My First Round
Welcome to OpenDominion!
OpenDominion is a re-incarnation and in many ways an improved version of the original Dominion (2000—2012).
This is a guide meant to help you get started on your first round, and maybe be a good reference for future rounds. To get the most out of OpenDominion, check your Realm’s council, and come chat with us on Discord. We’re happy to answer questions!
OpenDominion is a work in progress. Compared to Dominion, there are several races and certain gameplay mechanics missing. To give context as to why some things are the way they are, this guide will at times reference features which are not yet implemented.
- 1 Basics
- 2 Protection
- 3 Playstyles
- 4 Economy
- 5 Spies and Wizards
- 6 Military
- 7 Defense and Invasions
- 8 Buildings
- 9 Races
OpenDominion is a tick-based browser game. Each hour is a tick. With each tick, you gain new resources.
The game is divided into rounds. Each round lasts 50 days. There is usually a period of 2-4 days between rounds when players can sign up for the next round. As a beginner, joining late is perfectly fine.
Dominions are placed in Realms, which are groups of up to 6 Dominions. Your Realm is your team.
If you want to play with friends, you can create a pack for up to 3 players (including you).
When you create your Dominion, you will be asked which race to play. If you are a beginner, we highly recommend Human and Nomad. We will explain why later. For now, all you need to know is that Human and Nomad are practically identical.
The goal is to become the largest Dominion in the game.
Once a round has started, every Dominion is under Protection for 72 hours. During this time you cannot invade, be invaded, or take any kind of action against other Dominions.
There are three different playstyles. These are:
As an Attacker, you grow by invading other Dominions and conquering their land.
You need to train offensive and defensive units in order to have enough offensive power (OP) and defensive power (DP) to attack others while also keeping your own lands safe.
As an Explorer, you gain land purely by exploring.
You only need to train defensive units and ensure your DP is strong enough that you won’t get invaded. Explorers have superior economies and incomes to Attackers, because they do not need to train offensive units.
Your Realm will appreciate if you leverage your extra income to train spies and wizards to help the Attackers in your realm scout for threats and targets.
A Converter is someone who starts the round as an Explorer. Upon reaching a target (land size or specific day), they convert into an Attacker.
To convert into Attacker, the Explorer prepares by building Smithies to max bonus and then uses the superior economy as an Explorer to quickly train offensive units.
Remember to build some Docks so you have boats!
While there are other ways to play, they are not suitable for this type of guide and rarely successful.
Do not combine Attacking and Exploring. Do one or other other. Or, if you convert, do one and then the other. An Attacker does not have the economy necessary to be successful as an Explorer. What will happen is you start treading water and eventually sink.
Your Dominion’s economy determines how many military units you can afford and how much land you can explore.
Before we get into the different resources, we need to take a quick look at population and employment. These dictate Platinum production, which is the most important resource in the game.
Your Population is the sum of your peasants, draftees, and military units.
Except for Homes and Barracks, all buildings provide housing for 15 people and provide 20 jobs. Depending on your race, barren land house 5 or 10 people and provide no jobs.
Barracks house 36 military units (everyone except peasants and draftees) and Homes house 30 people.
You can increase the number of people housed in all buildings except for Barracks by increasing your Population Bonus, which is a common term in the game but a slight misnomer and should perhaps instead be called Housing Bonus.
The following ways can be used to increase your Population Bonus:
- Investing in Keep.
- Prestige, which is gained and lost through attacking or being invaded.
- Technological Advancements and Wonders (not currently implemented in the game).
Many races have a Population Bonus. Gnome, Wood Elf, and Troll have a negative population bonus (-5%).
Every employed Peasant produces 2.7 Platinum per hour. This is your most important source of income.
If you have more peasants than jobs, the unemployed peasants do not produce platinum. This is called Underrun.
Similarly, if you have more jobs than peasants, the unfilled jobs do not yield any Platinum for you. This is called Overrun.
In a perfect world, you have as many jobs as you have peasants. When that happens, all your peasants are producing 2.7 Platinum per hour. Explorers can often achieve this or even a slight Underrun, whereas Attackers struggle with an Overrun.
