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| Author | Message / Information |
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Zhenxin
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General Knowledge for Round 18
replied on: 6/14/2003 10:09:58 PM hmmm it's hard work i must say for the effort. furdo maybe u can start one that looks like the dom bootcamp. if i am new and cant understand the scribes, i definetly cant understand this a well. |
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furdo
*Webmaster/Moderator* |
General Knowledge for Round 18
replied on: 6/7/2003 5:48:02 AM Thanks for sharing your hard work with us Noz. |
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Noz13
*Coolest Lady in the World* |
General Knowledge for Round 18
replied on: 6/7/2003 5:44:15 AM General Knowledge Dominion is a medieval role playing / strategy / war game. You take control of a plot of land, called a "Dominion", that is within one of many Realms, each with a unique identification number, called "Realm Number." Each realm is comprised of at most 20 Dominions. When you create your account, you are randomly placed into any Realm that does not already have 20 Dominions. The other Dominions in your realm are your allies, and the ultimate goal of Dominion is to be the biggest, strongest Realm in all of the land. Individually, you are working both towards that goal and to become the biggest, strongest Dominion. The better you coordinate your efforts with the rest of your Realm, the better of you are at completing both of those goals. In order to accomplish this, you must be sure you survive the length of the round. The only methods of death in Dominion are losing all of your land, reduction of your peasant population to zero, or prolonged inactivity. Accomplishing those feats involve understanding all the facets of the game. When you create your account, you must select a race for you and your people. The good races include Humans (and sub-race Nomads), Dwarves, Wood Elves, Gnomes, Merfolk, Firewalkers, Sylvans and Halflings. The evil races span Icekin, Trolls, Goblins, Dark Elves, Kobolds, Lycanthropes, Lizardfolk and the Undead (and sub-race Spirits). Each race has a unique set of bonuses and military units that are important to understand. Your land does you little good until you have placed buildings on them. There are 7 unique land types (Plain, Mountain, Hill, Cavern, Water, Forest, and Swamp) and you may only place certain buildings on any given land type. You can, however, rezone your lands to convert one land type into any other land type. Once you have the right land for the buildings you would like to create, platinum (the currency of the world) and lumber may be spent to purchase the building. Your castle, while not necessarily something you need to build up, is something that is integral to success later in the game. By improving your castle, you get added bonuses in a number of areas, including military strength, wizard strength, and income. These things can make or break a successful military operation or spell. Added income, on the other hand, is something you can always use, if not to build on your land, then to train your military. Each race has a unique military. They all have a basic offensive unit that provides no defense, and a basic defensive unit that provides no offense. All races have 2 unique units that have special defensive and offensive powers, along with possibly other added special abilities. Each unit has different costs per race, and being able to calculate your offensive power versus a target's defensive power is key to succeeding in any battle. Magic and Espionage are incredibly useful within the confines of the game. While neither will directly gain you land, they will allow you to do 2 important things: 1) Gain a slew of information regarding your enemies, including detailed analysis of their lands, military, and castle & 2) Hurt your enemies in ways other than direct military force. How Things Work: Production (Platinum, Lumber, Gems, Ore), Population Gain, Drafting of military, Training, and just about everything else in Dominion occurs on the hour, every hour. What does this mean, exactly? Things occur in your Dominion whether you log in every hour or not. It doesn't