DomiNations Update 12.6 - Manufactory Updates

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Greetings Leaders,

The latest DomiNations update is on the way! For Update 12.6 we introduce the ability to loot Materials from destroyed Manufactory buildings in multiplayer attacks. Additionally, we’re adding the ability to use several buildings as they’re upgrading, which comes at a perfect time for Automation Age players with the next set of upgrades on the way! We also reveal the latest Councilor coming to DomiNations and a tease for the next set of Legendary Artifacts you’ll soon be able to obtain.

Manufactory Updates

Nearly six months have passed since the release of the Manufactory Building! In that time, we’ve received a ton of great feedback and have been carefully monitoring the progression of your Munition builds. With that being said, we’re making a couple of changes to the Manufactory building, including the ability to acquire Materials in multiplayer attacks and two additional slots for Assembly and Production!

Material Looting
Update 12.6 brings the ability to loot Materials from bases during multiplayer attacks! This should help with a bit of the progression grind to your Munition planning, however, there are some restrictions with Material looting.
  • You can loot Materials ONLY in multiplayer battles, World War battles will not have Material drops.
  • Platinum cannot be looted; this being a rare resource (taking extended time to develop) we want to keep this Material as is to require careful planning of your Manufactory progress.
  • Attackers will gain 5% of unclaimed Materials from each production slot of a destroyed Manufactory. The sum of which will be displayed on the victory screen as a generic Material (tapping the “?” icon will give a detailed list of the looted Materials).
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  • Attackers will need at least 3-Stars to successfully loot from a destroyed Manufactory
Thanks to your feedback we’ve improved details for Munition requirements. Tapping the “?” within the Munition information window will reveal a list of Units and Buildings and the level requirement for assigning. This way, it should be easier to see how far you’ll need to progress to assign a Munition!

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This update to the Manufactory also removes the ability to change Munition benefits during World War. Being able to change active Munition benefits during a World War was unintentional. At the start of War Day your Munition benefits are set for the duration of the war. As usual, you can swap Munitions, but it will only affect your regular Multiplayer battles.

Additional Assembly and Production Slots
We’ve heard your feedback regarding the need for additional slots in the Manufactory. Originally, you would unlock two more Production and Assembly slots by upgrading the Manufactory building to level 5 after reaching Automation Age. For Update 12.6, you’ll unlock your third slot at Space Age building level 3, fourth slot at Information Age building level 4, and finally two more slots at Automation Age building level 5. Leaders that have already upgraded their Manufactory to level 5 will receive the two additional slots automatically after the update!

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Buildings Usable While Upgrading

In Update 12.6 you’ll be able to Upgrade buildings and still access their functionality. This includes:
  • Library
  • University
  • Parliament
  • Barracks
  • Factory
  • Airstrip
Now you can freely upgrade, research, and retrain while still participating in battle at full strength! As you get higher in Ages upgrades can take quite a bit of time, and we didn’t want to hold you back from participating in multiplayer while progressing your base.

We’ve introduced new countdown timers for these buildings and the Museum. These timers will indicate the time left for any active upgrades and notify you when an upgrade is complete!



This update should also fix the issue where some players were unable to retrain their Troops due to insufficient space.

Automation Age Upgrades

BuildingUpgrade TimeCostCitizensHPXP AmountDPS
Redoubt Level 1119d22,500,000 Gold422,9506,000540
Claymore
Level 5
13d7,500,000 Gold

24,000 Gold Rearm Cost
112,5002,5001,435
Factory
Level 19
21d340,000 Oil434,2506,000
UnitUpgrade TimeCostHPXP AmountDPS
Captain’s Machine Gun II
Level 18
21dUpgrade
320,000 Oil

Build
162 Oil
6,6203,500636
(2,900 vs Defenders)
Captain’s Infiltrator
Level 18
21dUpgrade
330,000 Oil

