are rarely built later on. Exploring Humans, Nomads and Merfolks are sometimes seen with lots of alchemies, in conjunction with a lot invested in the castle improvement [[Castle#Castle_Parts | Science]].
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Alchemies are used by most races for protection but they are rarely built later on. Exploring Humans, Nomads and Merfolks are sometimes seen with lots of alchemies, in conjunction with a lot invested in the castle improvement Science.  
  
 
== What To Explore ==
 
== What To Explore ==
  
First of all, do not join [[Elite Guard]] (EG). If you feel an urge to join any guard, it should be the Royal Guard (RG). EG increases exploration cost by +25% and is meant only for attackers. To be in RG means -2% platinum production and since platinum is your main resource for growth and the protection RG offers is minuscule there really is no point in joining guard.
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First of all, do not join Elite Guard (EG). If you feel an urge to join any guard, it should be the Royal Guard (RG). EG increases exploration cost by +25% and is meant only for attackers. To be in RG means -2% platinum production and since platinum is your main resource for growth and the protection RG offers is minuscule there really is no point in joining guard.
  
Explore the landtypes you need and do it either in one large batch after which you train defense as much as possible for 12 hours until your land comes in. Optionally, explore a little for a few hours and then train for a few hours. Avoid going up in landsize by a lot without having adequate DP trained or incoming.
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Explore the landtypes you need and do it either in one large batch after which you train defense as much as possible for 12 hours until your land comes in. Optionally, explore a little for a few hours and then train for a few hours. Avoid going up in landsize by a lot without having adequate DP trained or incoming.  
  
 
== What To Train ==
 
== What To Train ==
  
Other than explore and build, you have to maintain a defense. How much defensive power do I need? There is only one answer: More than the highest offense in your [[range]] (most commonly 75-133% your size). See [[My_First_Round#Defense | Defense]] and [[My_First_Round#Growing_Safely | Growing Safely]].
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Other than explore and build, you have to maintain a defense. How much defensive power do I need? There is only one answer: More than the highest offense in your range (most commonly 75-133% your size). See Defending.
 
 
= Attacker =
 
 
 
As an attacker your goal is to grow by taking land from others by invading them with your army. That's the sole principle.
 
 
 
See [[attacking]].
 
 
 
== What To Train ==
 
 
 
As an attacker, you have to train both defense ([[Defensive Power]]; DP) and offense ([[Offensive Power]]; OP). Be sure to read the [[Scribes]] for your race to see what [[military | unit]] has what purpose.
 
 
 
The typically recommended thing to do is to only train the two cheaper units (specialists, specs) early in the game and late. If you train too many of these they will end up costing too much of your [[population]] and that is bad. For the rest of the round, train the two more expensive units (elites). They cost more but since every unit costs one draftee which in turn costs one peasant and every peasant produce 2.7 platinum (plus bonuses) per hour, elites are more efficient and they end up paying for themselves repeatedly.
 
 
 
== What To Build ==
 
 
 
Aside from always having full smithies, what to [[buildings | build]] is up to the strategy of the attacker. Recommended however is to build enough barracks to house your military and homes to get many peasants. (Read [[Population#Homes_vs_Barracks | this]] and [https://web.archive.org/web/20110512060054/http://dominion.lykanthropos.com/wiki/index.php/Population#Homes_or_Barracks.3F this] closely.)
 
 
 
Guard Towers, Gryphon Nests and Temples (so called mod [[buildings]]) are used extensively by attackers. As a general rule of thumb, if your race has cheap and inefficient DP but expensive/efficient OP, you should build Guard Towers more than Gryphon Nests. If your race has cheap and inefficient OP but expensive/efficient OP, you are better off with Gryphon Nests rather than Guard Towers. Temples can be used at any point but rarely seen used above 5-6%.
 
 
 
Do absolutely not start building mod buildings too early. Early on, you do better by building homes or barracks to increase your population.
 
 
 
== What To Attack ==
 
 
 
You should attack people in your [[Elite Guard]]-range (that is 75-133% your size). Attacking dominions within this range will give you [[prestige]] (which is an ambrosia to attackers) and the land you conquered can be built at half cost.
 
 
 
To attack, you must find a suitable target and send your army and defeat his defenses. Normally, attackers will attack explorers or other attackers who have their armies out. It is very rare that an attacker is able to invade another attacker whose offensive units are home. Why? Because most offensive units have a certain amount of [[My_First_Round#Defense | Defense]]. This amount varies from 2 to 3 defensive points per offensive unit.
 
 
 
== How To Attack ==
 
 
 
To find a target and attack you need the following:
 
 
 
* '''Spies''' to perform [[Espionage | information gathering espionage operations]] (spy-ops, info ops).
 
* '''Wizards''' (or ArchMages, see units) to cast [[Magic | information gathering spells]] (wiz-ops).
 
* A '''calculator''' or (as is recommended) [https://web.archive.org/web/20131226013425/http://www.igalaxie.com/dominion/attack_calc.php Talium's attack calculator].
 
* An '''army'''.
 
 
 
"How, pray tell, do I find a target?" you may ask. Well, there are a number of ways. You can use the Search for a dominion tool. In your Town Crier, you can see if someone in your realm has attacked or been attacked. If their target or the person who hit them is within your 75-133% range then you may have a target. Other than that, you can simply use the realm view to browse through realms for dominions that look weak or attackers that may have sent out. Someone looks weak by having a low [[networth]] (NW), but remember that explorers will have an inherently low NW as they do not have any offensive units.
 
 
 
== A Little Attack Guide ==
 
 
 
See [[Attacking | Attack Guide]]
 
  
 
= Converter =
 
= Converter =
 
Converting is simply put the act of [[exploring]] and then converting to become an [[attacker]]. As a converter, you want to decide on beforehand when you convert. It is common to explore up to 2500 acres and convert there, trying to reach that point by day 25 or so, at which point you should have full Smithies (the percentage needed for maximum bonus) and you should also overbuild [[homes]]/[[barracks]] (have more than you need when you first reach there so that you can house all the new troops).
 
 
See [[converting]].
 
 
 
= Defending =
 
= Defending =
 
What most newbies have the earliest problems with is defending. The only way to know that your [[DP]] is safe is to have more [[DP]] than [[OP]] of the strongest attacker in your [[range]].
 
 
To do this, see the [[Attacking | attack guide]] but instead of calculating the DP, calculate the OP. Be sure to include incoming units and remember that the person may not be able to send everything since he too has to defend his lands.
 
 
 
= Espionage =
 
= Espionage =
 
Spies can be used for more than gathering information. They can be used to slay enemy draftees, sink boats and steal from other dominions. Many are exclusive to [[war]].
 
 
See [[espionage]].
 
 
 
= Wizardry =
 
= Wizardry =
 
Just as with spies, wizards can be used for more than information gathering. Wizards can be used to cast damaging spells on other dominions. Many are exclusive to [[war]].
 
 
See [[spells]].
 
 
 
= The End =
 
= The End =
 
That's all, folks!
 

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