mean that you have to log in every hour. "Turns" occur whether you log in to play every hour, or if you log in to play once a day. While it is to your advantage to log in every hour to spend your Dominion's resources to grow at the fastest rate possible, it is not necessary to do so. Most major actions, such as construction, training, and attacking take 9 hours to 12 hours to complete. This means after you, for example, attack another Dominion, your troops will not be available to attack again for another 12 hours. Thus, playing the game multiple times a day is helpful, but not integral to success. Bonuses for production, military, magic and espionage depend on things like your castle, your race, and the buildings you put on your lands. Please note that Bonuses are cumulative and are then applied to the target value before the final numbers are calculated. The Monarch of your Realm, elected by majority vote, also gets: +5% platinum production. Of important note is that there is a 50% cumulative platinum production bonus maximum. You should also be aware that you will be assailed with game information in the following pages, and it takes some time to fully understand the game and every little detail. The Races Each race is different in terms of bonuses, penalties and military units. Below is a breakdown of the non-military bonuses and penalties by race. Good Races Human Food Production: +5% Nomad Mana Production: +5% Dwarf Ore Production: +10% Max Population: +15% Wood Elf Wizard Strength: +10% Spy Strength: +10% Max Population: -5% Lumber Production: +10% Attack Strength: +5% Halfling Max Population: +5% Food Consumption: -10% Spy Strength: +10% Attack Strength vs Lizardfolk: +5% Gnome Max Population: -5% Food Consumption: -20% Gem Production: +5% Cannot build Barracks Merfolk Lumber Production: -30% Attack Strength vs. Lizardfolk: +5% Sylvan Lumber Production: +20% Food Production: +10% Firewalker Maximum Population: +5% Lumber Production: -10% Food Consumption: +10% Gem Production: +10% Evil Races Goblin Attack Strength: +5% Max Population: +20% Troll Max Population: -5% Spy Strength: -10% Food Consumption: +5% Attack Strength: +5% Dark Elf Wizard Strength: +10% Mana Production: +5% Gem Production: +5% Attack Strength vs. Halfling: +5% Cannot build Barracks Undead Max Population: +10% Mana Production: +10% Food Consumption: -10% Defensive Strength: +5% Wizards: Immortal Spirit Max Population: +10% Food Consumption: -25% Defensive Strength: +5% Wizards: Immortal Lycanthrope Max Population: +5% Platinum Production: +15% Attack Strength vs. Human/Nomad: +5% Kobold Max Population: +35% Population Growth Rate: +10% Food Consumption: -30% Spy Strength: -10% Wizard Strength: -10% Lizardfolk Spy Strength: +10% Food Consumption: -15% Attack Strength vs. Merfolk: +10% Icekin Food Consumption: -50% Lumber Production: -10% Platinum Production: +5% Neutral Races Dragon NOT SELECTABLE Can't join Elite Guard Can't attack Wonders Can't be demoralized Can't delete, defect, enter away mode Your Lands and Buildings Some Buildings can only be built on certain land types. This is the case for every building, although Homes are built on different land types according to your race. This is detailed below. All buildings except homes and barracks employ 20 people and house 15 people. Barren Land for Halflings, Dwarves, Goblins, Kobolds and Gnomes house 10 people, while the other race's Barren Land house only 5. Land Types Type Buildings on Type Plain: Alchemy Farm Smithy Masonry Forest: Lumberyard Forest Haven Mountain: Ore Mine Gryphon Nest Hill: Factory Guard Tower Shrine Barracks Swamp: Tower Wizard Guild Temple Water: Dock Cavern: Diamond Mine Treasury Homes Race Land Type Human/Nomad: Plain Dwarf: Mountain Gnome: Mountain Wood Elf: Forest Halfling: Hills Firewalker: Cavern Kobold: Hills Goblin: Hills Troll: Plain Dark Elf: Cavern Undead/Spirit: Swamp Merfolk: Water Lycanthrope: Cavern Sylvan: Forest Lizardfolk: Water Icekin: Mountain Dragon: Plain Buildings Building Function Home: Houses 30 people. Farm: Produces 60 bushels of food per hour (each person eats 1/4 of a bushel an hour) Factory: Reduces building construction costs by 4 * (Factories / Total Land)% to a maximum of 80% bonus Reduces re-zoning costs by 4 * (Factories / Total