Build
355 Oil
17,5603,500795
(39,750 vs Buildings and Walls)
Captain’s Heavy Tank II
Level 17
21dUpgrade
340,000 Oil

Build
2,950 Oil
86,9503,5006,233
(12,466 vs Cavalry, General, Heavy Tanks)
Captain’s Bazooka II
Level 16
21dUpgrade
330,000 Oil

Build
468 Oil
8,3403,500790
(5,530 vs Tanks, Walls, Buildings)
Captain’s Armored Car II
Level 16
21dUpgrade
330,000 Oil

Build
785 Oil
18,5503,5003,160
(9,480 vs Resource Buildings)
Captain’s APC II
Level 14
21dUpgrade
330,000 Oil

Build
785 Oil
8,1903,500646
Captain’s Tactical Helicopter II
Level 13
21dUpgrade
330,000 Oil

Build
1,100 Oil
9,4703,500261 Heal Per Second
(783 on Generals, Heavy Cavalry, Heavy Tank)
Captain’s MRL II
Level 12
21dUpgrade
330,000 Oil

Build
930 Oil
4,8203,500676 DPS

2,705 DMG Per Rocket

Upcoming Legendary Artifacts
Three more Legendary Artifacts are on the way! Two Main Hall and one War Hall, you’ll find the first of these available in June. Keep an eye out for the Week Ahead posts where we’ll feature the full reveals and availability information in the coming months.






New Councilor: Lü Bu
Glorified within the novel Romance of the Three Kingdoms, there are very few warriors in history who can embody the chaos of war like Lü Bu.

The next Councilor will focus on increasing your resources and Defender Spawns in Multiplayer battles. The War version of Lü Bu gives your enemies some defensive debuffs while increasing the potency of your Generals and Heavy Infantry.

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CommonUncommonRareEpicLegendary
Enemy Tower DMG -10%Enemy Tower DMG -11%Enemy Tower DMG -13%Enemy Tower DMG -15%Enemy Tower DMG -18%
Heavy Infantry DMG +9%Heavy Infantry DMG +11%Heavy Infantry DMG +13%Heavy Infantry DMG +16%
Enemy Wall HP -11%Enemy Wall HP -12%Enemy Wall HP -16%
Heavy Infantry Attack Speed +9%Heavy Infantry Attack Speed +12%
Generals DMG +16%
CommonUncommonRareEpicLegendary
Gold from Caravans +7%Gold from Caravans +8%Gold from Caravans +10%Gold from Caravans +12%Gold from Caravans +15%
Looted Resource Refund +11%Looted Resource Refund +13%Looted Resource Refund +15%Looted Resource Refund +18%
Wall HP +11%Wall HP +13%Wall HP +16%
Defender Spawn Time -9%Defender Spawn Time -12%
Invading Generals Attack Speed -12%

You can expect to begin recruiting Lü Bu in early June!

Additional Updates
  • Minor UI and Graphical error corrections.
  • Fixed an issue where the Field Kit Munition wouldn’t increase Commando Attack Speed.
 
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Just had my first report with looted manufactory materials on, clicked to see the breakdown. I can't tell what it is, it's too small and symbols aren't distinct enough. Took a screenshot. On maximum zoom i can just about tell what i looted.
 
The update has been live since yesterday, we don't have to wait for anything.


Take a look at the image from the OP in the original resolution of 3840 x 2160 px. There, the height of the green R of Rocket Arsenal is 34 px, but the red R of Requirement is only 29 px high. So the font is 15% smaller and you can't tell the difference?
If you put this in relation to the screen size of a smartphone, then the green font is 1 mm tall, with a weak contrast. Even the worst terms and conditions on paper contracts are easier to read.
I'm guessing it never occurred to you it wasn't live in my region when l replied?
Anyway, now that it's live l can see the new text (tapping on the ?) just fine even on my Samsung phone however l agree that it could certainly be bigger - but the red text on the brown background doesn't work at all.
 