Attackers are rarely able to avoid having a significant Overrun. This happens because Attackers need to maintain a larger military than Explorers, which means more peasants are drafted into draftees and then trained into military units.
Having efficient units, meaning units with high offensive and defensive power, helps you retain as many peasants as possible while still having a strong army.
The most important resource is Platinum. Everything costs Platinum: exploring, training units, and rezoning lands.
Platinum is produced by Alchemies and peasants.
In nearly all cases, you only benefit from building Alchemies during protection. After protection, you will benefit more from increasing your peasant population.
You can increase your Platinum Bonus in the following ways:
- Cast the spell Midas Touch (should ideally be cast twice a day for 24-hour coverage).
- Invest in Science.
- Technological Advancements and Wonders (not currently implemented in the game).
Lumber is produced by Lumberyards and is primarily used when constructing buildings. Constructing buildings costs both Platinum and Lumber.
Lumber rots if left unused. It’s good to have some buffer so you can afford to build on new land you gain, but avoid having a big surplus.
Depending on whether you explore or attack and depending on how quickly you grow, between 3—5% Lumberyards is ideal.
Two races (Wood Elf and Sylvan) have military units whose strength depend how much of your land is made up of Forest. Wood Elf and Sylvan Dominions therefore often build far more Lumberyards than other races and use the extra Lumber to invest in Castle, whereas most other races use Gems produced by Diamond Mines.
Ore is required to train certain military units. Not all units and races require Ore. For example, no Lizardfolk and Firewalker military unit costs Ore. In these cases, Ore Mines are entirely unnecessary.
Races that do require Ore, usually need between 2—5% Ore Mines. Note that Gnomes have significantly high Ore costs and need far more Ore Mines.
Two races (Gnome and Icekin) have military units whose strength depends on how much of your land is made up of Mountains. Icekin and Gnome Dominions therefore often build excess Ore Mines and use the extra Ore to invest in Castle, sometimes in combination with the more common Gems produced by Diamond Mines.
Every Person in your Dominion eats 1/4 (0.25) bushels of food per hour. If you run out of food, your people will starve. This causes massive damage to your Dominion, through loss of military units (which can leave you weak and open to invasions) and loss of peasants (which leads to loss of Platinum production).
Fortunately, it’s relatively easy to have enough Food. Maintain at least 6% of your land as Farms. Docks also produce Food, to a far lesser degree. Keep an eye on your production and supply.
Food rots at a rate of 1% per hour. It’s not beneficial to have a big stockpile.
Gems are not used for any type of construction of training. They are used for Castle Improvements.
- Science: increases your platinum production.
- Keep: increase your Population Bonus.
- Forges: increases your offensive power.
- Walls: increases your defensive power.
- Harbor: increases food production, increases boat production, and protects boats from sinking.
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 Attacker, you benefit greatly from using spells
(See below for more information about Spells.)
Research Points are produced by Schools. They are used to research Advanced Technologies. These are not yet implemented. Do not build Schools.
Most military units need boats in order to be sent out on invasions. Each boat can carry 20 units. Boats are produced by Docks.
During Protection, it’s wise to build between 10 and 20 Docks early. After Protection, add a few Docks every once in a while. It’s rarely necessary for Docks to account for more than 4% of your land.
Spies and Wizards
Spies and wizards are used to perform espionage operations and cast spells on other Dominions to gather information or to do damage. Arch Mages count as two wizards and are immortal. They are expensive, so only train them when you are sure you can afford them.
Information-gathering operations are often called info-ops, and refer to:
- Clear Sight: reveals an accurate view of the target’s current resources and trained military.
- Revelation: shows what spells are currently active. Useful to see if your potential invasion target has a defensive spell running!
- 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.
- Survey Dominion: shows the target’s buildings (current and in progress).
- Land Spy: returns a breakdown of the target’s land types and incoming land. Rarely used.
Spies can also be used for, and to defend against, theft.
In addition, there are also Self Spells. These are spells you cast on yourself, and they do not require any wizards. Self Spells last 12 hours. Many players log in at least twice a day to ensure their Self Spells are active 24 hours a day.