Land)% to a maximum of 80% bonus Smithy: Reduces Military Unit costs (except Wizards, ArchMages, and Spies) by (Smithies / Total Land)% to a maximum of 60% bonus. Ore costs are affected for all races but the Gnomes. Platinum costs affected for all races. Ore Mine: Produces 60 ore per hour Diamond Mine: Produces 15 gems per hour Alchemy: Produces 40 platinum per hour Lumberyard: Produces 50 lumber per hour Tower: Produces 25 mana per hour Dock: Each dock produces, on average, 1 boat every 20 hours. Each dock also produces the equivalent of 10 bushels an hour due to fishing gains. Each dock will protect 2.5 boats you own from being sunk. Guard Tower: Increases Defensive Power by 1.5 * (Guard Towers / Total Land)% to a maximum of 60% bonus Gryphon Nest: Increases Offensive Power by 1.5 * (Gryphon Nests / Total Land)% to a maximum of 60% bonus Forest Haven: Gives 20 peasants .5 defense each Reduces losses on failed spy operations by 3 * (Forest Havens / Total Land)% to a maximum bonus of 60% Decreases cost of Spies by 3 * (Forest Havens / Total Land)%, to a maximum bonus of 60% Wizard Guild: Increases Wizard Power by 3 * (Wizard Guilds / Total Land)% to a maximum of 60% bonus Increases Wizard Strength refresh rate by 1% for every 10% guilds, up to a refresh bonus of 2% Decreases cost of Wizards and ArchMages by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40% Decreases cost of spells by 2.5 * (Wizard Guilds / Total Land)%, to a maximum bonus of 50% Masonry: Increases ALL Castle Bonuses by 3 * (Masonries / Total Land)%, no maximum Shrine: Reduces casualties on offense by 4 * (Shrines / Total Land)% to a maximum of 80% bonus Barracks: Houses 38 trained or training military units Treasury: Increases platinum production by (Treasuries / Total Land)% to a maximum of 30% bonus Reduces stolen platinum by 3 * (Treasuries / Total Land)% to a maximum bonus of 75% Temple: Increases population growth rate by 2.5 * (Temples / Total Land)% Reduces defensive bonuses of a target dominion during invasion by 1.25 * (Temples / Total Land)% to a minimum of 0 defensive bonus Your Castle and Wonders of the World Your castle offers you the chance to increase many different facets of your military or income. By spending resources, you can increase different parts of your castle to boost bonuses in the areas you want. Irrigation and Towers maximum is a 60% bonus. Science, Forges and Walls maximum is a 20% bonus. Keep has a 30% maximum bonus. If you own a wonder, the current power of the wonder is also displayed here. Wonder power depends on the damage your realm does to a wonder and time into the round. Wonders take damage equal to the amount of UNMODIFIED offensive power attacking it. Wonders can not be repaired. Castle Improvements Part Improvement Science: Extra resources is just what your alchemists need to increase their effectiveness. Using the resources you provide them, they will give you a bonus percentage to your income. Keep: Increasing the size of your castle keep increases housing, and as such gives you a bonus percentage to your maximum population. Towers: The towers are the mystical center of your castle. Adding resources to the towers means added tower construction, and thus a bonus to your wizard power. Forges: Forges help to make the weapons you attack your enemies with. Stronger weapons mean a stronger military presence, thus boosting your offensive military power. Walls: The key to any good castle defense, tall, strong walls help keep out invaders and protect you and your troops from harm. Adding resources to your walls increases your defensive military power. Irrigation: The farming community greatly appreciates all the resources you invest in making the lands fertile. Adding resources to irrigation increases your food production. Wonders of the World Name Power Obelisk of Power: +5% offensive power and +5% defensive power Temple of the Damned: +10% offensive power for EVIL races only Temple of the Blessed: +10% offensive power for GOOD races only Great Wall: +10% defensive power Portals of Transportation: Troops return 3 hours faster from battle Great Market: +10% employment and +5% platinum production Gnomish Mining Machine: +30% ore production Guild of Shadows: +25% spy strength Hanging Gardens: +30% food production