Attackers will gain 5% of unclaimed Materials from each production slot of a destroyed Manufactory. The sum of which will be displayed on the victory screen as a generic Material (tapping the “?” icon will give a detailed list of the looted Materials).
With this feature we are getting Materials which are not a multiple of 10, so can we produce single material unit instead of 10 units going forward?
Let's say I got 4 Plastics from loot, then I need only 6 for next upgrade. In that case I need only 2.5x6=15 min to get total 10 Plastics instead of waiting 25 min. This will help us to speed up the process. Also, I suggest minimum of 12 hours storage of materials in the production instead of frequent collection. Currently Carbon has the lowest production time of 15 min, so every 150 min we need to collect, otherwise it will be wasted in the production line.
 
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With this feature we are getting Materials which are not a multiple of 10, so can we produce single material unit instead of 10 units going forward?
Let's say I got 4 Plastics from loot, then I need only 6 for next upgrade. In that case I need only 2.5x6=15 min to get total 10 Plastics instead of waiting 25 min. This will help us to speed up the process. Also, I suggest minimum of 12 hours storage of materials in the production instead of frequent collection. Currently Carbon has the lowest production time of 15 min, so every 150 min we need to collect, otherwise it will be wasted in the production line.
Amen to this…if materials will now exist in single digit amounts, why cannot we produce them in single digit amounts, rather than in 10s? Thus every 1.5 minutes we produce one carbon…
 
With this feature we are getting Materials which are not a multiple of 10, so can we produce single material unit instead of 10 units going forward?
Let's say I got 4 Plastics from loot, then I need only 6 for next upgrade. In that case I need only 2.5x6=15 min to get total 10 Plastics instead of waiting 25 min. This will help us to speed up the process. Also, I suggest minimum of 12 hours storage of materials in the production instead of frequent collection. Currently Carbon has the lowest production time of 15 min, so every 150 min we need to collect, otherwise it will be wasted in the production line.
Too complicated. You're asking them to add new complicated codes - per munition - to fix the complicated codes they added with their 5% calculations.
Just give us 5 of each item and the problem is fixed. Shit, even 2 of each munition would work!
 
Am I correct in understanding that only the materials not collected and being produced would be looted? If someone were to have purchased chests the materials stored are not looted, just what is being produced in the slots.

That means you get a max of 5 of a material if that slot was full and ready to collect (at 100). Even if the person has 300 of the material in storage, you would still only get the 5?
 
Am I correct in understanding that only the materials not collected and being produced would be looted? If someone were to have purchased chests the materials stored are not looted, just what is being produced in the slots.

That means you get a max of 5 of a material if that slot was full and ready to collect (at 100). Even if the person has 300 of the material in storage, you would still only get the 5?
OP said Attackers will gain 5% of unclaimed Materials from each production slot of a destroyed Manufactory.
So not from their storage but from the slots currently producing. This means that the max that can be stolen is 5% of 100 - so not necessarily 5 but potentially 5. (per slot)
 
OP said Attackers will gain 5% of unclaimed Materials from each production slot of a destroyed Manufactory.
So not from their storage but from the slots currently producing. This means that the max that can be stolen is 5% of 100 - so not necessarily 5 but potentially 5. (per slot)
Who cares they gave you extra slots for manufactory which will more than make up for any lost.
Plus I like hearing folks crying about 5 or so materials they lost. Your mean also so I know you love it too lol
 
When all the other buildings we can make upgrades from while upgrading the buildings are implemented why not also the armory and war academy?
 
OP said Attackers will gain 5% of unclaimed Materials from each production slot of a destroyed Manufactory.
So not from their storage but from the slots currently producing. This means that the max that can be stolen is 5% of 100 - so not necessarily 5 but potentially 5. (per slot)
Glad you can read the text the same way I can. That is exactly what I interpreted but there are others on here thinking differently and so I stated it in a way as to point it out and asked BHG to confirm my restating.

It is a round about way of clarifying it without calling people out who seemed to interpret it differently.
 
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