- Gaia’s Watch: +10% Food Production. Can be useful if you have a lot of spare mana or urgently need to raise your food production. Often not worth running all the time; just build more Farms instead.
- Ares’ Call: +10% Defensive Power. Almost always worth keeping on, unless you are an attacker whose elite offensive unit provides enough defensive power at home to keep you safe.
- Midas Touch: +10% Platinum Production. Keep this one on 24/7.
- Mining Strength: +10% Ore Production. Similar to Gaia’s Watch. Only cast when necessary. Otherwise, build more Ore Mines.
- Harmony: +50% Population Growth. This spell is only useful in Protection. After that, it’s virtually never worth the mana cost.
- Racial spell: each race has a racial spell which provides a special bonus. See the Races further down.
- Fools Gold: prevents platinum theft.
- Surreal Perception: reveals the name of dominions stealing from you.
Your Dominion needs a military to fend off Attackers and, if you are an Attacker, invade other Dominions to conquer their land.
Military units are trained from draftees. So long as your draft rate is not reached, you will draft 1% of your peasants into draftees every hour.
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 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 or Nomad, you get the same power from one elite unit as you would from two of the corresponding specialist unit.
However, elite units cost more. Some specialists are required to get you started and may be necessary in an emergency/quick-fix situation.
Defense and Invasions
You avoid being invaded by having an adequate defense.
You successfully invade other Dominions by having a stronger offensive power (OP) than your target’s defensive power (DP).
The best way to ensure you have enough DP, but not so much it costs more than it’s worth, is to frequently perform info-ops on the strongest Dominions around you and adjust accordingly.
You may ask in your realm’s council for assistance with keeping track of the top OP. Some realms cooperate closely to do this and will post DP and DPA recommendations.
DPA stands for “DP Per Acre”. It is simply your defensive power divided by your land size. If your defensive power is 30,000 and you are 1,200 acres, your DPA is 30000/1200=25. For Attackers, remember to only count the defensive power you leave at home if you attack.
If you are a smaller Dominion, you don’t need to worry about having enough DP to be safe against much larger Dominion’s OP. However, the DPA required by those larger Dominions is usually the same as what you need.
To successfully invade another Dominion, you must first calculate their defensive power.
It is recommended to obtain at least Clear Sight, Castle Spy, and Survey on targets to calculate their defensive power.
If your target has sent out its army on an attack, you should also obtain a Barracks Spy on the target. But, remember, these are only 85% accurate. Unless your target sent out all of their elite attackers, you need to perform two calculations:
Divide the number of units at home by 85%. For example, if the Barracks Spy reveals 300 elite offensive units at home, you need to assume the worst case scenario of this being 15% too low. 300/0.85~=353 (round up to be safe).
If you have a Clear Sight, also take the number of units returning from battle and multiply by 85%. If the Barracks Spy shows 750 units returning, we can infer that at least 750*0.85=637 (round down in this case) are in fact returning.
Out of the 1,000 elite offensive units, we now know that at most 353 are at home and at least 637 are returning from battle. 1000-637=343, which is less than 353, so calculate based on 343.
If your target has also sent out its elite defensive unit, simply repeat the process for that unit as well.
If you don’t have a Clear Sight, you can use just Barracks Spy but you cannot rely on deducting returning units from the for-sure number of trained units. Just look at the units at home and make sure to divide the number by 0.85.
Use Castle Spy and Survey to determine your target’s:
- Walls: add to the target’s defensive bonus.
- Guard Towers: multiply the percentage of Guard Towers by 1.75, up to a maximum of 35% bonus.
- Forest Havens: a building you should never build, but which gives 20 DP each.
Casting Revelation can help determine if your target has a defensive spell active. If you do not have Revelation on your target, assume they have their defensive spell on. Only risk it if you are very confident that they are inactive and haven’t logged in for 12 hours, so their spells have expired.