Ancient Library / Halls of Knowledge: +20% value to Castle investments Great Oracle: +30% wizard power, mana costs reduced by 15% Fountain of Youth: +5% max population City of Gold: +10% platinum production Ruby Monolith: Battle casualties reduced by 20% High Cleric's Tower: Everyone in Realm can kill Undead, Spirits and Dragons Dark Elf Spirit Warriors attacking owner's Realm die like other units Ivory Tower: 50% chance of causing spells cast against owner's realm to fail. Underground Society: 50% chance of causing spy operations against owner's realm to fail. Factory of Legends: Reduces building construction cost by 15%. Lair of the Dragon: Increases offensive strength by 10% and defensive strength by 5%, but dragons force food production down by 20%. Controlling realm cannot attack, and cannot be attacked, by dragons. Imperial Armada: Increases defensive strength by 5%, and boats cannot be sabotaged in this Realm. Spire of Illusion: Clear Sights on the controlling realm's dominions are now only 85% accurate. Tomb of Kings: Dominions in the realm controlling this wonder receive +5% platinum production and +10% attacking strength against monarchs. Onyx Mausoleum: Attacks against dominions in the realm controlling this wonder suffer 10% more casualties than normal. Apocalypse Stone: Dominions in the realm controlling this wonder suffer no effects from Dragon Fear. Military and Invasion Military units vary by races. Each race has a different set of units, and these units have 3 attributes: Offensive power, Defensive power, and special ability. The only commonality between the races is that each has a base offensive and defensive unit, and all have two "special" units. When you are attacking, the offensive power of your units, together with their special ability (positive or negative), and summed together, and this becomes your attacking strength. Bonuses are applied after being summed together first, and pitted against your target's defensive strength. When you are on the defense, the defensive power of the units you have at home (that is, those that have not been sent on an attack, and those that are not in training) are summed together, and then the summed bonuses are applied. To determine the success of the attack, the actual numbers are used to determine success and failure. There is no randomness involved in attacking. Much has been highlighted in the last paragraph because it contains the most vital information in the game. Be sure you read and understand it Good Races Human/Nomad Unit Offensive Strength Defensive Strength Special Ability Cost Spearmen/Fighter: 3 0 - 275p, 25r Archer/Crossbowman: 0 3 - 275p, 10r Knight/Blademaster: 2 6 25% fewer casualties 950p, 85r Cavalry/Valkyrie: 5 3 Returns 3 hours faster from battle 1200p, 80r Dwarf Unit Offensive Strength Defensive Strength Special Ability Cost Soldier: 3 0 - 275p, 25r Miner: 0 3 Every 2 miners produce 1 ore per hour 350p, 25r Cleric: 3 4* Against all evil races but Lycanthropes and Trolls, Cleric has defensive power of 5. Can kill Undead/Spirits on both offense and defense, Reduces combat losses 900p, 0r Warrior: 6* 2 Against Kobolds and Goblins, Warrior has offensive power of 6.5. Against Dark Elves and Wood Elves, Warrior has offensive power of 7. 1250p, 110r Wood Elf Unit Offensive Strength Defensive Strength Special Ability Cost Ranger: 3 0 - 275p, 25r Longbowman: 0 4 - 325p, 10r Mystic: 0 4* * Increases power by 1 for every 20% forest (buildings inclusive) -More details (A) 1025p, 0r Druid: 3* 3* * Increases power by 1 for every 25% forest (buildings inclusive) -More details (A) 1145p, 0r Halfling Unit Offensive Strength Defensive Strength Special Ability Cost Slinger: 3 0 - 275p, 15r Defender: 0 3 - 275p, 10r Staff Master: 5 3 15% fewer casualties 925p, 35r Master Thief: 2 4 Also counts as 3/4 of a Spy on offense, and a full spy on defense (but cannot be targeted by the Disband Spies spell) 1200p, 45r Merfolk Unit Offensive Strength Defensive Strength Special Ability Cost Mermen: 3 0 No boats needed 275p, 0r Sirens: 0 3 - 300p, 0r Kraken: 4 2 Sinks boats when attacking, No boats needed 650p, 0r Leviathan: 0 7 Sinks boats when defending 1450p, 0r Sylvan Unit Offensive Strength Defensive Strength Special Ability Cost Satyr: 3 0 - 275p, 0r Sprite: 0 3 - 300p, 0r Dryad: 0 3* Counts as 1/2 wizard on defense, 1/5 wizard on offense (cannot be targeted by Wizard Assassination), * Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7 1000p, 0r Centaur: 5 2 Returns 3 hours faster from battle 1100p, 90r Gnome Unit Offensive Strength Defensive Strength Special Ability Cost Suicide Squad: 4 0 Squad Suffers 50% casualties 200p, 50r Tinker: 0 2.5 - 250p, 5r Rockapult: 2 4* * Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. 675p, 330r Juggernaut: * 3 * Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between 75% and 90% of your land, Juggernaut's Power is 6. Over 90% of your land, and Juggernaut's Power is 7. 775p, 550r Firewalker Unit Offensive Strength Defensive Strength Special Ability Cost Fire Sprite: 3 0 - 300p, 0r Flamewolf: 0 3 - 300p, 0r Phoenix: 0 4 Cannot be killed except by Icekin. 925p, 0r Salamander: 5 3 50% fewer casualties when attacking 1100p, 165r Evil Races Goblin Unit Offensive Strength Defensive Strength Special Ability Cost Raider: 3 0 - 325p, 25r Shaman: 0 3 Can kill Undead/Spirits on defense, Reduces losses in combat 375p, 15r Orc: 5 3 Plunders resources on Attack 1025p, 80r Wolf Rider: 6 2 Returns 3 hours faster from battle 1300p, 80r Troll Unit Offensive Strength Defensive Strength Special Ability Cost Brute: 4 0 - 350p, 25r Ogre: 0 3 - 300p, 25r Basher: 5* 2* * Automatic regeneration causes fewer casualties. Against Goblin, Dwarf and Kobold is 6,3. 1150p, 105r Smasher: 7* 7 * Against Goblin, Dwarf, Wood Elf and Kobold is 8,7. 1600p, 160r Dark Elf Unit Offensive Strength Defensive Strength Special Ability Cost Swordsman: 4 0 - 325p, 25r Gargoyle: 0 3 - 300p, 15r Adept: 1* 4* * Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus of +5/+5 (making the Adept maximum 6/9) -More details (A) 1000p, 55r Spirit Warrior: 5.5* 0 Against Dominions less than 80% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 80% of your size or greater, Spirit Warrior has 6 offense and ALMOST Never Dies -More details (B) 1200p, 55r Undead/Spirits Unit Offensive Strength Defensive Strength Special Ability Cost Skeleton/Phantom: 2.5 0 ALMOST Never Dies -More details (C) 225p, 0r Ghoul/Banshee: 0 2.5 ALMOST Never Dies -More details (C) 225p, 0r Progeny/Ghost: 2 4 ALMOST Never Dies, some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats) -More details (C) 900p, 0r Vampire/Spectre: 4 3 ALMOST Never Dies. Attacking a target 70% of your land size or larger, and some enemy units killed in battle turn into Progeny (Undead) or Ghosts (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 70% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats) -More details (C) 1050p, 0r Lycanthrope Unit Offensive Strength Defensive Strength Special Ability Cost Scavenger: 3 0 - 325p, 25r Ratman: 0 3 - 325p, 25r Werewolf: 3 4 25% fewer casualties on offense, 50% fewer casualties on defense 875p, 55r Garou: 6 0 Some enemy units killed in battle turn into Werewolves and join your army IF BATTLE WON 1200p, 110r Kobold Unit Offensive Strength Defensive Strength Special Ability Cost Grunt: 2 0 - 225p, 10r Underling: 0 2 - 225p, 10r Beast: 0 3* * For every one Beast, if you have one Overlord at home to match the Beast, then defensive power of the Beast increases by 2. -More details (D) 850p, 0r Overlord: 3* 2 * For every one Overlord, if you have one Grunt being sent on the attack to match the Overlord being sent on the attack, the offensive power of the Overlord increases by 2. -More details (E) 950p, 55r Lizardfolk Unit Offensive Strength Defensive Strength Special Ability Cost Reptile: 3 0 No boats needed 275p, 0r Serpent: 0 3 - 275p, 0r Chameleon: 4 4 Counts as 1/2 spy (cannot be targeted by Disband Spies spell), no boats needed 975p, 0r Lizardmen: 6 2 No boats needed 1250p, 0r Icekin Unit Offensive Strength Defensive Strength Special Ability Cost Icebeast: 3 0 - 300p, 0r Snow Witch: 0 3 Reduces losses in combat 350p, 25r FrostMage: 3 3* * Increases by 1 for every 20% mountains (buildings inclusive), maximum +3. 825p, 80r Ice Elemental: 4* 2 * Increases by .5 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. 