How to balance one’s buildings is one of the things that set each Dominion apart. There are common guidelines which are good to follow. But it’s also good to question the status quo.
|Home||Houses people. Always build these if you are an Explorer. If you are an Attacker, you may want to combine them with Barracks unless your race has a high population bonus (close to or over 20%).|
|Farm||Produces Food. Build enough.|
|Factory||Reduced construction costs. Useful in protection. Should be avoided afterwards.|
|Smithy||Reduces military costs. A must-have for Attackers. Explorers often only need them for an initial boost in the first few days.|
|Ore Mine||Produces Ore. Build enough.|
|Diamond Mine||Produces Gems. Good in almost every circumstance. Try to build them early so you can benefit from the Gem production longer. Don’t build after day 30 if you start early in the round.|
|Alchemy||Produces platinum. Only build during protection, unless you are very sure about what you’re doing.|
|Tower||Produces Mana. Build enough.|
|Dock||Produced Boats and some Food. If you need Boats, make sure you build Docks in advance.|
|Guard Tower||Increases your Defensive Bonus. Use cautiously. Being too reliant on them can hurt you later. Especially useful for races with weaker elite defenders.|
|Gryphon Nest||Increases your Offensive Bonus. Same as Guard Towers but for offensive units.|
|Forest Havens||Don’t build these. They are never worthwhile.|
|Wizard Guild||Rarely seen other than by Dark Elf or Dominions focused on offensive spells (not yet implemented).|
|Masonry||Increases Castle bonus. Can be useful if you managed to build a lot of Diamond Mines early in the round.|
|Shrine||Reduces offensive casualties (units lost when you invade someone). The bonus is so low that the building is rarely useful. Also gives bonuses to Heroes, which are not yet implemented.|
|Barracks||Houses 36 military units. Useful for Attackers playing races with no population bonus or Troll, which has a negative Population Bonus. Sometimes seen in use by Attackers playing races with population bonuses of +5% to +10%.|
|School||Not yet implemented. Do not build these yet.|
|Temple||Increase Population growth rate, which is crucial during protection but quickly loses importance. Also decreases the defensive bonus of Dominions you invade.|
Races belong to one of two alignments: Good or Evil. Realms are split by alignment, which means that good races and evil races are never in the same Realm.
Human / Nomad
Highly recommended for beginners, as well as experienced players.
Human belong to the Good alignment, whereas Nomad belong to the Evil alignment. Other than an insignificant racial bonus (+5% food production for Humans against +10% mana production for Nomads), the races are identical.
The elite units are efficient at 6 points each in their primary function. The elite attacker has 3 defensive points, which gives it ample turtle defense.
The Racial spell gives a modest but useful +5% Offensive Power.
Lizardfolk require no Ore Mines and no Boats. Their elite defensive unit (Chameleon) has equally high defensive power as offensive power, which can make them useful for surprise attacks.
Chameleons also count as 1/5 of a Spy. Lizardfolk rarely need to train more than a handful of Spies early in the game and can later rely purely on Chameleons.
However, Lizardfolk’s drawback is its expensive and inefficient elite defender. As a new player, it can be difficult to strike the right balance.
The racial spell helps convert some land to water, where Lizardfolks build their homes and which otherwise are rarely conquered.
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, 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. 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.
The racial spell gives +10% Offensive Power.
The Dwarven specialist defender produces 0.50 Ore per hour each. While this is little compared to 60 Ore per hour per Ore Mine, it can act as a nice supplemental income.
Much like Lizardfolk, the elite defender (Cleric) has equival offensive and defensive strength. They also have a special ability which makes them reduce losses in battle. However, this is a very small bonus and doesn’t have a significant impact overall.
Dwarves can be difficult to play. The elite offensive unit, Warrior, has 7 offensive points and only 2 defensive points. The big gap makes Dwarves vulnerable to growing quickly and being invaded even with Warriors at home. Experienced players will balance this by also using Clerics.
While a powerful race, they can be daunting for new players.
The racial spell gives +20% Ore Production, which is double the standard spell Mining Strength.
Firewalkers have phenomenal platinum production because of their unique racial spell, which increases the Platinum production of Alchemies from 45 Platinum per hour to 60 Platinum per hour.
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, but it can only be killed by Icekin (which, as of writing, is not yet available). However, they are quite expensive and with only 4.5 defensive power, they are also not very efficient.
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.
There are several more races available.