1000p, 0r Neutral Races Dragon Unit Offensive Strength Defensive Strength Special Ability Cost Wyrm: 4 0 No boats needed 300p, 0r Drake: 0 4 - 300p, 0r Wyvern: 4 6 No boats needed, Dies only to High Cleric's Tower and on razes 1000p, 0r Lesser Dragon: 10 2 No boats needed, Dies only to High Cleric's Tower and on razes 1400p, 0r More Details A) Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages. B) Spirit Warriors are NOT considered to be 'undead' units. Thus they are not affected by anything that would normally affect UNDEAD/SPIRIT units. However, attacks that fail by at least 20% will cause these units to die. C) Never Dies is a loose term. There are several ways in which undead/spirit units may be killed, including by Humans (and Nomads) using the Crusade spell, Goblin Shamans and Dwarven clerics. Also, attacking an enemy force and losing by at least 20% power will cause these units to die. D) As an example, if you have 100 Beasts at home, and 50 Overlords at home, 50 of your beasts are 0/5, while the other 50 are 0/3. If you had 100 Beasts at home, and 200 Overlords at home, all 100 Beasts would be just 0/5. E) As an example, if you have 100 Overlords attacking, and 50 Grunts attacking, 50 of your Overlords are 5/2, while the other 50 are 3/2. If you had 100 Overlords attacking, and 200 Grunts attacking, all 100 Overlords would be just 5/2. Magic and Espionage There are a large number of Magic and Espionage operations, which are carried out by your Wizards and Spies. Wizards and spies are trained like any other military unit, and are common between all races. Each race has a unique spell. All the races have the same spy operations, except for Halflings, who have an added operation. Spells that affect you are called SELF spells, while spells that affect other dominions are offensive spells. The easier spells and spy operations are at the top of the dropdown list, and as you select lower spells or operations you have smaller chances of success. Spells Spell Description Gaia's Watch: SELF - Increases food production by 10% Ares' Call: SELF - Increases defensive military strength by 10% Midas Touch: SELF - Increases platinum production by 10% Mining Strength: SELF - Increases ore production by 10% Harmony: SELF - Increases population growth rate Clear Sight: OFFENSIVE - Gives you an overview of the target Dominion in the form of their Status screen Vision: OFFENSIVE - Gives you an overview of the target Dominion's current technological advances. Revelation: OFFENSIVE - Reveals the spells currently affecting the target Dominion. Clairvoyance: OFFENSIVE - Allows you to get a glimpse as to the activities of a target Realm in the form of their Town Crier Disclosure: OFFENSIVE - Reveals the current wonder status of the target Realm. If under construction, you will see the progress and target resources needed for completion. If built, you will see current and maximum power for the wonder. Fireball: OFFENSIVE - Kills peasants and destroys crop storage Plague: OFFENSIVE - Slows population growth Insect Swarm: OFFENSIVE - Slows food production Lightning Bolt: OFFENSIVE - Destroys resources invested in target castle Great Flood: OFFENSIVE - Slows boat production of target docks by 50% Earthquake: OFFENSIVE - Slows mine production Disband Spies: OFFENSIVE - Turns target Dominion's spies into Draftees Surreal Perception: SELF - For the duration of this spell, all successful non-information gathering magical and spy operations on your Dominion will reveal the name of the Dominion responsible. Energy Mirror: SELF - For the duration of this spell, all successful offensive spells directed at you have a 20% chance of being reflected back at the caster. Crusade: HUMAN & NOMAD ONLY, SELF - Gives 10% attack strength bonus against all EVIL races, and allows you to kill Undead/Spirits. Gaia's Blessing: WOOD ELF ONLY, SELF - Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production Miner's Sight: DWARF ONLY, SELF - Stronger version of Mining Strength (not cumulative) giving +20% ore production Defensive Frenzy: Halfling ONLY, SELF - Stronger version of Ares' Call (not cumulative) giving +20% defensive strength Parasitic Hunger: UNDEAD, SPIRIT AND LYCANTHROPE ONLY, SELF - Increases larger percentage of kills in battle to your military after battle (For Undead, into Undead troops. For Lycanthrope, into Werewolves) Unholy Ghost: DARK ELF ONLY, SELF - Enemy Draftees do not participate in battle due to extreme fear Killing Rage: GOBLIN ONLY, SELF - Gives 10% attack strength bonus Regeneration: TROLL ONLY, SELF - Reduces combat losses by 10% Erosion: MERFOLK AND LIZARDFOLK ONLY, SELF - 20% of captured land automatically re-zoned into water Mechanical Genius: GNOME ONLY, SELF - 10% reduction of re-zoning costs. Howling: KOBOLD ONLY, SELF - Increases defensive and offensive military strength by 10% (not cumulative with other spells) Warsong: SYLVAN ONLY, SELF - Gives 10% attack strength bonus Blizzard: ICEKIN ONLY, SELF - Stronger version of Ares' Call (not cumulative) giving +15% defensive strength Alchemist Flame: FIREWALKER ONLY, SELF - Increases alchemy production by 20 platinum. Spy Operations Operation Description Land Spy: Your spies will infiltrate a target Dominion to survey their lands, giving you a detailed description of their terrain. Barracks Spy: By sneaking into the barracks, your spies can determine what forces your enemy has at home for defense, and what forces are returning from battle. Steal Lumber: Looting the lumberyards, your spies can return with a percentage of your target's lumber. Steal Mana: Looting the towers, your spies can return with a percentage of your target's mana. Steal Food: Looting the granaries, your spies can return with a percentage of your target's food. Steal Ore: Looting the ore mines, your spies can return with a percentage of your target's ore. Steal Gems: Looting the towers, your spies can return with a percentage of your target's gems. Steal Platinum: Looting the vaults, your spies can return with a percentage of your target's platinum. Sabotage Boats: Sending your spies to sabotage boats can severely hamper the forces they can send to attack, and your spies will sabotage a percentage of your target's boats. Castle Spy: By infiltrating a target's castle, they can gain knowledge on the amount of resources invested in different areas, thus informing you of their improvement bonuses. Assassinate Draftees: Untrained draftees make easy targets for your spies, and your spies can assassinate them in the barracks. Survey Dominion: By spreading across your target's land, your spies can return with detailed information regarding the building layout of your target. Magic Snare: Reduces the Wizard Strength of target Dominion. Assassinate Wizards: Wizards are capable of defending themselves, making this a difficult operation to complete. If successful, however, you can cripple the magic potential of an opposing Dominion. Demoralize Army: Halfling ONLY - A difficult operation, and only thieves as expert as the Halflings can complete this task. While difficult, if successful you can severely weaken a target Dominion's military willingness to commit military operations. Dominions with under 70% morale may not attack. Morale also slightly affects battle performance. A Dominion extremely low on morale will fight up to 10% less effectively. Prestige and the Tech Tree For every 250 points of prestige, a Dominion receives +1% maximum population, +1% food production and +1% attacking strength. Prestige can be both gained and lost, and can be negative, but can never be larger than your current land size. Negative prestige will have the reverse effect of postive prestige. All dominions start with 250 prestige. Gain and loss occurs mostly through invasion, but can also be done through magic and espionage. On invasions, you can gain prestige by attacking dominions between 75% and 120% of your land size. Your gain will be based on their prestige. If either of your realms have war declarations with one another, that prestige gain will be increased by 15%. Dominions will lose prestige by attacking dominions under 2/3 of their land size, for razing (attacks that fail by 20%) another dominion, or by hitting a dominion that has been invaded multiple times recently. Hitting a dominion that has been invaded several times recently will result in either smaller gains in prestige or negative gains, depending on the number of times hit. Prestige goes up and down when your troops return. If you have mutual war declarations with another realm, prestige gains are increased by 25%, up from 15% for a one way declaration. In addition, a mutual war declaration gives 10% offensive strength bonuses and 10% increased landgains. Most importantly for prestige though, during times of mutual war declaration, players will receive small amounts of prestige for spy and magical attacks against other dominions involved in the war, ASSUMING those operations actually do a moderate amount of damage. Thievery operations, however, will never give prestige. The tech tree is a map of advancements that your dominion can obtain as you grow in size. Every time you reach 750 new built acres, you can choose a new advancement. This means you get a new advancement at 750 built acres, 1500, 2250, etc. Some advancements require others before you can select them. Please consult the tech tree below. If you pick a tech that has the same, but higher, bonus as another tech, as several do, only the highest technology bonus counts. It overrides the lesser bonus. You can find a link to your technological advances on the Improvements page. Advancements Advancement Description Requires Commander's Insight: -5% offensive casualties - Tactician: -5% defensive casualties - Military Genius: +5% attack power Commander's Insight, Tactician Caravan Leader: -5% exploring platinum cost - Explorer's Intuition: -1 draftee per acre explore cost (minimum 3) - Explorer's Luck: -10% exploring platinum cost Caravan Leader, Explorer's Intuition Darkness Walker: -5% spy losses on failed operations - Sleight of Hand: +5% success rate on Spy Operations - Spy Master: +10% success rate on Spy Operations, -10% losses on failed operations Sleight of Hand, Darkness Walker Magician's Apprentice: +10% success rate on spells - Magician's Awe: +10% wizard strength - Master of Magi: +15% success rate of spells, +10% effectiveness of all resource bonus self spells Magician's Apprentice, Magician's Awe Farmer's Growth: +10% food production - Miner's Refining: +5% gem production - Banker's Foresight: +10% platinum production Farmer's Growth, Miner's Refining Mason's Art: -10% construction platinum costs - Forester's Touch: +10% lumber production - Urban Planner: +2% population maximum Mason's Art, Forester's Touch Conqueror's Will: +10% attack power, -15% exploring platinum cost Military Genius, Explorer's Luck Dark Artistry: +20% effectiveness of all resource bonus self spells, +15% success rate of spy operations Spy Master, Master of Magi Urban Mastery: +5% population maximum Banker's Foresight, Urban Planner Dragons Dragons are a special storyline-based race. This means they were brought into the game via the storyline, and are played by 20 of the previous round's premium accounts (chosen from among the top 50 premium accounts, ordered by land rankings descending). They add a new element to the game. Here is a quick overview: All dragons are in Realm 1. Homes on Plains. Neutral alignment. Can't be demoralized. Cannot attack wonders. Cannot join the Elite Guard. Cannot delete, defect or enter away mode. Do not gain or lose prestige. Dragons do not capture land like normal. They simply exert their "influence" over existing player's lands and surrounding territories. They gain land like normal, in normal amounts, but defenders only lose 1/5 the land they would normally lose in a given attack. This means the game will artificially create 4/5 of the land the dragons gain (representative of "influence"). Dragons only cause 1/5 the casualties of other races. Players who use a Dragon account will be limited to only that account and still be bound by all the rules and regulations of the game. If any player using a Dragon account is found to be breaking a rule then the account will be taken away from them. ALL Dragons may only attack the same player once every week, unless attacked by that dominion, and then only that dragon may retaliate. Create Dragon Fear: Fear is the amount of land/influence taken from a given realm, applied uniformly across all dominions in that realm. Fear can be reduced by successfully hitting a dragon, and then it's reduced by 1.5 * land gained. Fear is displayed on the status page (done) Fear reduces food production by 2 * (fear / land size) % (maximum 10%), and reduces max population by 2 * (fear / land size) % (maximum 10%) Fear can never be reduced below 0, and starts at 0. No fear can be gained during protection. |
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